Mass Effect: Andromeda - 3D Vision Fix (3D Vision Partial-fix released)
  17 / 27    
Made a new v.0.4 release that fixes the UI so the Nomad Scanner now works properly. Also fixed a couple of other shaders so the F9 key should work (brightness override). The F9 key is not Universal though. In some locations it will work, in others it will still fail:( Nothing I can do about it. As a result, some places still require switching to CM mode. No ETA on a fix with Compute Shader lights. Hopefully, in the future we will be able to solve this mystery!
Made a new v.0.4 release that fixes the UI so the Nomad Scanner now works properly. Also fixed a couple of other shaders so the F9 key should work (brightness override). The F9 key is not Universal though. In some locations it will work, in others it will still fail:( Nothing I can do about it. As a result, some places still require switching to CM mode.

No ETA on a fix with Compute Shader lights. Hopefully, in the future we will be able to solve this mystery!

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/18/2017 06:04 PM   
@Losti: [url]https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/5130440/#5130440[/url] I think you just gave me an idea;) On how to "merge both worlds". Surely a proper Compute Shader is the absolute goal, but I have a new idea on how to merge some of the CS lights with my Brightness Override;) It should give back at least some of the lights!
@Losti:
https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/5130440/#5130440

I think you just gave me an idea;) On how to "merge both worlds". Surely a proper Compute Shader is the absolute goal, but I have a new idea on how to merge some of the CS lights with my Brightness Override;)

It should give back at least some of the lights!

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/18/2017 10:40 PM   
If you comment out the line (in 14f8f4febc50582f-cs.txt) [code] // ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r4.xyz, r2.y, l(32), t2.xyzx[/code] arround line 100 / 150 ... the left CS light in the main screen will stay as it it. Not like commenting out the last lines i did before. This is the original light saying ... The "planet light" in the main screen is missing. For the 4ef93cb9ed279c4c-cs.txt shader, this line to comment will do nothing, but comment the [code]// ld_structured_indexable(structured_buffer, stride=4)(mixed,mixed,mixed,mixed) r2.y, r2.y, l(0), t9.xxxx[/code] some lines above, the anoing flickering from some lights will dissapear, because they will go off. Strange thing: This seems to afflict screen space reflection....or not strange because of reflecting light ^^ So if i will do like descriped, some lights are back and working well, but over all not playable beause of flickering and wrong lights. EDIT: AND, it will dissapear in some lokations dependend on the range you stay to it The mentioned shaders seems to be identical but be called for different lights?? May be you are able to kick off wrong lights but hold working lights ^^ I am not :-) I just gamble arround because i wont to play the game with lights but not woth CM so....i wasting my time ^^
If you comment out the line (in 14f8f4febc50582f-cs.txt)

//      ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r4.xyz, r2.y, l(32), t2.xyzx


arround line 100 / 150 ... the left CS light in the main screen will stay as it it. Not like commenting out the last lines i did before. This is the original light saying ... The "planet light" in the main screen is missing.

For the 4ef93cb9ed279c4c-cs.txt shader, this line to comment will do nothing, but comment the
//    ld_structured_indexable(structured_buffer, stride=4)(mixed,mixed,mixed,mixed) r2.y, r2.y, l(0), t9.xxxx
some lines above, the anoing flickering from some lights will dissapear, because they will go off.

Strange thing: This seems to afflict screen space reflection....or not strange because of reflecting light ^^

So if i will do like descriped, some lights are back and working well, but over all not playable beause of flickering and wrong lights. EDIT: AND, it will dissapear in some lokations dependend on the range you stay to it

The mentioned shaders seems to be identical but be called for different lights??

May be you are able to kick off wrong lights but hold working lights ^^ I am not :-) I just gamble arround because i wont to play the game with lights but not woth CM so....i wasting my time ^^

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 04/19/2017 01:33 PM   
Commenting out more lines like [code] ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r4.xyz, r2.y, l(32), t2.xyzx[/code] in in 14f8f4febc50582f-cs.txt will turn of more lights but let enabled others.... so may be there is a combination for the turned off lights in 14f8f4febc50582f-cs.txt and 4ef93cb9ed279c4c-cs.txt that will let us play without destroyed lights but let enabled the correct one. I have tryed to adapt the mentioned CS files with the code of fb9a4039c07abf24-cs.txt but no luck ^^ because this shader is nearly the same, except the registers and some phrases.
Commenting out more lines like
ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r4.xyz, r2.y, l(32), t2.xyzx
in in 14f8f4febc50582f-cs.txt will turn of more lights but let enabled others....

so may be there is a combination for the turned off lights in 14f8f4febc50582f-cs.txt and 4ef93cb9ed279c4c-cs.txt that will let us play without destroyed lights but let enabled the correct one.

