Are the patterns reliably scriptable (as in, do you think it is feasible to write a script with no (harmful) false positives or negatives)? If so, it might be time to add either LUA or Python scripting support to 3DMigoto...
Are the patterns reliably scriptable (as in, do you think it is feasible to write a script with no (harmful) false positives or negatives)? If so, it might be time to add either LUA or Python scripting support to 3DMigoto...
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
[quote="DarkStarSword"]Are the patterns reliably scriptable (as in, do you think it is feasible to write a script with no (harmful) false positives or negatives)? If so, it might be time to add either LUA or Python scripting support to 3DMigoto...[/quote]
That is the thing;) I looked with Mike and basically we couldn't find a difference between a shader where we need to apply 2 stereo corrections and one that only needs one. From the ASM view they look the same.
I also thought about this to inject all the shaders with a specific pattern (like I do in my wrapper). Problem is unless you see the shader in the game you can't really tell if is a false positive or not.... :(
DarkStarSword said:Are the patterns reliably scriptable (as in, do you think it is feasible to write a script with no (harmful) false positives or negatives)? If so, it might be time to add either LUA or Python scripting support to 3DMigoto...
That is the thing;) I looked with Mike and basically we couldn't find a difference between a shader where we need to apply 2 stereo corrections and one that only needs one. From the ASM view they look the same.
I also thought about this to inject all the shaders with a specific pattern (like I do in my wrapper). Problem is unless you see the shader in the game you can't really tell if is a false positive or not.... :(
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
This may be a silly idea, but maybe you could take a binary approach?
-Script it so it applies 2 stereo corrections
-Run the game, find all the shaders that are still broken
-Take those, run a script over them to switch them to 1 stereo correction
Would that be a plausible idea? You still have to manually dump shaders, but you eliminate half of the broken ones right away.
You could also do it once with all shaders getting the double correction, then once with all getting a single. Then pick the result that looks least broken as your starting point.
This may be a silly idea, but maybe you could take a binary approach?
-Script it so it applies 2 stereo corrections
-Run the game, find all the shaders that are still broken
-Take those, run a script over them to switch them to 1 stereo correction
Would that be a plausible idea? You still have to manually dump shaders, but you eliminate half of the broken ones right away.
You could also do it once with all shaders getting the double correction, then once with all getting a single. Then pick the result that looks least broken as your starting point.
Could this behavior (shaders seeming to get generated on the fly) be due to the denuvo anti-tamper protection used in this game? Is it possible that this is a new feature that is intended to obfuscate or hide what the game is doing behind the scenes?
Could this behavior (shaders seeming to get generated on the fly) be due to the denuvo anti-tamper protection used in this game? Is it possible that this is a new feature that is intended to obfuscate or hide what the game is doing behind the scenes?
[quote="Wozman420"]Could this behavior (shaders seeming to get generated on the fly) be due to the denuvo anti-tamper protection used in this game? Is it possible that this is a new feature that is intended to obfuscate or hide what the game is doing behind the scenes?[/quote]
Other games use Denuvo:
Lords of the Fallen -> Fixed / No behavior like this
Dragon Age Inquisition -> Fixed / No behavior like this
Mad Max -> Fixed / No behavior like this
.... Definitely a ENGINE design.....
In the end I really don't care if is version 1 or 100 that is fixed.... as long as I can play it in 3D and all versions are officially supported:)
Wozman420 said:Could this behavior (shaders seeming to get generated on the fly) be due to the denuvo anti-tamper protection used in this game? Is it possible that this is a new feature that is intended to obfuscate or hide what the game is doing behind the scenes?
Other games use Denuvo:
Lords of the Fallen -> Fixed / No behavior like this
Dragon Age Inquisition -> Fixed / No behavior like this
Mad Max -> Fixed / No behavior like this
.... Definitely a ENGINE design.....
In the end I really don't care if is version 1 or 100 that is fixed.... as long as I can play it in 3D and all versions are officially supported:)
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="DarkStarSword"]Are the patterns reliably scriptable (as in, do you think it is feasible to write a script with no (harmful) false positives or negatives)? If so, it might be time to add either LUA or Python scripting support to 3DMigoto...[/quote]
I am looking at this now. The script I have does fix about 25000 shaders, and I know of a couple of extensions I need to make to cater for Ice effects. The false positives are more tricky though, I will have a really close look to see if there is a distinguishing feature between them.
Implementing python/lua in 3DMigoto *might* be worth it, though to date this is the only game (I think) that has been like this. As Helifax says, it's not enough to just load a level, the actual objects need to be rendered on screen before the shaders get dumped, so a real-time script would be enormously beneficial.
DarkStarSword said:Are the patterns reliably scriptable (as in, do you think it is feasible to write a script with no (harmful) false positives or negatives)? If so, it might be time to add either LUA or Python scripting support to 3DMigoto...
