Bo3b's School For Shaderhackers
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[quote="hudfreegamer"]This is what I tried (I entered the first line, the rest was generated by the program): [code]>>> python shadertool.py 0B3F4AB7.txt[/code][/quote]You need to run it from the Windows command prompt (The >>> there suggests you are trying from the Python command prompt - which is intended to interactively enter python commands, and not to run entire programs). Also make sure you are running Python 3 (e.g. Python 3.4.3), as the code is not compatible with the older Python 2: https://www.python.org/downloads/ That being said, I honestly have no idea why the effect would disappear when you copy it to ShaderOverride without modifying it. I know the java converter sometimes has issues with certain shaders, but that's a fairly straight forward one and the converted code looks fine to me, so I don't think my tool would do any better. I do know that fog can stop working when upgrading the shader model (and my tool has --add-fog-on-sm3-update to compensate for this in some situations), but since it's a UI shader I would be surprised if that turned out to be the issue here, but maybe there is another similar issue I don't know about? You might check the LOG.txt for any errors related to that shader, and if all else fails you might be able to disable it in the pixel shader instead of the vertex shader. [quote="3d4dd"]Now I have stumbled across another PS which is responsible for dynamic shadows in a sunset scenario. It is very similar to PS 952E819A but in this case using the tool didn't fix the shader.[/quote]I can't see anything obviously wrong with this... Does the fixed version change that shadows at all (and if so - better, worse or just different?)? Are there any errors in the LOG.txt about it? On the off-chance that v0 was already stereoised in the vertex shader you might try commenting out the first mad instruction that the tool inserted.
hudfreegamer said:This is what I tried (I entered the first line, the rest was generated by the program):

>>> python shadertool.py 0B3F4AB7.txt
You need to run it from the Windows command prompt (The >>> there suggests you are trying from the Python command prompt - which is intended to interactively enter python commands, and not to run entire programs). Also make sure you are running Python 3 (e.g. Python 3.4.3), as the code is not compatible with the older Python 2: https://www.python.org/downloads/

That being said, I honestly have no idea why the effect would disappear when you copy it to ShaderOverride without modifying it. I know the java converter sometimes has issues with certain shaders, but that's a fairly straight forward one and the converted code looks fine to me, so I don't think my tool would do any better.

I do know that fog can stop working when upgrading the shader model (and my tool has --add-fog-on-sm3-update to compensate for this in some situations), but since it's a UI shader I would be surprised if that turned out to be the issue here, but maybe there is another similar issue I don't know about?

You might check the LOG.txt for any errors related to that shader, and if all else fails you might be able to disable it in the pixel shader instead of the vertex shader.


3d4dd said:Now I have stumbled across another PS which is responsible for dynamic shadows in a sunset scenario. It is very similar to PS 952E819A but in this case using the tool didn't fix the shader.
I can't see anything obviously wrong with this... Does the fixed version change that shadows at all (and if so - better, worse or just different?)? Are there any errors in the LOG.txt about it?

On the off-chance that v0 was already stereoised in the vertex shader you might try commenting out the first mad instruction that the tool inserted.

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Posted 03/22/2015 02:32 AM   
[quote="hudfreegamer"]I was able to convert the shader with this shader converter: [url]https://forums.geforce.com/default/topic/600445/3d-vision/binarysearchengine-for-use-with-helix-mod-debug/post/3930490/#3930490[/url] But, the effect is still disabled, even with the v3 shader. What am I missing? Here's what the shader code looks like now: [code]// vs_3_0 dcl_position o10 dcl_texcoord o0.xy dcl_color o8 dcl_color1 o9 dcl_position v0 dcl_color v1 dcl_color1 v2 dp4 o10.x, v0, c0 dp4 o10.y, v0, c1 dp4 o0.x, v0, c2 dp4 o0.y, v0, c3 mov o10.zw, v0 mov o8, v1.zyxw mov o9, v2.zyxw // approximately 7 instruction slots used [/code][/quote] That conversion doesn't look right to me- why did the output become o10 instead of o1? The main thing here is that the outputs of this vertex shader must line up with the corresponding inputs for the pixel shader in the pipeline. You can also convert these manually, which might make sense for something this small: [url]https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3653984/#3653984[/url]
hudfreegamer said:I was able to convert the shader with this shader converter:
https://forums.geforce.com/default/topic/600445/3d-vision/binarysearchengine-for-use-with-helix-mod-debug/post/3930490/#3930490

But, the effect is still disabled, even with the v3 shader. What am I missing?

