[img]https://forums.geforce.com/cmd/default/download-comment-attachment/72198/[/img]
For that image, is the fire supposed to be on the tank itself, or is that a burning building in the distance? What does the unmodified image look like?
I agree it has a halo edge there on the tank turret. It is in stereo however, the smoke is not at infinity, it's somewhere in the distance, like 10 miles away. Might be that the sky is too close. Nevertheless, it's in stereo, otherwise it would be at screen depth, not at distance. Things that are not in stereo are always at screen depth where the delta-x is zero. (difference between left eye and right eye.)
I don't see anything too special in the PS there. It's weird that the VS only puts out a float2, so I'm not sure exactly what is happening there.
For that image, is the fire supposed to be on the tank itself, or is that a burning building in the distance? What does the unmodified image look like?
I agree it has a halo edge there on the tank turret. It is in stereo however, the smoke is not at infinity, it's somewhere in the distance, like 10 miles away. Might be that the sky is too close. Nevertheless, it's in stereo, otherwise it would be at screen depth, not at distance. Things that are not in stereo are always at screen depth where the delta-x is zero. (difference between left eye and right eye.)
I don't see anything too special in the PS there. It's weird that the VS only puts out a float2, so I'm not sure exactly what is happening there.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Well the tank in the forefront is the players tank. the smoke is definitely of a destroyed enemy tank in the distance..
It was mainly a picture showing the halo effect around the turret..
I was testing and when I put the image of the smoke into the code you told me to use it makes the halo disappeared but then the smoke and fire was not in stereo..
Is the fire and smoke supposed to be in Stereo too??
I have done a few things and when it takes away the halo the fire and smoke is not in stereo.. but when I input another code it puts the smoke and fire in stereo but makes the halo return very weird ...
the first (548) pic is with the code you gave me from lesson6 and you see the smoke and fire does not seem to have any depth and there is no halo..
the 2nd picture (4e0) is another code and the fire and smoke it at depth but the halo effect is back..
So what should I do just live with the halo effect??
Thank you Bo3b.. ;)
Well the tank in the forefront is the players tank. the smoke is definitely of a destroyed enemy tank in the distance..
It was mainly a picture showing the halo effect around the turret..
I was testing and when I put the image of the smoke into the code you told me to use it makes the halo disappeared but then the smoke and fire was not in stereo..
Is the fire and smoke supposed to be in Stereo too??
I have done a few things and when it takes away the halo the fire and smoke is not in stereo.. but when I input another code it puts the smoke and fire in stereo but makes the halo return very weird ...
the first (548) pic is with the code you gave me from lesson6 and you see the smoke and fire does not seem to have any depth and there is no halo..
the 2nd picture (4e0) is another code and the fire and smoke it at depth but the halo effect is back..
So what should I do just live with the halo effect??
GOOD NEWS, I had another user 4everawake help us and he fixed a bunch of stuff we where working on ;)
Hey The_Nephilim. I only played through the tutorial missions. But I was able to add to your fix a little bit:
- The smaller circle reticle is actually a stereo crosshair. (it's strange that this game has, like, 6 crosshairs and 3 of them are stereo). So I just applied the Prime Directive to the stereo crosshairs.
- Fixed various haloing & screendepth effects (smoke, fire, dust, bomb impacts.. etc)
- Stretched out some of the skyboxes that were pushed in depth (to remove the black bars on the side).
- Added a HUD / UI toggle. Press the Forward Slash (/) key to turn HUD & UI on/off.
- The cumulus clouds have to be edited in the PS. I'm not sure I'll be able to fix this. I started placing the stereo formula at various places and I was able to place the clouds in depth. But it also caused haloing, so this still needs further work (shader disabled for now).
The Above Quote was from 4everawake, So know all we need to fix is the Cumulus clouds in the Aircraft sky. He said something about editing the PS shader for those? I will post that shader here:
//cumulus clouds
// ---- Created with 3Dmigoto v1.2.56 on Wed Apr 05 10:53:05 2017
Texture2D<float4> t7 : register(t7);
Well on Post # 1053 the line 62 puts the cumulus clouds to depth but creates Halos in the Planes Cockpit rails.. I will post a screenshot of it.. I thought I had fixed it but all I did was move the clouds too back into the original position so it was not fixed ;)
I looked at some crisis code and injected that code in but it did not work either..
not sure what to do neither does 4everawake so I seek help from the Masters ;)
Well on Post # 1053 the line 62 puts the cumulus clouds to depth but creates Halos in the Planes Cockpit rails.. I will post a screenshot of it.. I thought I had fixed it but all I did was move the clouds too back into the original position so it was not fixed ;)
I looked at some crisis code and injected that code in but it did not work either..
not sure what to do neither does 4everawake so I seek help from the Masters ;)
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/72228/[/img]
Strange effect there, I'm not sure what is going on. Since it's free-to-play, I downloaded the game and will take a look at the plane cockpits.
