2 questions:
1) Regarding the software mouse cursor, enabling that turns the mouse cursor into a square, which has the arrow pointer on a black background. Any way to remove the black background and only have the arrow pointer?
2) Enabling higher resolutions on games (ie. using 4x DSR) will cause the UI to become smaller (and generally unreadable). Any tips on how I could rescale the UI to be bigger to compensate?
Edit: Ok, got a third one now
3) Just tried using the latest 3DM now with the new frame analysis dumping method, and I'm not exactly fond of the result. My FA dump looks like this:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74765/[/img]
Whereas before instead of a bunch of generic shortcuts the thumbnails would display the image (so I could scroll through and identify what I was looking for), and when I would open up a file I could then easily jump to the next file/drawcall in the image viewer by pressing the right arrow key. Now when opening the file it takes me to the associated file in the dedupes folder, and I'm not able to skip to the next drawcall after.
I've checked, and it seems I already had developer mode enabled, so are these the symbolic links? Are they supposed to be functioning as I've described above? I'll try disabling developer mode (hopefully it won't break other things) and based on my understanding it should then switch to hard links and hopefully function more like what I'm hoping for and used to.
Update: Hard links working much better.
1) Regarding the software mouse cursor, enabling that turns the mouse cursor into a square, which has the arrow pointer on a black background. Any way to remove the black background and only have the arrow pointer?
2) Enabling higher resolutions on games (ie. using 4x DSR) will cause the UI to become smaller (and generally unreadable). Any tips on how I could rescale the UI to be bigger to compensate?
Edit: Ok, got a third one now
3) Just tried using the latest 3DM now with the new frame analysis dumping method, and I'm not exactly fond of the result. My FA dump looks like this:
Whereas before instead of a bunch of generic shortcuts the thumbnails would display the image (so I could scroll through and identify what I was looking for), and when I would open up a file I could then easily jump to the next file/drawcall in the image viewer by pressing the right arrow key. Now when opening the file it takes me to the associated file in the dedupes folder, and I'm not able to skip to the next drawcall after.
I've checked, and it seems I already had developer mode enabled, so are these the symbolic links? Are they supposed to be functioning as I've described above? I'll try disabling developer mode (hopefully it won't break other things) and based on my understanding it should then switch to hard links and hopefully function more like what I'm hoping for and used to.
Update: Hard links working much better.
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
[quote="DJ-RK"]1) Regarding the software mouse cursor, enabling that turns the mouse cursor into a square, which has the arrow pointer on a black background. Any way to remove the black background and only have the arrow pointer?[/quote]Chances are that mouse cursor is using an alpha channel and no mask - comment out these lines in mouse.hlsl draw_cursor_color:
[code]
// XXX: Subnautica: We have an alpha channel that is *NOT*
// pre-multiplied (needs blend = ADD SRC_ALPHA INV_SRC_ALPHA), has
// garbage in the transparent pixels and has and no mask to remove
// them, so disable this:
//if (!result.w)
// result.w = 1;
[/code]
As the comment there mentions, I also found in Subnautica I had to change the blend mode to get the correct colours:
[code]
; Enable alpha blending for a colour cursor:
; XXX: Subnautica: Do not use pre-multiplied alpha!
;blend = ADD ONE INV_SRC_ALPHA
blend = ADD SRC_ALPHA INV_SRC_ALPHA
[/code]
If you read the extended comment in mouse.hlsl, you will see that the root issue here is that the Windows API has no way to tell us if the cursor is using a valid alpha channel, so 3DMigoto can't work this out automatically and I went with the assumption that the cursor would at least have a valid mask, but that has proven to not always hold true.
Some developers have used a workaround where they scan the entire alpha channel looking for any non-zero values to guess, and I might end up doing the same to try to make this "just work" in more cases.
[quote]2) Enabling higher resolutions on games (ie. using 4x DSR) will cause the UI to become smaller (and generally unreadable). Any tips on how I could rescale the UI to be bigger to compensate?[/quote]Is this the 3DMigoto UI? We can probably add some kind of scaling option for this. Maybe we should scale automatically based on the resolution and/or monitor size? Let me play around with this for a bit and see what works.
[quote]Edit: Ok, got a third one now
3) Just tried using the latest 3DM now with the new frame analysis dumping method, and I'm not exactly fond of the result. My FA dump looks like this:
Whereas before instead of a bunch of generic shortcuts the thumbnails would display the image (so I could scroll through and identify what I was looking for), and when I would open up a file I could then easily jump to the next file/drawcall in the image viewer by pressing the right arrow key. Now when opening the file it takes me to the associated file in the dedupes folder, and I'm not able to skip to the next drawcall after.
I've checked, and it seems I already had developer mode enabled, so are these the symbolic links? Are they supposed to be functioning as I've described above? I'll try disabling developer mode (hopefully it won't break other things) and based on my understanding it should then switch to hard links and hopefully function more like what I'm hoping for and used to.
