[quote="DarkStarSword"][quote="DarkStarSword"][quote="Wolfmeister101"]Ok, here
http://textuploader.com/d5fl2[/quote]
Thanks, I see the problem - this will need an update to 3DMigoto to allow another code path, and I have a feeling this may open up a bunch of previously untested code paths that have likely bit-rotted away. @Bo3b - I'm heading off to bed shortly, so if you were keen on looking at this don't wait for me. It might be worth grabbing this game for the shared accounts as one Bo3b and I can use for testing the platform update code paths.
[/quote]
Can you try with 3DMigoto 1.2.46 with the new allow_platform_update=1 option?
I have done literally no testing on this - it is just a quick change that you can try before I hit the sack, so it wouldn't surprise me at all if it doesn't work or something else breaks - please test and report back.[/quote]
Got it. Still doesn't work. This time there is no error message though when launching the game. It just crashes immediately.
http://textuploader.com/d5fy2
Tried using just allow_platform_update=1 under systems, and also it along with the other options, and nothing works.
Let me know if there's anything else you'd like me to try!
Thanks, I see the problem - this will need an update to 3DMigoto to allow another code path, and I have a feeling this may open up a bunch of previously untested code paths that have likely bit-rotted away. @Bo3b - I'm heading off to bed shortly, so if you were keen on looking at this don't wait for me. It might be worth grabbing this game for the shared accounts as one Bo3b and I can use for testing the platform update code paths.
Can you try with 3DMigoto 1.2.46 with the new allow_platform_update=1 option?
I have done literally no testing on this - it is just a quick change that you can try before I hit the sack, so it wouldn't surprise me at all if it doesn't work or something else breaks - please test and report back.
Got it. Still doesn't work. This time there is no error message though when launching the game. It just crashes immediately.
[quote="Wolfmeister101"][quote="DarkStarSword"][quote="DarkStarSword"][quote="Wolfmeister101"]Ok, here
http://textuploader.com/d5fl2[/quote]Thanks, I see the problem - this will need an update to 3DMigoto to allow another code path, and I have a feeling this may open up a bunch of previously untested code paths that have likely bit-rotted away. @Bo3b - I'm heading off to bed shortly, so if you were keen on looking at this don't wait for me. It might be worth grabbing this game for the shared accounts as one Bo3b and I can use for testing the platform update code paths.[/quote]Can you try with 3DMigoto 1.2.46 with the new allow_platform_update=1 option?
I have done literally no testing on this - it is just a quick change that you can try before I hit the sack, so it wouldn't surprise me at all if it doesn't work or something else breaks - please test and report back.[/quote]Got it. Still doesn't work. This time there is no error message though when launching the game. It just crashes immediately.
http://textuploader.com/d5fy2
Tried using just allow_platform_update=1 under systems, and also it along with the other options, and nothing works.
Let me know if there's anything else you'd like me to try![/quote]
I'm moderately sure that adding this support will also require us to support the IDXGIDevice2 and the myriad ways that the DXGI1.2 object can be created or fetched. At present we don't have a IDXGIDevice2 wrapper.
Edit: we can possibly just return a IDXGIDevice1 when requested. IDXGIDevice2 adds only 3 new calls, none of which are likely to be used. Most likely this problem stems from the sloppy development of console programmers and the newer objects are not actually used.
For anyone following along, this is part of the 'platform-update' for Win7 (aka evil-update), and Dishonored2 is the first game we've hit where that optional update is actually required.
Thanks, I see the problem - this will need an update to 3DMigoto to allow another code path, and I have a feeling this may open up a bunch of previously untested code paths that have likely bit-rotted away. @Bo3b - I'm heading off to bed shortly, so if you were keen on looking at this don't wait for me. It might be worth grabbing this game for the shared accounts as one Bo3b and I can use for testing the platform update code paths.
Can you try with 3DMigoto 1.2.46 with the new allow_platform_update=1 option?
I have done literally no testing on this - it is just a quick change that you can try before I hit the sack, so it wouldn't surprise me at all if it doesn't work or something else breaks - please test and report back.
Got it. Still doesn't work. This time there is no error message though when launching the game. It just crashes immediately.
http://textuploader.com/d5fy2
Tried using just allow_platform_update=1 under systems, and also it along with the other options, and nothing works.
Let me know if there's anything else you'd like me to try!
