@Masterotaku
I have been playing with the last WIP (reflections and Volumetric Lights disabled in menu) and the game is looking great!! you don't miss those effect, the game is really great in S3D....you should put the fix in the blog, is really a great experience!.....like those terror games :)
I have been playing with the last WIP (reflections and Volumetric Lights disabled in menu) and the game is looking great!! you don't miss those effect, the game is really great in S3D....you should put the fix in the blog, is really a great experience!.....like those terror games :)
Yeah I have been playing with it for several hours now and this fix is awesome! Thank you so much for sharing it in this thread. Game is good and scary and looks great in S3D!
Yeah I have been playing with it for several hours now and this fix is awesome! Thank you so much for sharing it in this thread. Game is good and scary and looks great in S3D!
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[quote="DHR"]you should put the fix in the blog, is really a great experience![/quote]
Maybe. It still bothers me that I had to disable the most important compute shader and that volumetric lighting isn't fixed, apart from having to tell users to enable or disable specific graphical effects. I'll try to fix volumetric lighting again (I can't promise results) after I finish the Star Ocean 4 fix.
DHR said:you should put the fix in the blog, is really a great experience!
Maybe. It still bothers me that I had to disable the most important compute shader and that volumetric lighting isn't fixed, apart from having to tell users to enable or disable specific graphical effects. I'll try to fix volumetric lighting again (I can't promise results) after I finish the Star Ocean 4 fix.
@masterotaku
The CS that you posted a couple of pages before should be fixed the same way you fix lights/shadows (is the same pattern)....BUT this CS only render in one eye (is like ME Andromeda).....maybe trying to do some textureoverride (mono) to make render in both eyes like DSS do in ME Andromeda.
@masterotaku
The CS that you posted a couple of pages before should be fixed the same way you fix lights/shadows (is the same pattern)....BUT this CS only render in one eye (is like ME Andromeda).....maybe trying to do some textureoverride (mono) to make render in both eyes like DSS do in ME Andromeda.
These are the problems:
1- No DX10 flag = the shader shows the right eye image (which is correct for the right eye) for both eyes.
2- DX10 flag and then booting the game = missing graphics (most of the geometry).
3- DX10 flag applied after being ingame = the shader is correct for the right eye and different for the left, but the left eye effect is wrong in some way. However, indoor places show almost complete darkness in the left eye, so there are too many CS that are incorrectly stereoized or something.
4- If the CS is dumped, even in ASM form, its effect is frozen with the first frame it gets (almost like disabled).
5- If I use regex to modify that CS, I can disable it correctly with a "ret" as you can see in d3dx.ini. But trying to fix it in regex, it didn't match the line I was looking for. This may be about what you told me the other day, that you have to search for empty spaces too after new lines. And in this case the ASM line starts like " mul r3.xyzw, r0.yyyy, cb0[21].xyzw", with two spaces.
It looks like we have to find a way to only stereoize "89a90ca616aadd8e-cs.txt" (not present in the ShaderFixes folder of my fix) but without the flag, OR using the flag and massively converting to mono all CS except for that one. Then fixing the shader (in regex) would be the last thing to do. We would start with a correct right eye image instead of a centered wrong effect.
1- No DX10 flag = the shader shows the right eye image (which is correct for the right eye) for both eyes.
2- DX10 flag and then booting the game = missing graphics (most of the geometry).
3- DX10 flag applied after being ingame = the shader is correct for the right eye and different for the left, but the left eye effect is wrong in some way. However, indoor places show almost complete darkness in the left eye, so there are too many CS that are incorrectly stereoized or something.
4- If the CS is dumped, even in ASM form, its effect is frozen with the first frame it gets (almost like disabled).
5- If I use regex to modify that CS, I can disable it correctly with a "ret" as you can see in d3dx.ini. But trying to fix it in regex, it didn't match the line I was looking for. This may be about what you told me the other day, that you have to search for empty spaces too after new lines. And in this case the ASM line starts like " mul r3.xyzw, r0.yyyy, cb0[21].xyzw", with two spaces.
It looks like we have to find a way to only stereoize "89a90ca616aadd8e-cs.txt" (not present in the ShaderFixes folder of my fix) but without the flag, OR using the flag and massively converting to mono all CS except for that one. Then fixing the shader (in regex) would be the last thing to do. We would start with a correct right eye image instead of a centered wrong effect.