That looks like maybe a stencil instead of a normal halo effect. Clouds seem at the right depth.
Yes Bo3b, 4everAwake fixed the clouds there but then we had that happen to the cockpit.. glad you are taking a look. this is one of the last problems we have in War Thunder..
Yes Bo3b, 4everAwake fixed the clouds there but then we had that happen to the cockpit.. glad you are taking a look. this is one of the last problems we have in War Thunder..
85170bab6119522a-ps_replace
that is the PS responsible for the clouds in the aircraft arena.. thought I would save you some time rather then looking through all the files ;)
Also to get that exact pic goto Tutorials and select Torpedo mission, you can skip with spacebar until you are in the cockpit ..
Hi Bo3b,
Quick question:
Is there a way to tell 3DMigoto to globally disable all the shaders we replace? Like F9 does, but I want it to make it a toggle and work outside of Dev-Mode.
Is this possible?
Thank you!
Quick question:
Is there a way to tell 3DMigoto to globally disable all the shaders we replace? Like F9 does, but I want it to make it a toggle and work outside of Dev-Mode.
Is this possible?
Thank you!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
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- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"]Hi Bo3b,
Quick question:
Is there a way to tell 3DMigoto to globally disable all the shaders we replace? Like F9 does, but I want it to make it a toggle and work outside of Dev-Mode.
Is this possible?
Thank you![/quote]
No feature at present to allow that. In non-dev mode we kill a lot of functionality in order to improve performance.
You could run hunting=2, which has no overlay and is an in-between state. Took a quick look at the code, and it does enable the F9 show_original.
But there is no way presently to make it toggle, it's only when held down. (could probably map in some other key like CapsLock, or use external tool to hold it down.)
Quick question:
Is there a way to tell 3DMigoto to globally disable all the shaders we replace? Like F9 does, but I want it to make it a toggle and work outside of Dev-Mode.
Is this possible?
Thank you!
No feature at present to allow that. In non-dev mode we kill a lot of functionality in order to improve performance.
You could run hunting=2, which has no overlay and is an in-between state. Took a quick look at the code, and it does enable the F9 show_original.
But there is no way presently to make it toggle, it's only when held down. (could probably map in some other key like CapsLock, or use external tool to hold it down.)
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"][quote="helifax"]Hi Bo3b,
Quick question:
Is there a way to tell 3DMigoto to globally disable all the shaders we replace? Like F9 does, but I want it to make it a toggle and work outside of Dev-Mode.
Is this possible?
Thank you![/quote]
No feature at present to allow that. In non-dev mode we kill a lot of functionality in order to improve performance.
You could run hunting=2, which has no overlay and is an in-between state. Took a quick look at the code, and it does enable the F9 show_original.
But there is no way presently to make it toggle, it's only when held down. (could probably map in some other key like CapsLock, or use external tool to hold it down.)[/quote]
Thank you for the response! The plan was/is to disable all our modifications and swap to CM mode in certain places. We need to do this as stereo.x is still valid in CM mode;) and we don't want to offset in 2D the position. I guess I can manually add a check in all shaders I modify:)
Quick question:
Is there a way to tell 3DMigoto to globally disable all the shaders we replace? Like F9 does, but I want it to make it a toggle and work outside of Dev-Mode.
Is this possible?
Thank you!
No feature at present to allow that. In non-dev mode we kill a lot of functionality in order to improve performance.
You could run hunting=2, which has no overlay and is an in-between state. Took a quick look at the code, and it does enable the F9 show_original.
But there is no way presently to make it toggle, it's only when held down. (could probably map in some other key like CapsLock, or use external tool to hold it down.)
Thank you for the response! The plan was/is to disable all our modifications and swap to CM mode in certain places. We need to do this as stereo.x is still valid in CM mode;) and we don't want to offset in 2D the position. I guess I can manually add a check in all shaders I modify:)
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
OK, I looked at this one in depth, for about 5 hours, and unfortunately I have to say this one is an uphill battle all the way. I can't find a good combo for fixing the torpedo tutorial mission, so I have to accept I can't help here.
