Assassins Creed 4 Black Flag - DX11 3DMigoto Fix
  6 / 14    
[quote="bo3b"]No, you can just delete the profile for AC4, and that will disable CM.[/quote] Won't that kill SLI too though?
bo3b said:No, you can just delete the profile for AC4, and that will disable CM.

Won't that kill SLI too though?

#76
Posted 05/10/2014 03:03 PM   
You guys are the best... thank you!!
You guys are the best... thank you!!

#77
Posted 05/10/2014 11:23 PM   
Hey guys, I get to play for a couple days, and what a great game to get lost with in my cave... Love the games where I can just roam around and veg out. I truly appreciate the efforts; bless all of you that do these kind of things for the 3D community :-)
Hey guys, I get to play for a couple days, and what a great game to get lost with in my cave... Love the games where I can just roam around and veg out. I truly appreciate the efforts; bless all of you that do these kind of things for the 3D community :-)

#78
Posted 05/11/2014 05:50 AM   
I guess I'll try deleting the profile and see if non-SLI performance is bearable. [quote="Pirateguybrush"][quote="Volnaiskra"]I don't want to install it because of the large amount of serious issues people have been having with it.[/quote] What issues? I've not seen anything.[/quote]On the beta driver feedback thread (here in the 3d forum), there were a number of people complaining about crashes, the driver not loading, and other worrying things. They were no doubt a minority of course, but the problems mentioned were serious enough to ward me away from this beta driver.
I guess I'll try deleting the profile and see if non-SLI performance is bearable.

Pirateguybrush said:
Volnaiskra said:I don't want to install it because of the large amount of serious issues people have been having with it.


What issues? I've not seen anything.
On the beta driver feedback thread (here in the 3d forum), there were a number of people complaining about crashes, the driver not loading, and other worrying things. They were no doubt a minority of course, but the problems mentioned were serious enough to ward me away from this beta driver.

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#79
Posted 05/11/2014 06:55 AM   
I just ran AC4 after having deleted the profile, and SLI is still working. I believe that the default profile that gets created for non-profiled games knows to include SLI if it's enabled. But, I'm running 320.49, so it's always possible this has changed.
I just ran AC4 after having deleted the profile, and SLI is still working.

I believe that the default profile that gets created for non-profiled games knows to include SLI if it's enabled.

But, I'm running 320.49, so it's always possible this has changed.

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

#80
Posted 05/11/2014 09:13 AM   
Out of curiosity, how does the performance compare without a profile?
Out of curiosity, how does the performance compare without a profile?

#81
Posted 05/11/2014 10:19 AM   
[quote="mike_ar69"]I just checked - they *are* in the cache you sent. Search for g_ViewToWorld.[/quote] If I search for g_ViewToWorld I get about 350 hits. If I continue searching for other parts of Your code I finally will end up with with 0 hits. So there is no code that is identical to the one You posted. Sure that's the reason why You told me to look for patterns ;) My problem is that I don't understand the code so I don't know what are the relevant elements of a pattern or which differences are so fundamental that it is definitevly not matching. That's my fault and I'm sorry that I can't contribute very much to a fix for ACL :( Nevertheless I found 33 shaders with elements that to me look similar to "1. World Coord Correction". There are 2 types. Type A contains these lines: r0.xy = v1.xy / v1.ww; r0.xy = r0.xy * g_ViewportScaleOffset.xy + g_ViewportScaleOffset.zw; g_TextureDepthDX11_MSAA.GetDimensions(r0.z, r0.w, bitmask.x); r0.zw = r0.zw; r0.zw = r0.xy * r0.zw; r1.xy = (int2)r0.zw; r1.zw = float2(0.000000e+000,0.000000e+000); r0.z = g_TextureDepthDX11_MSAA.Load(r1.xyz,v4.x).x; r0.w = g_ReverseProjectionParams.z * r0.z + g_ReverseProjectionParams.w; r0.z = g_ReverseProjectionParams2.z * r0.z + g_ReverseProjectionParams2.w; r0.z = r0.w / r0.z; r1.xyz = v2.xyz * r0.zzz + v3.xyz; Type B these lines (here x and z are changed compared to Your code): r0.xy = r0.xy; r0.zw = v1.xy / v1.ww; r0.zw = r0.zw * g_ViewportScaleOffset.xy + g_ViewportScaleOffset.zw; r0.xy = r0.zw * r0.xy; r1.xy = (int2)r0.xy; r1.zw = float2(0.000000e+000,0.000000e+000); r0.x = g_TextureDepthDX11_MSAA.Load(r1.xyz,v4.x).x; r0.y = g_ReverseProjectionParams.z * r0.x + g_ReverseProjectionParams.w; r0.x = g_ReverseProjectionParams2.z * r0.x + g_ReverseProjectionParams2.w; r0.x = r0.y / r0.x; r1.xyz = v2.xyz * r0.xxx + v3.xyz; Here are the complete shaders if You need more information: http://www.file-upload.net/download-8906997/Type-A.zip.html http://www.file-upload.net/download-8907000/Type-B.zip.html If these are (some of) the shaders we are looking for could You please correct one of it as an example that shows me where to place the correction? But only if you've got the time and feel like it ;)
mike_ar69 said:I just checked - they *are* in the cache you sent. Search for g_ViewToWorld.