Using this Regex you can search that shader and apply the fix....but seems to do nothing.
The effect is in 2D with some issues in one eye....same without the fix.
[code][ShaderRegexCS2]
shader_model = cs_5_0
temps = stereo iniparams iniparams1 tmp1 tmp2 tmp3 tmp4
[ShaderRegexCS2.Pattern]
mul (?P<pos_x>r\d+)\.xyzw, r0\.yyyy, cb0\[21\]\.xyzw\n
[ShaderRegexCS2.Pattern.Replace]
\n
ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
mul ${pos_x}.xyzw, r0.yyyy, cb0[21].xyzw\n
mad ${tmp1}.xyzw, r0.xxxx, cb0[20].xyzw, ${pos_x}.xyzw\n
mad ${tmp1}.xyzw, r1.xxxx, cb0[22].xyzw, ${tmp1}.xyzw\n
add ${tmp1}.xyzw, ${tmp1}.xyzw, cb0[23].xyzw\n
add r0.x, -${stereo}.x, r0.x\n
mul ${tmp3}.w, ${stereo}.x, ${stereo}.y\n
mad r0.x, ${tmp3}.w, ${tmp1}.w, r0.x\n
\n
[ShaderRegexCS2.InsertDeclarations]
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120[/code]
Using this Regex you can search that shader and apply the fix....but seems to do nothing.
The effect is in 2D with some issues in one eye....same without the fix.
Damn son, this is probably the best thing I have seen in 3d thus far. 4k3D Oled = orgasm. I contemplated waiting for a PC Vr release or temporarily getting a ps4 vr to play it, but I dont regret getting this non VR.
Damn son, this is probably the best thing I have seen in 3d thus far. 4k3D Oled = orgasm. I contemplated waiting for a PC Vr release or temporarily getting a ps4 vr to play it, but I dont regret getting this non VR.
Just got back into 3d gaming, I have to give this game a go with this fix. Thanks.
Off topic but in 2D, you can force SLI in this game with Nviidia Inspector using the Arkham Origins compatibility bits but have to use only FXAA instead of TAA and AO has to be SSAO and not HBAO+ or you get ghosting. Might not work for everyone, some people get flickering, but that is what I've found worked in the past.
Just got back into 3d gaming, I have to give this game a go with this fix. Thanks.
Off topic but in 2D, you can force SLI in this game with Nviidia Inspector using the Arkham Origins compatibility bits but have to use only FXAA instead of TAA and AO has to be SSAO and not HBAO+ or you get ghosting. Might not work for everyone, some people get flickering, but that is what I've found worked in the past.
Hi all, I'm Schwing. I've been working on a fix for this game on and off since it came out, while learning more and more about the art of stereo fixing. All of my testing is in the starting area with the car and the tree to the left of it. When [url=https://forums.geforce.com/default/topic/980906/3d-vision/resident-evil-7/post/5216347/#5216347]Kaimasta posted on corruption and slowdown[/url], I realized fixing them is key to beginning a proper fix. Here are the solutions:
[list]
[.]Right-eye geometry corruption:[list][.]While [color="orange"]StereoFlagsDX10 = 0x4008[/color], starting gameplay (recent RE7 versions) or after choosing the Retry option (RE7 version 1.0) causes the right eye to show nothing but the skybox[/.][.]Fixed by adding the below to d3dx.ini:
[code][TextureOverride_StereoFlagsDX10_0x4008_Fix]
match_bind_flags = +unordered_access -shader_resource
match_misc_flags = +buffer_allow_raw_views
StereoMode = 2[/code][/.][.][color="orange"]-shader_resource[/color] prevents random crashes due to stereoizing some textures that are randomly used during gameplay load, walking towards the tree, or after choosing the Retry option[/.][.]The flags used were found at the end of d3d11_log.txt by enabling the verbose log option at the last second before the crash occurred[/.][/list][/.]