Here's what the shader code looks like now:
//

vs_3_0
dcl_position o10
dcl_texcoord o0.xy
dcl_color o8
dcl_color1 o9
dcl_position v0
dcl_color v1
dcl_color1 v2
dp4 o10.x, v0, c0
dp4 o10.y, v0, c1
dp4 o0.x, v0, c2
dp4 o0.y, v0, c3
mov o10.zw, v0
mov o8, v1.zyxw
mov o9, v2.zyxw

// approximately 7 instruction slots used

That conversion doesn't look right to me- why did the output become o10 instead of o1?

The main thing here is that the outputs of this vertex shader must line up with the corresponding inputs for the pixel shader in the pipeline.

You can also convert these manually, which might make sense for something this small:

https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3653984/#3653984

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Posted 03/22/2015 04:16 AM   
The output register number shouldn't matter as long as it has the right semantic declaration (e.g. dcl_position). The java tool always uses o0-o7 for texcoords, o8-o9 for colours and o10 for output position. My tool uses an allocator instead, so the registers will be consecutively numbered (in the order: texcoords, position, colours, fog, point size), but it shouldn't matter here.
The output register number shouldn't matter as long as it has the right semantic declaration (e.g. dcl_position). The java tool always uses o0-o7 for texcoords, o8-o9 for colours and o10 for output position. My tool uses an allocator instead, so the registers will be consecutively numbered (in the order: texcoords, position, colours, fog, point size), but it shouldn't matter here.

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Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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Posted 03/22/2015 04:49 AM   
[quote="DarkStarSword"]The output register number shouldn't matter as long as it has the right semantic declaration (e.g. dcl_position). The java tool always uses o0-o7 for texcoords, o8-o9 for colours and o10 for output position. My tool uses an allocator instead, so the registers will be consecutively numbered (in the order: texcoords, position, colours, fog, point size), but it shouldn't matter here.[/quote] Right-O. For vs_3_0 the semantic is what matters. Haven't seen that variant before, but I agree it should work. I can't explain why the shader gets blanked out.
DarkStarSword said:The output register number shouldn't matter as long as it has the right semantic declaration (e.g. dcl_position). The java tool always uses o0-o7 for texcoords, o8-o9 for colours and o10 for output position. My tool uses an allocator instead, so the registers will be consecutively numbered (in the order: texcoords, position, colours, fog, point size), but it shouldn't matter here.

Right-O. For vs_3_0 the semantic is what matters. Haven't seen that variant before, but I agree it should work.

I can't explain why the shader gets blanked out.

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
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 03/22/2015 05:37 AM   
[quote="DarkStarSword"]I can't see anything obviously wrong with this... Does the fixed version change that shadows at all (and if so - better, worse or just different?)? Are there any errors in the LOG.txt about it? On the off-chance that v0 was already stereoised in the vertex shader you might try commenting out the first mad instruction that the tool inserted.[/quote] Unfortunately the game switches to 2D after alt+tab and 3d only can activated by restarting the game. So I can't change and reload PS 1341BDFB to directly compare the difference. If there is a difference it is not very obvious. Also the shadows from the original PS 1341BDFB are more messed up than the shadows from PS 952E819A. When I disabled PS 952E819A the shadows changed into a square that was placed at correct depth (see http://photos.3dvisionlive.com/3d4dd/image/550b2406e7e564b43a00020c/). When I do the same with PS 1341BDFB the resulting square is placed at a completely wrong depth. Commenting out the stereoisation for v0 didn't help. The shadows from both PS are disabled by the same VS (so the PS use the same VS?). LOG.txt only says "Start logging..". As the shadows from PS 1341BDFB are only visible for 2-3 min of gameplay to me it also would be OK to just disable them if there is no simple way to fix it. The fix won't be "Helixmod ready" anyway as there is a fog which causes (not very obvious) halos and I can't find its PS altough I switched trough the PS many times... So thanks a lot for Your help!
DarkStarSword said:I can't see anything obviously wrong with this... Does the fixed version change that shadows at all (and if so - better, worse or just different?)? Are there any errors in the LOG.txt about it?
On the off-chance that v0 was already stereoised in the vertex shader you might try commenting out the first mad instruction that the tool inserted.

