3Dmigoto now open-source...
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Well I just ran it as admin and it did not uninstall the folders.. so I guess it is jacked up will just delete manually from now on thnx tho
Well I just ran it as admin and it did not uninstall the folders.. so I guess it is jacked up will just delete manually from now on thnx tho

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 04/16/2017 12:54 AM   
[quote="The_Nephilim"]Well I just ran it as admin and it did not uninstall the folders.. so I guess it is jacked up will just delete manually from now on thnx tho[/quote] If admin does not work, something is fundamentally broken on your system. Might be time for a reinstall.
The_Nephilim said:Well I just ran it as admin and it did not uninstall the folders.. so I guess it is jacked up will just delete manually from now on thnx tho

If admin does not work, something is fundamentally broken on your system. Might be time for a reinstall.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 04/16/2017 01:19 AM   
HeHe I think you are right bo3b I am going to Format all my drives and start with a clean slate totally..
HeHe I think you are right bo3b I am going to Format all my drives and start with a clean slate totally..

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 04/16/2017 12:43 PM   
hello, I used 3dmigoto to add zoom feature for DCS World and Il2Bos in VR (steamVR). VR implementation are really good for these games (far better then 3dvision :-() But the sights are totally messed up in Il2 bos for VR. In 3dvision I could fix that by moving them regarding the active eye. But that is not possible in VR... So I wonder if a "VRmigoto" for steamVR could be possible...
hello,
I used 3dmigoto to add zoom feature for DCS World and Il2Bos in VR (steamVR).
VR implementation are really good for these games (far better then 3dvision :-() But the sights are totally messed up in Il2 bos for VR. In 3dvision I could fix that by moving them regarding the active eye. But that is not possible in VR...
So I wonder if a "VRmigoto" for steamVR could be possible...

Posted 04/29/2017 09:57 PM   
Another question : I tried to change the vertical FOV of IL2 BoS because it do not handle correctly the OSVR HDK2, unlike DCS World and WartThunder. I opened a ticket to BoS dev but they answered that it is on OSVR side... I managed to find a first fix by halfing the vertical coordinates in a VSshader dedicated to a global effect, but this introduced a "cinemascope" effect because it adds black horizontal parts on top and botton of the headset display. So I tried to work on another way, by applying a multiplicator factor on the results of each use of the "g_mViewProj" matrix in 43 VS shaders. It makes almost all things looking good, but view rotation are not good. Which transform matrices should I modify in order to correctly modify the vertical or horizontal FOV ? Matrices are declared in shaders by lines like [code]float4x4 g_mViewProj : packoffset(c31);[/code] How can I modify these matrices without having to modify each shader ?
Another question : I tried to change the vertical FOV of IL2 BoS because it do not handle correctly the OSVR HDK2, unlike DCS World and WartThunder. I opened a ticket to BoS dev but they answered that it is on OSVR side...
I managed to find a first fix by halfing the vertical coordinates in a VSshader dedicated to a global effect, but this introduced a "cinemascope" effect because it adds black horizontal parts on top and botton of the headset display.
So I tried to work on another way, by applying a multiplicator factor on the results of each use of the "g_mViewProj" matrix in 43 VS shaders.
It makes almost all things looking good, but view rotation are not good. Which transform matrices should I modify in order to correctly modify the vertical or horizontal FOV ?
Matrices are declared in shaders by lines like
float4x4 g_mViewProj : packoffset(c31);

How can I modify these matrices without having to modify each shader ?

Posted 04/30/2017 08:52 PM   
That reminds me of when I made aspect ratio mods for Dolphin (which were very useless because every new build broken them completely) and some PCSX2 experiment. Do you have frustum problems doing that FOV mod through shaders (objects disappearing in your extra area)? I know that at least for Unity games it can be corrected (ask DarkStarSword about that).
That reminds me of when I made aspect ratio mods for Dolphin (which were very useless because every new build broken them completely) and some PCSX2 experiment. Do you have frustum problems doing that FOV mod through shaders (objects disappearing in your extra area)? I know that at least for Unity games it can be corrected (ask DarkStarSword about that).