I'm moderately sure that adding this support will also require us to support the IDXGIDevice2 and the myriad ways that the DXGI1.2 object can be created or fetched. At present we don't have a IDXGIDevice2 wrapper.
Edit: we can possibly just return a IDXGIDevice1 when requested. IDXGIDevice2 adds only 3 new calls, none of which are likely to be used. Most likely this problem stems from the sloppy development of console programmers and the newer objects are not actually used.
For anyone following along, this is part of the 'platform-update' for Win7 (aka evil-update), and Dishonored2 is the first game we've hit where that optional update is actually required.
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
[quote="mx-2"]I observed some strange behaviour in the 3Dmigoto assembler:
In my fix, I have to copy a constant buffer (for FOV) from the parent VS to the asm pixel shader. The target register is cb13 and frame analysis shows that the copying works. If I try to access the new cb from asm, the line seems to be silently ignored. There are no errors in the log.
In the fix, the x-correction has to be multiplied by 10*FOV. According to frame analysis, cb13[1].x contains about 0.15.
This is the code I used:
[code]
...
dcl_constantbuffer cb13[214], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r10.x, cb13[1].x, l(10)
...
// Later, the fix is multiplied with r10.x
[/code]
If a set r10.x to 1.5 with
[code]mov r10.x, l(1.5)[/code]everything works (for a single FOV).
During further experiments, I found some more lines that don't work as well, eg:
[code]
mov r10.x, l(0.15)
mov r10.y, l(10)
mul r10.x, r10.x, r10.y // r10.x should contain 1.5 but fix shows no effect
// or
mov r10.xyzw, l(0.15, 10, 0, 0)
mul r10.x, r10.x, r10.y // r10.x should contain 1.5 but fix shows no effect
[/code]
I read about various assembler bugs [url=https://github.com/bo3b/3Dmigoto/issues/36]here[/url], so I unindented all lines but without success. Have I found a new bug or did I missed some other asm gotcha ?
[/quote]
Also worth noting that I can hand-fix specific broken HLSL shaders in about 15 minutes. I know the assorted broken pieces (stuff like 'require hand-fix' comments), inside and out, so it's not hard to get individual shaders working in HLSL if that is easier for anyone.
However, I unfortunately do not have time at present to fix these bugs in the Decompiler.
Please don't hesitate to ask, I'm happy to lend a hand on simple one-offs like these.
mx-2 said:I observed some strange behaviour in the 3Dmigoto assembler:
In my fix, I have to copy a constant buffer (for FOV) from the parent VS to the asm pixel shader. The target register is cb13 and frame analysis shows that the copying works. If I try to access the new cb from asm, the line seems to be silently ignored. There are no errors in the log.
In the fix, the x-correction has to be multiplied by 10*FOV. According to frame analysis, cb13[1].x contains about 0.15.
mul r10.x, cb13[1].x, l(10)
...
// Later, the fix is multiplied with r10.x
If a set r10.x to 1.5 with
mov r10.x, l(1.5)
everything works (for a single FOV).
During further experiments, I found some more lines that don't work as well, eg:
mov r10.x, l(0.15)
mov r10.y, l(10)
mul r10.x, r10.x, r10.y // r10.x should contain 1.5 but fix shows no effect
// or
mov r10.xyzw, l(0.15, 10, 0, 0)
mul r10.x, r10.x, r10.y // r10.x should contain 1.5 but fix shows no effect
I read about various assembler bugs here, so I unindented all lines but without success. Have I found a new bug or did I missed some other asm gotcha ?
Also worth noting that I can hand-fix specific broken HLSL shaders in about 15 minutes. I know the assorted broken pieces (stuff like 'require hand-fix' comments), inside and out, so it's not hard to get individual shaders working in HLSL if that is easier for anyone.
However, I unfortunately do not have time at present to fix these bugs in the Decompiler.
Please don't hesitate to ask, I'm happy to lend a hand on simple one-offs like these.
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
So it's impossible for now to use 3dmigoto with Dishonored 2?
How long do you think it'll take? (Not trying to pressure you, just genuinely curious, apologies)
Is there a rush? I think it will be worthwhile picking this game up for the shared accounts so Bo3b and I can use it to exercise all these new and exciting code paths, but if people are willing to wait a couple of weeks there is a decent chance that it will be included in the black Friday sale, which might also give us the benefit of any patches the devs ship by then. If people desperately want us to look at this sooner we can though.