Unfortunately the game switches to 2D after alt+tab and 3d only can activated by restarting the game. So I can't change and reload PS 1341BDFB to directly compare the difference. If there is a difference it is not very obvious. Also the shadows from the original PS 1341BDFB are more messed up than the shadows from PS 952E819A. When I disabled PS 952E819A the shadows changed into a square that was placed at correct depth (see http://photos.3dvisionlive.com/3d4dd/image/550b2406e7e564b43a00020c/). When I do the same with PS 1341BDFB the resulting square is placed at a completely wrong depth. Commenting out the stereoisation for v0 didn't help. The shadows from both PS are disabled by the same VS (so the PS use the same VS?). LOG.txt only says "Start logging..". As the shadows from PS 1341BDFB are only visible for 2-3 min of gameplay to me it also would be OK to just disable them if there is no simple way to fix it. The fix won't be "Helixmod ready" anyway as there is a fog which causes (not very obvious) halos and I can't find its PS altough I switched trough the PS many times... So thanks a lot for Your help!

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

Posted 03/23/2015 06:28 PM   
I'm stumped by that shader as well (PS 1341BDFB). Sorry for not being able to assist further. I'm experiencing the same problem you're having where when I Alt-Tab out of the game and back in, I can't re-enable 3D until I restart. I'm also seeing this problem in other UE3 games-- maybe it's a driver issue? When I get home, I'll switch to older drivers & see if it makes a difference.
I'm stumped by that shader as well (PS 1341BDFB). Sorry for not being able to assist further. I'm experiencing the same problem you're having where when I Alt-Tab out of the game and back in, I can't re-enable 3D until I restart. I'm also seeing this problem in other UE3 games-- maybe it's a driver issue? When I get home, I'll switch to older drivers & see if it makes a difference.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 03/24/2015 05:31 AM   
@4everAwake: Are You going to make a fix for the game, too? Maybe You can find the shader for the green fog causing halos in the chapter with the floating rocks. I could only fix the other shaders causing halos (water splashes, magic view, etc.). What also needs to be fixed are the reflections of the lake. But most important: can You run Helixmod with the 64bit version of the game? So far I have used the 32bit version on my Win 7 32 installation (driver 344.11). When I tried to run the game with Helixmod on my Win 7 64bit system it crashed at the start. I used the 64 bit version of Helixmod and the 64bit version of the game. The Steam overlay is disabled for the game and I have started it directly with the exe. I had no issues with the 64 bit demo of the game but the release version crashes...
@4everAwake: Are You going to make a fix for the game, too? Maybe You can find the shader for the green fog causing halos in the chapter with the floating rocks. I could only fix the other shaders causing halos (water splashes, magic view, etc.). What also needs to be fixed are the reflections of the lake. But most important: can You run Helixmod with the 64bit version of the game? So far I have used the 32bit version on my Win 7 32 installation (driver 344.11). When I tried to run the game with Helixmod on my Win 7 64bit system it crashed at the start. I used the 64 bit version of Helixmod and the 64bit version of the game. The Steam overlay is disabled for the game and I have started it directly with the exe. I had no issues with the 64 bit demo of the game but the release version crashes...