[.]Slowdown: [list][.]While [color="orange"]StereoFlagsDX10 = 0x4008[/color], looking towards the mansion causes the game to lag. My GPU always climbs from the usual 40c to 60c[/.][.]Fixed by monoizing cshaders to prevent double-drawcalling them (i.e. running them twice)[/.][.]I don't have the work I've done on this anymore. I remember pinpointing what cshaders caused the slowdown and using HLSL monoizing code on just those to fix the issue. Either way, I think a ShaderRegex solution using [color="orange"]ret[/color] for the right-eye drawcall would be better for this. Note that one or two of the cshaders I tried the HLSL on crashed the game on startup[/.][/list][/.]
[.]One-eye issues: [list][.]When moving back and forth while looking at the car or the tree, the left eye shows two images diverging or converging. In contrast, the right eye looks normal. I believe other trees were also affected, making the whole scenery hurt to look at[/.][.]Fixed by setting [color="orange"]StereoFlagsDX10 = 0x4008[/color] in d3dx.ini, which makes the car and tree look correct. This might have fixed some other issues I didn't notice since I haven't played past the starting area[/.][/list][/.]
[/list]
Masterotaku's fix pack was made with [color="orange"]StereoFlagsDX10 = 0[/color] in mind, so flipping the flag between 0 and 0x4008 will affect things like whether the main menu looks good (0) or fixing the issue of the starting area looking a lot darker (0x4008). I'll be focusing on the slowdown issue for now.
Hi all, I'm Schwing. I've been working on a fix for this game on and off since it came out, while learning more and more about the art of stereo fixing. All of my testing is in the starting area with the car and the tree to the left of it. When Kaimasta posted on corruption and slowdown, I realized fixing them is key to beginning a proper fix. Here are the solutions:
Right-eye geometry corruption:
While StereoFlagsDX10 = 0x4008, starting gameplay (recent RE7 versions) or after choosing the Retry option (RE7 version 1.0) causes the right eye to show nothing but the skybox
-shader_resource prevents random crashes due to stereoizing some textures that are randomly used during gameplay load, walking towards the tree, or after choosing the Retry option
The flags used were found at the end of d3d11_log.txt by enabling the verbose log option at the last second before the crash occurred
Slowdown:
While StereoFlagsDX10 = 0x4008, looking towards the mansion causes the game to lag. My GPU always climbs from the usual 40c to 60c
Fixed by monoizing cshaders to prevent double-drawcalling them (i.e. running them twice)
I don't have the work I've done on this anymore. I remember pinpointing what cshaders caused the slowdown and using HLSL monoizing code on just those to fix the issue. Either way, I think a ShaderRegex solution using ret for the right-eye drawcall would be better for this. Note that one or two of the cshaders I tried the HLSL on crashed the game on startup
One-eye issues:
When moving back and forth while looking at the car or the tree, the left eye shows two images diverging or converging. In contrast, the right eye looks normal. I believe other trees were also affected, making the whole scenery hurt to look at
Fixed by setting StereoFlagsDX10 = 0x4008 in d3dx.ini, which makes the car and tree look correct. This might have fixed some other issues I didn't notice since I haven't played past the starting area
Masterotaku's fix pack was made with StereoFlagsDX10 = 0 in mind, so flipping the flag between 0 and 0x4008 will affect things like whether the main menu looks good (0) or fixing the issue of the starting area looking a lot darker (0x4008). I'll be focusing on the slowdown issue for now.
---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080
THANK YOU very much! That's a great first step to fixing this compute shader annoyance. After using your TextureOverride, I was able to fix the compute shader that is in charge of shadow opacity, reflections, etc (89a90ca616aadd8e).
Use this new regex ([b]IMPORTANT[/b] because this shader is broken when you try to use it as a file, even in ASM mode. All edits for it have to be in regex form):
[code]
[ShaderRegexCSLighting1]
shader_model = cs_5_0
temps = stereo iniparams iniparams1 tmp1 tmp2 tmp3 tmp4
[ShaderRegexCSLighting1.Pattern]
mul (?P<pos_x>r\d+)\.xyzw, r0\.yyyy, cb0\[21\]\.xyzw\n
[ShaderRegexCSLighting1.Pattern.Replace]
ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
mul ${pos_x}.xyzw, r0.yyyy, cb0[21].xyzw\n
mad ${tmp1}.xyzw, r0.xxxx, cb0[20].xyzw, ${pos_x}.xyzw\n
mad ${tmp1}.xyzw, r1.xxxx, cb0[22].xyzw, ${tmp1}.xyzw\n
add ${tmp1}.xyzw, ${tmp1}.xyzw, cb0[23].xyzw\n
add r0.x, -${stereo}.x, r0.x\n
mul ${tmp3}.w, ${stereo}.x, ${stereo}.y\n
mad r0.x, ${tmp3}.w, ${tmp1}.w, r0.x\n
[ShaderRegexCSLighting1.InsertDeclarations]
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120
[/code]
Remember to delete or comment the "[ShaderRegexCS1]" from my latest fix, because it outright disables the effect.