I have tryed to adapt the mentioned CS files with the code of fb9a4039c07abf24-cs.txt but no luck ^^ because this shader is nearly the same, except the registers and some phrases.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 04/19/2017 02:02 PM   
I have uploaded my two shader fix files that will bring some lights back http://www.share-online.biz/dl/D39J3OOOSPH This is based on just commenting out some lines, may be HELI will get a clue of it.
I have uploaded my two shader fix files that will bring some lights back


http://www.share-online.biz/dl/D39J3OOOSPH


This is based on just commenting out some lines, may be HELI will get a clue of it.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 04/19/2017 05:36 PM   
[quote="Losti"]I have uploaded my two shader fix files that will bring some lights back http://www.share-online.biz/dl/D39J3OOOSPH This is based on just commenting out some lines, may be HELI will get a clue of it.[/quote] If you are interested to know what you disable there here is the structure definition header: [code] StructuredBuffer<g_CullPass_lightInfos_Punctual> g_CullPass_lightInfos_Punctual : register(t2); StructuredBuffer<g_CullPass_lightInfos_PunctualShadow> g_CullPass_lightInfos_PunctualShadow : register(t3); StructuredBuffer<g_CullPass_lightInfos_Area> g_CullPass_lightInfos_Area : register(t4); StructuredBuffer<g_CullPass_lightInfos_AreaShadow> g_CullPass_lightInfos_AreaShadow : register(t5); StructuredBuffer<g_CullPass_lightInfos_LocalIBL> g_CullPass_lightInfos_LocalIBL : register(t6); StructuredBuffer<g_CullPass_lightInfos_LocalPR> g_CullPass_lightInfos_LocalPR : register(t7); [/code] I am against just "hacking around" without understanding what is what;) The "texture 9" slot that you disabled seems to be a "position" or a cached version of it, as modifying it doesn't do anything! I already tried that one with no avail. Just disabling all the t9 will basically scrap 95% of the lights... and is not fixing the real problem:(
Losti said:I have uploaded my two shader fix files that will bring some lights back

http://www.share-online.biz/dl/D39J3OOOSPH

This is based on just commenting out some lines, may be HELI will get a clue of it.


If you are interested to know what you disable there here is the structure definition header:
StructuredBuffer<g_CullPass_lightInfos_Punctual> g_CullPass_lightInfos_Punctual : register(t2);
StructuredBuffer<g_CullPass_lightInfos_PunctualShadow> g_CullPass_lightInfos_PunctualShadow : register(t3);
StructuredBuffer<g_CullPass_lightInfos_Area> g_CullPass_lightInfos_Area : register(t4);
StructuredBuffer<g_CullPass_lightInfos_AreaShadow> g_CullPass_lightInfos_AreaShadow : register(t5);
StructuredBuffer<g_CullPass_lightInfos_LocalIBL> g_CullPass_lightInfos_LocalIBL : register(t6);
StructuredBuffer<g_CullPass_lightInfos_LocalPR> g_CullPass_lightInfos_LocalPR : register(t7);


I am against just "hacking around" without understanding what is what;)

The "texture 9" slot that you disabled seems to be a "position" or a cached version of it, as modifying it doesn't do anything!
I already tried that one with no avail. Just disabling all the t9 will basically scrap 95% of the lights... and is not fixing the real problem:(

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/19/2017 06:02 PM   
There is something terribly WRONG with the official SLI profile when running in 3D Vision Automatic & Compatibility Mode (sometimes). Spent around 4 hours and found a better profile/bits : 0x280100F1 I updated the main profile with this value. (Produces way less flickering and improves stability. Still not 100% bulletproof but way better than the original, which can even corrupt the rendering! "Seen" green/pink stuff that flashes in one eye?!?!)
There is something terribly WRONG with the official SLI profile when running in 3D Vision Automatic & Compatibility Mode (sometimes).