The game is using an old and fairly primitive technique for doing 3D graphics, where they do everything on the 2D screen itself, instead of drawing a proper 3D model and letting the video card to the work. This is why in all the shaders you see the stuff like:
[code]o0.xy = v0.xy;
o0.zw = float2(0,1);
[/code]
That's specifically ignoring the depth of the smoke effect, and just drawing it in the 'right' spot on the backing 2D posterboard.
You've found that you can adjust a bunch of these with the separation * 0.5, which is a probably as good a compromise as you can get.
I think the real answer here would be to try to force everything to separation * 0.99, but until you get all on-screen effects to that depth, you'll have eye conflicts.
In order to fix problems that you see, like the sun at the wrong depth relative to clouds, or smoke tracer rounds, you'll need to modify the pixel shaders directly, in the code itself. Somewhere in the middle of those code sequences, it is deciding where to draw relative to the 2D backing posterboard, and you can inject a stereo correction there.
Similarly, I tried to look at the one-eye ground shadow effect, and that is also something relative to the guts of the PS. This is also why 3D Vision Automatic is confused here, it's basically 2D effects from its perspective, and does not know to draw the image twice.
This will be pretty hard, but it's possible you can dissect a shader enough to find these tweaks.
I was going to say that maybe they would be more modder friendly and add back the shader headers, so we could see what is happening with shaders. But based on Flowbee_602's comment, it sounds like that is not going to happen.
Fixing an unknown game engine is right at the top edge of difficulty, and only a small handful of ShaderHackers have succeeded at making a new engine work.
This one is an extra hard case because of the lack of header info, the primitive drawing techniques, and an unknown game engine.
Not to discourage you, but just be clear this one is extra hard.
Given the structure of the game, and the hostile to modders approach by bad devs, this one is most likely a candidate for fake-3D, and would be worth trying SuperDepth to see if that gives you better results.
OK, I looked at this one in depth, for about 5 hours, and unfortunately I have to say this one is an uphill battle all the way. I can't find a good combo for fixing the torpedo tutorial mission, so I have to accept I can't help here.
The game is using an old and fairly primitive technique for doing 3D graphics, where they do everything on the 2D screen itself, instead of drawing a proper 3D model and letting the video card to the work. This is why in all the shaders you see the stuff like:
o0.xy = v0.xy;
o0.zw = float2(0,1);
That's specifically ignoring the depth of the smoke effect, and just drawing it in the 'right' spot on the backing 2D posterboard.
You've found that you can adjust a bunch of these with the separation * 0.5, which is a probably as good a compromise as you can get.
I think the real answer here would be to try to force everything to separation * 0.99, but until you get all on-screen effects to that depth, you'll have eye conflicts.
In order to fix problems that you see, like the sun at the wrong depth relative to clouds, or smoke tracer rounds, you'll need to modify the pixel shaders directly, in the code itself. Somewhere in the middle of those code sequences, it is deciding where to draw relative to the 2D backing posterboard, and you can inject a stereo correction there.
Similarly, I tried to look at the one-eye ground shadow effect, and that is also something relative to the guts of the PS. This is also why 3D Vision Automatic is confused here, it's basically 2D effects from its perspective, and does not know to draw the image twice.
This will be pretty hard, but it's possible you can dissect a shader enough to find these tweaks.
I was going to say that maybe they would be more modder friendly and add back the shader headers, so we could see what is happening with shaders. But based on Flowbee_602's comment, it sounds like that is not going to happen.
Fixing an unknown game engine is right at the top edge of difficulty, and only a small handful of ShaderHackers have succeeded at making a new engine work.
This one is an extra hard case because of the lack of header info, the primitive drawing techniques, and an unknown game engine.
Not to discourage you, but just be clear this one is extra hard.
Given the structure of the game, and the hostile to modders approach by bad devs, this one is most likely a candidate for fake-3D, and would be worth trying SuperDepth to see if that gives you better results.
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
Well Bo3b I appreciate all the help and thank you so much..
I can live with the clouds disabled not sure what Flowbee would want to do but that is how I will release the fix with the aircraft clouds disabled..
About the shodw thing well guess they can either set the graphics to use old video card or live with the shadow..
That really sucks byt Flowbee mentioned they have banned players for use SweetFX.. If they found out about this they would probally go nuts..
Well guess to just leave as is.. Thank you so much ;)
Well Bo3b I appreciate all the help and thank you so much..
