Rise of the Tomb Raider 2016 - 3D Vision Fix
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[quote="helifax"] [b]- 4th of March 2016 - Added toggle for PureHair Animation[/b] [/quote] Thank You :)
helifax said:
- 4th of March 2016 - Added toggle for PureHair Animation

Thank You :)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 03/05/2016 09:53 AM   
[quote="bo3b"]I wouldn't go to that much trouble just yet. I expect to take a look at the bug in 3Dmigoto where it doesn't cache load the ASM .bin files. I'll fix that first because it's easy. Once it's reassembled, the file should be a .bin so it will be loaded as a cached shader just like the HLSL versions. This was just an oversight when we added ASM support.[/quote] That will be great for Rise of the Tomb Raider.... only for testing, yesterday i use "cache_shaders=0" in this game and i feel (placebo maybe) the game have less stutter... maybe is related to that bug you mentioned.
bo3b said:I wouldn't go to that much trouble just yet. I expect to take a look at the bug in 3Dmigoto where it doesn't cache load the ASM .bin files. I'll fix that first because it's easy. Once it's reassembled, the file should be a .bin so it will be loaded as a cached shader just like the HLSL versions. This was just an oversight when we added ASM support.

That will be great for Rise of the Tomb Raider.... only for testing, yesterday i use "cache_shaders=0" in this game and i feel (placebo maybe) the game have less stutter... maybe is related to that bug you mentioned.

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Posted 03/05/2016 10:57 AM   
[quote="mgriggs22"] The current fix with the new 3DMigoto also has some global lighting issues for me as well (at least in Syberia at night). [/quote] Can you please give more details here or show a screenshot? I haven't changed anything related to the lighting in the latest fixes. It was more tweaking and tinkering;) Previously I had introduced a performance bug in the shader calculating the god rays and volumetric lighting, but this one was fixed. I am wondering if you are seeing the color burn/color inversion problem that I have already listed in KNOWN BUGS or if is something else;) My performance as well as everyone's is poorer in: - The Soviet Installation. - Geothermal Valley. Everyone so far have been reporting this. This is not related to the fix but how the game works. If you look on the Steam Forums there are billion of post related to this FPS issues;)
mgriggs22 said: The current fix with the new 3DMigoto also has some global lighting issues for me as well (at least in Syberia at night).


Can you please give more details here or show a screenshot?
I haven't changed anything related to the lighting in the latest fixes. It was more tweaking and tinkering;)
Previously I had introduced a performance bug in the shader calculating the god rays and volumetric lighting, but this one was fixed.

I am wondering if you are seeing the color burn/color inversion problem that I have already listed in KNOWN BUGS or if is something else;)


My performance as well as everyone's is poorer in:
- The Soviet Installation.
- Geothermal Valley.
Everyone so far have been reporting this. This is not related to the fix but how the game works. If you look on the Steam Forums there are billion of post related to this FPS issues;)