Spent around 4 hours and found a better profile/bits : 0x280100F1
I updated the main profile with this value. (Produces way less flickering and improves stability. Still not 100% bulletproof but way better than the original, which can even corrupt the rendering! "Seen" green/pink stuff that flashes in one eye?!?!)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/19/2017 11:33 PM   
The new cm profile does not work with win10 Put that old one Then a question following your video # 1 does not charge me the shaders thank you
The new cm profile does not work with win10
Put that old one
Then a question following your video # 1 does not charge me the shaders
thank you

Posted 04/20/2017 08:04 AM   
[quote="dark21a"]The new cm profile does not work with win10 Put that old one [/quote] The new profile works just fine on Windows 10. I didn't even change anything related to CM. What I updated was related to SLI, totally un-related. I'll double check to see if something is wrong with it, just to be sure. [quote="dark21a"] Then a question following your video # 1 does not charge me the shaders thank you[/quote] Are you using version 1.05 of the game? Or some hack-aware crap from somewhere?
dark21a said:The new cm profile does not work with win10
Put that old one


The new profile works just fine on Windows 10. I didn't even change anything related to CM. What I updated was related to SLI, totally un-related.
I'll double check to see if something is wrong with it, just to be sure.

dark21a said:
Then a question following your video # 1 does not charge me the shaders
thank you


Are you using version 1.05 of the game? Or some hack-aware crap from somewhere?

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/20/2017 10:16 AM   
[quote="helifax"][quote="dark21a"]The new cm profile does not work with win10 Put that old one [/quote] The new profile works just fine on Windows 10. I didn't even change anything related to CM. What I updated was related to SLI, totally un-related. I'll double check to see if something is wrong with it, just to be sure. [quote="dark21a"] Then a question following your video # 1 does not charge me the shaders thank you[/quote] Are you using version 1.05 of the game? Or some hack-aware crap from somewhere?[/quote] Update to version 1.05 thanks
helifax said:
dark21a said:The new cm profile does not work with win10
Put that old one


The new profile works just fine on Windows 10. I didn't even change anything related to CM. What I updated was related to SLI, totally un-related.
I'll double check to see if something is wrong with it, just to be sure.

dark21a said:
Then a question following your video # 1 does not charge me the shaders
thank you


Are you using version 1.05 of the game? Or some hack-aware crap from somewhere?