Update: Hard links working much better.[/quote]Yeah, after playing with it myself I've noticed the same issues - it seems that although Microsoft added support for symbolic links, it seems like they are still stuck in a windows shortcut way of thinking and added special code to handle them, but the whole point of symlinks is that programs aren't supposed to handle them specially - they are supposed to treat them as ordinary files unless they are doing some operation on the link itself (so, explorer might need to know about them, but an image viewer shouldn't). I'll make these require a specific analyse_option, since disabling developer mode won't help if the game is running as admin.
DJ-RK said:1) Regarding the software mouse cursor, enabling that turns the mouse cursor into a square, which has the arrow pointer on a black background. Any way to remove the black background and only have the arrow pointer?
Chances are that mouse cursor is using an alpha channel and no mask - comment out these lines in mouse.hlsl draw_cursor_color:
// XXX: Subnautica: We have an alpha channel that is *NOT*
// pre-multiplied (needs blend = ADD SRC_ALPHA INV_SRC_ALPHA), has
// garbage in the transparent pixels and has and no mask to remove
// them, so disable this:
//if (!result.w)
// result.w = 1;
As the comment there mentions, I also found in Subnautica I had to change the blend mode to get the correct colours:
; Enable alpha blending for a colour cursor:
; XXX: Subnautica: Do not use pre-multiplied alpha!
;blend = ADD ONE INV_SRC_ALPHA
blend = ADD SRC_ALPHA INV_SRC_ALPHA
If you read the extended comment in mouse.hlsl, you will see that the root issue here is that the Windows API has no way to tell us if the cursor is using a valid alpha channel, so 3DMigoto can't work this out automatically and I went with the assumption that the cursor would at least have a valid mask, but that has proven to not always hold true.
Some developers have used a workaround where they scan the entire alpha channel looking for any non-zero values to guess, and I might end up doing the same to try to make this "just work" in more cases.
2) Enabling higher resolutions on games (ie. using 4x DSR) will cause the UI to become smaller (and generally unreadable). Any tips on how I could rescale the UI to be bigger to compensate?
Is this the 3DMigoto UI? We can probably add some kind of scaling option for this. Maybe we should scale automatically based on the resolution and/or monitor size? Let me play around with this for a bit and see what works.
Edit: Ok, got a third one now
3) Just tried using the latest 3DM now with the new frame analysis dumping method, and I'm not exactly fond of the result. My FA dump looks like this:
Whereas before instead of a bunch of generic shortcuts the thumbnails would display the image (so I could scroll through and identify what I was looking for), and when I would open up a file I could then easily jump to the next file/drawcall in the image viewer by pressing the right arrow key. Now when opening the file it takes me to the associated file in the dedupes folder, and I'm not able to skip to the next drawcall after.
I've checked, and it seems I already had developer mode enabled, so are these the symbolic links? Are they supposed to be functioning as I've described above? I'll try disabling developer mode (hopefully it won't break other things) and based on my understanding it should then switch to hard links and hopefully function more like what I'm hoping for and used to.
Update: Hard links working much better.
Yeah, after playing with it myself I've noticed the same issues - it seems that although Microsoft added support for symbolic links, it seems like they are still stuck in a windows shortcut way of thinking and added special code to handle them, but the whole point of symlinks is that programs aren't supposed to handle them specially - they are supposed to treat them as ordinary files unless they are doing some operation on the link itself (so, explorer might need to know about them, but an image viewer shouldn't). I'll make these require a specific analyse_option, since disabling developer mode won't help if the game is running as admin.
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
Just tried that out on Vermintide 2 and it fixed the issue with the Software mouse.. nice.
I have an issue with it in Path of Exile where it appears to work but after about 10 seconds into the game loading it just vanishes any idea why this would happen? Literally feels like it's on a timer.
Just tried that out on Vermintide 2 and it fixed the issue with the Software mouse.. nice.
I have an issue with it in Path of Exile where it appears to work but after about 10 seconds into the game loading it just vanishes any idea why this would happen? Literally feels like it's on a timer.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="DarkStarSword"][quote]2) Enabling higher resolutions on games (ie. using 4x DSR) will cause the UI to become smaller (and generally unreadable). Any tips on how I could rescale the UI to be bigger to compensate?[/quote]Is this the 3DMigoto UI? We can probably add some kind of scaling option for this. Maybe we should scale automatically based on the resolution and/or monitor size? Let me play around with this for a bit and see what works.[/quote]
No, not talking about the 3DMigoto UI, I mean the UI of the game itself. Some games (like FFXIV) provide their own UI scaling to accomodate (150-200%), but other games (like Vermintide 2) only provide UI scaling up to 100%, and some not at all. Wondering if there's some code that would probably needed to be done via a custom shader to implement my own UI scaling. Based on your knowledge, wondering if you might be able to advise from a high level what the approach would be, and then I could take a stab at writing my own code to do it.
2) Enabling higher resolutions on games (ie. using 4x DSR) will cause the UI to become smaller (and generally unreadable). Any tips on how I could rescale the UI to be bigger to compensate?