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 03/05/2016 12:25 PM   
[quote="bo3b"][quote="DarkStarSword"][quote="helifax"]Interesting, I am trying to use fxc to build a shader from a ps.txt file. But I get this error: [code] C:\Program Files (x86)\Windows Kits\10\bin\x64>fxc d:\test-ps.txt Microsoft (R) Direct3D Shader Compiler 10.0.10011.16384 (using C:\Program Files (x86)\Windows Kits\10\bin\x64\D3DCOMPILER_47.dll) Copyright (C) 2013 Microsoft. All rights reserved. d:\test-ps.txt(127,1-15): error X3000: unrecognized identifier 'dcl_globalFlags' compilation failed; no code produced [/code] Never used it before.. are there special flags I need to use? I am trying to basically build all the shaders from the txt files to bin files;)[/quote] Oh sorry - I don't know what I was thinking! fxc can compile the _replace.txt HLSL shaders, but not the assembly shaders (and you need to pass it the shader model /T ps_5_0 or whatever it is, output filename, etc - run with /? to see the options). For the assembly shaders you can use cmd_Decompiler on the 3DMigoto releases page. Use --help to see the options, -a tells it to assemble a shader using Flugan's assembler. Right now it doesn't produce the same filenames as 3DMigoto, though you can easily rename them with a bulk rename tool (I use mmv). Once it gains a --force option and overwriting is optional I'll change the default to use 3DMigoto's style filenames to make that a bit simpler. When it assembles shaders it will parse the "Input Signature" and "Output Signature" comments (which 3DMigoto does not do and instead reuses those from the original shader being replaced). This can allow new inputs/outputs to be added, but also means that if those comments have been altered it might not produce the right signature.[/quote] I wouldn't go to that much trouble just yet. I expect to take a look at the bug in 3Dmigoto where it doesn't cache load the ASM .bin files. I'll fix that first because it's easy. Once it's reassembled, the file should be a .bin so it will be loaded as a cached shader just like the HLSL versions. This was just an oversight when we added ASM support. [/quote] Big thanks bo3b and DarkStarSword;) I will hold on a bit then;) So I can use the cmd tool from 3DMigoto to obtain the .bin files from the txt files;) Awesome;) I'll give it a go;) Edit: I tried the "cmd_Decompiler" it is seems to works but it produces a SHDR file. I did a binary compare with the ".bin" file generated by 3DMigoto and I see is different. If I rename the SHDR to bin will it work? Or do I need to export the SHDR to bin somehow different?
bo3b said:
DarkStarSword said:
helifax said:Interesting,

I am trying to use fxc to build a shader from a ps.txt file.
But I get this error:
C:\Program Files (x86)\Windows Kits\10\bin\x64>fxc d:\test-ps.txt
Microsoft (R) Direct3D Shader Compiler 10.0.10011.16384 (using C:\Program Files (x86)\Windows Kits\10\bin\x64\D3DCOMPILER_47.dll)
Copyright (C) 2013 Microsoft. All rights reserved.

d:\test-ps.txt(127,1-15): error X3000: unrecognized identifier 'dcl_globalFlags'

compilation failed; no code produced


Never used it before.. are there special flags I need to use? I am trying to basically build all the shaders from the txt files to bin files;)

Oh sorry - I don't know what I was thinking! fxc can compile the _replace.txt HLSL shaders, but not the assembly shaders (and you need to pass it the shader model /T ps_5_0 or whatever it is, output filename, etc - run with /? to see the options).

For the assembly shaders you can use cmd_Decompiler on the 3DMigoto releases page. Use --help to see the options, -a tells it to assemble a shader using Flugan's assembler. Right now it doesn't produce the same filenames as 3DMigoto, though you can easily rename them with a bulk rename tool (I use mmv). Once it gains a --force option and overwriting is optional I'll change the default to use 3DMigoto's style filenames to make that a bit simpler.

When it assembles shaders it will parse the "Input Signature" and "Output Signature" comments (which 3DMigoto does not do and instead reuses those from the original shader being replaced). This can allow new inputs/outputs to be added, but also means that if those comments have been altered it might not produce the right signature.

I wouldn't go to that much trouble just yet. I expect to take a look at the bug in 3Dmigoto where it doesn't cache load the ASM .bin files. I'll fix that first because it's easy. Once it's reassembled, the file should be a .bin so it will be loaded as a cached shader just like the HLSL versions. This was just an oversight when we added ASM support.



Big thanks bo3b and DarkStarSword;) I will hold on a bit then;)
So I can use the cmd tool from 3DMigoto to obtain the .bin files from the txt files;) Awesome;) I'll give it a go;)

Edit: I tried the "cmd_Decompiler" it is seems to works but it produces a SHDR file. I did a binary compare with the ".bin" file generated by 3DMigoto and I see is different. If I rename the SHDR to bin will it work? Or do I need to export the SHDR to bin somehow different?

