3Dmigoto now open-source...
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[quote="Th3_N3philim"]here is a link to DL Simpit warp it has a 30 day trial: http://www.simpit.co.nz/downloads/ get this "SimPitWarp_v2.2r5.zip" [/quote]Given how much they charge for it and that the problem affects other modding tools besides 3DMigoto I suggest you lodge a support request with them - given what they are charging, they should be able to afford some top notch engineers to solve this. If the problem is in 3DMigoto we will happily accept any patch they send us that passes our review process.
Th3_N3philim said:here is a link to DL Simpit warp it has a 30 day trial:



http://www.simpit.co.nz/downloads/



get this "SimPitWarp_v2.2r5.zip"
Given how much they charge for it and that the problem affects other modding tools besides 3DMigoto I suggest you lodge a support request with them - given what they are charging, they should be able to afford some top notch engineers to solve this. If the problem is in 3DMigoto we will happily accept any patch they send us that passes our review process.

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 02/13/2018 08:08 AM   
Well we where having issues with the Desktop warp and windows 10 and they fixed that and it seemed to have fixed my issue with the new version of Migoto.. Seems I don't need to ask as it is already fixed now it seems.. I also am not having the Mouse cursor issue anymore either in DCS World.. I am going to go baack and try and fix what I can.. Thank you guys ;)
Well we where having issues with the Desktop warp and windows 10 and they fixed that and it seemed to have fixed my issue with the new version of Migoto..

Seems I don't need to ask as it is already fixed now it seems.. I also am not having the Mouse cursor issue anymore either in DCS World..

I am going to go baack and try and fix what I can..

Thank you guys ;)

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 02/13/2018 08:58 AM   
3DMigoto 1.3.3 is up: - The notifications should be a lot more readable now - improved font and dark background. - Beep on error is back, and I've removed the config option for beep on success. Feedback still welcome. - The software mouse is working again in some games using the platform update - The refresh rate override should work in more games now (however note that this allows the 3D TV Play green flicker bug to resurface in Tekken 7 *if* the desktop is set to 1280x720 60Hz 3D and the game is set to the same - in previous versions this configuration didn't work at all, so this is at least no worse. If the desktop is set to 1920x1080 and the game is set to 1280x720 with the refresh rate override it works fine). - This should hopefully work better if you ever get funny permissions on the game directory (seems to happen to me at random with no clear reason why) - Custom shaders are now shipped with both vertex & pixel shaders in a single HLSL file. This is optional - the old way still works, but the idea is to cut down on the number of files we need to ship, and to allow structures to be used to pass values between shader stages, which is less error prone - refer to mouse.hlsl for a basic example of this.
3DMigoto 1.3.3 is up:

- The notifications should be a lot more readable now - improved font and dark background.
- Beep on error is back, and I've removed the config option for beep on success. Feedback still welcome.
- The software mouse is working again in some games using the platform update
- The refresh rate override should work in more games now (however note that this allows the 3D TV Play green flicker bug to resurface in Tekken 7 *if* the desktop is set to 1280x720 60Hz 3D and the game is set to the same - in previous versions this configuration didn't work at all, so this is at least no worse. If the desktop is set to 1920x1080 and the game is set to 1280x720 with the refresh rate override it works fine).
- This should hopefully work better if you ever get funny permissions on the game directory (seems to happen to me at random with no clear reason why)
- Custom shaders are now shipped with both vertex & pixel shaders in a single HLSL file. This is optional - the old way still works, but the idea is to cut down on the number of files we need to ship, and to allow structures to be used to pass values between shader stages, which is less error prone - refer to mouse.hlsl for a basic example of this.

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 02/15/2018 05:26 PM   
Hi, is somebody knows how to stereoize software mouse? At the top of mousevs.hlsl I've added [code] #define separation StereoParams.Load(0).x #define convergence StereoParams.Load(0).y #define stereo_eye StereoParams.Load(0).z #define hud_depth IniParams[0].x [/code] And at the bottom [code] pos.x += -stereo_eye * hud_depth; [/code] Value of hud_depth changes from 0 to 1 by hotkey, but when hud_depth = 1.0 distance between left/right eyes of mouse is equal window_width. P.S. eyesign is already included in the separation obtained from the stereo params texture set up with nvapi, so right formula is [code] pos.x += separation * hud_depth; [/code] Strange, it was the first formula, I've tried... So mistake was upper - firstly I used [code] #define separation StereoParams[0].x [/code] instead of right [code] #define separation StereoParams.Load(0).x [/code]
Hi, is somebody knows how to stereoize software mouse?
At the top of mousevs.hlsl I've added
#define separation StereoParams.Load(0).x
#define convergence StereoParams.Load(0).y
#define stereo_eye StereoParams.Load(0).z