Is this the 3DMigoto UI? We can probably add some kind of scaling option for this. Maybe we should scale automatically based on the resolution and/or monitor size? Let me play around with this for a bit and see what works.
No, not talking about the 3DMigoto UI, I mean the UI of the game itself. Some games (like FFXIV) provide their own UI scaling to accomodate (150-200%), but other games (like Vermintide 2) only provide UI scaling up to 100%, and some not at all. Wondering if there's some code that would probably needed to be done via a custom shader to implement my own UI scaling. Based on your knowledge, wondering if you might be able to advise from a high level what the approach would be, and then I could take a stab at writing my own code to do it.
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
[quote="DJ-RK"]No, not talking about the 3DMigoto UI, I mean the UI of the game itself. Some games (like FFXIV) provide their own UI scaling to accomodate (150-200%), but other games (like Vermintide 2) only provide UI scaling up to 100%, and some not at all. Wondering if there's some code that would probably needed to be done via a custom shader to implement my own UI scaling. Based on your knowledge, wondering if you might be able to advise from a high level what the approach would be, and then I could take a stab at writing my own code to do it.[/quote]
You could scale it in the vertex shader, something like:
[code]
float2 anchor = float2(-o0.w, o0.w); // Upper left, depending on Y flip
o0.xy = (o0.xy - anchor) * scale + anchor;
[/code]
The real trick there will be working out where to anchor each UI element - for static UI elements you have nine (main) possibilities - the four corners, center of each side of the screen and the screen center itself, and you may be able to just carve the screen up into appropriate regions, either through code, or following my Far Cry 4 method of painting the regions as different colours on an image (hud-mask.png) that you can check from the shader.
For floating HUD elements (like enemy health bars, nameplates and the like) you'd ideally need to find their center (or at least one common point) and use that as the anchor so that they stay lined up with whatever they are meant to - finding the center of a UI element is something I've done in Far Cry 4 and Dreamfall Chapters where I copy the vertex buffer (and index buffer if the shader uses it) and use that to calculate the average of all vertices, but it's not easy to do (you need to decode the vertex buffer layout and translate it into an binary equivalent HLSL structure, then run that through essentially a copy of the shader code to get the clip space coordinates of each vertex), and there's a few gotchas with that approach (like, the input Z and W may be NAN or some other garbage value which will silently mess up the calculation if you forget to disregard them - this has bitten me just about every time). I want to investigate the possibility of using a geometry shader for this instead, since geometry shaders can work with entire triangles instead of individual vertices, and can read the position of adjacent triangles as well - that might make it a lot easier, but I haven't tried it yet, and I don't know what gotchas will be waiting for us there.
Something I've been planning for ages is to write a shader capable of automatically grouping UI elements together based on their proximity to other nearby UI elements, so that each group can be adjusted for automatic depth or whatever without breaking them apart or needing to manually classify them, and a slight variation on that could probably be useful for finding an appropriate anchor for scaling each group as well. I'm not entirely sure how this shader is going to end up working - I have a few ideas (some of which will need features in 3DMigoto that we don't fully support yet, others ideas could technically be done today), but I'll need to dive in and experiment and try a few things to see how well they work in practice and what the performance is like.
DJ-RK said:No, not talking about the 3DMigoto UI, I mean the UI of the game itself. Some games (like FFXIV) provide their own UI scaling to accomodate (150-200%), but other games (like Vermintide 2) only provide UI scaling up to 100%, and some not at all. Wondering if there's some code that would probably needed to be done via a custom shader to implement my own UI scaling. Based on your knowledge, wondering if you might be able to advise from a high level what the approach would be, and then I could take a stab at writing my own code to do it.
You could scale it in the vertex shader, something like:
The real trick there will be working out where to anchor each UI element - for static UI elements you have nine (main) possibilities - the four corners, center of each side of the screen and the screen center itself, and you may be able to just carve the screen up into appropriate regions, either through code, or following my Far Cry 4 method of painting the regions as different colours on an image (hud-mask.png) that you can check from the shader.
For floating HUD elements (like enemy health bars, nameplates and the like) you'd ideally need to find their center (or at least one common point) and use that as the anchor so that they stay lined up with whatever they are meant to - finding the center of a UI element is something I've done in Far Cry 4 and Dreamfall Chapters where I copy the vertex buffer (and index buffer if the shader uses it) and use that to calculate the average of all vertices, but it's not easy to do (you need to decode the vertex buffer layout and translate it into an binary equivalent HLSL structure, then run that through essentially a copy of the shader code to get the clip space coordinates of each vertex), and there's a few gotchas with that approach (like, the input Z and W may be NAN or some other garbage value which will silently mess up the calculation if you forget to disregard them - this has bitten me just about every time). I want to investigate the possibility of using a geometry shader for this instead, since geometry shaders can work with entire triangles instead of individual vertices, and can read the position of adjacent triangles as well - that might make it a lot easier, but I haven't tried it yet, and I don't know what gotchas will be waiting for us there.