I am looking at this now. The script I have does fix about 25000 shaders, and I know of a couple of extensions I need to make to cater for Ice effects. The false positives are more tricky though, I will have a really close look to see if there is a distinguishing feature between them.
Implementing python/lua in 3DMigoto *might* be worth it, though to date this is the only game (I think) that has been like this. As Helifax says, it's not enough to just load a level, the actual objects need to be rendered on screen before the shaders get dumped, so a real-time script would be enormously beneficial.
Well I worked out why the current script was not working - the new shaders have swizzled the x and y components that need correcting (FFS) (they were originally in yz anyway, so y needed correcting, but now they are in yw and w needs correcting...). I'll hope to look at this properly this weekend, but as someone else suggested, I might wait until the next patch to see if it all gets screwed up again. I will work on the tile lighting compute shader in the meantime - understanding 'how' to correct that is not likely to change.
Well I worked out why the current script was not working - the new shaders have swizzled the x and y components that need correcting (FFS) (they were originally in yz anyway, so y needed correcting, but now they are in yw and w needs correcting...). I'll hope to look at this properly this weekend, but as someone else suggested, I might wait until the next patch to see if it all gets screwed up again. I will work on the tile lighting compute shader in the meantime - understanding 'how' to correct that is not likely to change.
Very bad news about the update....maybe is safe to wait until next update to see if change again.
I think Helix make the lua script for Unreal Engine 3 because of the same or similar thing with that engine...every level dumps new shaders, so the "on the fly" solution was easier. I remember read Helix says that with Bioshock Infinite the lua script fix around 600 or 800 shaders on the fly each time a new scenerio was load. It's easier to exclude the ones that the script catch by mistake than fix 800 shaders.
If more engines introduce this thing, will be necessary to replicate something similar to lua script in 3Dmigoto. We can expect something similar with UE4 games.
Very bad news about the update....maybe is safe to wait until next update to see if change again.
I think Helix make the lua script for Unreal Engine 3 because of the same or similar thing with that engine...every level dumps new shaders, so the "on the fly" solution was easier. I remember read Helix says that with Bioshock Infinite the lua script fix around 600 or 800 shaders on the fly each time a new scenerio was load. It's easier to exclude the ones that the script catch by mistake than fix 800 shaders.
If more engines introduce this thing, will be necessary to replicate something similar to lua script in 3Dmigoto. We can expect something similar with UE4 games.
[quote="3d4dd"]Too bad :( So which build should I use and back up for the fix currently in work? Is it 610.1?[/quote]
610.2 is the one. But I don't think Crystal Dynamics will remove it from Steam... Look at TR 2013 all the builds are still there in Steam;) So...
3d4dd said:Too bad :( So which build should I use and back up for the fix currently in work? Is it 610.1?
610.2 is the one. But I don't think Crystal Dynamics will remove it from Steam... Look at TR 2013 all the builds are still there in Steam;) So...
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"][quote="Wozman420"]Could this behavior (shaders seeming to get generated on the fly) be due to the denuvo anti-tamper protection used in this game? Is it possible that this is a new feature that is intended to obfuscate or hide what the game is doing behind the scenes?[/quote]
Other games use Denuvo:
Lords of the Fallen -> Fixed / No behavior like this
Dragon Age Inquisition -> Fixed / No behavior like this
Mad Max -> Fixed / No behavior like this
.... Definitely a ENGINE design.....
In the end I really don't care if is version 1 or 100 that is fixed.... as long as I can play it in 3D and all versions are officially supported:)[/quote]
As I understand it, each game uses Denuvo differently. It is an ever-evolving beast that they keep adding protection routines to with each revision. There was some news last week about the cracking group 3DM that they came out and said that the newest versions of Denuvo are giving them such a hard time (Just Cause 3 and Rise of the Tomb Raider), that they are going on hiatus from the cracking scene for a while because it currently has them completely stumped.
I can't help but think that there is no coincidence that our shader hackers are also experiencing difficulties with fixing these 2 titles. Essentially, the shader hunting and the cracking of the copy protection are both trying to peek at what the game is doing behind the scenes in order to change its behavior, and that's what Denuvo is for - to make it harder to manipulate the game's code. Granted that the motives are very different in these cases but I still think that the issues we are having are related.
In the process of fixing MGSV and Ground Zeroes (also using Denuvo but an older variant), did anyone look into using a cracked version of the game in order to hunt for shaders? If so, did it help at all in getting the game to play nice?
Wozman420 said:Could this behavior (shaders seeming to get generated on the fly) be due to the denuvo anti-tamper protection used in this game? Is it possible that this is a new feature that is intended to obfuscate or hide what the game is doing behind the scenes?