Problems:
1- Things are good for that compute shader... ONLY for a few seconds. Always the same amount (about 9 seconds). After some time, the left eye craps out and displays something wrong. But before that happens, everything is perfect. I don't know how this can be fixed, but alt+tabbing out and in the game resets this "timer". Maybe the shader contains some time variable somewhere.
Before the bug: https://u.cubeupload.com/masterotaku/re7006.jpg
After the bug: https://u.cubeupload.com/masterotaku/639re7007.jpg
2- The main menu and areas that are indoors are still waaay to dark for the left eye, even with the fix you made. The darkness appears after about half a second this time. I managed to take a screenshot. It isn't perfect like outdoors, but it's something. https://u.cubeupload.com/masterotaku/5c0re7008.jpg
3- I think I have some crashes when loading some saves. Maybe I need to tweak your TextureOverride or something.
I didn't notice a significant GPU usage increase after using the 4008 flag, your TextureOverride and my new regex.
I tried using this, copied from the Mass Effect Andromeda fix:
[code]
[CommandListTileLight]
; The CPU calls UpdateSubresource() on the pointer in u2, but the left eye
; doesn't get updated. Convert it to mono and back to stereo to force both eyes
; to get the same value from the CPU, but still allow it to be updated
; independently in both eyes since the shaders change the value during
; execution, which would break things if the left eye was allowed to start
; where the right eye left off. Need to check if this works in SLI (if SLI is
; even broken in the first place - it may not be):
cs-u2 = mono copy cs-u2
cs-u2 = stereo copy cs-u2
[ShaderOverrideTileLight1]
hash = 89a90ca616aadd8e
run = CommandListTileLight
[/code]
But it didn't make a difference.
PS: if you edit other compute shaders, you better not bother with HLSL. It's always too broken in my opinion so I just use ASM directly (except for 89a90ca616aadd8e which needs regex).
THANK YOU very much! That's a great first step to fixing this compute shader annoyance. After using your TextureOverride, I was able to fix the compute shader that is in charge of shadow opacity, reflections, etc (89a90ca616aadd8e).
Use this new regex (IMPORTANT because this shader is broken when you try to use it as a file, even in ASM mode. All edits for it have to be in regex form):
Remember to delete or comment the "[ShaderRegexCS1]" from my latest fix, because it outright disables the effect.
Problems:
1- Things are good for that compute shader... ONLY for a few seconds. Always the same amount (about 9 seconds). After some time, the left eye craps out and displays something wrong. But before that happens, everything is perfect. I don't know how this can be fixed, but alt+tabbing out and in the game resets this "timer". Maybe the shader contains some time variable somewhere.
2- The main menu and areas that are indoors are still waaay to dark for the left eye, even with the fix you made. The darkness appears after about half a second this time. I managed to take a screenshot. It isn't perfect like outdoors, but it's something. https://u.cubeupload.com/masterotaku/5c0re7008.jpg
3- I think I have some crashes when loading some saves. Maybe I need to tweak your TextureOverride or something.
I didn't notice a significant GPU usage increase after using the 4008 flag, your TextureOverride and my new regex.
I tried using this, copied from the Mass Effect Andromeda fix:
[CommandListTileLight]
; The CPU calls UpdateSubresource() on the pointer in u2, but the left eye
; doesn't get updated. Convert it to mono and back to stereo to force both eyes
; to get the same value from the CPU, but still allow it to be updated
; independently in both eyes since the shaders change the value during
; execution, which would break things if the left eye was allowed to start
; where the right eye left off. Need to check if this works in SLI (if SLI is
; even broken in the first place - it may not be):
cs-u2 = mono copy cs-u2
cs-u2 = stereo copy cs-u2
[ShaderOverrideTileLight1]
hash = 89a90ca616aadd8e
run = CommandListTileLight
But it didn't make a difference.