Something I've been planning for ages is to write a shader capable of automatically grouping UI elements together based on their proximity to other nearby UI elements, so that each group can be adjusted for automatic depth or whatever without breaking them apart or needing to manually classify them, and a slight variation on that could probably be useful for finding an appropriate anchor for scaling each group as well. I'm not entirely sure how this shader is going to end up working - I have a few ideas (some of which will need features in 3DMigoto that we don't fully support yet, others ideas could technically be done today), but I'll need to dive in and experiment and try a few things to see how well they work in practice and what the performance is like.
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="Necropants"]I have an issue with it in Path of Exile where it appears to work but after about 10 seconds into the game loading it just vanishes any idea why this would happen? Literally feels like it's on a timer.[/quote]The software mouse? Not sure - I just tried it in that game and it seems to be working ok for me.
You can try commenting out these lines in mouse.hlsl to ignore what cursor visibility the game has set:
[code]
if (!cursor_showing)
return;
[/code]
It's also possible that the cursor has been set to an invisible icon and 3DMigoto has somehow picked that up (3DMigoto actually does this to hide the hardware cursor for compatibility with the Steam Overlay, but it knows not to use its own invisible cursor when drawing the software mouse). Try adding "return 1;" near the start of draw_cursor_color just to see if it is trying to draw a cursor at all (you would see a white box instead of the cursor), and if that is the case you could potentially just use your own custom cursor image instead of the game provided image.
Necropants said:I have an issue with it in Path of Exile where it appears to work but after about 10 seconds into the game loading it just vanishes any idea why this would happen? Literally feels like it's on a timer.
The software mouse? Not sure - I just tried it in that game and it seems to be working ok for me.
You can try commenting out these lines in mouse.hlsl to ignore what cursor visibility the game has set:
if (!cursor_showing)
return;
It's also possible that the cursor has been set to an invisible icon and 3DMigoto has somehow picked that up (3DMigoto actually does this to hide the hardware cursor for compatibility with the Steam Overlay, but it knows not to use its own invisible cursor when drawing the software mouse). Try adding "return 1;" near the start of draw_cursor_color just to see if it is trying to draw a cursor at all (you would see a white box instead of the cursor), and if that is the case you could potentially just use your own custom cursor image instead of the game provided 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
[center][color="orange"][size="XL"]3Dmigoto 1.3.7[/size]
[/color][/center][center][color="green"][url]https://github.com/bo3b/3Dmigoto/releases[/url][/color][/center]
[size="L"][color="green"]Keys & Presets[/color][/size][list]
[.]Keys and Preset sections now have a 'run=' option to trigger a command list on [de]activation. This run command is fairly simple, can only run explicit command lists and does not support pre and post keywords directly, but the command list it links to does support the full command list syntax, including pre and post, which have special meanings for keys & presets:
[list]
[.] type=hold will run the pre command list when the button is held down, and will run the post command list when the button is released.[/.]
[.] type=toggle will run the pre command list when the key is first pressed, then run the post command list when it is pressed a second time.[/.]
[.] type=activate/cycle will run both the pre and post command list(s) when the key is pressed, since these have no deactivate condition.[/.]
[.] type=cycle can support multiple command lists separated by commas, which are run in the same manner as every other parameter in the cycle - i.e. can be specified once to run the same command list for each cycle, or different command lists can be specified per cycle, or left blank to have a cycle skip the command list.[/.]
[.] Presets will run the pre command list on the present call after they are first triggered, and will run the post command list on the following present call once they are no longer being triggered.[/.]
[/list]
An excerpt from the particular real world example that prompted me to add this now, where an overlay is displayed for a few seconds after a key is pressed (if you wish to render text you can start with the overlay shaders shipped with Life is Strange: Before the Storm or Dead or Alive Xtreme Venus Vacation, though beware that these are not exactly the simplest examples to follow since they are controlled from a second shader - DHR may have a clearer example soon):
[code]
[KeyActivateSomething]
key = z
; Key sections can't set an iniparam to the time, but a command list can:
run = CommandListUpdateActivationTime
[CommandListUpdateActivationTime]
x = time
[CustomShaderOverlay]
vs = ShaderFixes/custom_overlay.hlsl
gs = ShaderFixes/custom_overlay.hlsl
ps = ShaderFixes/custom_overlay.hlsl
y = time
...
[/code]
Inside the shader:
[code]
if (IniParams[0].y - IniParams[0].x < 2000) {
// Display some overlay
}
[/code]
[/.]
[.]Key sections may now have multiple key bindings. e.g. Instead of writing two key bindings for keyboard and xbox controller:
[code]
[KeyKB]
type = cycle
key = x
x = 1, 2, 3, 4, 5
[KeyXB]
type = cycle
key = XB_LEFT_THUMB
x = 1, 2, 3, 4, 5
[/code]
They can now be combined into a single section, and the state of the cycle will be shared between both keys:
[code]
[KeyKBandXB]
type = cycle
key = x
key = XB_LEFT_THUMB
x = 1, 2, 3, 4, 5
[/code][/.]