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

Posted 03/24/2015 06:52 PM   
FWIW I get crashes at the start with the 64bit version of [s]3Dmigoto[/s] Helix mod and Viscera Cleanup Detail as well. I also get a 'This program has stopped responding' crash when quitting most 32bit UE3 games as well, so it seems like [s]3Dmigoto[/s] Helix Mod has some issues with UE3 games... shadertool does have an autofix for reflections, but I'm not sure if it's specific to Life Is Strange or might apply to other UE3 games as well - it fixes shaders that use "DNEReflectionTexture" and you can try it with --auto-fix-unreal-dne-reflection. The other autofix I use on Life Is Strange, is --disable-redundant-unreal-correction, which checks if a pixel shader is using both vPos.xy and a stereo correction, and disables the later. So far I've only seen this on Life Is Strange, but it might apply elsewhere as well. Disabling UE3's native 3D Vision support in the engine config files should have much the same effect as this (though someone reported that 3D wouldn't kick in at all for them if they did that).
FWIW I get crashes at the start with the 64bit version of 3Dmigoto Helix mod and Viscera Cleanup Detail as well. I also get a 'This program has stopped responding' crash when quitting most 32bit UE3 games as well, so it seems like 3Dmigoto Helix Mod has some issues with UE3 games...

shadertool does have an autofix for reflections, but I'm not sure if it's specific to Life Is Strange or might apply to other UE3 games as well - it fixes shaders that use "DNEReflectionTexture" and you can try it with --auto-fix-unreal-dne-reflection.

The other autofix I use on Life Is Strange, is --disable-redundant-unreal-correction, which checks if a pixel shader is using both vPos.xy and a stereo correction, and disables the later. So far I've only seen this on Life Is Strange, but it might apply elsewhere as well. Disabling UE3's native 3D Vision support in the engine config files should have much the same effect as this (though someone reported that 3D wouldn't kick in at all for them if they did that).

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Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 03/24/2015 10:03 PM   
[quote="DarkStarSword"]FWIW I get crashes at the start with the 64bit version of 3Dmigoto and Viscera Cleanup Detail as well. I also get a 'This program has stopped responding' crash when quitting most 32bit UE3 games as well, so it seems like 3Dmigoto has some issues with UE3 games...[/quote] Do you still get the crashes if you delete the OverlayRendender.dll from Steam? I always get exit crashes now because of that abysmal Steam approach to always force load the dlls even if disabled. For 64 bit crash on Viscera- it's worth trying the new top-of-tree as I fixed several more threading bugs, and did a complete scan for all writes to maps, vectors.
DarkStarSword said:FWIW I get crashes at the start with the 64bit version of 3Dmigoto and Viscera Cleanup Detail as well. I also get a 'This program has stopped responding' crash when quitting most 32bit UE3 games as well, so it seems like 3Dmigoto has some issues with UE3 games...

Do you still get the crashes if you delete the OverlayRendender.dll from Steam? I always get exit crashes now because of that abysmal Steam approach to always force load the dlls even if disabled.

For 64 bit crash on Viscera- it's worth trying the new top-of-tree as I fixed several more threading bugs, and did a complete scan for all writes to maps, vectors.

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 03/24/2015 11:37 PM   
[quote="4everAwake"]when I Alt-Tab out of the game and back in, I can't re-enable 3D until I restart. I'm also seeing this problem in other UE3 games-- maybe it's a driver issue? [/quote] I recently played Brothers and recall having the same problem. If I remember correctly, I had to set AllowNvidiaStereo3d=True in the config file and then set it to read only or it would get overwritten. For Brothers, it was Go to C:\Users\....\Documents\my games\UnrealEngine3\P13\Config\P13Engine.ini CHANGE AllowNvidiaStereo3d=False TO AllowNvidiaStereo3d=True I think I may have changed in the main config file also, so it wouldn't get overwritten. 3D would enable with it set to false, but would disable when alt tabbing EDIT: BTW these instructions were on the Helixblog, credit goes to eqzitara
4everAwake said:when I Alt-Tab out of the game and back in, I can't re-enable 3D until I restart. I'm also seeing this problem in other UE3 games-- maybe it's a driver issue?