Is there a rush? I think it will be worthwhile picking this game up for the shared accounts so Bo3b and I can use it to exercise all these new and exciting code paths, but if people are willing to wait a couple of weeks there is a decent chance that it will be included in the black Friday sale, which might also give us the benefit of any patches the devs ship by then. If people desperately want us to look at this sooner we can though.
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
[quote="bo3b"]
For anyone following along, this is part of the 'platform-update' for Win7 (aka evil-update), and [b][u]Dishonored2 is the first game[/u][/b] we've hit where that optional update is actually required.[/quote]
Actually, no. Dead Rising needs that update (KB2670838) or it fails to boot (the error says "Failed to initialize DirectX"). There are a lot of Steam threads for people with that problem (I had to install the update, reluctantly). And for 3Dmigoto to work with that game, I needed to use the "allow_create_device=1" line.
I get some random crashes, but I suppose those are due to the game itself.
The problem is that in Dishonored 2 even "allow_create_device=1" doesn't work, at least for user mrorange55.
bo3b said:
For anyone following along, this is part of the 'platform-update' for Win7 (aka evil-update), and Dishonored2 is the first game we've hit where that optional update is actually required.
Actually, no. Dead Rising needs that update (KB2670838) or it fails to boot (the error says "Failed to initialize DirectX"). There are a lot of Steam threads for people with that problem (I had to install the update, reluctantly). And for 3Dmigoto to work with that game, I needed to use the "allow_create_device=1" line.
I get some random crashes, but I suppose those are due to the game itself.
The problem is that in Dishonored 2 even "allow_create_device=1" doesn't work, at least for user mrorange55.
[quote="DarkStarSword"]Is there a rush? I think it will be worthwhile picking this game up for the shared accounts so Bo3b and I can use it to exercise all these new and exciting code paths, but if people are willing to wait a couple of weeks there is a decent chance that it will be included in the black Friday sale, which might also give us the benefit of any patches the devs ship by then. If people desperately want us to look at this sooner we can though.[/quote]
Sorry, I don't mean to rush you or anything.
There are several shaders I really wanna just get rid of because they annoy me, but I'm sure basically no one but me is super concerned about this stuff haha.
Thank you for all you do!
DarkStarSword said:Is there a rush? I think it will be worthwhile picking this game up for the shared accounts so Bo3b and I can use it to exercise all these new and exciting code paths, but if people are willing to wait a couple of weeks there is a decent chance that it will be included in the black Friday sale, which might also give us the benefit of any patches the devs ship by then. If people desperately want us to look at this sooner we can though.
Sorry, I don't mean to rush you or anything.
There are several shaders I really wanna just get rid of because they annoy me, but I'm sure basically no one but me is super concerned about this stuff haha.
[quote="bo3b"][quote="mx-2"]I observed some strange behaviour in the 3Dmigoto assembler:
In my fix, I have to copy a constant buffer (for FOV) from the parent VS to the asm pixel shader. The target register is cb13 and frame analysis shows that the copying works. If I try to access the new cb from asm, the line seems to be silently ignored. There are no errors in the log.
In the fix, the x-correction has to be multiplied by 10*FOV. According to frame analysis, cb13[1].x contains about 0.15.
This is the code I used:
[code]
...
dcl_constantbuffer cb13[214], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r10.x, cb13[1].x, l(10)
...
// Later, the fix is multiplied with r10.x
[/code]
If a set r10.x to 1.5 with
[code]mov r10.x, l(1.5)[/code]everything works (for a single FOV).
During further experiments, I found some more lines that don't work as well, eg:
[code]
mov r10.x, l(0.15)
mov r10.y, l(10)
mul r10.x, r10.x, r10.y // r10.x should contain 1.5 but fix shows no effect
// or
mov r10.xyzw, l(0.15, 10, 0, 0)
mul r10.x, r10.x, r10.y // r10.x should contain 1.5 but fix shows no effect
[/code]
I read about various assembler bugs [url=https://github.com/bo3b/3Dmigoto/issues/36]here[/url], so I unindented all lines but without success. Have I found a new bug or did I missed some other asm gotcha ?
[/quote]
Also worth noting that I can hand-fix specific broken HLSL shaders in about 15 minutes. I know the assorted broken pieces (stuff like 'require hand-fix' comments), inside and out, so it's not hard to get individual shaders working in HLSL if that is easier for anyone.