[.]type=cycle bindings now have a second key binding to cycle backwards through the list, and can optionally disable wrapping once the end of the list has been reached:
[code]
[KeyCycle]
type = cycle
key = e
key = XB_RIGHT_SHOULDER
back = q
back = XB_LEFT_SHOULDER
wrap = false
x = 1, 2, 3, 4, 5
[/code][/.]
[/list]
[size="L"][color="green"]Frame Analysis[/color][/size][list]
[.]'analyse_options = symlink' is now required to enable symbolic links (in addition to Windows 10 developer mode being enabled)[/.]
[.]Hard links are now rotated earlier to leave one free link to play nicer with applications that use temporary hard links for certain filesystem operations (cygwin)[/.]
[/list]
[size="L"][color="green"]Misc[/color][/size][list]
[.]Fixed crashes in Shadow of War (note: 3DMigoto still needs further work for this game to work on Windows 10, and one of our injector methods is needed for it to work on earlier versions of Windows)[/.]
[.]Fixed theoretical rendering issues caused by overlay (no known real world cases)[/.]
[.]Fixed refcounting bug in custom shaders preventing backed up depth buffers from being freed[/.]
[.]Software mouse no longer uses pre-multiplied alpha by default ('blend=ADD ONE INV_SRC_ALPHA' is now 'blend=ADD SRC_ALPHA INV_SRC_ALPHA' in the template d3dx.ini), leading to better colours and in some cases (e.g. Mass Effect Andromeda) eliminating bad pixels around the cursor (however, this by itself does not fix the issue in all cases - refer to [url=https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5305346/#5305346]this post[/url] for details).[/.]
[/list]
Keys and Preset sections now have a 'run=' option to trigger a command list on [de]activation. This run command is fairly simple, can only run explicit command lists and does not support pre and post keywords directly, but the command list it links to does support the full command list syntax, including pre and post, which have special meanings for keys & presets:
type=hold will run the pre command list when the button is held down, and will run the post command list when the button is released.
type=toggle will run the pre command list when the key is first pressed, then run the post command list when it is pressed a second time.
type=activate/cycle will run both the pre and post command list(s) when the key is pressed, since these have no deactivate condition.
type=cycle can support multiple command lists separated by commas, which are run in the same manner as every other parameter in the cycle - i.e. can be specified once to run the same command list for each cycle, or different command lists can be specified per cycle, or left blank to have a cycle skip the command list.
Presets will run the pre command list on the present call after they are first triggered, and will run the post command list on the following present call once they are no longer being triggered.
An excerpt from the particular real world example that prompted me to add this now, where an overlay is displayed for a few seconds after a key is pressed (if you wish to render text you can start with the overlay shaders shipped with Life is Strange: Before the Storm or Dead or Alive Xtreme Venus Vacation, though beware that these are not exactly the simplest examples to follow since they are controlled from a second shader - DHR may have a clearer example soon):
[KeyActivateSomething]
key = z
; Key sections can't set an iniparam to the time, but a command list can:
run = CommandListUpdateActivationTime
[CommandListUpdateActivationTime]
x = time
[CustomShaderOverlay]
vs = ShaderFixes/custom_overlay.hlsl
gs = ShaderFixes/custom_overlay.hlsl
ps = ShaderFixes/custom_overlay.hlsl
y = time
...
Inside the shader:
if (IniParams[0].y - IniParams[0].x < 2000) {
// Display some overlay
}
Key sections may now have multiple key bindings. e.g. Instead of writing two key bindings for keyboard and xbox controller:
[KeyKB]
type = cycle
key = x
x = 1, 2, 3, 4, 5
[KeyXB]
type = cycle
key = XB_LEFT_THUMB
x = 1, 2, 3, 4, 5
They can now be combined into a single section, and the state of the cycle will be shared between both keys:
[KeyKBandXB]
type = cycle
key = x
key = XB_LEFT_THUMB
x = 1, 2, 3, 4, 5
type=cycle bindings now have a second key binding to cycle backwards through the list, and can optionally disable wrapping once the end of the list has been reached:
[KeyCycle]
type = cycle
key = e
key = XB_RIGHT_SHOULDER
back = q
back = XB_LEFT_SHOULDER
wrap = false
x = 1, 2, 3, 4, 5
Frame Analysis
'analyse_options = symlink' is now required to enable symbolic links (in addition to Windows 10 developer mode being enabled)
Hard links are now rotated earlier to leave one free link to play nicer with applications that use temporary hard links for certain filesystem operations (cygwin)
Misc
Fixed crashes in Shadow of War (note: 3DMigoto still needs further work for this game to work on Windows 10, and one of our injector methods is needed for it to work on earlier versions of Windows)
Fixed theoretical rendering issues caused by overlay (no known real world cases)
Fixed refcounting bug in custom shaders preventing backed up depth buffers from being freed
Software mouse no longer uses pre-multiplied alpha by default ('blend=ADD ONE INV_SRC_ALPHA' is now 'blend=ADD SRC_ALPHA INV_SRC_ALPHA' in the template d3dx.ini), leading to better colours and in some cases (e.g. Mass Effect Andromeda) eliminating bad pixels around the cursor (however, this by itself does not fix the issue in all cases - refer to this post for details).