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Donations account: masterotakusuko@gmail.com

Posted 04/30/2017 09:25 PM   
[quote="lefuneste"]hello, I used 3dmigoto to add zoom feature for DCS World and Il2Bos in VR (steamVR). VR implementation are really good for these games (far better then 3dvision :-() But the sights are totally messed up in Il2 bos for VR. In 3dvision I could fix that by moving them regarding the active eye. But that is not possible in VR... So I wonder if a "VRmigoto" for steamVR could be possible...[/quote]Actually, long back, I did test 3Dmigoto with the Rift, and I was able to hunt shaders there as well. I think there is no fundamental difference in the graphics pipeline, so as far as I can tell 3Dmigoto should work while running DCS in VR mode. It will be a little tricky because of needing touch typing to find the keys to use, and the on-screen 3Dmigoto display will not be super helpful at the far edges. But, in terms of tracking shaders, you should be able to hunt them and mark them just like usual. In terms of fixing a found shader, that's not quite as clear because of the VR projection matrices used and the stereoscopic technique is most likely theirs, not 3D Vision Automatic. If it's still Automatic or even 3D Visin Direct, that will still work normally. Outside of that, you'll need to do some digging in the shaders to understand their stereo projection.
lefuneste said:hello,
I used 3dmigoto to add zoom feature for DCS World and Il2Bos in VR (steamVR).
VR implementation are really good for these games (far better then 3dvision :-() But the sights are totally messed up in Il2 bos for VR. In 3dvision I could fix that by moving them regarding the active eye. But that is not possible in VR...
So I wonder if a "VRmigoto" for steamVR could be possible...
Actually, long back, I did test 3Dmigoto with the Rift, and I was able to hunt shaders there as well. I think there is no fundamental difference in the graphics pipeline, so as far as I can tell 3Dmigoto should work while running DCS in VR mode.

It will be a little tricky because of needing touch typing to find the keys to use, and the on-screen 3Dmigoto display will not be super helpful at the far edges. But, in terms of tracking shaders, you should be able to hunt them and mark them just like usual.

In terms of fixing a found shader, that's not quite as clear because of the VR projection matrices used and the stereoscopic technique is most likely theirs, not 3D Vision Automatic. If it's still Automatic or even 3D Visin Direct, that will still work normally. Outside of that, you'll need to do some digging in the shaders to understand their stereo projection.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 05/01/2017 12:35 AM   
[quote="bo3b"] It will be a little tricky because of needing touch typing to find the keys to use, and the on-screen 3Dmigoto display will not be super helpful at the far edges. [/quote] I used the mirror display of SteamVR that allow to see both left and right eyes, and 3dmigoto info appears on IL2Bos mirror windows. So it is easy to handle shader browsing. I only use the headset to ckeck results. I managed to find a register in game shader that allow me to distinguish left eye and right eye. But I discovered that the game should be using a stencil buffer to filter part of sight, in order to display the sight only for one eye at a time. That bothered me because this is what I want to fix, and if I move closer the left and right sight by shifting them, they are masked by the stencil buffer.... How can I modify /desactivate a stencil buffer with 3dmigoto ?
bo3b said:
It will be a little tricky because of needing touch typing to find the keys to use, and the on-screen 3Dmigoto display will not be super helpful at the far edges.

I used the mirror display of SteamVR that allow to see both left and right eyes, and 3dmigoto info appears on IL2Bos mirror windows. So it is easy to handle shader browsing. I only use the headset to ckeck results.

I managed to find a register in game shader that allow me to distinguish left eye and right eye. But I discovered that the game should be using a stencil buffer to filter part of sight, in order to display the sight only for one eye at a time. That bothered me because this is what I want to fix, and if I move closer the left and right sight by shifting them, they are masked by the stencil buffer....
How can I modify /desactivate a stencil buffer with 3dmigoto ?

Posted 05/01/2017 11:01 AM   
[quote="masterotaku"]That reminds me of when I made aspect ratio mods for Dolphin (which were very useless because every new build broken them completely) and some PCSX2 experiment. Do you have frustum problems doing that FOV mod through shaders (objects disappearing in your extra area)? I know that at least for Unity games it can be corrected (ask DarkStarSword about that).[/quote] No, my problem is the rotation : for example whan I move my head the plane is moving with my FOV instead of staying in position...
masterotaku said:That reminds me of when I made aspect ratio mods for Dolphin (which were very useless because every new build broken them completely) and some PCSX2 experiment. Do you have frustum problems doing that FOV mod through shaders (objects disappearing in your extra area)? I know that at least for Unity games it can be corrected (ask DarkStarSword about that).