However, I unfortunately do not have time at present to fix these bugs in the Decompiler.
Please don't hesitate to ask, I'm happy to lend a hand on simple one-offs like these.[/quote]Well, I my case, there is no broken HLSL shader available, 3Dmigoto only dumped an asm file.
mx-2 said:I observed some strange behaviour in the 3Dmigoto assembler:
In my fix, I have to copy a constant buffer (for FOV) from the parent VS to the asm pixel shader. The target register is cb13 and frame analysis shows that the copying works. If I try to access the new cb from asm, the line seems to be silently ignored. There are no errors in the log.
In the fix, the x-correction has to be multiplied by 10*FOV. According to frame analysis, cb13[1].x contains about 0.15.
mul r10.x, cb13[1].x, l(10)
...
// Later, the fix is multiplied with r10.x
If a set r10.x to 1.5 with
mov r10.x, l(1.5)
everything works (for a single FOV).
During further experiments, I found some more lines that don't work as well, eg:
mov r10.x, l(0.15)
mov r10.y, l(10)
mul r10.x, r10.x, r10.y // r10.x should contain 1.5 but fix shows no effect
// or
mov r10.xyzw, l(0.15, 10, 0, 0)
mul r10.x, r10.x, r10.y // r10.x should contain 1.5 but fix shows no effect
I read about various assembler bugs here, so I unindented all lines but without success. Have I found a new bug or did I missed some other asm gotcha ?
Also worth noting that I can hand-fix specific broken HLSL shaders in about 15 minutes. I know the assorted broken pieces (stuff like 'require hand-fix' comments), inside and out, so it's not hard to get individual shaders working in HLSL if that is easier for anyone.
However, I unfortunately do not have time at present to fix these bugs in the Decompiler.
Please don't hesitate to ask, I'm happy to lend a hand on simple one-offs like these.
Well, I my case, there is no broken HLSL shader available, 3Dmigoto only dumped an asm file.
Hello bo3b,
is it possible to tweak the 3Dmigoto wrapper that HTC Vive / Stteam VR or the VORPX driver can use the corrected stereoscopic shader ?!
e.g. Fallout 4 / Skyrim SE
Please Please say YES WE CAN ... ( attached my VR room)
best regards
[quote="mx-2"]Well, I my case, there is no broken HLSL shader available, 3Dmigoto only dumped an asm file.[/quote]
No problem, whatever fixing technique works best for you.
It should be possible to dump the HLSL shader that matches the ASM in all cases. If you have set export_hlsl=3 and did not get a shader, it would be interesting to look in the log to see what happened. As a general rule, I prioritize any Decompiler exceptions or missing instructions that prevent it from creating an HLSL text file.
mx-2 said:Well, I my case, there is no broken HLSL shader available, 3Dmigoto only dumped an asm file.
No problem, whatever fixing technique works best for you.
It should be possible to dump the HLSL shader that matches the ASM in all cases. If you have set export_hlsl=3 and did not get a shader, it would be interesting to look in the log to see what happened. As a general rule, I prioritize any Decompiler exceptions or missing instructions that prevent it from creating an HLSL text file.
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
[quote="windelfried"]Hello bo3b,
is it possible to tweak the 3Dmigoto wrapper that HTC Vive / Stteam VR or the VORPX driver can use the corrected stereoscopic shader ?!
e.g. Fallout 4 / Skyrim SE
Please Please say YES WE CAN ... ( attached my VR room)
best regards [/quote]
No, sorry, not possible. The underlying stereo code is completely different and incompatible.
[quote="bo3b"][quote="mx-2"]Well, I my case, there is no broken HLSL shader available, 3Dmigoto only dumped an asm file.[/quote]
No problem, whatever fixing technique works best for you.
It should be possible to dump the HLSL shader that matches the ASM in all cases. If you have set export_hlsl=3 and did not get a shader, it would be interesting to look in the log to see what happened. As a general rule, I prioritize any Decompiler exceptions or missing instructions that prevent it from creating an HLSL text file.[/quote]Today, I tried using export_hlsl=3 together with 3Dmigoto-1.2.46 but there is no change. The shader is only dumped as asm. In the log file I can't find any error messages for that shader.
If it helps you for debugging: That problematic shader is 34b661ef093bad26-ps from the Witcher 3. It is responsible for some HBAO normal map artifacts.
mx-2 said:Well, I my case, there is no broken HLSL shader available, 3Dmigoto only dumped an asm file.