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Amazing update! Thank you :). (whyyyyy did I decide to update so many fixes 1-2 days ago instead of now?)
I'll make use of the new hotkeys functionality and try to use an overlay (maybe now, maybe when there are simple use examples).
[quote]Fixed crashes in Shadow of War (note: 3DMigoto still needs further work for this game to work on Windows 10, and one of our injector methods is needed for it to work on earlier versions of Windows)[/quote]
:( hope you can nail the issue for win10....for win7 is working fine.
[quote]DHR may have a clearer example soon[/quote]
Is working now with that tweak for run= in presets...Amazing!!
The overlay now only support showing depth% when a preset is used. I want to add more overaly for others features (ON/OFF, Cinematics mode, etc).
The custom shader is based on the "Dead or Alive Xtreme Venus Vacation" fix that use auto-convergence and i made an hlsl shader based on part of that work. THANKS DSS!!!!
[u]Note:[/u] The image only show the overlay in one eye, because i'm using TaB mode.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/74790/[/img]
Fixed crashes in Shadow of War (note: 3DMigoto still needs further work for this game to work on Windows 10, and one of our injector methods is needed for it to work on earlier versions of Windows)
:( hope you can nail the issue for win10....for win7 is working fine.
DHR may have a clearer example soon
Is working now with that tweak for run= in presets...Amazing!!
The overlay now only support showing depth% when a preset is used. I want to add more overaly for others features (ON/OFF, Cinematics mode, etc).
The custom shader is based on the "Dead or Alive Xtreme Venus Vacation" fix that use auto-convergence and i made an hlsl shader based on part of that work. THANKS DSS!!!!
Note: The image only show the overlay in one eye, because i'm using TaB mode.
[quote="DHR"][quote]Fixed crashes in Shadow of War (note: 3DMigoto still needs further work for this game to work on Windows 10, and one of our injector methods is needed for it to work on earlier versions of Windows)[/quote]
:( hope you can nail the issue for win10....for win7 is working fine.[/quote]I'll let you know - that's next on my TODO list after finishing up helping Losti. It might need a slightly more experimental version of 3DMigoto with support for some of the newer DirectX APIs, but the good news is that Bo3b's work on 1.3 is one of the pieces necessary to enable us to do that, and the second major piece is a forward port of 3DMigoto to a newer Windows SDK, which I've actually had ready to go for quite some time (but no compelling reason to actually switch), so combining those two and adding the newer APIs will hopefully do the trick.
[quote][u]Note:[/u] The image only show the overlay in one eye, because i'm using TaB mode.[/quote]Make sure you run your overlay shader before the CustomShader3DVision2SBS shader (probably just before CustomShaderSoftwareMouse is best) and it should be able to copy it to both eyes.
Fixed crashes in Shadow of War (note: 3DMigoto still needs further work for this game to work on Windows 10, and one of our injector methods is needed for it to work on earlier versions of Windows)
:( hope you can nail the issue for win10....for win7 is working fine.
I'll let you know - that's next on my TODO list after finishing up helping Losti. It might need a slightly more experimental version of 3DMigoto with support for some of the newer DirectX APIs, but the good news is that Bo3b's work on 1.3 is one of the pieces necessary to enable us to do that, and the second major piece is a forward port of 3DMigoto to a newer Windows SDK, which I've actually had ready to go for quite some time (but no compelling reason to actually switch), so combining those two and adding the newer APIs will hopefully do the trick.
Note: The image only show the overlay in one eye, because i'm using TaB mode.
Make sure you run your overlay shader before the CustomShader3DVision2SBS shader (probably just before CustomShaderSoftwareMouse is best) and it should be able to copy it to both eyes.
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[quote="DarkStarSword"][center][color="orange"][size="XL"]3Dmigoto 1.3.7[/size]
[/color][/center][/quote]
Thank you for implementing my cycling params feature request. Just in time, actually, since I originally asked this for when I was working on X-Com 2, and I'll soon be looking at updating that fix for the new DLC so I might be able to implement the functionality I wanted way back then.
Thank you for implementing my cycling params feature request. Just in time, actually, since I originally asked this for when I was working on X-Com 2, and I'll soon be looking at updating that fix for the new DLC so I might be able to implement the functionality I wanted way back then.
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[quote="DarkStarSword"]Make sure you run your overlay shader before the CustomShader3DVision2SBS shader (probably just before CustomShaderSoftwareMouse is best) and it should be able to copy it to both eyes.[/quote]
Thanks! now works in both eyes :)
I have the same problem with the hunting 3Dmigoto overlay...but in this case i suppose is coded internally in 3Dmigoto....not a big deal, but if is easy to tweak will be very nice to fix that also :) I normally play/fix using Tab Mode.
DarkStarSword said:Make sure you run your overlay shader before the CustomShader3DVision2SBS shader (probably just before CustomShaderSoftwareMouse is best) and it should be able to copy it to both eyes.