PS: if you edit other compute shaders, you better not bother with HLSL. It's always too broken in my opinion so I just use ASM directly (except for 89a90ca616aadd8e which needs regex).
Turns out [color="orange"]StereoFlagsDX10 = 0xC008[/color] fixes the 9-second timer and darkness issues while using the texture override. Although it brings back a left-eye double-image issue that [color="orange"]0x4008[/color] fixed, so this isn't a solution and more of a place to start. My guess is to pick either StereoFlagsDX10 value and mimic the other through mono/stereoizing resources.
Also, please let me know if your game still crashes when replacing the override with this (using either DX10 value):
[code][TextureOverride_StereoFlagsDX10_0xC008_Fix]
hash = 8842cfa1
StereoMode = 2[/code]
This is the [color="orange"]DrawIndirectArguments[/color] UAV raw buffer texture, used by 5 cshaders as the first parameter for calls to [url=https://docs.microsoft.com/en-us/windows/desktop/api/d3d11/nf-d3d11-id3d11devicecontext-drawindexedinstancedindirect]DrawIndexedInstancedIndirect()[/url], that the DX10 flag stereoized. Stereoizing it skips drawing right-eye geometry and graphics triggered by the 9-second timer.
Here's the older override as an alternative, which has been extended to better match cases I saw in the logs for that texture:
[code][TextureOverride_StereoFlagsDX10_0xC008_Fix_Alt]
match_type = Buffer
match_usage = default
match_bind_flags = +unordered_access -shader_resource
match_misc_flags = +buffer_allow_raw_views +drawindirect_args
StereoMode = 2[/code]
I still see the same slowdown issue I mentioned earlier. Looking at the mansion makes my graphics card lag on the lowest settings.
Turns out StereoFlagsDX10 = 0xC008 fixes the 9-second timer and darkness issues while using the texture override. Although it brings back a left-eye double-image issue that 0x4008 fixed, so this isn't a solution and more of a place to start. My guess is to pick either StereoFlagsDX10 value and mimic the other through mono/stereoizing resources.
Also, please let me know if your game still crashes when replacing the override with this (using either DX10 value):
This is the DrawIndirectArguments UAV raw buffer texture, used by 5 cshaders as the first parameter for calls to DrawIndexedInstancedIndirect(), that the DX10 flag stereoized. Stereoizing it skips drawing right-eye geometry and graphics triggered by the 9-second timer.
Here's the older override as an alternative, which has been extended to better match cases I saw in the logs for that texture:
Might want to look at the specifics of the Mass Effect Andromeda fix, because I remember a similar situation where 0xC008 fixed some issues, but was undesirable elsewhere, so the solution was to use 0x4008 and then implement some fuzzy texture filtering to stereoize (or maybe it was unstereoize, can't remember) certain CS UAV's instead of all of them (which is what 0xC008 does).
Edit: I guess reading entire posts before responding might be a good idea. It seems like you're already on the right track with that override, and yeah, like you said it might be more efficient to use the 0xC008 and then use the overrides to mono/stereoize the offending UAVs, or vice versa using 0x4008, depending on how many your dealing with in each scenario.
Might want to look at the specifics of the Mass Effect Andromeda fix, because I remember a similar situation where 0xC008 fixed some issues, but was undesirable elsewhere, so the solution was to use 0x4008 and then implement some fuzzy texture filtering to stereoize (or maybe it was unstereoize, can't remember) certain CS UAV's instead of all of them (which is what 0xC008 does).
Edit: I guess reading entire posts before responding might be a good idea. It seems like you're already on the right track with that override, and yeah, like you said it might be more efficient to use the 0xC008 and then use the overrides to mono/stereoize the offending UAVs, or vice versa using 0x4008, depending on how many your dealing with in each scenario.