Update to version 1.05 thanks

Posted 04/20/2017 01:15 PM   
[quote="helifax"][quote="Losti"]I have uploaded my two shader fix files that will bring some lights back http://www.share-online.biz/dl/D39J3OOOSPH This is based on just commenting out some lines, may be HELI will get a clue of it.[/quote] If you are interested to know what you disable there here is the structure definition header: [code] StructuredBuffer<g_CullPass_lightInfos_Punctual> g_CullPass_lightInfos_Punctual : register(t2); StructuredBuffer<g_CullPass_lightInfos_PunctualShadow> g_CullPass_lightInfos_PunctualShadow : register(t3); StructuredBuffer<g_CullPass_lightInfos_Area> g_CullPass_lightInfos_Area : register(t4); StructuredBuffer<g_CullPass_lightInfos_AreaShadow> g_CullPass_lightInfos_AreaShadow : register(t5); StructuredBuffer<g_CullPass_lightInfos_LocalIBL> g_CullPass_lightInfos_LocalIBL : register(t6); StructuredBuffer<g_CullPass_lightInfos_LocalPR> g_CullPass_lightInfos_LocalPR : register(t7); [/code] I am against just "hacking around" without understanding what is what;) The "texture 9" slot that you disabled seems to be a "position" or a cached version of it, as modifying it doesn't do anything! I already tried that one with no avail. Just disabling all the t9 will basically scrap 95% of the lights... and is not fixing the real problem:([/quote] Yes Yes of ause you are right but may be it will let rise some ideas or something :-) annyway. This is because i am a scientist in research and dev.....sometimes you have to try strange things without much knowledge to get a result that is surprising or....to go further and understand things :-) never mind. I think there is a problem within the IF clauses....may be for example: if you quote out the (in the code // marked IF clause), the behavior of the CS in the main screen will completely change. [code]if_nz r1.y mov r2.x, vThreadIDInGroupFlattened.x loop uge r2.y, r2.x, r1.y breakc_nz r2.y iadd r2.y, r1.x, r2.x ld_structured_indexable(structured_buffer, stride=4)(mixed,mixed,mixed,mixed) r2.y, r2.y, l(0), t9.xxxx ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r3.xyzw, r2.y, l(0), t2.xyzw ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r2.zw, r2.y, l(80), t2.xxxy div r3.w, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w lt r4.x, r2.w, l(2.000000) // if_nz r4.x ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r4.xyz, r2.y, l(32), t2.xyzx dp3 r4.w, r3.xyzx, r4.xyzx mov r5.xy, l(0,0,0,0) loop uge r5.z, r5.x, l(8) breakc_nz r5.z ld_structured r6.xyz, r5.x, l(0), g0.xyzx iadd r5.z, r5.x, l(1) ld_structured r7.xyz, r5.z, l(0), g0.xyzx dp3 r5.z, r4.xyzx, r6.xyzx lt r5.z, r5.z, r4.w and r5.z, r5.z, l(1) or r5.z, r5.z, r5.y dp3 r5.w, r4.xyzx, r7.xyzx lt r5.w, r5.w, r4.w and r5.w, r5.w, l(1) or r5.y, r5.w, r5.z iadd r5.x, r5.x, l(2) endloop if_z r5.y mov r4.w, l(0) endif if_nz r5.y div r2.z, r2.w, -r2.z mul r2.z, r2.z, r2.z mov r6.x, r4.w mov r6.y, l(0) mov r2.w, l(0) loop uge r5.x, r6.y, l(8) mov r2.w, l(0) breakc_nz r5.x ld_structured r5.xzw, r6.y, l(0), g0.xxyz add r5.xzw, -r3.xxyz, r5.xxzw iadd r6.z, r6.y, l(1) ld_structured r7.xyz, r6.z, l(0), g0.xyzx add r7.xyz, -r3.xyzx, r7.xyzx dp3 r6.z, -r4.xyzx, r7.xyzx ge r6.w, r6.z, l(0.000000) mul r7.w, r6.z, r6.z dp3 r8.x, r7.xyzx, r7.xyzx mul r8.x, r2.z, r8.x ge r7.w, r7.w, r8.x and r6.w, r6.w, r7.w dp3 r7.w, -r4.xyzx, r5.xzwx ge r8.y, r7.w, l(0.000000) mul r7.w, r7.w, r7.w dp3 r8.z, r5.xzwx, r5.xzwx mul r8.z, r2.z, r8.z ge r7.w, r7.w, r8.z and r7.w, r7.w, r8.y and r7.w, r7.w, l(2) bfi r6.w, l(1), l(0), r6.w, r7.w ieq r7.w, r6.w, l(3) if_nz r7.w mov r8.y, l(-1) endif if_z r7.w add r9.xyz, r5.xzwx, -r7.xyzx dp3 r7.w, -r4.xyzx, r9.xyzx dp3 r8.z, r9.xyzx, r9.xyzx mul r8.z, r2.z, r8.z mad r8.z, r7.w, r7.w, -r8.z dp3 r8.w, r9.xyzx, r7.xyzx mul r8.w, r2.z, r8.w mad r7.w, r6.z, r7.w, -r8.w add r8.w, r7.w, r7.w mad r6.z, r6.z, r6.z, -r8.x mul r6.z, r8.z, r6.z mul r6.z, r6.z, l(4.000000) mad r6.z, r8.w, r8.w, -r6.z ne r8.x, r8.z, l(0.000000) ge r8.w, r6.z, l(0.000000) and r8.x, r8.w, r8.x if_z r8.x mov r8.y, l(0) endif if_nz r8.x sqrt r6.z, r6.z add r8.x, r8.z, r8.z rcp r8.x, r8.x mad r8.z, -r7.w, l(2.000000), r6.z mul r8.z, r8.x, r8.z mad r6.z, -r7.w, l(2.000000), -r6.z mul r6.z, r8.x, r6.z if_nz r6.w lt r7.w, l(0.000000), r8.z lt r8.x, r8.z, l(1.000000) and r7.w, r7.w, r8.x movc r7.w, r7.w, r8.z, r6.z mad r10.xyz, r9.xyzx, r7.wwww, r7.xyzx ieq r7.w, r6.w, l(1) movc r7.xyz, r7.wwww, r7.xyzx, r10.xyzx movc r5.xzw, r7.wwww, r10.xxyz, r5.xxzw mov r8.y, l(-1) endif if_z r6.w ge r6.w, l(0.000000), r8.z ge r7.w, r8.z, l(1.000000) or r6.w, r6.w, r7.w if_nz r6.w mov r8.y, l(0) endif if_z r6.w mad r5.xzw, r9.xxyz, r6.zzzz, r7.xxyz mad r7.xyz, r9.xyzx, r8.zzzz, r7.xyzx dp3 r6.z, r7.xyzx, -r4.xyzx ge r8.y, r6.z, l(0.000000) endif endif endif endif add r7.xyz, -r5.xzwx, r7.xyzx dp3 r6.z, r7.xyzx, r7.xyzx lt r6.w, l(0.000000), r6.z dp3 r7.w, r5.xzwx, r7.xyzx div_sat r6.z, -r7.w, r6.z and r6.z, r6.z, r6.w mad r5.xzw, r7.xxyz, r6.zzzz, r5.xxzw dp3 r5.x, r5.xzwx, r5.xzwx lt r5.x, r5.x, r3.w and r5.x, r8.y, r5.x if_nz r5.x mov r6.x, l(-1) mov r2.w, l(-1) break endif iadd r6.y, r6.y, l(2) mov r2.w, r5.x endloop mov r4.w, r6.x if_z r2.w mov r4.w, l(0) endif // endif [/code] ==> It should be line 120 i think in the 14f8f4febc50582f-cs.txt Enable LightTileCs: The ring light for the Planet in the main screen is OFF, the right light on the little planet/moon is OK. Than after some milli seconds, the right planet light will become wrong, and some milliseconds later it will become more wrong (completely dissapear in one eye) and at this point the (wrong) light for the planet ring will appear, and waiting arround 5-10 sec it will disapear again. So i think the "optimization" or what ever you will call it, is within the different nested if clauses..... ==> Dont know if this will help, please ignore me in other cases :-)
helifax said:
Losti said:I have uploaded my two shader fix files that will bring some lights back