#define hud_depth IniParams[0].x

And at the bottom
pos.x += -stereo_eye * hud_depth;

Value of hud_depth changes from 0 to 1 by hotkey, but when hud_depth = 1.0 distance between left/right eyes of mouse is equal window_width.
P.S. eyesign is already included in the separation obtained from the stereo params texture set up with nvapi, so right formula is
pos.x += separation * hud_depth;

Strange, it was the first formula, I've tried...
So mistake was upper - firstly I used
#define separation StereoParams[0].x

instead of right
#define separation StereoParams.Load(0).x

Posted 02/16/2018 08:00 PM   
I use this line of code and add to the INI file for Param Y: float4 stereo = StereoParams.Load(0); float4 iniParams = IniParams.Load(0); pos.x += stereo.x * iniParams.y;
I use this line of code and add to the INI file for Param Y:


float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);

pos.x += stereo.x * iniParams.y;

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 02/16/2018 11:55 PM   
It's looks the same but without separated variables. I like recognizable variables
It's looks the same but without separated variables. I like recognizable variables

Posted 02/17/2018 11:24 AM   
Copying and pasting two posts I made in the SpecialK steam forums: I have downloaded Final Fantasy X/X-2 again to make my 3D fix better (fixed the ghosting that for example appears in save points). This time, using 3Dmigoto 1.3.3, I tried to make it work with UnX, but it doesn't. At least it doesn't crash like it did in the past. The "dxgi.log" and "modules.log" files show that 3Dmigoto's "d3d11.dll" file is being loaded: "02/17/2018 10:57:50.068: [ Module ] ( 52D10000h + 02256896 ) -:< Install3DMigotoDriverProfileW >:- G:\SteamLibrary\steamapps\common\FINAL FANTASY FFX&FFX-2 HD Remaster\d3d11.dll 02/17/2018 10:57:50.069: [File Ver] 3Dmigoto - d3d11.dll 1.3.3" But it's like it doesn't do anything ingame. So no fullscreen forcing for 3D, can't use hunting mode, hotkeys that I have that disable some effects don't do anything... Can you take a look at the logs, Kaldaien?: https://s3.amazonaws.com/masterotaku/FFX_FFX-2/logs_3Dmigoto_UnX.7z I included the "d3d11.log" that 3Dmigoto generates. So it DOES do something. But I don't know why it loads and after that it doesn't work. There must be a compatibility problem that somehow FFXII didn't trigger. In FFX, with 3Dmigoto 1.2.72 and forcing fullscreen in both UnX ("ForceFullscreen=true") and 3Dmigoto ("full_screen=1"), it works. Buuut, custom textures don't load at all. If I disable 3Dmigoto, textures load correctly. Same problem of 3Dmigoto apparently not doing anything in 1.3.3 happens in Trails of Cold Steel 2. I'll check what's the best combination that lets me use custom textures. Edit: I got 3Dmigoto 1.2.72 and SpecialK 0.9.1 to work correctly in Trails of Cold Steel 2, with custom textures enabled. The textures problem may be unique to FFX...
Copying and pasting two posts I made in the SpecialK steam forums:

I have downloaded Final Fantasy X/X-2 again to make my 3D fix better (fixed the ghosting that for example appears in save points). This time, using 3Dmigoto 1.3.3, I tried to make it work with UnX, but it doesn't.

At least it doesn't crash like it did in the past. The "dxgi.log" and "modules.log" files show that 3Dmigoto's "d3d11.dll" file is being loaded:

"02/17/2018 10:57:50.068: [ Module ] ( 52D10000h + 02256896 ) -:< Install3DMigotoDriverProfileW >:- G:\SteamLibrary\steamapps\common\FINAL FANTASY FFX&FFX-2 HD Remaster\d3d11.dll
02/17/2018 10:57:50.069: [File Ver] 3Dmigoto - d3d11.dll 1.3.3"

But it's like it doesn't do anything ingame. So no fullscreen forcing for 3D, can't use hunting mode, hotkeys that I have that disable some effects don't do anything...

Can you take a look at the logs, Kaldaien?: https://s3.amazonaws.com/masterotaku/FFX_FFX-2/logs_3Dmigoto_UnX.7z

I included the "d3d11.log" that 3Dmigoto generates. So it DOES do something. But I don't know why it loads and after that it doesn't work.