If I search for g_ViewToWorld I get about 350 hits. If I continue searching for other parts of Your code I finally will end up with with 0 hits. So there is no code that is identical to the one You posted. Sure that's the reason why You told me to look for patterns ;) My problem is that I don't understand the code so I don't know what are the relevant elements of a pattern or which differences are so fundamental that it is definitevly not matching. That's my fault and I'm sorry that I can't contribute very much to a fix for ACL :(
Nevertheless I found 33 shaders with elements that to me look similar to "1. World Coord Correction".
There are 2 types.
Type A contains these lines:

r0.xy = v1.xy / v1.ww;
r0.xy = r0.xy * g_ViewportScaleOffset.xy + g_ViewportScaleOffset.zw;
g_TextureDepthDX11_MSAA.GetDimensions(r0.z, r0.w, bitmask.x);
r0.zw = r0.zw;
r0.zw = r0.xy * r0.zw;
r1.xy = (int2)r0.zw;
r1.zw = float2(0.000000e+000,0.000000e+000);
r0.z = g_TextureDepthDX11_MSAA.Load(r1.xyz,v4.x).x;
r0.w = g_ReverseProjectionParams.z * r0.z + g_ReverseProjectionParams.w;
r0.z = g_ReverseProjectionParams2.z * r0.z + g_ReverseProjectionParams2.w;
r0.z = r0.w / r0.z;
r1.xyz = v2.xyz * r0.zzz + v3.xyz;

Type B these lines (here x and z are changed compared to Your code):

r0.xy = r0.xy;
r0.zw = v1.xy / v1.ww;
r0.zw = r0.zw * g_ViewportScaleOffset.xy + g_ViewportScaleOffset.zw;
r0.xy = r0.zw * r0.xy;
r1.xy = (int2)r0.xy;
r1.zw = float2(0.000000e+000,0.000000e+000);
r0.x = g_TextureDepthDX11_MSAA.Load(r1.xyz,v4.x).x;
r0.y = g_ReverseProjectionParams.z * r0.x + g_ReverseProjectionParams.w;
r0.x = g_ReverseProjectionParams2.z * r0.x + g_ReverseProjectionParams2.w;
r0.x = r0.y / r0.x;
r1.xyz = v2.xyz * r0.xxx + v3.xyz;

Here are the complete shaders if You need more information:

http://www.file-upload.net/download-8906997/Type-A.zip.html

http://www.file-upload.net/download-8907000/Type-B.zip.html


If these are (some of) the shaders we are looking for could You please correct one of it as an example that shows me where to place the correction? But only if you've got the time and feel like it ;)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#82
Posted 05/11/2014 01:31 PM   
Hard to say, since I didn't do a back-to-back test, but if anything it actually seems better performance. I was routinely maxing my GTX 580 SLI at 100% on both, and with no profile, that's dropped to about 85% on both. It's possible that I changed a setting that made this different, but I'm playing Normal environment quality, which is the big one. And PhysX at Normal. Getting about 50 fps in general.
Hard to say, since I didn't do a back-to-back test, but if anything it actually seems better performance.

I was routinely maxing my GTX 580 SLI at 100% on both, and with no profile, that's dropped to about 85% on both.

It's possible that I changed a setting that made this different, but I'm playing Normal environment quality, which is the big one. And PhysX at Normal. Getting about 50 fps in general.