Other games use Denuvo:
Lords of the Fallen -> Fixed / No behavior like this
Dragon Age Inquisition -> Fixed / No behavior like this
Mad Max -> Fixed / No behavior like this
.... Definitely a ENGINE design.....
In the end I really don't care if is version 1 or 100 that is fixed.... as long as I can play it in 3D and all versions are officially supported:)
As I understand it, each game uses Denuvo differently. It is an ever-evolving beast that they keep adding protection routines to with each revision. There was some news last week about the cracking group 3DM that they came out and said that the newest versions of Denuvo are giving them such a hard time (Just Cause 3 and Rise of the Tomb Raider), that they are going on hiatus from the cracking scene for a while because it currently has them completely stumped.
I can't help but think that there is no coincidence that our shader hackers are also experiencing difficulties with fixing these 2 titles. Essentially, the shader hunting and the cracking of the copy protection are both trying to peek at what the game is doing behind the scenes in order to change its behavior, and that's what Denuvo is for - to make it harder to manipulate the game's code. Granted that the motives are very different in these cases but I still think that the issues we are having are related.
In the process of fixing MGSV and Ground Zeroes (also using Denuvo but an older variant), did anyone look into using a cracked version of the game in order to hunt for shaders? If so, did it help at all in getting the game to play nice?
[quote="Wozman420"][quote="helifax"][quote="Wozman420"]Could this behavior (shaders seeming to get generated on the fly) be due to the denuvo anti-tamper protection used in this game? Is it possible that this is a new feature that is intended to obfuscate or hide what the game is doing behind the scenes?[/quote]
Other games use Denuvo:
Lords of the Fallen -> Fixed / No behavior like this
Dragon Age Inquisition -> Fixed / No behavior like this
Mad Max -> Fixed / No behavior like this
.... Definitely a ENGINE design.....
In the end I really don't care if is version 1 or 100 that is fixed.... as long as I can play it in 3D and all versions are officially supported:)[/quote]
As I understand it, each game uses Denuvo differently. It is an ever-evolving beast that they keep adding protection routines to with each revision. There was some news last week about the cracking group 3DM that they came out and said that the newest versions of Denuvo are giving them such a hard time (Just Cause 3 and Rise of the Tomb Raider), that they are going on hiatus from the cracking scene for a while because it currently has them completely stumped.
I can't help but think that there is no coincidence that our shader hackers are also experiencing difficulties with fixing these 2 titles. Essentially, the shader hunting and the cracking of the copy protection are both trying to peek at what the game is doing behind the scenes in order to change its behavior, and that's what Denuvo is for - to make it harder to manipulate the game's code. Granted that the motives are very different in these cases but I still think that the issues we are having are related.
In the process of fixing MGSV and Ground Zeroes (also using Denuvo but an older variant), did anyone look into using a cracked version of the game in order to hunt for shaders? If so, did it help at all in getting the game to play nice?[/quote]
Lots of DX9 games have done this in the PAST. Lost of new games are doing this as well... On OpenGL Wrapper I have implemented an automatic insertion on all shaders that are created EXACTLY for this purpose, as some games constantly generate shaders... 3DMigoto currently doesn't have this implemented...
I know DarkStarSword said at some point he will try to add it...
It has nothing to do with the Protection scheme a game is using... This is A CORE GRAPHICS ENGINE DESIGN! It was done like this before DENUVO was even applied on top of the build...
Wozman420 said:Could this behavior (shaders seeming to get generated on the fly) be due to the denuvo anti-tamper protection used in this game? Is it possible that this is a new feature that is intended to obfuscate or hide what the game is doing behind the scenes?
Other games use Denuvo:
Lords of the Fallen -> Fixed / No behavior like this
Dragon Age Inquisition -> Fixed / No behavior like this
Mad Max -> Fixed / No behavior like this
.... Definitely a ENGINE design.....
In the end I really don't care if is version 1 or 100 that is fixed.... as long as I can play it in 3D and all versions are officially supported:)
As I understand it, each game uses Denuvo differently. It is an ever-evolving beast that they keep adding protection routines to with each revision. There was some news last week about the cracking group 3DM that they came out and said that the newest versions of Denuvo are giving them such a hard time (Just Cause 3 and Rise of the Tomb Raider), that they are going on hiatus from the cracking scene for a while because it currently has them completely stumped.
I can't help but think that there is no coincidence that our shader hackers are also experiencing difficulties with fixing these 2 titles. Essentially, the shader hunting and the cracking of the copy protection are both trying to peek at what the game is doing behind the scenes in order to change its behavior, and that's what Denuvo is for - to make it harder to manipulate the game's code. Granted that the motives are very different in these cases but I still think that the issues we are having are related.
In the process of fixing MGSV and Ground Zeroes (also using Denuvo but an older variant), did anyone look into using a cracked version of the game in order to hunt for shaders? If so, did it help at all in getting the game to play nice?