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 03/05/2016 12:28 PM   
Hey guys, first of all, huge thx for this great efforts ... as always :-) But damn, seems getting to old for that shit ;-P ... after I have installed the fix and .nip the rottr.exe didn't worked anymore, game crashed directy with this error message. 1. Switched Game via Steam to build 610.1 2. Copyed files into the game folder ... for me Progam x86/Steam/steamapps/common/Rise of the Tomb Raider 3. Replaced the original .nip by the downloaded one with nvidialnspector --> rottr.exe doesn't work anymore --> unfortunately, after deleting the fix, replacing the .nip by the original one and swichted back to the latest game version, this issue still occures ... game is broken now :-( What have I done wrong? Is there a chance to get my game working again? Help would be appriciated :) Thx in advanced and Greetz
Hey guys,

first of all, huge thx for this great efforts ... as always :-)

But damn, seems getting to old for that shit ;-P ... after I have installed the fix and .nip the rottr.exe didn't worked anymore, game crashed directy with this error message.

1. Switched Game via Steam to build 610.1
2. Copyed files into the game folder ... for me Progam x86/Steam/steamapps/common/Rise of the Tomb Raider
3. Replaced the original .nip by the downloaded one with nvidialnspector

--> rottr.exe doesn't work anymore
--> unfortunately, after deleting the fix, replacing the .nip by the original one and swichted back to the latest game version, this issue still occures ... game is broken now :-(

What have I done wrong?
Is there a chance to get my game working again?

Help would be appriciated :)

Thx in advanced and Greetz

Posted 03/05/2016 12:43 PM   
[quote="Masterdid"]Hey guys, first of all, huge thx for this great efforts ... as always :-) But damn, seems getting to old for that shit ;-P ... after I have installed the fix and .nip the rottr.exe didn't worked anymore, game crashed directy with this error message. 1. Switched Game via Steam to build 610.1 2. Copyed files into the game folder ... for me Progam x86/Steam/steamapps/common/Rise of the Tomb Raider 3. Replaced the original .nip by the downloaded one with nvidialnspector --> rottr.exe doesn't work anymore --> unfortunately, after deleting the fix, replacing the .nip by the original one and swichted back to the latest game version, this issue still occures ... game is broken now :-( What have I done wrong? Is there a chance to get my game working again? Help would be appriciated :) Thx in advanced and Greetz[/quote] You need to use these drivers 361.91 or 362.00. Older drivers will not work. Then repeat the process. I recommend DDU and reinstall drivers as well as it seems your driver package is corrupt and that's why it didn't work the first time.
Masterdid said:Hey guys,

first of all, huge thx for this great efforts ... as always :-)

But damn, seems getting to old for that shit ;-P ... after I have installed the fix and .nip the rottr.exe didn't worked anymore, game crashed directy with this error message.

1. Switched Game via Steam to build 610.1
2. Copyed files into the game folder ... for me Progam x86/Steam/steamapps/common/Rise of the Tomb Raider
3. Replaced the original .nip by the downloaded one with nvidialnspector

--> rottr.exe doesn't work anymore
--> unfortunately, after deleting the fix, replacing the .nip by the original one and swichted back to the latest game version, this issue still occures ... game is broken now :-(

What have I done wrong?
Is there a chance to get my game working again?

Help would be appriciated :)

Thx in advanced and Greetz


You need to use these drivers 361.91 or 362.00. Older drivers will not work.
Then repeat the process.
I recommend DDU and reinstall drivers as well as it seems your driver package is corrupt and that's why it didn't work the first time.

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 03/05/2016 12:49 PM   
Thx for you fast reply helifax I still had 362.00 before I tried the fix (sry, forgot to mention it) ... could it be anything else? But I will reinstall it ... to have a try, if it will fix it :) UPDATE: after DDU and reinstalled 362 game is working again :) ... thx dude ... so now I'll try the 3D fix again :D
Thx for you fast reply helifax

I still had 362.00 before I tried the fix (sry, forgot to mention it) ... could it be anything else?

