Bayonetta on Steam
  3 / 6    
Wow, that was super quick. Awesome work!
Wow, that was super quick. Awesome work!

#31
Posted 04/12/2017 10:53 AM   
thanks and respect for the fix.
thanks and respect for the fix.

Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/ Image

#32
Posted 04/12/2017 12:00 PM   
So i got a little farther into the lava area in the mountain. The lava heat glow is broken, and then there is also a broken effect surrounding the rocks sticking out of lava with black lines that is very distracting. also this game is very demanding with 3d. I was using DSR from 4k to 1080p in 2d and running at 60. Just playing this at 720p with the 3d fix and I was getting dropa in chapter 3
So i got a little farther into the lava area in the mountain. The lava heat glow is broken, and then there is also a broken effect surrounding the rocks sticking out of lava with black lines that is very distracting.

also this game is very demanding with 3d. I was using DSR from 4k to 1080p in 2d and running at 60. Just playing this at 720p with the 3d fix and I was getting dropa in chapter 3

Gigabyte Gtx 1070
i5 4690k
16 gb ram

#33
Posted 04/12/2017 12:20 PM   
Wow... Awesome. this was one of my favorite games on the xbox 360. So far the fix is beautiful, really looks and feels nice in 3d too. thanks alot, man. it's been awhile since I played a controller based dx9 game, will have to brush up on how to set convergence presets on the xbox pad
Wow... Awesome. this was one of my favorite games on the xbox 360. So far the fix is beautiful, really looks and feels nice in 3d too.

thanks alot, man.

it's been awhile since I played a controller based dx9 game, will have to brush up on how to set convergence presets on the xbox pad

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

#34
Posted 04/12/2017 12:58 PM   
[quote="D-Man11"]If you use resource hacker, you can see the date of the dll. AFAIK, that's the only way to tell them apart from newest, to oldest[/quote]I've been using filesize, when I want to match up a debug version with a release version I use a bat script like this: [code]@Echo Off if /i [%~x1] == [.dll] ( Set "dll=Unknown" if "%~z1" == "220672" Set "dll=debug_v120304_x86" if "%~z1" == "229888" Set "dll=debug_v120401_x86" if "%~z1" == "702464" Set "dll=debug_v130305_x86" if "%~z1" == "720896" Set "dll=debug_v130906_x86" if "%~z1" == "834048" Set "dll=debug_v130906_x64" if "%~z1" == "730112" Set "dll=debug_v140302_x86" if "%~z1" == "836096" Set "dll=debug_v140302_x64" if "%~z1" == "175104" Set "dll=release_v120207_x86" if "%~z1" == "175616" Set "dll=release_v120212_x86" if "%~z1" == "184320" Set "dll=release_v120220_x86" if "%~z1" == "215040" Set "dll=release_v120401_x86" if "%~z1" == "664064" Set "dll=release_v130304_x86" if "%~z1" == "677376" Set "dll=release_v130906_x86" if "%~z1" == "778752" Set "dll=release_v130906_x64" if "%~z1" == "683520" Set "dll=release_v140302_x86" if "%~z1" == "785920" Set "dll=release_v140302_x64" ) else (Goto:Eof) Echo %~nx1 = helixmod_%dll%&&Pause[/code] ...just drag-n-drop the dll onto the bat script and it outputs something like: [quote]d3d9.dll = helixmod_release_v130906_x86[/quote]
D-Man11 said:If you use resource hacker, you can see the date of the dll.