There must be a compatibility problem that somehow FFXII didn't trigger. In FFX, with 3Dmigoto 1.2.72 and forcing fullscreen in both UnX ("ForceFullscreen=true") and 3Dmigoto ("full_screen=1"), it works. Buuut, custom textures don't load at all. If I disable 3Dmigoto, textures load correctly.

Same problem of 3Dmigoto apparently not doing anything in 1.3.3 happens in Trails of Cold Steel 2. I'll check what's the best combination that lets me use custom textures.


Edit: I got 3Dmigoto 1.2.72 and SpecialK 0.9.1 to work correctly in Trails of Cold Steel 2, with custom textures enabled. The textures problem may be unique to FFX...

CPU: Intel Core i7 7700K @ 4.9GHz
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Donations account: masterotakusuko@gmail.com

Posted 02/17/2018 12:19 PM   
[quote="masterotaku"]Copying and pasting two posts I made in the SpecialK steam forums: I have downloaded Final Fantasy X/X-2 again to make my 3D fix better (fixed the ghosting that for example appears in save points). This time, using 3Dmigoto 1.3.3, I tried to make it work with UnX, but it doesn't. At least it doesn't crash like it did in the past. The "dxgi.log" and "modules.log" files show that 3Dmigoto's "d3d11.dll" file is being loaded: "02/17/2018 10:57:50.068: [ Module ] ( 52D10000h + 02256896 ) -:< Install3DMigotoDriverProfileW >:- G:\SteamLibrary\steamapps\common\FINAL FANTASY FFX&FFX-2 HD Remaster\d3d11.dll 02/17/2018 10:57:50.069: [File Ver] 3Dmigoto - d3d11.dll 1.3.3" But it's like it doesn't do anything ingame. So no fullscreen forcing for 3D, can't use hunting mode, hotkeys that I have that disable some effects don't do anything... Can you take a look at the logs, Kaldaien?: https://s3.amazonaws.com/masterotaku/FFX_FFX-2/logs_3Dmigoto_UnX.7z I included the "d3d11.log" that 3Dmigoto generates. So it DOES do something. But I don't know why it loads and after that it doesn't work.[/quote] That log suggests that our hook to DXGI factory was broken somehow. It returns an error for our CreateSwapChain call, and thus unhooks our UI/Overlay. Please try this Eng build. I've made a lot of changes to improve the logging during the startup Device and SwapChain creation, and also made it take a smarter path for CreateSwapChain that avoids other tools hooks. [url]http://sg.bo3b.net/3Dmigoto_1.3.4Eng2.7z[/url] If that doesn't work I'll want to see the next log (use debug=1). Edit: Also worth trying to set [i]load_library_redirect=2[/i].
masterotaku said:Copying and pasting two posts I made in the SpecialK steam forums:

I have downloaded Final Fantasy X/X-2 again to make my 3D fix better (fixed the ghosting that for example appears in save points). This time, using 3Dmigoto 1.3.3, I tried to make it work with UnX, but it doesn't.

At least it doesn't crash like it did in the past. The "dxgi.log" and "modules.log" files show that 3Dmigoto's "d3d11.dll" file is being loaded:

"02/17/2018 10:57:50.068: [ Module ] ( 52D10000h + 02256896 ) -:< Install3DMigotoDriverProfileW >:- G:\SteamLibrary\steamapps\common\FINAL FANTASY FFX&FFX-2 HD Remaster\d3d11.dll
02/17/2018 10:57:50.069: [File Ver] 3Dmigoto - d3d11.dll 1.3.3"

But it's like it doesn't do anything ingame. So no fullscreen forcing for 3D, can't use hunting mode, hotkeys that I have that disable some effects don't do anything...

Can you take a look at the logs, Kaldaien?: https://s3.amazonaws.com/masterotaku/FFX_FFX-2/logs_3Dmigoto_UnX.7z

I included the "d3d11.log" that 3Dmigoto generates. So it DOES do something. But I don't know why it loads and after that it doesn't work.

That log suggests that our hook to DXGI factory was broken somehow. It returns an error for our CreateSwapChain call, and thus unhooks our UI/Overlay.

Please try this Eng build. I've made a lot of changes to improve the logging during the startup Device and SwapChain creation, and also made it take a smarter path for CreateSwapChain that avoids other tools hooks.

http://sg.bo3b.net/3Dmigoto_1.3.4Eng2.7z


If that doesn't work I'll want to see the next log (use debug=1).