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

#83
Posted 05/11/2014 01:32 PM   
[quote="3d4dd"][quote="mike_ar69"]I just checked - they *are* in the cache you sent. Search for g_ViewToWorld.[/quote] If I search for g_ViewToWorld I get about 350 hits. If I continue searching for other parts of Your code I finally will end up with with 0 hits. So there is no code that is identical to the one You posted. Sure that's the reason why You told me to look for patterns ;) My problem is that I don't understand the code so I don't know what are the relevant elements of a pattern or which differences are so fundamental that it is definitevly not matching. That's my fault and I'm sorry that I can't contribute very much to a fix for ACL :( Nevertheless I found 33 shaders with elements that to me look similar to "1. World Coord Correction". There are 2 types. Type A contains these lines: r0.xy = v1.xy / v1.ww; r0.xy = r0.xy * g_ViewportScaleOffset.xy + g_ViewportScaleOffset.zw; g_TextureDepthDX11_MSAA.GetDimensions(r0.z, r0.w, bitmask.x); r0.zw = r0.zw; r0.zw = r0.xy * r0.zw; r1.xy = (int2)r0.zw; r1.zw = float2(0.000000e+000,0.000000e+000); r0.z = g_TextureDepthDX11_MSAA.Load(r1.xyz,v4.x).x; r0.w = g_ReverseProjectionParams.z * r0.z + g_ReverseProjectionParams.w; r0.z = g_ReverseProjectionParams2.z * r0.z + g_ReverseProjectionParams2.w; r0.z = r0.w / r0.z; r1.xyz = v2.xyz * r0.zzz + v3.xyz; Type B these lines (here x and z are changed compared to Your code): r0.xy = r0.xy; r0.zw = v1.xy / v1.ww; r0.zw = r0.zw * g_ViewportScaleOffset.xy + g_ViewportScaleOffset.zw; r0.xy = r0.zw * r0.xy; r1.xy = (int2)r0.xy; r1.zw = float2(0.000000e+000,0.000000e+000); r0.x = g_TextureDepthDX11_MSAA.Load(r1.xyz,v4.x).x; r0.y = g_ReverseProjectionParams.z * r0.x + g_ReverseProjectionParams.w; r0.x = g_ReverseProjectionParams2.z * r0.x + g_ReverseProjectionParams2.w; r0.x = r0.y / r0.x; r1.xyz = v2.xyz * r0.xxx + v3.xyz; Here are the complete shaders if You need more information: http://www.file-upload.net/download-8906997/Type-A.zip.html http://www.file-upload.net/download-8907000/Type-B.zip.html If these are (some of) the shaders we are looking for could You please correct one of it as an example that shows me where to place the correction? But only if you've got the time and feel like it ;)[/quote] I think i was not clear before. The code i showed you *was my fix* so you wont find that in the shadercache. As you have done, look for the code above where it says "//mike_ar69...."
3d4dd said:
mike_ar69 said:I just checked - they *are* in the cache you sent. Search for g_ViewToWorld.

If I search for g_ViewToWorld I get about 350 hits. If I continue searching for other parts of Your code I finally will end up with with 0 hits. So there is no code that is identical to the one You posted. Sure that's the reason why You told me to look for patterns ;) My problem is that I don't understand the code so I don't know what are the relevant elements of a pattern or which differences are so fundamental that it is definitevly not matching. That's my fault and I'm sorry that I can't contribute very much to a fix for ACL :(
Nevertheless I found 33 shaders with elements that to me look similar to "1. World Coord Correction".
There are 2 types.
Type A contains these lines:

r0.xy = v1.xy / v1.ww;
r0.xy = r0.xy * g_ViewportScaleOffset.xy + g_ViewportScaleOffset.zw;
g_TextureDepthDX11_MSAA.GetDimensions(r0.z, r0.w, bitmask.x);
r0.zw = r0.zw;
r0.zw = r0.xy * r0.zw;
r1.xy = (int2)r0.zw;
r1.zw = float2(0.000000e+000,0.000000e+000);
r0.z = g_TextureDepthDX11_MSAA.Load(r1.xyz,v4.x).x;
r0.w = g_ReverseProjectionParams.z * r0.z + g_ReverseProjectionParams.w;
r0.z = g_ReverseProjectionParams2.z * r0.z + g_ReverseProjectionParams2.w;
r0.z = r0.w / r0.z;
r1.xyz = v2.xyz * r0.zzz + v3.xyz;