AFAIK, that's the only way to tell them apart from newest, to oldest
I've been using filesize, when I want to match up a debug version with a release version I use a bat script like this:

@Echo Off
if /i [%~x1] == [.dll] (
Set "dll=Unknown"
if "%~z1" == "220672" Set "dll=debug_v120304_x86"
if "%~z1" == "229888" Set "dll=debug_v120401_x86"
if "%~z1" == "702464" Set "dll=debug_v130305_x86"
if "%~z1" == "720896" Set "dll=debug_v130906_x86"
if "%~z1" == "834048" Set "dll=debug_v130906_x64"
if "%~z1" == "730112" Set "dll=debug_v140302_x86"
if "%~z1" == "836096" Set "dll=debug_v140302_x64"
if "%~z1" == "175104" Set "dll=release_v120207_x86"
if "%~z1" == "175616" Set "dll=release_v120212_x86"
if "%~z1" == "184320" Set "dll=release_v120220_x86"
if "%~z1" == "215040" Set "dll=release_v120401_x86"
if "%~z1" == "664064" Set "dll=release_v130304_x86"
if "%~z1" == "677376" Set "dll=release_v130906_x86"
if "%~z1" == "778752" Set "dll=release_v130906_x64"
if "%~z1" == "683520" Set "dll=release_v140302_x86"
if "%~z1" == "785920" Set "dll=release_v140302_x64"
) else (Goto:Eof)
Echo %~nx1 = helixmod_%dll%&&Pause

...just drag-n-drop the dll onto the bat script and it outputs something like:

d3d9.dll = helixmod_release_v130906_x86
#35
Posted 04/12/2017 02:32 PM   
Very Nice TsaebehT, not that I've ever put his DLLs to good use, but if I do, this will come in very handy. Ty
Very Nice TsaebehT, not that I've ever put his DLLs to good use, but if I do, this will come in very handy.

Ty

#36
Posted 04/12/2017 02:41 PM   
[quote="castlemadeofsand"]So i got a little farther into the lava area in the mountain. The lava heat glow is broken, and then there is also a broken effect surrounding the rocks sticking out of lava with black lines that is very distracting. also this game is very demanding with 3d. I was using DSR from 4k to 1080p in 2d and running at 60. Just playing this at 720p with the 3d fix and I was getting dropa in chapter 3 [/quote]I heard ssao is eating a lot of performance and not really doing much in this game. Might be worth turning it off to see what happens.
castlemadeofsand said:So i got a little farther into the lava area in the mountain. The lava heat glow is broken, and then there is also a broken effect surrounding the rocks sticking out of lava with black lines that is very distracting.

also this game is very demanding with 3d. I was using DSR from 4k to 1080p in 2d and running at 60. Just playing this at 720p with the 3d fix and I was getting dropa in chapter 3
I heard ssao is eating a lot of performance and not really doing much in this game. Might be worth turning it off to see what happens.

#37
Posted 04/12/2017 03:42 PM   
I have been fixing some more effects in the first level that appear in the cutscenes (a smoke effect and a haloing effect). Don't use the F5 hotkey, I noticed that it also disables shadows. I'll provide two optional pixel shaders to disable DoF. Apart from that, there are 3D cutscenes that are inside a film effect. The problem is that the cutscene "screen depth" is the depth of that shader, and that depth depends on convergence. So... you can see up to 2x max separation. I could fix that and it looked correct, but the vertex shader is shared with Bayonetta's hair :(. There's still a chance to fix that if their pixels shaders are different. Still no new release. Maybe tomorrow or in two days.
I have been fixing some more effects in the first level that appear in the cutscenes (a smoke effect and a haloing effect).

Don't use the F5 hotkey, I noticed that it also disables shadows. I'll provide two optional pixel shaders to disable DoF.

Apart from that, there are 3D cutscenes that are inside a film effect. The problem is that the cutscene "screen depth" is the depth of that shader, and that depth depends on convergence. So... you can see up to 2x max separation. I could fix that and it looked correct, but the vertex shader is shared with Bayonetta's hair :(. There's still a chance to fix that if their pixels shaders are different.

Still no new release. Maybe tomorrow or in two days.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#38
Posted 04/12/2017 11:38 PM   
Game's really awesome with high convergence, especially the in-game cutscenes. Thanks a lot for your work on this.
Game's really awesome with high convergence, especially the in-game cutscenes. Thanks a lot for your work on this.