But I will reinstall it ... to have a try, if it will fix it :)

UPDATE: after DDU and reinstalled 362 game is working again :) ... thx dude ... so now I'll try the 3D fix again :D

Posted 03/05/2016 12:51 PM   
[quote="helifax"][quote="mgriggs22"] The current fix with the new 3DMigoto also has some global lighting issues for me as well (at least in Syberia at night). [/quote] Can you please give more details here or show a screenshot? I haven't changed anything related to the lighting in the latest fixes. It was more tweaking and tinkering;) Previously I had introduced a performance bug in the shader calculating the god rays and volumetric lighting, but this one was fixed. I am wondering if you are seeing the color burn/color inversion problem that I have already listed in KNOWN BUGS or if is something else;) My performance as well as everyone's is poorer in: - The Soviet Installation. - Geothermal Valley. Everyone so far have been reporting this. This is not related to the fix but how the game works. If you look on the Steam Forums there are billion of post related to this FPS issues;)[/quote] Alright, sorry for me being a bone head on this. I really needed to delete all my mixed up profiles and start over. So many moving parts to this fix. Anyway, I am sure you already know all this but I am just going to post what I found in relation to this. My issues with the lighting revolved around the extra DX10 settings in the profile. This guy here. Setting ID_0x702442fc = 0x1c224e00 UserSpecified=true Totally my bad on this, what can I say, it was late and for some reason I thought it was the SLI bits change that was messing me up. Just as a side note, the original profile with 720p 3DTV Play. The snow tracks we talked about before and original pure hair rendering (I have it set that way in the .ini file) works perfectly for me, it always did. I also did not get any FPS suffering from it. The setting mentioned above - Extra DX10 settings (which also happens to make the TB SBS stuff work correctly) This is where I see the snow tracks rendering in 1 eye issue and the pure hair rendering in 1 eye as well (SLI on). Without SLI, the snow tracks do render correctly for me. Also, with this setting in place, this is where I take a bigger hit on FPS. Especially if running @1080p TB. For whatever reason, I get better FPS results with the original SLI bits. Which has nothing to do with extra DX 10 bits. Although, the DX 10 bits do drop FPS at times depending on how much activity is going on (Fire, snow blowing around, ect..) as I mentioned above. Like I said, I am sure you know all this, but wanted to get what I found out here. Another side note, those of you who are having stuttering in SLI or otherwise, do any of you happen to be ruuning the mobo's that have the gen3 x16 workaround settings in the bios (x79 chipset)?
helifax said:
mgriggs22 said: The current fix with the new 3DMigoto also has some global lighting issues for me as well (at least in Syberia at night).


Can you please give more details here or show a screenshot?
I haven't changed anything related to the lighting in the latest fixes. It was more tweaking and tinkering;)
Previously I had introduced a performance bug in the shader calculating the god rays and volumetric lighting, but this one was fixed.

I am wondering if you are seeing the color burn/color inversion problem that I have already listed in KNOWN BUGS or if is something else;)


My performance as well as everyone's is poorer in:
- The Soviet Installation.
- Geothermal Valley.
Everyone so far have been reporting this. This is not related to the fix but how the game works. If you look on the Steam Forums there are billion of post related to this FPS issues;)


Alright, sorry for me being a bone head on this. I really needed to delete all my mixed up profiles and start over. So many moving parts to this fix.

Anyway, I am sure you already know all this but I am just going to post what I found in relation to this. My issues with the lighting revolved around the extra DX10 settings in the profile. This guy here.
Setting ID_0x702442fc = 0x1c224e00 UserSpecified=true
Totally my bad on this, what can I say, it was late and for some reason I thought it was the SLI bits change that was messing me up.

Just as a side note, the original profile with 720p 3DTV Play. The snow tracks we talked about before and original pure hair rendering (I have it set that way in the .ini file) works perfectly for me, it always did. I also did not get any FPS suffering from it.

The setting mentioned above - Extra DX10 settings (which also happens to make the TB SBS stuff work correctly) This is where I see the snow tracks rendering in 1 eye issue and the pure hair rendering in 1 eye as well (SLI on). Without SLI, the snow tracks do render correctly for me. Also, with this setting in place, this is where I take a bigger hit on FPS. Especially if running @1080p TB.