I recently played Brothers and recall having the same problem. If I remember correctly, I had to set AllowNvidiaStereo3d=True in the config file and then set it to read only or it would get overwritten.

For Brothers, it was
Go to C:\Users\....\Documents\my games\UnrealEngine3\P13\Config\P13Engine.ini
CHANGE
AllowNvidiaStereo3d=False
TO
AllowNvidiaStereo3d=True

I think I may have changed in the main config file also, so it wouldn't get overwritten.

3D would enable with it set to false, but would disable when alt tabbing

EDIT: BTW these instructions were on the Helixblog, credit goes to eqzitara

Posted 03/24/2015 11:45 PM   
[quote="bo3b"]Do you still get the crashes if you delete the OverlayRendender.dll from Steam? I always get exit crashes now because of that abysmal Steam approach to always force load the dlls even if disabled.[/quote]Yep - that was it. Completely forgot about that problem. Notably older versions of Helix mod do not crash on exit. So while Steam's approach of force loading the dll is brain dead, I would hesitate to lay the blame entirely on them without some clear debug information implicating them as the sole cause. [quote]For 64 bit crash on Viscera- it's worth trying the new top-of-tree as I fixed several more threading bugs, and did a complete scan for all writes to maps, vectors.[/quote]Sorry for the confusion - I meant Helix mod. If it was 3Dmigoto I would have probably fixed it by now :-p
bo3b said:Do you still get the crashes if you delete the OverlayRendender.dll from Steam? I always get exit crashes now because of that abysmal Steam approach to always force load the dlls even if disabled.
Yep - that was it. Completely forgot about that problem. Notably older versions of Helix mod do not crash on exit. So while Steam's approach of force loading the dll is brain dead, I would hesitate to lay the blame entirely on them without some clear debug information implicating them as the sole cause.

For 64 bit crash on Viscera- it's worth trying the new top-of-tree as I fixed several more threading bugs, and did a complete scan for all writes to maps, vectors.
Sorry for the confusion - I meant Helix mod. If it was 3Dmigoto I would have probably fixed it by now :-p

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 03/24/2015 11:57 PM   
[quote="DarkStarSword"][quote="bo3b"]Do you still get the crashes if you delete the OverlayRendender.dll from Steam? I always get exit crashes now because of that abysmal Steam approach to always force load the dlls even if disabled.[/quote]Yep - that was it. Completely forgot about that problem. [quote]For 64 bit crash on Viscera- it's worth trying the new top-of-tree as I fixed several more threading bugs, and did a complete scan for all writes to maps, vectors.[/quote]Sorry for the confusion - I meant Helix mod. If it was 3Dmigoto I would have probably fixed it by now :-p[/quote] Good to know. For the HelixMod crashes, maybe it's time to try to switch to the Injector/Launcher style instead? In theory that should avoid these crashes, I'm just not sure if it works in all cases. And haven't looked into how to set it up. Is it generalized?
DarkStarSword said:
bo3b said:Do you still get the crashes if you delete the OverlayRendender.dll from Steam? I always get exit crashes now because of that abysmal Steam approach to always force load the dlls even if disabled.
Yep - that was it. Completely forgot about that problem.

For 64 bit crash on Viscera- it's worth trying the new top-of-tree as I fixed several more threading bugs, and did a complete scan for all writes to maps, vectors.
Sorry for the confusion - I meant Helix mod. If it was 3Dmigoto I would have probably fixed it by now :-p

Good to know. For the HelixMod crashes, maybe it's time to try to switch to the Injector/Launcher style instead? In theory that should avoid these crashes, I'm just not sure if it works in all cases. And haven't looked into how to set it up. Is it generalized?