#39
Posted 04/13/2017 12:27 AM   
Looking forward for the updated fix :) Luckily it seems possible to pause (the cutscenes) and the (changed) shaders can also be tested in paused mode. In some games (e.g. FFXIII) helixmod didn't work any more when the game was paused :( BTW the slowmotion speedhack with Cheatengine is very usefull to catch the right moment for pausing - especially in a fast paced game like Bayonetta ;)
Looking forward for the updated fix :) Luckily it seems possible to pause (the cutscenes) and the (changed) shaders can also be tested in paused mode. In some games (e.g. FFXIII) helixmod didn't work any more when the game was paused :( BTW the slowmotion speedhack with Cheatengine is very usefull to catch the right moment for pausing - especially in a fast paced game like Bayonetta ;)

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

#40
Posted 04/13/2017 08:15 AM   
New version (second): https://s3.amazonaws.com/masterotaku/Bayonetta/Bayonetta_WIP_fix_2.7z I have changed the hotkeys: F1: high convergence. F2: medium convergence (its exact value is "1"). I'll explain below why I made this one. F3: low convergence. F4: HUD depth presets. F6: toggle the reflection fix (it's enabled by default). The reflection fix affects badly other effects that didn't need a fix, like being underwater, heatwaves in episodes 3 and 4, etc. They share the same pixel shader and vertex shader, so I have no idea about how to separate them. But I have made a workaround, two in fact: When you use the F2 convergence preset, all effects controlled by that shader are 100% correct, but if you use another preset, some effects may be wrong in some areas. So use the F2 hotkey in the lava areas, for example. Another option is using F6, which will disable the fix for this shader. Use it if you want to use high convergence and you don't have water/reflections around you that would be unfixed. Personally, I just use F2 in those areas. More fixed things: - Transparent people in the train station and city. - More smoke. - More haloing stuff (lava, some lighting, etc). In the fix, there is an "optional" folder where there are three pixel shaders that disable depth of field in cutscenes. Use them if you want. About the "cutscenes inside a film" thing, just quickly drop your separation to about 50% when you see those cutscenes, and go back to 100% everywhere else. I have just started episode 5 and for now there isn't anything else to fix (except for one effect that uses a shader that affects too many unwanted things). I'll finish the game before publising it on the blog. ATTENTION 2560x1440 USERS: the game has some weird horizontal lines going on at that resolution. Make a custom resolution to play the game. I'm using 2544x1431, the closest 16:9 resolution. By the way, that white eye problem I had at boot was solved when I resetted the Nvidia profile. Also the fix seems to work without the need of pressing hotkeys at the start, I think.
New version (second): https://s3.amazonaws.com/masterotaku/Bayonetta/Bayonetta_WIP_fix_2.7z

I have changed the hotkeys:

F1: high convergence.
F2: medium convergence (its exact value is "1"). I'll explain below why I made this one.
F3: low convergence.
F4: HUD depth presets.
F6: toggle the reflection fix (it's enabled by default).

The reflection fix affects badly other effects that didn't need a fix, like being underwater, heatwaves in episodes 3 and 4, etc. They share the same pixel shader and vertex shader, so I have no idea about how to separate them. But I have made a workaround, two in fact:

When you use the F2 convergence preset, all effects controlled by that shader are 100% correct, but if you use another preset, some effects may be wrong in some areas. So use the F2 hotkey in the lava areas, for example. Another option is using F6, which will disable the fix for this shader. Use it if you want to use high convergence and you don't have water/reflections around you that would be unfixed. Personally, I just use F2 in those areas.

More fixed things:

- Transparent people in the train station and city.
- More smoke.
- More haloing stuff (lava, some lighting, etc).

In the fix, there is an "optional" folder where there are three pixel shaders that disable depth of field in cutscenes. Use them if you want.

About the "cutscenes inside a film" thing, just quickly drop your separation to about 50% when you see those cutscenes, and go back to 100% everywhere else.