http://www.share-online.biz/dl/D39J3OOOSPH

This is based on just commenting out some lines, may be HELI will get a clue of it.


If you are interested to know what you disable there here is the structure definition header:
StructuredBuffer<g_CullPass_lightInfos_Punctual> g_CullPass_lightInfos_Punctual : register(t2);
StructuredBuffer<g_CullPass_lightInfos_PunctualShadow> g_CullPass_lightInfos_PunctualShadow : register(t3);

StructuredBuffer<g_CullPass_lightInfos_Area> g_CullPass_lightInfos_Area : register(t4);
StructuredBuffer<g_CullPass_lightInfos_AreaShadow> g_CullPass_lightInfos_AreaShadow : register(t5);
StructuredBuffer<g_CullPass_lightInfos_LocalIBL> g_CullPass_lightInfos_LocalIBL : register(t6);
StructuredBuffer<g_CullPass_lightInfos_LocalPR> g_CullPass_lightInfos_LocalPR : register(t7);


I am against just "hacking around" without understanding what is what;)

The "texture 9" slot that you disabled seems to be a "position" or a cached version of it, as modifying it doesn't do anything!
I already tried that one with no avail. Just disabling all the t9 will basically scrap 95% of the lights... and is not fixing the real problem:(


Yes Yes of ause you are right but may be it will let rise some ideas or something :-) annyway.
This is because i am a scientist in research and dev.....sometimes you have to try strange things without much knowledge to get a result that is surprising or....to go further and understand things :-) never mind.


I think there is a problem within the IF clauses....may be


for example:

if you quote out the (in the code // marked IF clause), the behavior of the CS in the main screen will completely change.
if_nz r1.y
mov r2.x, vThreadIDInGroupFlattened.x
loop
uge r2.y, r2.x, r1.y
breakc_nz r2.y
iadd r2.y, r1.x, r2.x
ld_structured_indexable(structured_buffer, stride=4)(mixed,mixed,mixed,mixed) r2.y, r2.y, l(0), t9.xxxx
ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r3.xyzw, r2.y, l(0), t2.xyzw
ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r2.zw, r2.y, l(80), t2.xxxy
div r3.w, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w
lt r4.x, r2.w, l(2.000000)
// if_nz r4.x
ld_structured_indexable(structured_buffer, stride=112)(mixed,mixed,mixed,mixed) r4.xyz, r2.y, l(32), t2.xyzx
dp3 r4.w, r3.xyzx, r4.xyzx
mov r5.xy, l(0,0,0,0)
loop
uge r5.z, r5.x, l(8)
breakc_nz r5.z
ld_structured r6.xyz, r5.x, l(0), g0.xyzx
iadd r5.z, r5.x, l(1)
ld_structured r7.xyz, r5.z, l(0), g0.xyzx
dp3 r5.z, r4.xyzx, r6.xyzx
lt r5.z, r5.z, r4.w
and r5.z, r5.z, l(1)
or r5.z, r5.z, r5.y
dp3 r5.w, r4.xyzx, r7.xyzx
lt r5.w, r5.w, r4.w
and r5.w, r5.w, l(1)
or r5.y, r5.w, r5.z
iadd r5.x, r5.x, l(2)
endloop
if_z r5.y
mov r4.w, l(0)
endif
if_nz r5.y
div r2.z, r2.w, -r2.z
mul r2.z, r2.z, r2.z
mov r6.x, r4.w
mov r6.y, l(0)
mov r2.w, l(0)
loop
uge r5.x, r6.y, l(8)
mov r2.w, l(0)
breakc_nz r5.x
ld_structured r5.xzw, r6.y, l(0), g0.xxyz
add r5.xzw, -r3.xxyz, r5.xxzw
iadd r6.z, r6.y, l(1)
ld_structured r7.xyz, r6.z, l(0), g0.xyzx
add r7.xyz, -r3.xyzx, r7.xyzx
dp3 r6.z, -r4.xyzx, r7.xyzx
ge r6.w, r6.z, l(0.000000)
mul r7.w, r6.z, r6.z
dp3 r8.x, r7.xyzx, r7.xyzx
mul r8.x, r2.z, r8.x
ge r7.w, r7.w, r8.x
and r6.w, r6.w, r7.w
dp3 r7.w, -r4.xyzx, r5.xzwx
ge r8.y, r7.w, l(0.000000)
mul r7.w, r7.w, r7.w
dp3 r8.z, r5.xzwx, r5.xzwx
mul r8.z, r2.z, r8.z
ge r7.w, r7.w, r8.z
and r7.w, r7.w, r8.y
and r7.w, r7.w, l(2)
bfi r6.w, l(1), l(0), r6.w, r7.w
ieq r7.w, r6.w, l(3)
if_nz r7.w
mov r8.y, l(-1)
endif
if_z r7.w
add r9.xyz, r5.xzwx, -r7.xyzx
dp3 r7.w, -r4.xyzx, r9.xyzx
dp3 r8.z, r9.xyzx, r9.xyzx
mul r8.z, r2.z, r8.z
mad r8.z, r7.w, r7.w, -r8.z
dp3 r8.w, r9.xyzx, r7.xyzx
mul r8.w, r2.z, r8.w
mad r7.w, r6.z, r7.w, -r8.w
add r8.w, r7.w, r7.w
mad r6.z, r6.z, r6.z, -r8.x
mul r6.z, r8.z, r6.z
mul r6.z, r6.z, l(4.000000)
mad r6.z, r8.w, r8.w, -r6.z
ne r8.x, r8.z, l(0.000000)
ge r8.w, r6.z, l(0.000000)
and r8.x, r8.w, r8.x
if_z r8.x
mov r8.y, l(0)
endif
if_nz r8.x
sqrt r6.z, r6.z
add r8.x, r8.z, r8.z
rcp r8.x, r8.x
mad r8.z, -r7.w, l(2.000000), r6.z
mul r8.z, r8.x, r8.z
mad r6.z, -r7.w, l(2.000000), -r6.z
mul r6.z, r8.x, r6.z
if_nz r6.w
lt r7.w, l(0.000000), r8.z
lt r8.x, r8.z, l(1.000000)
and r7.w, r7.w, r8.x
movc r7.w, r7.w, r8.z, r6.z
mad r10.xyz, r9.xyzx, r7.wwww, r7.xyzx
ieq r7.w, r6.w, l(1)
movc r7.xyz, r7.wwww, r7.xyzx, r10.xyzx
movc r5.xzw, r7.wwww, r10.xxyz, r5.xxzw
mov r8.y, l(-1)
endif
if_z r6.w
ge r6.w, l(0.000000), r8.z
ge r7.w, r8.z, l(1.000000)
or r6.w, r6.w, r7.w
if_nz r6.w
mov r8.y, l(0)
endif
if_z r6.w
mad r5.xzw, r9.xxyz, r6.zzzz, r7.xxyz
mad r7.xyz, r9.xyzx, r8.zzzz, r7.xyzx
dp3 r6.z, r7.xyzx, -r4.xyzx
ge r8.y, r6.z, l(0.000000)
endif
endif
endif
endif
add r7.xyz, -r5.xzwx, r7.xyzx
dp3 r6.z, r7.xyzx, r7.xyzx
lt r6.w, l(0.000000), r6.z
dp3 r7.w, r5.xzwx, r7.xyzx
div_sat r6.z, -r7.w, r6.z
and r6.z, r6.z, r6.w
mad r5.xzw, r7.xxyz, r6.zzzz, r5.xxzw
dp3 r5.x, r5.xzwx, r5.xzwx
lt r5.x, r5.x, r3.w
and r5.x, r8.y, r5.x
if_nz r5.x
mov r6.x, l(-1)
mov r2.w, l(-1)
break
endif
iadd r6.y, r6.y, l(2)
mov r2.w, r5.x
endloop
mov r4.w, r6.x
if_z r2.w
mov r4.w, l(0)
endif
// endif