Type B these lines (here x and z are changed compared to Your code):

r0.xy = r0.xy;
r0.zw = v1.xy / v1.ww;
r0.zw = r0.zw * g_ViewportScaleOffset.xy + g_ViewportScaleOffset.zw;
r0.xy = r0.zw * r0.xy;
r1.xy = (int2)r0.xy;
r1.zw = float2(0.000000e+000,0.000000e+000);
r0.x = g_TextureDepthDX11_MSAA.Load(r1.xyz,v4.x).x;
r0.y = g_ReverseProjectionParams.z * r0.x + g_ReverseProjectionParams.w;
r0.x = g_ReverseProjectionParams2.z * r0.x + g_ReverseProjectionParams2.w;
r0.x = r0.y / r0.x;
r1.xyz = v2.xyz * r0.xxx + v3.xyz;

Here are the complete shaders if You need more information:

http://www.file-upload.net/download-8906997/Type-A.zip.html

http://www.file-upload.net/download-8907000/Type-B.zip.html


If these are (some of) the shaders we are looking for could You please correct one of it as an example that shows me where to place the correction? But only if you've got the time and feel like it ;)


I think i was not clear before. The code i showed you *was my fix* so you wont find that in the shadercache. As you have done, look for the code above where it says "//mike_ar69...."

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#84
Posted 05/11/2014 05:27 PM   
@3d4dd I attached some fixed shaders. Not sure if its all of them, but you will get the idea I hope. Let me know if they actuall work.
@3d4dd
I attached some fixed shaders. Not sure if its all of them, but you will get the idea I hope. Let me know if they actuall work.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#85
Posted 05/11/2014 08:37 PM   
[quote="mike_ar69"]I think i was not clear before. The code i showed you *was my fix* so you wont find that in the shadercache. As you have done, look for the code above where it says "//mike_ar69...."[/quote] I knew this ;) Would be too good if in future games would be released with "//Mike_ar69 - Stereo Shift" already included in the shaders XD I just wasn't sure how to integrate Your code for the fix: where to put it? replace the original code or use it in addition? So I asked You for an example. Thank You for the shaders! I will test them as soon as possible.
mike_ar69 said:I think i was not clear before. The code i showed you *was my fix* so you wont find that in the shadercache. As you have done, look for the code above where it says "//mike_ar69...."

I knew this ;) Would be too good if in future games would be released with "//Mike_ar69 - Stereo Shift" already included in the shaders XD I just wasn't sure how to integrate Your code for the fix: where to put it? replace the original code or use it in addition? So I asked You for an example.
Thank You for the shaders! I will test them as soon as possible.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#86
Posted 05/12/2014 07:14 AM   
[quote="3d4dd"]I knew this ;) Would be too good if in future games would be released with "//Mike_ar69 - Stereo Shift" already included in the shaders XD I just wasn't sure how to integrate Your code for the fix: where to put it? replace the original code or use it in addition? So I asked You for an example. Thank You for the shaders! I will test them as soon as possible.[/quote]You have come a super long way already, and thanks for giving it a try! I'd recommend focusing upon a single shader that is easy to find, to start with. Like shadows on a palm tree that are probably at screen depth. Once you can get one working, the rest fall into place as being similar. Put the shader you know is problematic in the ShaderFixes folder, and make sure there are no .bin files that will confuse testing. Once you are up and running, you can alt-tab out, and edit that shader in a text editor. When you go alt-tab back to the game, you can press F10 to reload all the ShaderFixes live. It will give a high-pitched beep when it's done and succeeds. If it makes a low pitch beep, you have a syntax error and it couldn't compile. The reason this is important, is because it lets you experiment with the shader and try different spots for the fixing code. Being able to experiment here is super helpful. Good luck.
3d4dd said:I knew this ;) Would be too good if in future games would be released with "//Mike_ar69 - Stereo Shift" already included in the shaders XD I just wasn't sure how to integrate Your code for the fix: where to put it? replace the original code or use it in addition? So I asked You for an example.
Thank You for the shaders! I will test them as soon as possible.
You have come a super long way already, and thanks for giving it a try!