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Masterotaku asked me to look at this game, and I've added support to the next version of 3DMigoto and my debug shaders to work with raw buffers, as I noticed that they were used in one of the suspect shaders that breaks after 9 seconds. So far I haven't located the specific cause of this 9 second issue (I still have more investigation to go), but this may provide some more insight (e.g. it has identified that the cs-u2 raw buffer output from CS 8ba01092878a2add is only being updated in the right eye when StereoFlagsDX10 = 0x4008, but since that particular problem does not change after 9 seconds it is not the [sole] cause)
Masterotaku asked me to look at this game, and I've added support to the next version of 3DMigoto and my debug shaders to work with raw buffers, as I noticed that they were used in one of the suspect shaders that breaks after 9 seconds. So far I haven't located the specific cause of this 9 second issue (I still have more investigation to go), but this may provide some more insight (e.g. it has identified that the cs-u2 raw buffer output from CS 8ba01092878a2add is only being updated in the right eye when StereoFlagsDX10 = 0x4008, but since that particular problem does not change after 9 seconds it is not the [sole] cause)
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This stanza will fix the reflections breaking after 9 seconds when using 0x4008:
[code]
[ShaderOverrideSuspect1]
hash = 89a90ca616aadd8e
cs-t8 = mono copy cs-t8
cs-t9 = mono copy cs-t9
[/code]
There may be other places it can be fixed (e.g. forcing the buffer to mono in a TextureOverride or taking a close look at the what's wrong with the 8ba01092878a2add shader that populates it), but I'll leave that as an exercise for those actually fixing this game.
cs-t8 is ScreenGridSRV and for reference it has this resource description:
[code]
<Register orig_hash=09b5bdc4 type=Texture2D width=60 height=34 mips=1 array=1 format="R32_UINT" msaa=1 msaa_quality=0 usage="DEFAULT" bind_flags=0x88 cpu_access_flags=0x0 misc_flags=0x0></Register>
[/code]
cs-t9 is IndexListSRV and has this resource description:
[code]
<Register orig_hash=f919857d type=Buffer byte_width=4177920 usage="DEFAULT" bind_flags=0x88 cpu_access_flags=0x0 misc_flags=0x20 stride=4></Register>
[/code]
Edit: My bad, there are *two* buffers that needed to be forced to mono (updated above), one of which *is* a raw buffer so the above stanza does require an unreleased version of 3DMigoto, however it should be possible to force this to mono in the current version with a TextureOverride (only the resource copying needs to be updated for raw buffers).
There may be other places it can be fixed (e.g. forcing the buffer to mono in a TextureOverride or taking a close look at the what's wrong with the 8ba01092878a2add shader that populates it), but I'll leave that as an exercise for those actually fixing this game.
cs-t8 is ScreenGridSRV and for reference it has this resource description:
Edit: My bad, there are *two* buffers that needed to be forced to mono (updated above), one of which *is* a raw buffer so the above stanza does require an unreleased version of 3DMigoto, however it should be possible to force this to mono in the current version with a TextureOverride (only the resource copying needs to be updated for raw buffers).
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I have been playing with the last WIP (reflections and Volumetric Lights disabled in menu) and the game is looking great!! you don't miss those effect, the game is really great in S3D....you should put the fix in the blog, is really a great experience!.....like those terror games :)
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Maybe. It still bothers me that I had to disable the most important compute shader and that volumetric lighting isn't fixed, apart from having to tell users to enable or disable specific graphical effects. I'll try to fix volumetric lighting again (I can't promise results) after I finish the Star Ocean 4 fix.
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The CS that you posted a couple of pages before should be fixed the same way you fix lights/shadows (is the same pattern)....BUT this CS only render in one eye (is like ME Andromeda).....maybe trying to do some textureoverride (mono) to make render in both eyes like DSS do in ME Andromeda.
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1- No DX10 flag = the shader shows the right eye image (which is correct for the right eye) for both eyes.
2- DX10 flag and then booting the game = missing graphics (most of the geometry).
3- DX10 flag applied after being ingame = the shader is correct for the right eye and different for the left, but the left eye effect is wrong in some way. However, indoor places show almost complete darkness in the left eye, so there are too many CS that are incorrectly stereoized or something.
4- If the CS is dumped, even in ASM form, its effect is frozen with the first frame it gets (almost like disabled).