Thanks! now works in both eyes :)
I have the same problem with the hunting 3Dmigoto overlay...but in this case i suppose is coded internally in 3Dmigoto....not a big deal, but if is easy to tweak will be very nice to fix that also :) I normally play/fix using Tab Mode.
[quote="DarkStarSword"][quote="DHR"][quote]Fixed crashes in Shadow of War (note: 3DMigoto still needs further work for this game to work on Windows 10, and one of our injector methods is needed for it to work on earlier versions of Windows)[/quote]
:( hope you can nail the issue for win10....for win7 is working fine.[/quote]I'll let you know - that's next on my TODO list after finishing up helping Losti. It might need a slightly more experimental version of 3DMigoto with support for some of the newer DirectX APIs, but the good news is that Bo3b's work on 1.3 is one of the pieces necessary to enable us to do that, and the second major piece is a forward port of 3DMigoto to a newer Windows SDK, which I've actually had ready to go for quite some time (but no compelling reason to actually switch), so combining those two and adding the newer APIs will hopefully do the trick.[/quote]
Figured out the problem with the dxgi.dll loader, so we have a working solution for any game that calls dxgi early. Works on both Win7 and Win10 now. I successfully tested on Win10 FCU. Both dxgi.dll have been added to the [url]https://github.com/bo3b/3Dmigoto/releases[/url] page.
I'll be taking a quick look to see if I can make a universal (win7 & win10) dxgi.dll loader.
Fixed crashes in Shadow of War (note: 3DMigoto still needs further work for this game to work on Windows 10, and one of our injector methods is needed for it to work on earlier versions of Windows)
:( hope you can nail the issue for win10....for win7 is working fine.
I'll let you know - that's next on my TODO list after finishing up helping Losti. It might need a slightly more experimental version of 3DMigoto with support for some of the newer DirectX APIs, but the good news is that Bo3b's work on 1.3 is one of the pieces necessary to enable us to do that, and the second major piece is a forward port of 3DMigoto to a newer Windows SDK, which I've actually had ready to go for quite some time (but no compelling reason to actually switch), so combining those two and adding the newer APIs will hopefully do the trick.
Figured out the problem with the dxgi.dll loader, so we have a working solution for any game that calls dxgi early. Works on both Win7 and Win10 now. I successfully tested on Win10 FCU. Both dxgi.dll have been added to the https://github.com/bo3b/3Dmigoto/releases page.
I'll be taking a quick look to see if I can make a universal (win7 & win10) dxgi.dll loader.
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1) Regarding the software mouse cursor, enabling that turns the mouse cursor into a square, which has the arrow pointer on a black background. Any way to remove the black background and only have the arrow pointer?
2) Enabling higher resolutions on games (ie. using 4x DSR) will cause the UI to become smaller (and generally unreadable). Any tips on how I could rescale the UI to be bigger to compensate?
Edit: Ok, got a third one now
3) Just tried using the latest 3DM now with the new frame analysis dumping method, and I'm not exactly fond of the result. My FA dump looks like this:
Whereas before instead of a bunch of generic shortcuts the thumbnails would display the image (so I could scroll through and identify what I was looking for), and when I would open up a file I could then easily jump to the next file/drawcall in the image viewer by pressing the right arrow key. Now when opening the file it takes me to the associated file in the dedupes folder, and I'm not able to skip to the next drawcall after.
I've checked, and it seems I already had developer mode enabled, so are these the symbolic links? Are they supposed to be functioning as I've described above? I'll try disabling developer mode (hopefully it won't break other things) and based on my understanding it should then switch to hard links and hopefully function more like what I'm hoping for and used to.
Update: Hard links working much better.
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As the comment there mentions, I also found in Subnautica I had to change the blend mode to get the correct colours:
If you read the extended comment in mouse.hlsl, you will see that the root issue here is that the Windows API has no way to tell us if the cursor is using a valid alpha channel, so 3DMigoto can't work this out automatically and I went with the assumption that the cursor would at least have a valid mask, but that has proven to not always hold true.
Some developers have used a workaround where they scan the entire alpha channel looking for any non-zero values to guess, and I might end up doing the same to try to make this "just work" in more cases.
Is this the 3DMigoto UI? We can probably add some kind of scaling option for this. Maybe we should scale automatically based on the resolution and/or monitor size? Let me play around with this for a bit and see what works.
Yeah, after playing with it myself I've noticed the same issues - it seems that although Microsoft added support for symbolic links, it seems like they are still stuck in a windows shortcut way of thinking and added special code to handle them, but the whole point of symlinks is that programs aren't supposed to handle them specially - they are supposed to treat them as ordinary files unless they are doing some operation on the link itself (so, explorer might need to know about them, but an image viewer shouldn't). I'll make these require a specific analyse_option, since disabling developer mode won't help if the game is running as admin.
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I have an issue with it in Path of Exile where it appears to work but after about 10 seconds into the game loading it just vanishes any idea why this would happen? Literally feels like it's on a timer.