==> It should be line 120 i think in the 14f8f4febc50582f-cs.txt

Enable LightTileCs:

The ring light for the Planet in the main screen is OFF, the right light on the little planet/moon is OK.
Than after some milli seconds, the right planet light will become wrong, and some milliseconds later it will become more wrong (completely dissapear in one eye) and at this point the (wrong) light for the planet ring will appear, and waiting arround 5-10 sec it will disapear again.

So i think the "optimization" or what ever you will call it, is within the different nested if clauses.....

==> Dont know if this will help, please ignore me in other cases :-)

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 04/20/2017 04:01 PM   
No, you are right. The 3D Vision Automatic injects all the shaders (or some of the shaders) with the stereo formula. The problem (most likely) is for the left eye (the one with minus sign) a lot of compares (IFS) will fail. The biggest issue is finding where;) It's good that you are trying to understand the behaviour! I did the exact same thing;)
No, you are right.
The 3D Vision Automatic injects all the shaders (or some of the shaders) with the stereo formula.
The problem (most likely) is for the left eye (the one with minus sign) a lot of compares (IFS) will fail.
The biggest issue is finding where;)

It's good that you are trying to understand the behaviour! I did the exact same thing;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/20/2017 04:48 PM   
OK removing the IF at the end of the file 14f8f4febc50582f-cs.txt, will remove all lights BUT it will let stay the lights in the fog so this is a (not huge) but little improvement ^^ [code] if_z vThreadIDInGroupFlattened.x ld_raw r0.y, l(0), g3.xxxx // if_nz r0.y umin r0.y, r0.y, l(512) store_raw g3.x, l(0), r0.y imm_atomic_iadd r1.x, u2, l(0), r0.y store_raw g1.x, l(0), r1.x iadd r0.y, r0.y, r1.x ult r0.y, cb0[5].z, r0.y if_nz r0.y store_raw g3.x, l(0), l(0) endif ld_raw r0.y, l(0), g5.xxxx ld_raw r0.z, l(0), g4.xxxx bfi r1.y, l(16), l(16), r0.y, r0.z ld_raw r0.y, l(0), g7.xxxx ld_raw r0.z, l(0), g6.xxxx bfi r1.z, l(16), l(16), r0.y, r0.z ld_raw r0.y, l(0), g9.xxxx ld_raw r0.z, l(0), g8.xxxx bfi r1.w, l(16), l(16), r0.y, r0.z else mov r1.xyzw, l(0,0,0,0) //endif store_structured u0.xyzw, r0.x, l(0), r1.xyzw endif sync_g_t ld_raw r0.x, l(0), g3.xxxx //if_nz r0.x ld_raw r0.y, l(0), g1.xxxx mov r0.z, vThreadIDInGroupFlattened.x loop uge r0.w, r0.z, r0.x breakc_nz r0.w iadd r0.w, r0.y, r0.z ld_structured r1.x, r0.z, l(0), g2.xxxx store_structured u1.x, r0.w, l(0), r1.x iadd r0.z, r0.z, l(32) endloop //endif ret [/code] Problem of cause, the CM mode is without the lights....yeah i know you can handle this.....this is not much but....may be you are able to bring back some lights and disable the "failors" ^^ and bring back all lights in CM ? may be this could be V 0.5 :-) Bob is right there is a "correction" or optimization" because if you watch carefully you will see a 3 step behavior of the shader lights in the main screen: the right planet light will become wrong, and some milliseconds later it will become more wrong, and at this point the light for the planet rings will become disturbed. And as a result of "just "hacking around"" it is clear that this is caused by values....ore something....that are in the nested if clauses.... This will definitely not narrow the problem down because there could be only a X or Y or whaever that will have big impact so finding the truth is somethong like agent mulder tyed in akte X :-)
OK removing the IF at the end of the file 14f8f4febc50582f-cs.txt, will remove all lights BUT it will let stay the lights in the fog so this is a (not huge) but little improvement ^^