Edit: Also worth trying to set load_library_redirect=2.

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 02/17/2018 05:33 PM   
Disregard
Disregard

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Posted 02/19/2018 04:44 AM   
Ok, so uhhhh, this is pretty concerning: [code]Performing deferred shader analysis on ps 93d76bb5086ce2a8... Found dcl_temps 5 Found dcl_temps 5 Found dcl_temps 5 Found dcl_temps 5 Found dcl_temps 5 WARNING: regex replace error: no more memory[/code] I'm having people say that my Kingdom Come Deliverance fix isn't working for them, which is almost entirely regex based. Incidentally, on my own accord, I have been adapting my new Cryengine and regex findings on Ryse - Son of Rome and found some shaders that should have been patched via regex, weren't, and above is what the log told me for that, so now I'm wondering if the people who are having trouble with the Kingdom Come fix are running into an OOM error there. Is this potentially a bug, where 3DM is not releasing memory after performing regex searches, or is this a limitation (and possibly a bad practice of mine) that we have to be mindful of when building regex patterns? What I'm thinking is that I tend to do the following: ResourceNameFoundInHeader(?s).*Pattern to help ensure that my pattern is matching the correct shader (rather than just assuming that cb0[123] will match the same resource I'm looking for), but it's also matching a whole ton of useless text in between, which I'm assuming could be holding large blocks of memory hostage. Would that be correct, and do I need to abandon this practice?
Ok, so uhhhh, this is pretty concerning:

Performing deferred shader analysis on ps 93d76bb5086ce2a8...
Found dcl_temps 5
Found dcl_temps 5
Found dcl_temps 5
Found dcl_temps 5
Found dcl_temps 5
WARNING: regex replace error: no more memory


I'm having people say that my Kingdom Come Deliverance fix isn't working for them, which is almost entirely regex based. Incidentally, on my own accord, I have been adapting my new Cryengine and regex findings on Ryse - Son of Rome and found some shaders that should have been patched via regex, weren't, and above is what the log told me for that, so now I'm wondering if the people who are having trouble with the Kingdom Come fix are running into an OOM error there.

Is this potentially a bug, where 3DM is not releasing memory after performing regex searches, or is this a limitation (and possibly a bad practice of mine) that we have to be mindful of when building regex patterns? What I'm thinking is that I tend to do the following: ResourceNameFoundInHeader(?s).*Pattern to help ensure that my pattern is matching the correct shader (rather than just assuming that cb0[123] will match the same resource I'm looking for), but it's also matching a whole ton of useless text in between, which I'm assuming could be holding large blocks of memory hostage. Would that be correct, and do I need to abandon this practice?

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 02/21/2018 06:04 PM   
Curious to see your next Ryse fix, any improvement was made from the original? Good luck for your problem of memory.
Curious to see your next Ryse fix, any improvement was made from the original?

Good luck for your problem of memory.

Posted 02/21/2018 11:42 PM   
Actually yes. I've got the CS lighting shader & specular reflections completely fixed, and figured out what caused my lighting fix to bug out on certain levels (level 2 for example), so in theory it should go from like 75% 3D Ready to like 95%. Just need to also look at screen space reflections for that last 5%. Oh, and on the topic of my Ryse fix, for some reason 3DM versions 1.32 and 1.33 cause the left eye to be mostly black, 1.31 was able to get it properly working, but now I keep getting errors about it not being able to compile the included custom shaders.
Actually yes. I've got the CS lighting shader & specular reflections completely fixed, and figured out what caused my lighting fix to bug out on certain levels (level 2 for example), so in theory it should go from like 75% 3D Ready to like 95%. Just need to also look at screen space reflections for that last 5%.

