3Dmigoto now open-source...
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It generated 127GB in 5570 files. Now I just to know what to do with them ;-)
It generated 127GB in 5570 files. Now I just to know what to do with them ;-)

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Posted 06/09/2015 04:50 AM   
Ah yeah, that 16GB I quoted was at 720p. Since the DDS files aren't compressed they will get significantly larger as the resolution is increased. I might make the DDS files optional - the JPS files are missing some information, but if you're just looking a particular shader that draws to the back buffer they will often be enough.
Ah yeah, that 16GB I quoted was at 720p. Since the DDS files aren't compressed they will get significantly larger as the resolution is increased.

I might make the DDS files optional - the JPS files are missing some information, but if you're just looking a particular shader that draws to the back buffer they will often be enough.

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Posted 06/09/2015 05:05 AM   
I'll work at 720p from now on.
I'll work at 720p from now on.

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Posted 06/09/2015 05:09 AM   
[quote=""][quote="4everAwake"]I'm still not sure if I can fix this game, though. Some issues only occur during cutscenes. Also, pausing the game makes the shaders for the scene go inactive (preventing me from cycling through them).[/quote] Ah, then you might be interested in a brand new feature I just implemented in 1.1.17: https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.17.zip Open the d3dx.ini and find this line: [code];analyse_frame=VK_F8[/code] Uncomment it, then when you see a broken shader in a cutscene hit F8 (hunting mode must be enabled). The game will hang for several minutes and your hard drive light will go on - this is normal. You will also need a *lot* of disk space every time you press this (at the moment it's consuming over 16GB every time it is used in The Witcher 3, and this is why the feature is not enabled by default). Once it's finished you will probably have a few thousand files like this: ...\FrameAnalysis-2015-06-09-010253\001073-0-9d2db31d7bb1bd59-f522a33026aa87af.jps The filename is FrameAnalysis-date-time\draw#-rendertarget-vertexshader-pixelshader. The JPS files are easier to work with, but may be missing information found in the DDS files (e.g. alpha channel), and are not present for every render target (in particular, they are not generated for the depth targets in The Witcher 3). They are the contents of each and every Texture2D render target & depth target (D) after every single draw call made in a single frame. You can open them to see how the frame was constructed and identify which shaders were used for the broken effects. Note that some of the render targets may not be cleared at the start of each frame, so they may still contain the image from the previous frame making it hard to see when they draw each object - I plan to add a feature to allow 3Dmigoto to optionally clear them instead of the game to make this easier. This is still a pretty new feature... feel free to give me feedback on it or suggestions of ways it could be improved.[/quote] Pretty cool, and this is an interesting new approach, and seems like it will be pretty handy for transient shaders. I'll try to give it a whirl on Mordor where there is a combat icon I can't quite catch. For trying to find the usage case for the shaders like in Witcher3 though, I really think you'll be better served by running the Visual Studio graphics debugger tool. This gives you a full pipeline knowledge of any given pixel, and how it got created. This won't map to our hash numbers of course, but it can definitively answer the question as to whether it's computer shaders or not. For example: [img]https://i-msdn.sec.s-msft.com/dynimg/IC643059.png[/img] We can of course build some of that into 3Dmigoto, but I really prefer to use other tools if it's not a clear win, because more complexity often equates to less stability. Setting up the graphic debugger is not trivial, but it should work really well on Witcher3 because of no DRM. In general we need to be able to launch out of Studio itself. It also does require a full version of Visual Studio to enable this, but I think that the free versions will open vslog files, just not create them. If you can provide me with a save game at the point where you are interested, I can create a vslog file for you to inspect.
said:
4everAwake said:I'm still not sure if I can fix this game, though. Some issues only occur during cutscenes. Also, pausing the game makes the shaders for the scene go inactive (preventing me from cycling through them).

Ah, then you might be interested in a brand new feature I just implemented in 1.1.17:


https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.17.zip


Open the d3dx.ini and find this line:

;analyse_frame=VK_F8


Uncomment it, then when you see a broken shader in a cutscene hit F8 (hunting mode must be enabled). The game will hang for several minutes and your hard drive light will go on - this is normal. You will also need a *lot* of disk space every time you press this (at the moment it's consuming over 16GB every time it is used in The Witcher 3, and this is why the feature is not enabled by default).