For whatever reason, I get better FPS results with the original SLI bits. Which has nothing to do with extra DX 10 bits. Although, the DX 10 bits do drop FPS at times depending on how much activity is going on (Fire, snow blowing around, ect..) as I mentioned above.

Like I said, I am sure you know all this, but wanted to get what I found out here.

Another side note, those of you who are having stuttering in SLI or otherwise, do any of you happen to be ruuning the mobo's that have the gen3 x16 workaround settings in the bios (x79 chipset)?

Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay

Posted 03/05/2016 02:24 PM   
@mgriggs22: Right;) The Dx10Flag is required to actually make the Compute Shaders Work for each eye instead of just one:) No wonder without it you get better fps;) It also fixes the Bloom and the DOF in the game:) Without it the Lighting System is broken;) Glad you sorted it out;)
@mgriggs22:

Right;) The Dx10Flag is required to actually make the Compute Shaders Work for each eye instead of just one:) No wonder without it you get better fps;) It also fixes the Bloom and the DOF in the game:) Without it the Lighting System is broken;)

Glad you sorted it out;)

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 03/05/2016 02:28 PM   
Games is working now, thx a lot again :) ... and looks awesome, sooooo much better than the original 3D profile ... unfortunately I have to less fps to play it, also with low graphic settings (no big difference) round about 8-15 ;-P ... and sometimes 3-5 :DDDD ... also in 720p with 3DTV Play And to load the savegame, it took 10 min also with SSD :DD .. also at the second and third time with no win reboot in between. 2D I have 35-50 fps, settings near by maxed out ... with original 3D profile 25-35 fps same settings, but it looks awful Any idea, how I can get more fps, or is my system not enough any more to run this fix and I have to play in 2D? Specs: 2x Quad Xeon 2,8 GHz (real 8 Core) 20 GB RAM GTX 680 SC (bottleneck) Win 10
Games is working now, thx a lot again :) ... and looks awesome, sooooo much better than the original 3D profile ... unfortunately I have to less fps to play it, also with low graphic settings (no big difference) round about 8-15 ;-P ... and sometimes 3-5 :DDDD
... also in 720p with 3DTV Play

And to load the savegame, it took 10 min also with SSD :DD .. also at the second and third time with no win reboot in between.

2D I have 35-50 fps, settings near by maxed out ... with original 3D profile 25-35 fps same settings, but it looks awful

Any idea, how I can get more fps, or is my system not enough any more to run this fix and I have to play in 2D?

Specs:
2x Quad Xeon 2,8 GHz (real 8 Core)
20 GB RAM
GTX 680 SC (bottleneck)
Win 10

Posted 03/05/2016 02:43 PM   
Just wanted to tell You that in the actual fix d3dx.ini contains: hunting=2 (instead of 0) Is this intentional?
Just wanted to tell You that in the actual fix d3dx.ini contains:
hunting=2 (instead of 0)
Is this intentional?

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 03/05/2016 02:47 PM   
Hey Helifax, just wanted to see if you or any other surround user has noticed this: The First 2 revisions of the fix seemed to be ok, but the last 2 have had a weird lighting issue. It is noticeable right at the main menu, when I upgraded the fix I could instantly see something was amiss, now, it's subtle and may not even be an issue when actually playing. It's not a catastrophe, but my thoughts were "IF this issue is present here, it might be present in other areas. If I go back to the first & maybe the second revision of the fix, the issue isn't there, so it's definitely related to the fix itself. So I am just bringing this to your attention for your own knowledge and to see if it goes any further than the menu. So, I am going to post some screenshots, one with and one without the issue and I'd be curious to see what you make of it. Still though, overall my son and I continue to be amazed at the beautiful world you guys have breathed depth and immersion into, not to mention the few features exclusive to your fix regarding convergence and the custom 'pure hair' compromiser. Thanks again, ~Nutz EDIT: Not sure how to insert pic into post - Also, no game settings are changed or different between the 2 pics. The Pic I just posted is the pic with the issue, it is related to the lamp on the desk and that corner in general. I have to roll back the fix and take a pic that doesn't have the issue so that will take me a bit, but maybe you will see it right off. Be back soon!
Hey Helifax, just wanted to see if you or any other surround user has noticed this:

The First 2 revisions of the fix seemed to be ok, but the last 2 have had a weird lighting issue.