I have just started episode 5 and for now there isn't anything else to fix (except for one effect that uses a shader that affects too many unwanted things). I'll finish the game before publising it on the blog.


ATTENTION 2560x1440 USERS: the game has some weird horizontal lines going on at that resolution. Make a custom resolution to play the game. I'm using 2544x1431, the closest 16:9 resolution.

By the way, that white eye problem I had at boot was solved when I resetted the Nvidia profile. Also the fix seems to work without the need of pressing hotkeys at the start, I think.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#41
Posted 04/13/2017 02:50 PM   
Sounds great masterotaku ! allmost finished the download, nice price for a nice game :) A HUGE thank you for the fix :)
Sounds great masterotaku ! allmost finished the download, nice price for a nice game :)

A HUGE thank you for the fix :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#42
Posted 04/13/2017 03:04 PM   
thanks for the fix, these games are perfect for 3d
thanks for the fix, these games are perfect for 3d

Gigabyte Gtx 1070
i5 4690k
16 gb ram

#43
Posted 04/15/2017 04:26 PM   
New version: https://s3.amazonaws.com/masterotaku/Bayonetta/Bayonetta_WIP_fix_3.7z Little changes for now. I have fixed a big transparent enemy in episode 6. I have also fixed the HUD depth presets so now you have more options. I'm at episode 8, and there is another small visual effect regarding the episode 7 boss that I couldn't fix (1- it may be extremely hard to fix because the texcoord doesn't have depth information, and 2- fixing it with an alternative and less accurate method breaks other visual effect).
New version: https://s3.amazonaws.com/masterotaku/Bayonetta/Bayonetta_WIP_fix_3.7z


Little changes for now. I have fixed a big transparent enemy in episode 6. I have also fixed the HUD depth presets so now you have more options.

I'm at episode 8, and there is another small visual effect regarding the episode 7 boss that I couldn't fix (1- it may be extremely hard to fix because the texcoord doesn't have depth information, and 2- fixing it with an alternative and less accurate method breaks other visual effect).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#44
Posted 04/15/2017 11:24 PM   
[quote="masterotaku"]I have been fixing some more effects in the first level that appear in the cutscenes (a smoke effect and a haloing effect). Don't use the F5 hotkey, I noticed that it also disables shadows. I'll provide two optional pixel shaders to disable DoF. Apart from that, there are 3D cutscenes that are inside a film effect. The problem is that the cutscene "screen depth" is the depth of that shader, and that depth depends on convergence. So... you can see up to 2x max separation. I could fix that and it looked correct, but the vertex shader is shared with Bayonetta's hair :(. There's still a chance to fix that if their pixels shaders are different. Still no new release. Maybe tomorrow or in two days.[/quote] Just a suggestion but you can use the texture for the film effect to either. Fix it or attach a seperate depth/convergence setting using presindex. I had exact same issue in the naruto game with the exact same thing [film effect] Might not be worth the time. Just throwing it out there.
masterotaku said:I have been fixing some more effects in the first level that appear in the cutscenes (a smoke effect and a haloing effect).

Don't use the F5 hotkey, I noticed that it also disables shadows. I'll provide two optional pixel shaders to disable DoF.

Apart from that, there are 3D cutscenes that are inside a film effect. The problem is that the cutscene "screen depth" is the depth of that shader, and that depth depends on convergence. So... you can see up to 2x max separation. I could fix that and it looked correct, but the vertex shader is shared with Bayonetta's hair :(. There's still a chance to fix that if their pixels shaders are different.

Still no new release. Maybe tomorrow or in two days.


Just a suggestion but you can use the texture for the film effect to either. Fix it or attach a seperate depth/convergence setting using presindex.

I had exact same issue in the naruto game with the exact same thing [film effect]

Might not be worth the time. Just throwing it out there.

Co-founder/Web host of helixmod.blog.com

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or
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#45
Posted 04/16/2017 06:50 AM   
  3 / 6    
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