I'd recommend focusing upon a single shader that is easy to find, to start with. Like shadows on a palm tree that are probably at screen depth. Once you can get one working, the rest fall into place as being similar.

Put the shader you know is problematic in the ShaderFixes folder, and make sure there are no .bin files that will confuse testing.

Once you are up and running, you can alt-tab out, and edit that shader in a text editor. When you go alt-tab back to the game, you can press F10 to reload all the ShaderFixes live. It will give a high-pitched beep when it's done and succeeds. If it makes a low pitch beep, you have a syntax error and it couldn't compile.

The reason this is important, is because it lets you experiment with the shader and try different spots for the fixing code. Being able to experiment here is super helpful.

Good luck.

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

#87
Posted 05/12/2014 12:24 PM   
I didn't have to go a long way - mike_ar69 did everything ;) I just expected him to give me a single shader as an example. So I was very excited to see that he fixed all the shaders and searched the cache for those I didn't find yet Oo So thank You very much indeed, mike_ar69! I hope You didn't spent too much time on it. At least it was worth the time: ACL now looks excellent with the fixed shadows - no comparison to the fake 3D I had before! I've played the main story about 4h to have a look at the different locations and daytimes and to check if there are specific issues remaining. So far I could only find 3 issues: - skybox, sun, moon and stars are too close - in some cutscenes shadows are still messed up, but they are rarely and switching to 2D for few seconds doesn't hurt ;) - certain light sources (torches, candles, lanterns; dynamic light?) cause issues: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61061/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/61060/[/img] This forces You to switch to 2D during night time and within buildings. So it would be nice if this issue could be fixed, too. Hunting the shader marks c8cd3a2ba328b410. This shader is already fixed but doesn't seem to work (under these conditions?). Unfortunately the shader cache I've uploaded before was taken during daytime when this issue didn't appear. So I've made a new shader cache within a building. But it doesn't seem to me that the additional PS contain the patterns for shadows. Here they are: http://www.file-upload.net/download-8912481/new-ps.zip.html Everything else (reflections, mist, etc.) works fine. Blood is 2D so has to be disabled in the game settings. Performance is very good with everything set to maximum (even on my old hardware). Of course the HUD is 2D at screen depth. More depth would be nice but personally I can live with it. So ACL is with the fixes so far almost excellent and much better than the fake 3D. Would be great if it could be possible to fix the 2 most prominent remaining issues (skybox, lighting), too. Any suggestions what to do...? BTW a hint: Sometimes it is difficult to hunt a shader that is only visible for a few (milli)seconds (e.g. cut scenes, certain decals, etc.). If You need more time to cycle through all the shaders and want to "pause" the game You should try http://www.cheatengine.org/. It offers a "speedhack" function that works with almost every game and is very simple to use. This allows You to extremely slow down a game. And (in contrary to helixmod!) the hotkey input for 3dmigoto isn't affected by the speedhack but still works in real-time.
I didn't have to go a long way - mike_ar69 did everything ;) I just expected him to give me a single shader as an example. So I was very excited to see that he fixed all the shaders and searched the cache for those I didn't find yet Oo So thank You very much indeed, mike_ar69! I hope You didn't spent too much time on it. At least it was worth the time: ACL now looks excellent with the fixed shadows - no comparison to the fake 3D I had before!
I've played the main story about 4h to have a look at the different locations and daytimes and to check if there are specific issues remaining.
So far I could only find 3 issues:
- skybox, sun, moon and stars are too close
- in some cutscenes shadows are still messed up, but they are rarely and switching to 2D for few seconds doesn't hurt ;)
- certain light sources (torches, candles, lanterns; dynamic light?) cause issues:
Image
Image
This forces You to switch to 2D during night time and within buildings. So it would be nice if this issue could be fixed, too. Hunting the shader marks c8cd3a2ba328b410. This shader is already fixed but doesn't seem to work (under these conditions?). Unfortunately the shader cache I've uploaded before was taken during daytime when this issue didn't appear. So I've made a new shader cache within a building. But it doesn't seem to me that the additional PS contain the patterns for shadows. Here they are: http://www.file-upload.net/download-8912481/new-ps.zip.html

Everything else (reflections, mist, etc.) works fine. Blood is 2D so has to be disabled in the game settings. Performance is very good with everything set to maximum (even on my old hardware).
Of course the HUD is 2D at screen depth. More depth would be nice but personally I can live with it.