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No, not talking about the 3DMigoto UI, I mean the UI of the game itself. Some games (like FFXIV) provide their own UI scaling to accomodate (150-200%), but other games (like Vermintide 2) only provide UI scaling up to 100%, and some not at all. Wondering if there's some code that would probably needed to be done via a custom shader to implement my own UI scaling. Based on your knowledge, wondering if you might be able to advise from a high level what the approach would be, and then I could take a stab at writing my own code to do it.
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You could scale it in the vertex shader, something like:
The real trick there will be working out where to anchor each UI element - for static UI elements you have nine (main) possibilities - the four corners, center of each side of the screen and the screen center itself, and you may be able to just carve the screen up into appropriate regions, either through code, or following my Far Cry 4 method of painting the regions as different colours on an image (hud-mask.png) that you can check from the shader.
For floating HUD elements (like enemy health bars, nameplates and the like) you'd ideally need to find their center (or at least one common point) and use that as the anchor so that they stay lined up with whatever they are meant to - finding the center of a UI element is something I've done in Far Cry 4 and Dreamfall Chapters where I copy the vertex buffer (and index buffer if the shader uses it) and use that to calculate the average of all vertices, but it's not easy to do (you need to decode the vertex buffer layout and translate it into an binary equivalent HLSL structure, then run that through essentially a copy of the shader code to get the clip space coordinates of each vertex), and there's a few gotchas with that approach (like, the input Z and W may be NAN or some other garbage value which will silently mess up the calculation if you forget to disregard them - this has bitten me just about every time). I want to investigate the possibility of using a geometry shader for this instead, since geometry shaders can work with entire triangles instead of individual vertices, and can read the position of adjacent triangles as well - that might make it a lot easier, but I haven't tried it yet, and I don't know what gotchas will be waiting for us there.
Something I've been planning for ages is to write a shader capable of automatically grouping UI elements together based on their proximity to other nearby UI elements, so that each group can be adjusted for automatic depth or whatever without breaking them apart or needing to manually classify them, and a slight variation on that could probably be useful for finding an appropriate anchor for scaling each group as well. I'm not entirely sure how this shader is going to end up working - I have a few ideas (some of which will need features in 3DMigoto that we don't fully support yet, others ideas could technically be done today), but I'll need to dive in and experiment and try a few things to see how well they work in practice and what the performance is like.
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You can try commenting out these lines in mouse.hlsl to ignore what cursor visibility the game has set:
It's also possible that the cursor has been set to an invisible icon and 3DMigoto has somehow picked that up (3DMigoto actually does this to hide the hardware cursor for compatibility with the Steam Overlay, but it knows not to use its own invisible cursor when drawing the software mouse). Try adding "return 1;" near the start of draw_cursor_color just to see if it is trying to draw a cursor at all (you would see a white box instead of the cursor), and if that is the case you could potentially just use your own custom cursor image instead of the game provided image.
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Keys & Presets
An excerpt from the particular real world example that prompted me to add this now, where an overlay is displayed for a few seconds after a key is pressed (if you wish to render text you can start with the overlay shaders shipped with Life is Strange: Before the Storm or Dead or Alive Xtreme Venus Vacation, though beware that these are not exactly the simplest examples to follow since they are controlled from a second shader - DHR may have a clearer example soon):
Inside the shader:
They can now be combined into a single section, and the state of the cycle will be shared between both keys:
Frame Analysis
Misc
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I'll make use of the new hotkeys functionality and try to use an overlay (maybe now, maybe when there are simple use examples).
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:( hope you can nail the issue for win10....for win7 is working fine.
Is working now with that tweak for run= in presets...Amazing!!
The overlay now only support showing depth% when a preset is used. I want to add more overaly for others features (ON/OFF, Cinematics mode, etc).
The custom shader is based on the "Dead or Alive Xtreme Venus Vacation" fix that use auto-convergence and i made an hlsl shader based on part of that work. THANKS DSS!!!!
Note: The image only show the overlay in one eye, because i'm using TaB mode.
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My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Make sure you run your overlay shader before the CustomShader3DVision2SBS shader (probably just before CustomShaderSoftwareMouse is best) and it should be able to copy it to both eyes.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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Thank you for implementing my cycling params feature request. Just in time, actually, since I originally asked this for when I was working on X-Com 2, and I'll soon be looking at updating that fix for the new DLC so I might be able to implement the functionality I wanted way back then.
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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Thanks! now works in both eyes :)
I have the same problem with the hunting 3Dmigoto overlay...but in this case i suppose is coded internally in 3Dmigoto....not a big deal, but if is easy to tweak will be very nice to fix that also :) I normally play/fix using Tab Mode.
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Figured out the problem with the dxgi.dll loader, so we have a working solution for any game that calls dxgi early. Works on both Win7 and Win10 now. I successfully tested on Win10 FCU. Both dxgi.dll have been added to the https://github.com/bo3b/3Dmigoto/releases page.
I'll be taking a quick look to see if I can make a universal (win7 & win10) dxgi.dll loader.
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