No problem, whatever fixing technique works best for you.
It should be possible to dump the HLSL shader that matches the ASM in all cases. If you have set export_hlsl=3 and did not get a shader, it would be interesting to look in the log to see what happened. As a general rule, I prioritize any Decompiler exceptions or missing instructions that prevent it from creating an HLSL text file.
Today, I tried using export_hlsl=3 together with 3Dmigoto-1.2.46 but there is no change. The shader is only dumped as asm. In the log file I can't find any error messages for that shader.
If it helps you for debugging: That problematic shader is 34b661ef093bad26-ps from the Witcher 3. It is responsible for some HBAO normal map artifacts.
Hi, I am trying to use 3dmigoto to output Sleeping Dogs in SBS-3D so I can play on Oculus Rift using Virtual Desktop. I'm pretty sure I have the files in the right place, but not sure if they are hooking, since I notice no difference in game behavior with our without the files there. Win10, GTX1080. I am using a trial version of 3DTV Play, but I do have it set to checkerboard in the NVidia control panel. Not sure what else I can do? I turned off the in-game 3d option, tried with both 1080p and 720p. Any help?
Hi, I am trying to use 3dmigoto to output Sleeping Dogs in SBS-3D so I can play on Oculus Rift using Virtual Desktop. I'm pretty sure I have the files in the right place, but not sure if they are hooking, since I notice no difference in game behavior with our without the files there. Win10, GTX1080. I am using a trial version of 3DTV Play, but I do have it set to checkerboard in the NVidia control panel. Not sure what else I can do? I turned off the in-game 3d option, tried with both 1080p and 720p. Any help?
[quote="mx-2"][quote="bo3b"][quote="mx-2"]Well, I my case, there is no broken HLSL shader available, 3Dmigoto only dumped an asm file.[/quote]
No problem, whatever fixing technique works best for you.
It should be possible to dump the HLSL shader that matches the ASM in all cases. If you have set export_hlsl=3 and did not get a shader, it would be interesting to look in the log to see what happened. As a general rule, I prioritize any Decompiler exceptions or missing instructions that prevent it from creating an HLSL text file.[/quote]Today, I tried using export_hlsl=3 together with 3Dmigoto-1.2.46 but there is no change. The shader is only dumped as asm. In the log file I can't find any error messages for that shader.
If it helps you for debugging: That problematic shader is 34b661ef093bad26-ps from the Witcher 3. It is responsible for some HBAO normal map artifacts.[/quote]
I tried this out, and I'm getting the 34b661ef093bad26-ps file as HLSL without any errors.
If you have a replacement file in ShaderFixes, this might be skipped, as the ShaderFixes are loaded first. That probably includes an asm file, a .bin, or an HLSL, but I'm not certain.
Try moving both ShaderFixes and ShaderCache out of the way, and I expect that you will get all HLSL.
mx-2 said:Well, I my case, there is no broken HLSL shader available, 3Dmigoto only dumped an asm file.
No problem, whatever fixing technique works best for you.
It should be possible to dump the HLSL shader that matches the ASM in all cases. If you have set export_hlsl=3 and did not get a shader, it would be interesting to look in the log to see what happened. As a general rule, I prioritize any Decompiler exceptions or missing instructions that prevent it from creating an HLSL text file.
Today, I tried using export_hlsl=3 together with 3Dmigoto-1.2.46 but there is no change. The shader is only dumped as asm. In the log file I can't find any error messages for that shader.
If it helps you for debugging: That problematic shader is 34b661ef093bad26-ps from the Witcher 3. It is responsible for some HBAO normal map artifacts.
I tried this out, and I'm getting the 34b661ef093bad26-ps file as HLSL without any errors.
If you have a replacement file in ShaderFixes, this might be skipped, as the ShaderFixes are loaded first. That probably includes an asm file, a .bin, or an HLSL, but I'm not certain.
Try moving both ShaderFixes and ShaderCache out of the way, and I expect that you will get all HLSL.
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
3DMigoto 1.2.48 is out. This release includes an option that may fix (or rather, workaround) issues with the Steam Overlay (and therefore also the Steam Controller) in some games such as The Witcher 3 on Windows 7 and 8. Set allow_dxgi1_2=2 to enable this mode, but note that this option could potentially disable core functionality (such as the 3DMigoto overlay and anything in the [Present] section) in some games, so should only be enabled if you need it.