Once it's finished you will probably have a few thousand files like this:

...\FrameAnalysis-2015-06-09-010253\001073-0-9d2db31d7bb1bd59-f522a33026aa87af.jps

The filename is FrameAnalysis-date-time\draw#-rendertarget-vertexshader-pixelshader. The JPS files are easier to work with, but may be missing information found in the DDS files (e.g. alpha channel), and are not present for every render target (in particular, they are not generated for the depth targets in The Witcher 3).

They are the contents of each and every Texture2D render target & depth target (D) after every single draw call made in a single frame. You can open them to see how the frame was constructed and identify which shaders were used for the broken effects. Note that some of the render targets may not be cleared at the start of each frame, so they may still contain the image from the previous frame making it hard to see when they draw each object - I plan to add a feature to allow 3Dmigoto to optionally clear them instead of the game to make this easier.

This is still a pretty new feature... feel free to give me feedback on it or suggestions of ways it could be improved.

Pretty cool, and this is an interesting new approach, and seems like it will be pretty handy for transient shaders. I'll try to give it a whirl on Mordor where there is a combat icon I can't quite catch.


For trying to find the usage case for the shaders like in Witcher3 though, I really think you'll be better served by running the Visual Studio graphics debugger tool. This gives you a full pipeline knowledge of any given pixel, and how it got created. This won't map to our hash numbers of course, but it can definitively answer the question as to whether it's computer shaders or not.

For example:

Image


We can of course build some of that into 3Dmigoto, but I really prefer to use other tools if it's not a clear win, because more complexity often equates to less stability.

Setting up the graphic debugger is not trivial, but it should work really well on Witcher3 because of no DRM. In general we need to be able to launch out of Studio itself.

It also does require a full version of Visual Studio to enable this, but I think that the free versions will open vslog files, just not create them. If you can provide me with a save game at the point where you are interested, I can create a vslog file for you to inspect.

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Posted 06/09/2015 07:00 PM   
If i understand correctly this new feature catch several .jps screenshots where the name of the jps file have the info of the VS and PS hash number of the shader disabled? so you can see in the screenshots and catch the shader.
If i understand correctly this new feature catch several .jps screenshots where the name of the jps file have the info of the VS and PS hash number of the shader disabled? so you can see in the screenshots and catch the shader.

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Posted 06/09/2015 08:23 PM   
[quote=""][quote="innuendo1231b"]Is it possible to catch the HUD and return it to screen depth some way?[/quote]Try adding it to the Tomb Raider: Anniversary profile as mentioned by Kingping1 in this thread: [url]https://forums.geforce.com/default/topic/828843/3d-vision/old-dx7-and-below-games-3d-vision/[/url][/quote] Unfortunately that doesn't work for tomb raiders : \
said:
innuendo1231b said:Is it possible to catch the HUD and return it to screen depth some way?
Try adding it to the Tomb Raider: Anniversary profile as mentioned by Kingping1 in this thread:

https://forums.geforce.com/default/topic/828843/3d-vision/old-dx7-and-below-games-3d-vision/


Unfortunately that doesn't work for tomb raiders : \

Posted 06/09/2015 10:15 PM   
[quote="bo3b"]It also does require a full version of Visual Studio to enable this, but I think that the free versions will open vslog files, just not create them. If you can provide me with a save game at the point where you are interested, I can create a vslog file for you to inspect.[/quote] There's two effects I'm trying to track down, both of which are visible in the room you start the game. The first are these environmental reflections (the blue on the floor under the door): [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64882/[/img] The second is the specular highlights. In order to make these obvious, I use a set of modified shaders that removes the texture on the floor and sets it to be very specular, then kills the shadows and exaggerates the specular effect. These shaders are in the attached ShaderFixes.rar, and the effect looks like this: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64881/[/img]
bo3b said:It also does require a full version of Visual Studio to enable this, but I think that the free versions will open vslog files, just not create them. If you can provide me with a save game at the point where you are interested, I can create a vslog file for you to inspect.