No, my problem is the rotation : for example whan I move my head the plane is moving with my FOV instead of staying in position...

Posted 05/01/2017 11:13 AM   
Does 3Dmigoto only support Dirext X 11 still or is there now a functional Dirext X 9 wrapper? Also is it possible to donate money to this project?
Does 3Dmigoto only support Dirext X 11 still or is there now a functional Dirext X 9 wrapper? Also is it possible to donate money to this project?

Posted 05/02/2017 04:54 PM   
3Dmigoto only supports dx11 and has had 5 coders that have worked on it. I wrote a post that somewhat summarizes it and has links, if you're interested. [url]https://forums.geforce.com/default/topic/903343/3d-vision/darkstarswords-patreon-page/post/4756201/#4756201[/url] chiri = inactive since conception elbarterino = inactive since conception bo3b = active since slighty after conception, by far the most active DarkStarSword = active since shortly after bo3b, huge contributor to the code Flugan = ASM assembly language contributor DarkStarSword and Flugan are the only contributors that accept donations AFAIK https://forums.geforce.com/member/1966196/ https://forums.geforce.com/member/1857307/ Currently, the only somewhat fully functional dx9 wrapper is the one from Helix. Flugan also has a dx9 wrapper that was a work in progress, but has been sidelined https://forums.geforce.com/default/topic/913098/ He opened sourced it I think
3Dmigoto only supports dx11 and has had 5 coders that have worked on it. I wrote a post that somewhat summarizes it and has links, if you're interested.

https://forums.geforce.com/default/topic/903343/3d-vision/darkstarswords-patreon-page/post/4756201/#4756201

chiri = inactive since conception
elbarterino = inactive since conception
bo3b = active since slighty after conception, by far the most active
DarkStarSword = active since shortly after bo3b, huge contributor to the code
Flugan = ASM assembly language contributor


DarkStarSword and Flugan are the only contributors that accept donations AFAIK
https://forums.geforce.com/member/1966196/
https://forums.geforce.com/member/1857307/

Currently, the only somewhat fully functional dx9 wrapper is the one from Helix.
Flugan also has a dx9 wrapper that was a work in progress, but has been sidelined https://forums.geforce.com/default/topic/913098/

He opened sourced it I think

Posted 05/03/2017 10:26 PM   
[quote="D-Man11"]3Dmigoto only supports dx11 and has had 5 coders that have worked on it. I wrote a post that somewhat summarizes it and has links, if you're interested. [url]https://forums.geforce.com/default/topic/903343/3d-vision/darkstarswords-patreon-page/post/4756201/#4756201[/url] chiri = inactive since conception elbarterino = inactive since conception bo3b = active since slighty after conception, by far the most active DarkStarSword = active since shortly after bo3b, huge contributor to the code Flugan = ASM assembly language contributor DarkStarSword and Flugan are the only contributors that accept donations AFAIK https://forums.geforce.com/member/1966196/ https://forums.geforce.com/member/1857307/ Currently, the only somewhat fully functional dx9 wrapper is the one from Helix. Flugan also has a dx9 wrapper that was a work in progress, but has been sidelined https://forums.geforce.com/default/topic/913098/ He opened sourced it I think[/quote] Problem with the Helix dx9 wrapper is that it doesn't support 3d vision unless I missed some detail
D-Man11 said:3Dmigoto only supports dx11 and has had 5 coders that have worked on it. I wrote a post that somewhat summarizes it and has links, if you're interested.

https://forums.geforce.com/default/topic/903343/3d-vision/darkstarswords-patreon-page/post/4756201/#4756201

chiri = inactive since conception
elbarterino = inactive since conception
bo3b = active since slighty after conception, by far the most active
DarkStarSword = active since shortly after bo3b, huge contributor to the code
Flugan = ASM assembly language contributor


DarkStarSword and Flugan are the only contributors that accept donations AFAIK

https://forums.geforce.com/member/1966196/

https://forums.geforce.com/member/1857307/


Currently, the only somewhat fully functional dx9 wrapper is the one from Helix.
Flugan also has a dx9 wrapper that was a work in progress, but has been sidelined https://forums.geforce.com/default/topic/913098/