if_z vThreadIDInGroupFlattened.x
ld_raw r0.y, l(0), g3.xxxx
// if_nz r0.y
umin r0.y, r0.y, l(512)
store_raw g3.x, l(0), r0.y
imm_atomic_iadd r1.x, u2, l(0), r0.y
store_raw g1.x, l(0), r1.x
iadd r0.y, r0.y, r1.x
ult r0.y, cb0[5].z, r0.y
if_nz r0.y
store_raw g3.x, l(0), l(0)
endif
ld_raw r0.y, l(0), g5.xxxx
ld_raw r0.z, l(0), g4.xxxx
bfi r1.y, l(16), l(16), r0.y, r0.z
ld_raw r0.y, l(0), g7.xxxx
ld_raw r0.z, l(0), g6.xxxx
bfi r1.z, l(16), l(16), r0.y, r0.z
ld_raw r0.y, l(0), g9.xxxx
ld_raw r0.z, l(0), g8.xxxx
bfi r1.w, l(16), l(16), r0.y, r0.z
else
mov r1.xyzw, l(0,0,0,0)
//endif
store_structured u0.xyzw, r0.x, l(0), r1.xyzw
endif
sync_g_t
ld_raw r0.x, l(0), g3.xxxx
//if_nz r0.x
ld_raw r0.y, l(0), g1.xxxx
mov r0.z, vThreadIDInGroupFlattened.x
loop
uge r0.w, r0.z, r0.x
breakc_nz r0.w
iadd r0.w, r0.y, r0.z
ld_structured r1.x, r0.z, l(0), g2.xxxx
store_structured u1.x, r0.w, l(0), r1.x
iadd r0.z, r0.z, l(32)
endloop
//endif
ret


Problem of cause, the CM mode is without the lights....yeah i know you can handle this.....this is not much but....may be you are able to bring back some lights and disable the "failors" ^^ and bring back all lights in CM ? may be this could be V 0.5 :-)

Bob is right there is a "correction" or optimization" because if you watch carefully you will see a 3 step behavior of the shader lights in the main screen: the right planet light will become wrong, and some milliseconds later it will become more wrong, and at this point the light for the planet rings will become disturbed.

And as a result of "just "hacking around"" it is clear that this is caused by values....ore something....that are in the nested if clauses....

This will definitely not narrow the problem down because there could be only a X or Y or whaever that will have big impact so finding the truth is somethong like agent mulder tyed in akte X :-)

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 04/20/2017 05:19 PM   
Yupp... LOTS of nested IFS.... I found another Shader! Tha controls the weird tiles seen in one eye. Commenting some stuff, makes it visible in BOTH eyes, which means it works for one eye, but the other eye doesn't even get THERE:(
Yupp... LOTS of nested IFS.... I found another Shader! Tha controls the weird tiles seen in one eye.
Commenting some stuff, makes it visible in BOTH eyes, which means it works for one eye, but the other eye doesn't even get THERE:(

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/20/2017 08:44 PM   
https://www.youtube.com/watch?v=5kQmx_vlINE&feature=youtu.be What I managed to fix so far related to Compute Shader lights. Anyone interested in a fix like this?
;feature=youtu.be

What I managed to fix so far related to Compute Shader lights.
Anyone interested in a fix like this?

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/21/2017 06:33 PM   
  17 / 27    
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