Oh, and on the topic of my Ryse fix, for some reason 3DM versions 1.32 and 1.33 cause the left eye to be mostly black, 1.31 was able to get it properly working, but now I keep getting errors about it not being able to compile the included custom shaders.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 02/22/2018 12:09 AM   
[quote="DJ-RK"]Ok, so uhhhh, this is pretty concerning: [code]Performing deferred shader analysis on ps 93d76bb5086ce2a8... Found dcl_temps 5 Found dcl_temps 5 Found dcl_temps 5 Found dcl_temps 5 Found dcl_temps 5 WARNING: regex replace error: no more memory[/code] I'm having people say that my Kingdom Come Deliverance fix isn't working for them, which is almost entirely regex based. Incidentally, on my own accord, I have been adapting my new Cryengine and regex findings on Ryse - Son of Rome and found some shaders that should have been patched via regex, weren't, and above is what the log told me for that, so now I'm wondering if the people who are having trouble with the Kingdom Come fix are running into an OOM error there. [/quote]I doubt we're completely out of memory - if that were the case then something would surely crash. There's a few different memory limits in PCRE2 you might be hitting - you might be hitting the heap limit (which you can change by adding (*LIMIT_HEAP=d) to the start of your pattern, where d is in kilobytes), but I thought that was supposed to be quite large by default (like 2GB) so I don't think that is terribly likely. Probably more likely is the JIT stack size (which is only 32KB by default) - maybe try adding (*NO_JIT) to the start of the pattern to disable it (at the cost of performance) to see if that helps? Can you send me your full d3dx.ini and a copy of the original 93d76bb5086ce2a8 shader - a .bin file created with [s]dump_binary=1[/s] export_binary=1 is preferred, otherwise the assembly version is ok. Even if you can resolve it with one of the above options I'd still like the shader and regex you are using for a test case, and to see if we can do better with managing the JIT stack (which is a headache thanks to the Windows threading model apparently - so says the PCRE2 documentation). [quote]Is this potentially a bug, where 3DM is not releasing memory after performing regex searches, or is this a limitation (and possibly a bad practice of mine) that we have to be mindful of when building regex patterns?[/quote]How complicated is your regex? There are cases where they could explode and consume infinite memory, which is the main reason why the heap can be limited in the first place. Removing unecessary wild cards (make sure that the dots are all escaped, since forgetting to do that leads to extra wildcards) and back references might help, but I really want to see this error in action as it is to work out whether we need to do something smarter in 3DMigoto. [quote]What I'm thinking is that I tend to do the following: ResourceNameFoundInHeader(?s).*Pattern to help ensure that my pattern is matching the correct shader (rather than just assuming that cb0[123] will match the same resource I'm looking for), but it's also matching a whole ton of useless text in between, which I'm assuming could be holding large blocks of memory hostage. Would that be correct, and do I need to abandon this practice?[/quote]Yeah, that might well be the issue. You might have noticed I've left room in the [ShaderRegex] design to allow for multiple patterns per regex in the future - this is precisely the situation I had in mind when considering that, so hopefully once that is in you can switch to that to reduce memory usage. [quote="DJ-RK"]Oh, and on the topic of my Ryse fix, for some reason 3DM versions 1.32 and 1.33 cause the left eye to be mostly black, 1.31 was able to get it properly working, but now I keep getting errors about it not being able to compile the included custom shaders.[/quote]Ooh, that sounds like a nasty regression. Those version numbers are missing the second dot - I assume you meant it was broken between 1.3.1 and 1.3.2 (or do you mean 1.2.31 and 1.2.32)?
DJ-RK said:Ok, so uhhhh, this is pretty concerning:
Performing deferred shader analysis on ps 93d76bb5086ce2a8...
Found dcl_temps 5
Found dcl_temps 5
Found dcl_temps 5
Found dcl_temps 5
Found dcl_temps 5
WARNING: regex replace error: no more memory


I'm having people say that my Kingdom Come Deliverance fix isn't working for them, which is almost entirely regex based. Incidentally, on my own accord, I have been adapting my new Cryengine and regex findings on Ryse - Son of Rome and found some shaders that should have been patched via regex, weren't, and above is what the log told me for that, so now I'm wondering if the people who are having trouble with the Kingdom Come fix are running into an OOM error there.
I doubt we're completely out of memory - if that were the case then something would surely crash. There's a few different memory limits in PCRE2 you might be hitting - you might be hitting the heap limit (which you can change by adding (*LIMIT_HEAP=d) to the start of your pattern, where d is in kilobytes), but I thought that was supposed to be quite large by default (like 2GB) so I don't think that is terribly likely. Probably more likely is the JIT stack size (which is only 32KB by default) - maybe try adding (*NO_JIT) to the start of the pattern to disable it (at the cost of performance) to see if that helps?

Can you send me your full d3dx.ini and a copy of the original 93d76bb5086ce2a8 shader - a .bin file created with dump_binary=1 export_binary=1 is preferred, otherwise the assembly version is ok. Even if you can resolve it with one of the above options I'd still like the shader and regex you are using for a test case, and to see if we can do better with managing the JIT stack (which is a headache thanks to the Windows threading model apparently - so says the PCRE2 documentation).