An issue reported by DHR is also fixed, where using stereo2mono on resources with the unusual pixel format R11G11B10_FLOAT would fail.
3DMigoto 1.2.48 is out. This release includes an option that may fix (or rather, workaround) issues with the Steam Overlay (and therefore also the Steam Controller) in some games such as The Witcher 3 on Windows 7 and 8. Set allow_dxgi1_2=2 to enable this mode, but note that this option could potentially disable core functionality (such as the 3DMigoto overlay and anything in the [Present] section) in some games, so should only be enabled if you need it.
An issue reported by DHR is also fixed, where using stereo2mono on resources with the unusual pixel format R11G11B10_FLOAT would fail.
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
Got it. Still doesn't work. This time there is no error message though when launching the game. It just crashes immediately.
http://textuploader.com/d5fy2
Tried using just allow_platform_update=1 under systems, and also it along with the other options, and nothing works.
Let me know if there's anything else you'd like me to try!
I'm moderately sure that adding this support will also require us to support the IDXGIDevice2 and the myriad ways that the DXGI1.2 object can be created or fetched. At present we don't have a IDXGIDevice2 wrapper.
Edit: we can possibly just return a IDXGIDevice1 when requested. IDXGIDevice2 adds only 3 new calls, none of which are likely to be used. Most likely this problem stems from the sloppy development of console programmers and the newer objects are not actually used.
For anyone following along, this is part of the 'platform-update' for Win7 (aka evil-update), and Dishonored2 is the first game we've hit where that optional update is actually required.
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
Also worth noting that I can hand-fix specific broken HLSL shaders in about 15 minutes. I know the assorted broken pieces (stuff like 'require hand-fix' comments), inside and out, so it's not hard to get individual shaders working in HLSL if that is easier for anyone.
However, I unfortunately do not have time at present to fix these bugs in the Decompiler.
Please don't hesitate to ask, I'm happy to lend a hand on simple one-offs like these.
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
How long do you think it'll take? (Not trying to pressure you, just genuinely curious, apologies)
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
Actually, no. Dead Rising needs that update (KB2670838) or it fails to boot (the error says "Failed to initialize DirectX"). There are a lot of Steam threads for people with that problem (I had to install the update, reluctantly). And for 3Dmigoto to work with that game, I needed to use the "allow_create_device=1" line.
I get some random crashes, but I suppose those are due to the game itself.
The problem is that in Dishonored 2 even "allow_create_device=1" doesn't work, at least for user mrorange55.
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Sorry, I don't mean to rush you or anything.
There are several shaders I really wanna just get rid of because they annoy me, but I'm sure basically no one but me is super concerned about this stuff haha.
Thank you for all you do!
My 3D fixes with Helixmod for the Risen series on GitHub
Bo3b's School for Shaderhackers - starting point for your first 3D fix
is it possible to tweak the 3Dmigoto wrapper that HTC Vive / Stteam VR or the VORPX driver can use the corrected stereoscopic shader ?!
e.g. Fallout 4 / Skyrim SE
Please Please say YES WE CAN ... ( attached my VR room)
best regards
No problem, whatever fixing technique works best for you.
It should be possible to dump the HLSL shader that matches the ASM in all cases. If you have set export_hlsl=3 and did not get a shader, it would be interesting to look in the log to see what happened. As a general rule, I prioritize any Decompiler exceptions or missing instructions that prevent it from creating an HLSL text file.
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
No, sorry, not possible. The underlying stereo code is completely different and incompatible.
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
If it helps you for debugging: That problematic shader is 34b661ef093bad26-ps from the Witcher 3. It is responsible for some HBAO normal map artifacts.
My 3D fixes with Helixmod for the Risen series on GitHub
Bo3b's School for Shaderhackers - starting point for your first 3D fix
I tried this out, and I'm getting the 34b661ef093bad26-ps file as HLSL without any errors.
If you have a replacement file in ShaderFixes, this might be skipped, as the ShaderFixes are loaded first. That probably includes an asm file, a .bin, or an HLSL, but I'm not certain.
Try moving both ShaderFixes and ShaderCache out of the way, and I expect that you will get all HLSL.
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
An issue reported by DHR is also fixed, where using stereo2mono on resources with the unusual pixel format R11G11B10_FLOAT would fail.
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