There's two effects I'm trying to track down, both of which are visible in the room you start the game. The first are these environmental reflections (the blue on the floor under the door):

Image

The second is the specular highlights. In order to make these obvious, I use a set of modified shaders that removes the texture on the floor and sets it to be very specular, then kills the shadows and exaggerates the specular effect. These shaders are in the attached ShaderFixes.rar, and the effect looks like this:

Image

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 06/10/2015 02:07 AM   
Another question for you fine folk, that I'm posting in here because I believe it's specific to DX11 (and Dx10, technically). How do you guys deal with applications that want to crash upon alt+tabbing out, when it comes to hacking the shaders? I thought of switching to running the game in borderless windowed mode, but all information I've found indicates that 3D Vision will only work in windowed mode with DX9 apps, and so far all my mucking about to try to get it working has only seemed to confirm that (eg. adding the mystery stereo setting to the global base profile which I believe should theoretically enable windowed stereoscopic mode in all games, disabling SLI, changing when 3D mode is enabled in the NVC, etc). Any suggestions?
Another question for you fine folk, that I'm posting in here because I believe it's specific to DX11 (and Dx10, technically). How do you guys deal with applications that want to crash upon alt+tabbing out, when it comes to hacking the shaders? I thought of switching to running the game in borderless windowed mode, but all information I've found indicates that 3D Vision will only work in windowed mode with DX9 apps, and so far all my mucking about to try to get it working has only seemed to confirm that (eg. adding the mystery stereo setting to the global base profile which I believe should theoretically enable windowed stereoscopic mode in all games, disabling SLI, changing when 3D mode is enabled in the NVC, etc).

Any suggestions?

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

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Posted 06/10/2015 02:32 AM   
Personally I usually use a second laptop to edit the shaders so I almost never need to alt+tab at all. Unity 5 DX11 exclusive full screen mode games all hang on alt+tab - I've found switching to windowed mode with alt+enter before alt+tab works around the issue (at least, that works in World of Diving).
Personally I usually use a second laptop to edit the shaders so I almost never need to alt+tab at all.

Unity 5 DX11 exclusive full screen mode games all hang on alt+tab - I've found switching to windowed mode with alt+enter before alt+tab works around the issue (at least, that works in World of Diving).

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

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Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 06/10/2015 02:37 AM   
[quote=""]Another question for you fine folk, that I'm posting in here because I believe it's specific to DX11 (and Dx10, technically). How do you guys deal with applications that want to crash upon alt+tabbing out, when it comes to hacking the shaders? I thought of switching to running the game in borderless windowed mode, but all information I've found indicates that 3D Vision will only work in windowed mode with DX9 apps, and so far all my mucking about to try to get it working has only seemed to confirm that (eg. adding the mystery stereo setting to the global base profile which I believe should theoretically enable windowed stereoscopic mode in all games, disabling SLI, changing when 3D mode is enabled in the NVC, etc). Any suggestions?[/quote] One trick that I often use is to run a game in windowed, using Discover 3D. That's the red/blue mode. That way there is no problem switching windows and running the debugger and editing and so forth. This is only good for effects that are still obvious without using the red/blue glasses, but a lot of times this is easy to tell just by looking at the image. For example, the distance between the red and blue images directly translates to depth. If it's a white image, overlapping, that means it's at screen depth. You can also see popout when they reverse order. Depending upon what you are looking for, this technique might help.
said:Another question for you fine folk, that I'm posting in here because I believe it's specific to DX11 (and Dx10, technically). How do you guys deal with applications that want to crash upon alt+tabbing out, when it comes to hacking the shaders? I thought of switching to running the game in borderless windowed mode, but all information I've found indicates that 3D Vision will only work in windowed mode with DX9 apps, and so far all my mucking about to try to get it working has only seemed to confirm that (eg. adding the mystery stereo setting to the global base profile which I believe should theoretically enable windowed stereoscopic mode in all games, disabling SLI, changing when 3D mode is enabled in the NVC, etc).

Any suggestions?

One trick that I often use is to run a game in windowed, using Discover 3D. That's the red/blue mode. That way there is no problem switching windows and running the debugger and editing and so forth.

This is only good for effects that are still obvious without using the red/blue glasses, but a lot of times this is easy to tell just by looking at the image. For example, the distance between the red and blue images directly translates to depth. If it's a white image, overlapping, that means it's at screen depth. You can also see popout when they reverse order.

Depending upon what you are looking for, this technique might help.