Is this potentially a bug, where 3DM is not releasing memory after performing regex searches, or is this a limitation (and possibly a bad practice of mine) that we have to be mindful of when building regex patterns?
How complicated is your regex? There are cases where they could explode and consume infinite memory, which is the main reason why the heap can be limited in the first place. Removing unecessary wild cards (make sure that the dots are all escaped, since forgetting to do that leads to extra wildcards) and back references might help, but I really want to see this error in action as it is to work out whether we need to do something smarter in 3DMigoto.

What I'm thinking is that I tend to do the following: ResourceNameFoundInHeader(?s).*Pattern to help ensure that my pattern is matching the correct shader (rather than just assuming that cb0[123] will match the same resource I'm looking for), but it's also matching a whole ton of useless text in between, which I'm assuming could be holding large blocks of memory hostage. Would that be correct, and do I need to abandon this practice?
Yeah, that might well be the issue. You might have noticed I've left room in the [ShaderRegex] design to allow for multiple patterns per regex in the future - this is precisely the situation I had in mind when considering that, so hopefully once that is in you can switch to that to reduce memory usage.

DJ-RK said:Oh, and on the topic of my Ryse fix, for some reason 3DM versions 1.32 and 1.33 cause the left eye to be mostly black, 1.31 was able to get it properly working, but now I keep getting errors about it not being able to compile the included custom shaders.
Ooh, that sounds like a nasty regression. Those version numbers are missing the second dot - I assume you meant it was broken between 1.3.1 and 1.3.2 (or do you mean 1.2.31 and 1.2.32)?

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Posted 02/22/2018 04:07 AM   
[quote="DarkStarSword"][quote="DJ-RK"]Oh, and on the topic of my Ryse fix, for some reason 3DM versions 1.32 and 1.33 cause the left eye to be mostly black, 1.31 was able to get it properly working, but now I keep getting errors about it not being able to compile the included custom shaders.[/quote]Ooh, that sounds like a nasty regression. Those version numbers are missing the second dot - I assume you meant it was broken between 1.3.1 and 1.3.2 (or do you mean 1.2.31 and 1.2.32)? [/quote] Hmmm... what happens if you set load_library_redirect=2 under [System]?
DarkStarSword said:
DJ-RK said:Oh, and on the topic of my Ryse fix, for some reason 3DM versions 1.32 and 1.33 cause the left eye to be mostly black, 1.31 was able to get it properly working, but now I keep getting errors about it not being able to compile the included custom shaders.
Ooh, that sounds like a nasty regression. Those version numbers are missing the second dot - I assume you meant it was broken between 1.3.1 and 1.3.2 (or do you mean 1.2.31 and 1.2.32)?


Hmmm... what happens if you set load_library_redirect=2 under [System]?

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 02/22/2018 04:38 AM   
The amount of memory is almost infiniite. 2GB heap size on 32-bit systems. Same 32-bit applicaton has heap size 4GB due to kernel memory not being the top half of 4GB virtual memory limitations. On 64-bit we're pretty much talking unlimited heap space pretty much as we have real memory of for instance 16, 32 or 64GB and virtual memory being placed on HDD and could potentially reach 6TB with a large enough HDD drive. But if that is not enoughh I would say that the regex could probably be improved. One of the specialized computers passing through redmond had either 1TB or 2TB of actual RAM. I remember one of the few times I've run out of memory (probably 32-bit) doing an algorithm assignment on the knapsack problem. My algorithm would run out of memory on really large payloads but with a clever memory optimizaton I got to the point where you could do ridiculous tasks without any memory problem.
The amount of memory is almost infiniite. 2GB heap size on 32-bit systems. Same 32-bit applicaton has heap size 4GB due to kernel memory not being the top half of 4GB virtual memory limitations. On 64-bit we're pretty much talking unlimited heap space pretty much as we have real memory of for instance 16, 32 or 64GB and virtual memory being placed on HDD and could potentially reach 6TB with a large enough HDD drive.

But if that is not enoughh I would say that the regex could probably be improved.

One of the specialized computers passing through redmond had either 1TB or 2TB of actual RAM.

I remember one of the few times I've run out of memory (probably 32-bit) doing an algorithm assignment on the knapsack problem. My algorithm would run out of memory on really large payloads but with a clever memory optimizaton I got to the point where you could do ridiculous tasks without any memory problem.

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Posted 02/22/2018 06:05 AM   
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