It is noticeable right at the main menu, when I upgraded the fix I could instantly see something was amiss, now, it's subtle and may not even be an issue when actually playing.

It's not a catastrophe, but my thoughts were "IF this issue is present here, it might be present in other areas.

If I go back to the first & maybe the second revision of the fix, the issue isn't there, so it's definitely related to the fix itself.

So I am just bringing this to your attention for your own knowledge and to see if it goes any further than the menu.

So, I am going to post some screenshots, one with and one without the issue and I'd be curious to see what you make of it.

Still though, overall my son and I continue to be amazed at the beautiful world you guys have breathed depth and immersion into, not to mention the few features exclusive to your fix regarding convergence and the custom 'pure hair' compromiser.

Thanks again,

~Nutz

EDIT: Not sure how to insert pic into post -

Also, no game settings are changed or different between the 2 pics.

The Pic I just posted is the pic with the issue, it is related to the lamp on the desk and that corner in general.

I have to roll back the fix and take a pic that doesn't have the issue so that will take me a bit, but maybe you will see it right off.

Be back soon!

---- Core System Components ----

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Posted 03/05/2016 02:54 PM   
[quote="3d4dd"]Just wanted to tell You that in the actual fix d3dx.ini contains: hunting=2 (instead of 0) Is this intentional?[/quote] Thx ... I switched it to 0 ... unfortunately the same behavior as before :( EDIT: checked ... that wasn't for me ... anyhow :D
3d4dd said:Just wanted to tell You that in the actual fix d3dx.ini contains:
hunting=2 (instead of 0)
Is this intentional?


Thx ... I switched it to 0 ... unfortunately the same behavior as before :(

EDIT: checked ... that wasn't for me ... anyhow :D

Posted 03/05/2016 03:04 PM   
[quote="helifax"]Edit: I tried the "cmd_Decompiler" it is seems to works but it produces a SHDR file. I did a binary compare with the ".bin" file generated by 3DMigoto and I see is different. If I rename the SHDR to bin will it work? Or do I need to export the SHDR to bin somehow different?[/quote]Yeah, the .shdr was just an extension I chose because I didn't want it to overwrite the original .bin file and I haven't added a force option to it yet. The differences you see in the binary comparison is just because some of the sections in the binary file are lost when assembling using this method (most notably the resource information and stats of number of instruction slots used), but should be nothing to worry about (although, if you then tried decompiling the .shdr file you would notice that it no longer has any headers as a result of this).
helifax said:Edit: I tried the "cmd_Decompiler" it is seems to works but it produces a SHDR file. I did a binary compare with the ".bin" file generated by 3DMigoto and I see is different. If I rename the SHDR to bin will it work? Or do I need to export the SHDR to bin somehow different?
Yeah, the .shdr was just an extension I chose because I didn't want it to overwrite the original .bin file and I haven't added a force option to it yet. The differences you see in the binary comparison is just because some of the sections in the binary file are lost when assembling using this method (most notably the resource information and stats of number of instruction slots used), but should be nothing to worry about (although, if you then tried decompiling the .shdr file you would notice that it no longer has any headers as a result of this).

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

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Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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Posted 03/05/2016 03:15 PM   
ImNutz4NvSLI, to post pics you just have to edit your post and attach pics (jps) then. When it's upload, you edit again and right click on your attachment pics to copy the link from your pics and paste it as image.
ImNutz4NvSLI, to post pics you just have to edit your post and attach pics (jps) then. When it's upload, you edit again and right click on your attachment pics to copy the link from your pics and paste it as image.

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 03/05/2016 03:23 PM   
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