Lots of DX9 games have done this in the PAST. Lost of new games are doing this as well... On OpenGL Wrapper I have implemented an automatic insertion on all shaders that are created EXACTLY for this purpose, as some games constantly generate shaders... 3DMigoto currently doesn't have this implemented...
I know DarkStarSword said at some point he will try to add it...
It has nothing to do with the Protection scheme a game is using... This is A CORE GRAPHICS ENGINE DESIGN! It was done like this before DENUVO was even applied on top of the build...
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="GibsonRed"]This is not correct. It's yesterday's news, you need to keep up! [/quote]
Hmm.. Are you talking about what I said or what Wozman420 said?
If I am wrong in any of my statements please let me know why :)
GibsonRed said:This is not correct. It's yesterday's news, you need to keep up!
Hmm.. Are you talking about what I said or what Wozman420 said?
If I am wrong in any of my statements please let me know why :)
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
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
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
That is the thing;) I looked with Mike and basically we couldn't find a difference between a shader where we need to apply 2 stereo corrections and one that only needs one. From the ASM view they look the same.
I also thought about this to inject all the shaders with a specific pattern (like I do in my wrapper). Problem is unless you see the shader in the game you can't really tell if is a false positive or not.... :(
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)
-Script it so it applies 2 stereo corrections
-Run the game, find all the shaders that are still broken
-Take those, run a script over them to switch them to 1 stereo correction
Would that be a plausible idea? You still have to manually dump shaders, but you eliminate half of the broken ones right away.
You could also do it once with all shaders getting the double correction, then once with all getting a single. Then pick the result that looks least broken as your starting point.
Other games use Denuvo:
Lords of the Fallen -> Fixed / No behavior like this
Dragon Age Inquisition -> Fixed / No behavior like this
Mad Max -> Fixed / No behavior like this
.... Definitely a ENGINE design.....
In the end I really don't care if is version 1 or 100 that is fixed.... as long as I can play it in 3D and all versions are officially supported:)
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)
I am looking at this now. The script I have does fix about 25000 shaders, and I know of a couple of extensions I need to make to cater for Ice effects. The false positives are more tricky though, I will have a really close look to see if there is a distinguishing feature between them.
Implementing python/lua in 3DMigoto *might* be worth it, though to date this is the only game (I think) that has been like this. As Helifax says, it's not enough to just load a level, the actual objects need to be rendered on screen before the shaders get dumped, so a real-time script would be enormously beneficial.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I think Helix make the lua script for Unreal Engine 3 because of the same or similar thing with that engine...every level dumps new shaders, so the "on the fly" solution was easier. I remember read Helix says that with Bioshock Infinite the lua script fix around 600 or 800 shaders on the fly each time a new scenerio was load. It's easier to exclude the ones that the script catch by mistake than fix 800 shaders.
If more engines introduce this thing, will be necessary to replicate something similar to lua script in 3Dmigoto. We can expect something similar with UE4 games.
MY WEB
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My 3D Screenshot Gallery
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My original display name is 3d4dd - for some reason Nvidia changed it..?!
610.2 is the one. But I don't think Crystal Dynamics will remove it from Steam... Look at TR 2013 all the builds are still there in Steam;) So...
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)
As I understand it, each game uses Denuvo differently. It is an ever-evolving beast that they keep adding protection routines to with each revision. There was some news last week about the cracking group 3DM that they came out and said that the newest versions of Denuvo are giving them such a hard time (Just Cause 3 and Rise of the Tomb Raider), that they are going on hiatus from the cracking scene for a while because it currently has them completely stumped.
I can't help but think that there is no coincidence that our shader hackers are also experiencing difficulties with fixing these 2 titles. Essentially, the shader hunting and the cracking of the copy protection are both trying to peek at what the game is doing behind the scenes in order to change its behavior, and that's what Denuvo is for - to make it harder to manipulate the game's code. Granted that the motives are very different in these cases but I still think that the issues we are having are related.
In the process of fixing MGSV and Ground Zeroes (also using Denuvo but an older variant), did anyone look into using a cracked version of the game in order to hunt for shaders? If so, did it help at all in getting the game to play nice?
Lots of DX9 games have done this in the PAST. Lost of new games are doing this as well... On OpenGL Wrapper I have implemented an automatic insertion on all shaders that are created EXACTLY for this purpose, as some games constantly generate shaders... 3DMigoto currently doesn't have this implemented...
I know DarkStarSword said at some point he will try to add it...
It has nothing to do with the Protection scheme a game is using... This is A CORE GRAPHICS ENGINE DESIGN! It was done like this before DENUVO was even applied on top of the build...
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)
Hmm.. Are you talking about what I said or what Wozman420 said?
If I am wrong in any of my statements please let me know why :)
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)