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 06/10/2015 09:23 PM   
[quote=""]Personally I usually use a second laptop to edit the shaders so I almost never need to alt+tab at all. Unity 5 DX11 exclusive full screen mode games all hang on alt+tab - I've found switching to windowed mode with alt+enter before alt+tab works around the issue (at least, that works in World of Diving).[/quote] So in my case, that would mean getting my MacBook Pro to play nice and access a shared network folder on my Win 7 gaming PC. You, sir, are asking WAY too much here!!! (kidding, ofc) And yeah, I managed to have some success with Ctrl+esc, and then Alt+Tab (same sort of thing as your suggestion)... worked about 4-5 times, and then the game just froze anyway. :/ Found the same sort of thing on another game I started working on fixing a lil while back and never went back to because the crashing made it way too tedious to bother anymore. [quote=""]One trick that I often use is to run a game in windowed, using Discover 3D. That's the red/blue mode. That way there is no problem switching windows and running the debugger and editing and so forth. This is only good for effects that are still obvious without using the red/blue glasses, but a lot of times this is easy to tell just by looking at the image. For example, the distance between the red and blue images directly translates to depth. If it's a white image, overlapping, that means it's at screen depth. You can also see popout when they reverse order. Depending upon what you are looking for, this technique might help.[/quote] Interesting idea, and the more the merrier. Sounds like that might even be a completely viable method for even more than the obvious stuff if you have a pair of the red/blue glasses. Might be worth going out of my way to pick one of those up.
said:Personally I usually use a second laptop to edit the shaders so I almost never need to alt+tab at all.

Unity 5 DX11 exclusive full screen mode games all hang on alt+tab - I've found switching to windowed mode with alt+enter before alt+tab works around the issue (at least, that works in World of Diving).


So in my case, that would mean getting my MacBook Pro to play nice and access a shared network folder on my Win 7 gaming PC. You, sir, are asking WAY too much here!!! (kidding, ofc)

And yeah, I managed to have some success with Ctrl+esc, and then Alt+Tab (same sort of thing as your suggestion)... worked about 4-5 times, and then the game just froze anyway. :/ Found the same sort of thing on another game I started working on fixing a lil while back and never went back to because the crashing made it way too tedious to bother anymore.


said:One trick that I often use is to run a game in windowed, using Discover 3D. That's the red/blue mode. That way there is no problem switching windows and running the debugger and editing and so forth.

This is only good for effects that are still obvious without using the red/blue glasses, but a lot of times this is easy to tell just by looking at the image. For example, the distance between the red and blue images directly translates to depth. If it's a white image, overlapping, that means it's at screen depth. You can also see popout when they reverse order.

Depending upon what you are looking for, this technique might help.


Interesting idea, and the more the merrier. Sounds like that might even be a completely viable method for even more than the obvious stuff if you have a pair of the red/blue glasses. Might be worth going out of my way to pick one of those up.

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 06/10/2015 10:40 PM   
@DarkStarSword I just test this new feature with Ori and the Blind Forest, press F8 and like you say....the game hangs for a moment, BUT in this particular game only dumps 1 jps file and 557 dds files....really don't know what to do next. i suppose there is something wrong with dumping the jps files.
@DarkStarSword

I just test this new feature with Ori and the Blind Forest, press F8 and like you say....the game hangs for a moment, BUT in this particular game only dumps 1 jps file and 557 dds files....really don't know what to do next. i suppose there is something wrong with dumping the jps files.

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Posted 06/10/2015 11:57 PM   
@DHR yeah, I'm currently depending on DirectXTK to dump out the JPS files for each resource, but that only works for certain resource formats (I haven't looked into exactly which) - and I guess Ori isn't using those :( I've been using the GIMP with the gimp-dds plugin to view the DDS files, but I'm finding that it can't open many of them and assumes that the alpha channel is transparency (which is actually not often the case). Anyone know a better tool to work with DDS files? I could throw one together pretty easily (I already have a bunch of Python code that can work with S3 compressed DDS files, adding more formats is easy enough - adding a GUI to it would take longer TBH) I might look into trying to convert some of the formats before dumping them to make the JPS files more useful for games like that. I've made a new release with a few improvements to the feature: https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.18.zip This can now capture Texture2D resources used by compute shaders (used in The Witcher 3). There's a new analyse_options in the d3dx.ini that you can use to set the behaviour of the frame analysis. The existing behaviour of dumping both JPS and DDS files for each render target can be set with: analyse_options = dump_rt_dds dump_rt_jps A generally more useful configuration might be to only dump DDS files where the JPS files failed, and to clear render targets when they are first used: analyse_options = dump_rt clear_rt Or if you don't need the DDS files at all and want the feature to run faster and take up less space: analyse_options = dump_rt_jps clear_rt
@DHR yeah, I'm currently depending on DirectXTK to dump out the JPS files for each resource, but that only works for certain resource formats (I haven't looked into exactly which) - and I guess Ori isn't using those :(