5- If I use regex to modify that CS, I can disable it correctly with a "ret" as you can see in d3dx.ini. But trying to fix it in regex, it didn't match the line I was looking for. This may be about what you told me the other day, that you have to search for empty spaces too after new lines. And in this case the ASM line starts like " mul r3.xyzw, r0.yyyy, cb0[21].xyzw", with two spaces.
It looks like we have to find a way to only stereoize "89a90ca616aadd8e-cs.txt" (not present in the ShaderFixes folder of my fix) but without the flag, OR using the flag and massively converting to mono all CS except for that one. Then fixing the shader (in regex) would be the last thing to do. We would start with a correct right eye image instead of a centered wrong effect.
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The effect is in 2D with some issues in one eye....same without the fix.
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Off topic but in 2D, you can force SLI in this game with Nviidia Inspector using the Arkham Origins compatibility bits but have to use only FXAA instead of TAA and AO has to be SSAO and not HBAO+ or you get ghosting. Might not work for everyone, some people get flickering, but that is what I've found worked in the past.
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Masterotaku's fix pack was made with StereoFlagsDX10 = 0 in mind, so flipping the flag between 0 and 0x4008 will affect things like whether the main menu looks good (0) or fixing the issue of the starting area looking a lot darker (0x4008). I'll be focusing on the slowdown issue for now.
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Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080
Use this new regex (IMPORTANT because this shader is broken when you try to use it as a file, even in ASM mode. All edits for it have to be in regex form):
Remember to delete or comment the "[ShaderRegexCS1]" from my latest fix, because it outright disables the effect.
Problems:
1- Things are good for that compute shader... ONLY for a few seconds. Always the same amount (about 9 seconds). After some time, the left eye craps out and displays something wrong. But before that happens, everything is perfect. I don't know how this can be fixed, but alt+tabbing out and in the game resets this "timer". Maybe the shader contains some time variable somewhere.
Before the bug: https://u.cubeupload.com/masterotaku/re7006.jpg
After the bug: https://u.cubeupload.com/masterotaku/639re7007.jpg
2- The main menu and areas that are indoors are still waaay to dark for the left eye, even with the fix you made. The darkness appears after about half a second this time. I managed to take a screenshot. It isn't perfect like outdoors, but it's something. https://u.cubeupload.com/masterotaku/5c0re7008.jpg
3- I think I have some crashes when loading some saves. Maybe I need to tweak your TextureOverride or something.
I didn't notice a significant GPU usage increase after using the 4008 flag, your TextureOverride and my new regex.
I tried using this, copied from the Mass Effect Andromeda fix:
But it didn't make a difference.
PS: if you edit other compute shaders, you better not bother with HLSL. It's always too broken in my opinion so I just use ASM directly (except for 89a90ca616aadd8e which needs regex).
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Also, please let me know if your game still crashes when replacing the override with this (using either DX10 value):
This is the DrawIndirectArguments UAV raw buffer texture, used by 5 cshaders as the first parameter for calls to DrawIndexedInstancedIndirect(), that the DX10 flag stereoized. Stereoizing it skips drawing right-eye geometry and graphics triggered by the 9-second timer.
Here's the older override as an alternative, which has been extended to better match cases I saw in the logs for that texture:
I still see the same slowdown issue I mentioned earlier. Looking at the mansion makes my graphics card lag on the lowest settings.
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Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080
Edit: I guess reading entire posts before responding might be a good idea. It seems like you're already on the right track with that override, and yeah, like you said it might be more efficient to use the 0xC008 and then use the overrides to mono/stereoize the offending UAVs, or vice versa using 0x4008, depending on how many your dealing with in each scenario.
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There may be other places it can be fixed (e.g. forcing the buffer to mono in a TextureOverride or taking a close look at the what's wrong with the 8ba01092878a2add shader that populates it), but I'll leave that as an exercise for those actually fixing this game.
cs-t8 is ScreenGridSRV and for reference it has this resource description:
cs-t9 is IndexListSRV and has this resource description:
Edit: My bad, there are *two* buffers that needed to be forced to mono (updated above), one of which *is* a raw buffer so the above stanza does require an unreleased version of 3DMigoto, however it should be possible to force this to mono in the current version with a TextureOverride (only the resource copying needs to be updated for raw buffers).
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