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 03/25/2015 12:00 AM   
[quote="bo3b"]For the HelixMod crashes, maybe it's time to try to switch to the Injector/Launcher style instead? In theory that should avoid these crashes, I'm just not sure if it works in all cases. And haven't looked into how to set it up. Is it generalized?[/quote]I used the injector version in the Oddworld fix since I always got crashes on launch in the normal version, but a couple of people reported that the injector version didn't work for them and they had to switch to the normal version :-(
bo3b said:For the HelixMod crashes, maybe it's time to try to switch to the Injector/Launcher style instead? In theory that should avoid these crashes, I'm just not sure if it works in all cases. And haven't looked into how to set it up. Is it generalized?
I used the injector version in the Oddworld fix since I always got crashes on launch in the normal version, but a couple of people reported that the injector version didn't work for them and they had to switch to the normal version :-(

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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Posted 03/25/2015 12:07 AM   
[quote="helifax"]Quick question: Using 3DMigoto: StereParams.x = stereo value; StereoParams.y = convergence; What about the z and w components? What do these hold ? Another question: Is it possible to add back the ability to have access of Resolution in the sahders? You can do this from NvApi directly: This is a copy-paste from my wrapper showing how you can get all the information (including SLI/NON Sli, Surround info) <snip> [/quote] I tried this technique, but unfortunately on a single monitor I get an error that mosaic is not enabled. I'd rather not have multiple ways of getting resolution unless it's necessary. Would using the dimensions of the backbuffer be sufficient in the Surround case?
helifax said:Quick question:

Using 3DMigoto: StereParams.x = stereo value; StereoParams.y = convergence;
What about the z and w components? What do these hold ?

Another question:
Is it possible to add back the ability to have access of Resolution in the sahders?

You can do this from NvApi directly:

This is a copy-paste from my wrapper showing how you can get all the information (including SLI/NON Sli, Surround info)

<snip>

I tried this technique, but unfortunately on a single monitor I get an error that mosaic is not enabled.

I'd rather not have multiple ways of getting resolution unless it's necessary.

Would using the dimensions of the backbuffer be sufficient in the Surround case?

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
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 03/26/2015 07:47 AM   
Thank You for the hint to delete GameOverlayRenderer.dll and GameOverlayRenderer64.dll. Now I can start Woolfe without a crash with Helixmod. I thought that I have tried it before without success but maybe I didn't delete GameOverlayRenderer64.dll, too, or Steam was making an update when I have started the game. I had to set AllowNvidiaStereo3d=True in WoolfeEngine.ini to get 2 different images in S3D. Regarding the disabled S3D (emitter active but image 2D) after alt+tab out of the game I have found a solution for me. Maybe it only works with/until driver 344.75 (I didn't update as I had an issue with Guild Wars 2 only running in 2D in windowed mode with never drivers). If I start the 3DVision test screen from the Nivida system settings, close it and switch back to the running game S3D works in the game again. Edit: Just discovered that on my Win 7 64bit system alt+tab doesn't disable S3D in Woolfe even without the 3DVision test screen trick. But this trick definitevly helped me with Elder Scrolls Online to enable S3D after it switched to 2D.
Thank You for the hint to delete GameOverlayRenderer.dll and GameOverlayRenderer64.dll. Now I can start Woolfe without a crash with Helixmod. I thought that I have tried it before without success but maybe I didn't delete GameOverlayRenderer64.dll, too, or Steam was making an update when I have started the game. I had to set AllowNvidiaStereo3d=True in WoolfeEngine.ini to get 2 different images in S3D.
Regarding the disabled S3D (emitter active but image 2D) after alt+tab out of the game I have found a solution for me. Maybe it only works with/until driver 344.75 (I didn't update as I had an issue with Guild Wars 2 only running in 2D in windowed mode with never drivers). If I start the 3DVision test screen from the Nivida system settings, close it and switch back to the running game S3D works in the game again.

Edit: Just discovered that on my Win 7 64bit system alt+tab doesn't disable S3D in Woolfe even without the 3DVision test screen trick. But this trick definitevly helped me with Elder Scrolls Online to enable S3D after it switched to 2D.

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

Posted 03/26/2015 07:29 PM   
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