I can live with the clouds disabled not sure what Flowbee would want to do but that is how I will release the fix with the aircraft clouds disabled..
About the shodw thing well guess they can either set the graphics to use old video card or live with the shadow..
That really sucks byt Flowbee mentioned they have banned players for use SweetFX.. If they found out about this they would probally go nuts..
Well guess to just leave as is.. Thank you so much ;)
Right, so I have this CS Shader here:
https://pastebin.com/XJBshjip
(too long to paste here)
Anyone knows or has any idea on how to fix the Tiles in this shader??? If we could solve this one;) I could easily solve the mystery of the Frosbite3 engines;)
Anyone knows or has any idea on how to fix the Tiles in this shader??? If we could solve this one;) I could easily solve the mystery of the Frosbite3 engines;)
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
[quote="helifax"]Right, so I have this CS Shader here:
https://pastebin.com/XJBshjip
(too long to paste here)
Anyone knows or has any idea on how to fix the Tiles in this shader??? If we could solve this one;) I could easily solve the mystery of the Frosbite3 engines;)[/quote]
Is there any way to get variable names? As a general idea, the biggest advantage of the HLSL decompile is the insertion of variable names into the code flow. Won't work well here, because CS almost never Decompile properly, and this shader has no header information.
Is there any other CS that is similar that has header information, or some way to cross-correlate the use of cb0, t2, t3, g1, g3 and so on?
I think that in the absence of named variables this is going to require a lot of active comment out, test, type tweaking to understand different parts of the code.
The little bit I studied of the CS for tile lights indicated that the entire shader was used for a single tile. So, it wouldn't divide the screen into tiles, that was done at a higher level, and it used the thread groups to decide which tile was being worked upon. So for example, and 8x8 tile list had 64 CS in parallel, all running the same code in a thread group.
Anyone knows or has any idea on how to fix the Tiles in this shader??? If we could solve this one;) I could easily solve the mystery of the Frosbite3 engines;)
Is there any way to get variable names? As a general idea, the biggest advantage of the HLSL decompile is the insertion of variable names into the code flow. Won't work well here, because CS almost never Decompile properly, and this shader has no header information.
Is there any other CS that is similar that has header information, or some way to cross-correlate the use of cb0, t2, t3, g1, g3 and so on?
I think that in the absence of named variables this is going to require a lot of active comment out, test, type tweaking to understand different parts of the code.
The little bit I studied of the CS for tile lights indicated that the entire shader was used for a single tile. So, it wouldn't divide the screen into tiles, that was done at a higher level, and it used the thread groups to decide which tile was being worked upon. So for example, and 8x8 tile list had 64 CS in parallel, all running the same code in a thread group.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
For that image, is the fire supposed to be on the tank itself, or is that a burning building in the distance? What does the unmodified image look like?
I agree it has a halo edge there on the tank turret. It is in stereo however, the smoke is not at infinity, it's somewhere in the distance, like 10 miles away. Might be that the sky is too close. Nevertheless, it's in stereo, otherwise it would be at screen depth, not at distance. Things that are not in stereo are always at screen depth where the delta-x is zero. (difference between left eye and right eye.)
I don't see anything too special in the PS there. It's weird that the VS only puts out a float2, so I'm not sure exactly what is happening there.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
It was mainly a picture showing the halo effect around the turret..
I was testing and when I put the image of the smoke into the code you told me to use it makes the halo disappeared but then the smoke and fire was not in stereo..
Is the fire and smoke supposed to be in Stereo too??
I have done a few things and when it takes away the halo the fire and smoke is not in stereo.. but when I input another code it puts the smoke and fire in stereo but makes the halo return very weird ...
the first (548) pic is with the code you gave me from lesson6 and you see the smoke and fire does not seem to have any depth and there is no halo..
the 2nd picture (4e0) is another code and the fire and smoke it at depth but the halo effect is back..
So what should I do just live with the halo effect??
Thank you Bo3b.. ;)
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
GOOD NEWS, I had another user 4everawake help us and he fixed a bunch of stuff we where working on ;)
The Above Quote was from 4everawake, So know all we need to fix is the Cumulus clouds in the Aircraft sky. He said something about editing the PS shader for those? I will post that shader here:
a BIG Thank you to Everybody helping this is coming together very nicely now, We just need to fix those pesky cumulkus clouds.. ;)
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I looked at some crisis code and injected that code in but it did not work either..
not sure what to do neither does 4everawake so I seek help from the Masters ;)
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Strange effect there, I'm not sure what is going on. Since it's free-to-play, I downloaded the game and will take a look at the plane cockpits.