He opened sourced it I think


Problem with the Helix dx9 wrapper is that it doesn't support 3d vision unless I missed some detail

Posted 05/09/2017 02:03 PM   
[quote="markbradley"]Problem with the Helix dx9 wrapper is that it doesn't support 3d vision unless I missed some detail [/quote] Helix's d3d9 wrapper(HelixMod) was the initial/main reason 3D Vision was even kept alive before 3DMigoto, well that and obviously the talented ShaderHackers... so not really sure what you mean by doesn't support 3D Vision, unless some how you're confusing it with [url=https://forums.geforce.com/default/topic/959175/]SuperDepth 3D[/url]? [center][s]:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::[/s][/center] Ok stupid question time... :) I'm messing around with an anaglyph game, trying to remove/disable the Red/Cyan filters... so far I haven't really been able to find any Shader(s) that clearly affect it but while trying multiple things, I enabled all the Keys in the ini and found that cycling through the Render targets was the only thing that would give me a clear clean Red/Cyan view, it would cycle between Black(blank)/Red(view)/Cyan(view). I tried marking/dumping but there was nothing in the ShaderFixes folder, so how does one go about using Render targets? ...or is there anything usable that I can get from them, Shader hashes?
markbradley said:Problem with the Helix dx9 wrapper is that it doesn't support 3d vision unless I missed some detail

Helix's d3d9 wrapper(HelixMod) was the initial/main reason 3D Vision was even kept alive before 3DMigoto, well that and obviously the talented ShaderHackers... so not really sure what you mean by doesn't support 3D Vision, unless some how you're confusing it with SuperDepth 3D?

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Ok stupid question time... :)

I'm messing around with an anaglyph game, trying to remove/disable the Red/Cyan filters... so far I haven't really been able to find any Shader(s) that clearly affect it but while trying multiple things, I enabled all the Keys in the ini and found that cycling through the Render targets was the only thing that would give me a clear clean Red/Cyan view, it would cycle between Black(blank)/Red(view)/Cyan(view).

I tried marking/dumping but there was nothing in the ShaderFixes folder, so how does one go about using Render targets? ...or is there anything usable that I can get from them, Shader hashes?
Posted 05/09/2017 02:31 PM   
[quote="markbradley"]Problem with the Helix dx9 wrapper is that it doesn't support 3d vision unless I missed some detail [/quote] [url=http://wiki.bo3b.net/index.php?title=Bo3b%27s_School_for_Shaderhackers]Bo3b's School for ShaderHackers[/url] You obviously missed something, check the link above, it fully explains it
markbradley said:Problem with the Helix dx9 wrapper is that it doesn't support 3d vision unless I missed some detail


Bo3b's School for ShaderHackers

You obviously missed something, check the link above, it fully explains it

Posted 05/09/2017 06:29 PM   
[quote="TsaebehT"][quote="markbradley"]Problem with the Helix dx9 wrapper is that it doesn't support 3d vision unless I missed some detail [/quote] Helix's d3d9 wrapper(HelixMod) was the initial/main reason 3D Vision was even kept alive before 3DMigoto, well that and obviously the talented ShaderHackers... so not really sure what you mean by doesn't support 3D Vision, unless some how you're confusing it with [url=https://forums.geforce.com/default/topic/959175/]SuperDepth 3D[/url]? [/quote] Sorry for not being clear. I mean HelixMod doesn't offer a feature that converts 3D vision into SBS or Over/Under mode which I would absolutely kill for.
TsaebehT said:
markbradley said:Problem with the Helix dx9 wrapper is that it doesn't support 3d vision unless I missed some detail

Helix's d3d9 wrapper(HelixMod) was the initial/main reason 3D Vision was even kept alive before 3DMigoto, well that and obviously the talented ShaderHackers... so not really sure what you mean by doesn't support 3D Vision, unless some how you're confusing it with SuperDepth 3D?



Sorry for not being clear. I mean HelixMod doesn't offer a feature that converts 3D vision into SBS or Over/Under mode which I would absolutely kill for.

Posted 05/11/2017 12:04 AM   
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