So ACL is with the fixes so far almost excellent and much better than the fake 3D. Would be great if it could be possible to fix the 2 most prominent remaining issues (skybox, lighting), too. Any suggestions what to do...?

BTW a hint: Sometimes it is difficult to hunt a shader that is only visible for a few (milli)seconds (e.g. cut scenes, certain decals, etc.). If You need more time to cycle through all the shaders and want to "pause" the game You should try http://www.cheatengine.org/. It offers a "speedhack" function that works with almost every game and is very simple to use. This allows You to extremely slow down a game. And (in contrary to helixmod!) the hotkey input for 3dmigoto isn't affected by the speedhack but still works in real-time.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#88
Posted 05/12/2014 09:32 PM   
Hi 3d4dd - great to hear my "blind fix" worked :-) It wasn't much work for me by the way, I developed a script so I just needed to run it on the new ShaderCache :-) I actually picked up the game for $13 on Steam yesterday, so *at some point* I will look at the other things. Skybox, HUD etc is to be expected, that's all separate VS stuff. I think the lights may be an AA issue - turn it off and see if it still happens. Otherwise I think the shadercache needs to be created for each setting (we have this issue with AC4). I don't quite understand how the shadercache is being generated, but it does seem that shaders are only created for specific AA settings (this wa true in AC3 as well). I have not been able to work how to fix decals yet (blood etc) so that's going to have to wait regardless. Btw - I quickly tried to get the game to run last night but it crashed with the Migoto fix - which version did you use?
Hi 3d4dd - great to hear my "blind fix" worked :-) It wasn't much work for me by the way, I developed a script so I just needed to run it on the new ShaderCache :-)

I actually picked up the game for $13 on Steam yesterday, so *at some point* I will look at the other things. Skybox, HUD etc is to be expected, that's all separate VS stuff. I think the lights may be an AA issue - turn it off and see if it still happens. Otherwise I think the shadercache needs to be created for each setting (we have this issue with AC4). I don't quite understand how the shadercache is being generated, but it does seem that shaders are only created for specific AA settings (this wa true in AC3 as well).

I have not been able to work how to fix decals yet (blood etc) so that's going to have to wait regardless.

Btw - I quickly tried to get the game to run last night but it crashed with the Migoto fix - which version did you use?

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#89
Posted 05/12/2014 10:45 PM   
@3d4dd: You are doing great at getting 3Dmigoto to run on ACL, and finding shaders, and dumping them to cache, and all that stuff is really great to see. For the cache of shaders using different AA, if you switch in mid game to a different kind of AA, 3Dmigoto will continue to dump those new shaders as well. So it should be possible to get both kinds. Still, I think it's probably OK to fix a specific kind and just recommend that be used in game release notes. For the skybox, moon, stars, you can probably fix these yourself, now that you see how it all works. There are examples of the fixes that Mike made on the repository on Github, which you can search. Do this: go to https://github.com/bo3b/3Dmigoto/tree/master/AC4/ShaderFixes and in the search box, look for 'moon', or 'stars'. You'll see some shaders referenced, and you can compare the fix to the code that you've found by shader hunting for ACL and add the fix there. Try the stars one first. This is one that I made, and I know that it is super simple.
@3d4dd: You are doing great at getting 3Dmigoto to run on ACL, and finding shaders, and dumping them to cache, and all that stuff is really great to see.


For the cache of shaders using different AA, if you switch in mid game to a different kind of AA, 3Dmigoto will continue to dump those new shaders as well. So it should be possible to get both kinds. Still, I think it's probably OK to fix a specific kind and just recommend that be used in game release notes.


For the skybox, moon, stars, you can probably fix these yourself, now that you see how it all works. There are examples of the fixes that Mike made on the repository on Github, which you can search.

Do this: go to https://github.com/bo3b/3Dmigoto/tree/master/AC4/ShaderFixes and in the search box, look for 'moon', or 'stars'. You'll see some shaders referenced, and you can compare the fix to the code that you've found by shader hunting for ACL and add the fix there.

Try the stars one first. This is one that I made, and I know that it is super simple.

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#90
Posted 05/13/2014 02:05 AM   
  6 / 14    
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