That looks like maybe a stencil instead of a normal halo effect. Clouds seem at the right depth.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
that is the PS responsible for the clouds in the aircraft arena.. thought I would save you some time rather then looking through all the files ;)
Also to get that exact pic goto Tutorials and select Torpedo mission, you can skip with spacebar until you are in the cockpit ..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Quick question:
Is there a way to tell 3DMigoto to globally disable all the shaders we replace? Like F9 does, but I want it to make it a toggle and work outside of Dev-Mode.
Is this possible?
Thank you!
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)
No feature at present to allow that. In non-dev mode we kill a lot of functionality in order to improve performance.
You could run hunting=2, which has no overlay and is an in-between state. Took a quick look at the code, and it does enable the F9 show_original.
But there is no way presently to make it toggle, it's only when held down. (could probably map in some other key like CapsLock, or use external tool to hold it down.)
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
Thank you for the response! The plan was/is to disable all our modifications and swap to CM mode in certain places. We need to do this as stereo.x is still valid in CM mode;) and we don't want to offset in 2D the position. I guess I can manually add a check in all shaders I modify:)
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)
The game is using an old and fairly primitive technique for doing 3D graphics, where they do everything on the 2D screen itself, instead of drawing a proper 3D model and letting the video card to the work. This is why in all the shaders you see the stuff like:
That's specifically ignoring the depth of the smoke effect, and just drawing it in the 'right' spot on the backing 2D posterboard.
You've found that you can adjust a bunch of these with the separation * 0.5, which is a probably as good a compromise as you can get.
I think the real answer here would be to try to force everything to separation * 0.99, but until you get all on-screen effects to that depth, you'll have eye conflicts.
In order to fix problems that you see, like the sun at the wrong depth relative to clouds, or smoke tracer rounds, you'll need to modify the pixel shaders directly, in the code itself. Somewhere in the middle of those code sequences, it is deciding where to draw relative to the 2D backing posterboard, and you can inject a stereo correction there.
Similarly, I tried to look at the one-eye ground shadow effect, and that is also something relative to the guts of the PS. This is also why 3D Vision Automatic is confused here, it's basically 2D effects from its perspective, and does not know to draw the image twice.
This will be pretty hard, but it's possible you can dissect a shader enough to find these tweaks.
I was going to say that maybe they would be more modder friendly and add back the shader headers, so we could see what is happening with shaders. But based on Flowbee_602's comment, it sounds like that is not going to happen.
Fixing an unknown game engine is right at the top edge of difficulty, and only a small handful of ShaderHackers have succeeded at making a new engine work.
This one is an extra hard case because of the lack of header info, the primitive drawing techniques, and an unknown game engine.
Not to discourage you, but just be clear this one is extra hard.
Given the structure of the game, and the hostile to modders approach by bad devs, this one is most likely a candidate for fake-3D, and would be worth trying SuperDepth to see if that gives you better results.
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Latest 3Dmigoto Release
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I can live with the clouds disabled not sure what Flowbee would want to do but that is how I will release the fix with the aircraft clouds disabled..
About the shodw thing well guess they can either set the graphics to use old video card or live with the shadow..
That really sucks byt Flowbee mentioned they have banned players for use SweetFX.. If they found out about this they would probally go nuts..
Well guess to just leave as is.. Thank you so much ;)
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https://pastebin.com/XJBshjip
(too long to paste here)
Anyone knows or has any idea on how to fix the Tiles in this shader??? If we could solve this one;) I could easily solve the mystery of the Frosbite3 engines;)
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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)
Is there any way to get variable names? As a general idea, the biggest advantage of the HLSL decompile is the insertion of variable names into the code flow. Won't work well here, because CS almost never Decompile properly, and this shader has no header information.
Is there any other CS that is similar that has header information, or some way to cross-correlate the use of cb0, t2, t3, g1, g3 and so on?
I think that in the absence of named variables this is going to require a lot of active comment out, test, type tweaking to understand different parts of the code.
The little bit I studied of the CS for tile lights indicated that the entire shader was used for a single tile. So, it wouldn't divide the screen into tiles, that was done at a higher level, and it used the thread groups to decide which tile was being worked upon. So for example, and 8x8 tile list had 64 CS in parallel, all running the same code in a thread group.
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