I've been using the GIMP with the gimp-dds plugin to view the DDS files, but I'm finding that it can't open many of them and assumes that the alpha channel is transparency (which is actually not often the case). Anyone know a better tool to work with DDS files? I could throw one together pretty easily (I already have a bunch of Python code that can work with S3 compressed DDS files, adding more formats is easy enough - adding a GUI to it would take longer TBH)

I might look into trying to convert some of the formats before dumping them to make the JPS files more useful for games like that.


I've made a new release with a few improvements to the feature:
https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.18.zip

This can now capture Texture2D resources used by compute shaders (used in The Witcher 3).

There's a new analyse_options in the d3dx.ini that you can use to set the behaviour of the frame analysis. The existing behaviour of dumping both JPS and DDS files for each render target can be set with:
analyse_options = dump_rt_dds dump_rt_jps

A generally more useful configuration might be to only dump DDS files where the JPS files failed, and to clear render targets when they are first used:
analyse_options = dump_rt clear_rt

Or if you don't need the DDS files at all and want the feature to run faster and take up less space:
analyse_options = dump_rt_jps clear_rt

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 06/11/2015 01:19 AM   
[quote=""][quote="bo3b"]It also does require a full version of Visual Studio to enable this, but I think that the free versions will open vslog files, just not create them. If you can provide me with a save game at the point where you are interested, I can create a vslog file for you to inspect.[/quote] There's two effects I'm trying to track down, both of which are visible in the room you start the game. The first are these environmental reflections (the blue on the floor under the door): [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64882/[/img][/quote] I think I successfully created a vgslog file for these environmental reflections. Uploaded here: [url]http://sg.bo3b.net/w3/Report20150611-0247.diagsession[/url] I think that the free version of VS2013 can open these files, but am not certain. This is in 2D, windowed mode, as a place to start. Worth a try I think, even if just to see what it offers. Here is an example of the display, with a pixel selected: [img]http://sg.bo3b.net/w3/w3_vgslog.JPG[/img] For what it's worth, that specific pixel has NULL for the ComputeShader. But there is an active CS_5_0 in the graphics objects table.
said:
bo3b said:It also does require a full version of Visual Studio to enable this, but I think that the free versions will open vslog files, just not create them. If you can provide me with a save game at the point where you are interested, I can create a vslog file for you to inspect.

There's two effects I'm trying to track down, both of which are visible in the room you start the game. The first are these environmental reflections (the blue on the floor under the door):

Image

I think I successfully created a vgslog file for these environmental reflections. Uploaded here:

http://sg.bo3b.net/w3/Report20150611-0247.diagsession

I think that the free version of VS2013 can open these files, but am not certain. This is in 2D, windowed mode, as a place to start. Worth a try I think, even if just to see what it offers.

Here is an example of the display, with a pixel selected:

Image


For what it's worth, that specific pixel has NULL for the ComputeShader. But there is an active CS_5_0 in the graphics objects table.

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Posted 06/11/2015 10:37 AM   
So.... I am using 1.1.18 version of the wrapper and I found a shader that is related to Hairworks in Witcher3. When I select it everything renders perfectly (ini file is set to skip that shader). I dump the shader, however when I say main() {return;} and restart the game is doesn't seem to make any difference. If I select it again, it gets disabled... So, I expect either is not dumped properly or loaded properly? Also, how can I make the wrapper just SKIP a shader (with a hashcode)? Big thx! Edit: Ok, I found out about the [ShaderOverride] ^_^
So....
I am using 1.1.18 version of the wrapper and I found a shader that is related to Hairworks in Witcher3.
When I select it everything renders perfectly (ini file is set to skip that shader).
I dump the shader, however when I say main() {return;} and restart the game is doesn't seem to make any difference. If I select it again, it gets disabled...

So, I expect either is not dumped properly or loaded properly?
Also, how can I make the wrapper just SKIP a shader (with a hashcode)?

Big thx!

Edit: Ok, I found out about the [ShaderOverride] ^_^

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Posted 06/12/2015 08:27 PM   
  26 / 143    
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