[quote="murilladas"][quote="helifax"]
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)[/quote]
dont work for me, only way is replace the d3d11.dll for the older version....:S[/quote]
Does it work in SLI more without Surround ?
Do you have the Evil Update installed ? (if on Windows 7)
helifax said:
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)
dont work for me, only way is replace the d3d11.dll for the older version....:S
Does it work in SLI more without Surround ?
Do you have the Evil Update installed ? (if on Windows 7)
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="murilladas"][quote="helifax"]
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)[/quote]
dont work for me, only way is replace the d3d11.dll for the older version....:S[/quote]
Does it work in SLI more without Surround ?
Do you have the Evil Update installed ? (if on Windows 7)[/quote]
thanks for answer!
Dont work in any way...with surround without, SLI or not...only works with old *.dll :(.
Only me??? seriously?? :__(
Don't have the evil upate KB2670838...
helifax said:
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)
dont work for me, only way is replace the d3d11.dll for the older version....:S
Does it work in SLI more without Surround ?
Do you have the Evil Update installed ? (if on Windows 7)
thanks for answer!
Dont work in any way...with surround without, SLI or not...only works with old *.dll :(.
Only me??? seriously?? :__(
Don't have the evil upate KB2670838...
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
[quote="murilladas"][quote="helifax"][quote="murilladas"][quote="helifax"]
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)[/quote]
dont work for me, only way is replace the d3d11.dll for the older version....:S[/quote]
Does it work in SLI more without Surround ?
Do you have the Evil Update installed ? (if on Windows 7)[/quote]
thanks for answer!
Dont work in any way...with surround without, SLI or not...only works with old *.dll :(.
Only me??? seriously?? :__(
Don't have the evil upate KB2670838...
[/quote]
The new version of the 3DMigoto DLL will not work without the evil update.
helifax said:
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)
dont work for me, only way is replace the d3d11.dll for the older version....:S
Does it work in SLI more without Surround ?
Do you have the Evil Update installed ? (if on Windows 7)
thanks for answer!
Dont work in any way...with surround without, SLI or not...only works with old *.dll :(.
Only me??? seriously?? :__(
Don't have the evil upate KB2670838...
The new version of the 3DMigoto DLL will not work without the evil update.
[quote="mike_ar69"][quote="murilladas"][quote="helifax"][quote="murilladas"][quote="helifax"]
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)[/quote]
dont work for me, only way is replace the d3d11.dll for the older version....:S[/quote]
Does it work in SLI more without Surround ?
Do you have the Evil Update installed ? (if on Windows 7)[/quote]
thanks for answer!
Dont work in any way...with surround without, SLI or not...only works with old *.dll :(.
Only me??? seriously?? :__(
Don't have the evil upate KB2670838...
[/quote]
The new version of the 3DMigoto DLL will not work without the evil update.[/quote]
Bingo!
You need to install that one;)) (at last;)) )
Offtopic:
I don't know if many of you game on a Laptop, but Nvidia just release a hotfix driver FOR MOBILE GPUS(AKA LAPTOPS) 353.00.
It is supposed to enable overclocking BUUUUT it also enabled DSR on Mobile GPUS!!!!
I just tested Dragon Age: Inquisition in 4K in 3D:))) (and besides the 5fps I was getting) it looks very nice and a welcome feature:)) (Now really depends ON WHAT games you plan to use it;))) Just a heads up:)
helifax said:
- remove the prev fix.
- disabled surround, but left SLI on
- started the game...it worked
- re-enabled surround.
- started the game... it worked:))
Nothing more than that:)
dont work for me, only way is replace the d3d11.dll for the older version....:S
Does it work in SLI more without Surround ?
Do you have the Evil Update installed ? (if on Windows 7)
thanks for answer!
Dont work in any way...with surround without, SLI or not...only works with old *.dll :(.
Only me??? seriously?? :__(
Don't have the evil upate KB2670838...
The new version of the 3DMigoto DLL will not work without the evil update.
Bingo!
You need to install that one;)) (at last;)) )
Offtopic:
I don't know if many of you game on a Laptop, but Nvidia just release a hotfix driver FOR MOBILE GPUS(AKA LAPTOPS) 353.00.
It is supposed to enable overclocking BUUUUT it also enabled DSR on Mobile GPUS!!!!
I just tested Dragon Age: Inquisition in 4K in 3D:))) (and besides the 5fps I was getting) it looks very nice and a welcome feature:)) (Now really depends ON WHAT games you plan to use it;))) Just a heads up:)
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"]I should have mentioned - I included 3Dmigoto 1.1.8 in this release which requires the courierbold.spritefont in the bin directory (otherwise it might crash). I added a second copy in the x64 directory because we want to move it there going forward.
The most important thing is to run the uninstall.bat before you install this one.[/quote]
Want to add that the 1.1.8 version of 3Dmigoto currently requires that the "evil-update" be installed. Not ideal, but presently it's necessary or you get a crash.
It should be OK to roll back to the 1.0.1 version if you need to.
DarkStarSword said:I should have mentioned - I included 3Dmigoto 1.1.8 in this release which requires the courierbold.spritefont in the bin directory (otherwise it might crash). I added a second copy in the x64 directory because we want to move it there going forward.
The most important thing is to run the uninstall.bat before you install this one.
Want to add that the 1.1.8 version of 3Dmigoto currently requires that the "evil-update" be installed. Not ideal, but presently it's necessary or you get a crash.
It should be OK to roll back to the 1.0.1 version if you need to.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Yes...i installed the update and the fix works now. Thank you very much to all :))).
We just need boost performance for surround :)). Come on nvidia and CDPR :P.
Yes...i installed the update and the fix works now. Thank you very much to all :))).
We just need boost performance for surround :)). Come on nvidia and CDPR :P.
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
Is there a way to push the name plates further into depth and are they tied to the HUD? I know in some of the past fixes there was a parameter to adjust in the d3dx.ini file or one of the shader files.
Is there a way to push the name plates further into depth and are they tied to the HUD? I know in some of the past fixes there was a parameter to adjust in the d3dx.ini file or one of the shader files.
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
A few changes in d3dx.ini and my wrapper does not work correctly.
Feels tiresome at 3am.
Lots of code to learn and understand to be able to replicate.
I'm always behind for obvious reasons.
[quote="Flugan"]A few changes in d3dx.ini and my wrapper does not work correctly.
Feels tiresome at 3am.
Lots of code to learn and understand to be able to replicate.
I'm always behind for obvious reasons.[/quote]
Flugan, Mike already said the Texture map was a short term fix, so I wouldn't spend any time on that. The addition I made for full_screen doesn't work in this game, so it's not worth adding at present either. This is all alpha caliber software, so it's not a big deal to lag on some things.
Flugan said:A few changes in d3dx.ini and my wrapper does not work correctly.
Feels tiresome at 3am.
Lots of code to learn and understand to be able to replicate.
I'm always behind for obvious reasons.
Flugan, Mike already said the Texture map was a short term fix, so I wouldn't spend any time on that. The addition I made for full_screen doesn't work in this game, so it's not worth adding at present either. This is all alpha caliber software, so it's not a big deal to lag on some things.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="Arioch1"]Is there a way to push the name plates further into depth and are they tied to the HUD? I know in some of the past fixes there was a parameter to adjust in the d3dx.ini file or one of the shader files. [/quote]
That can be done with helix dll, but not (yet) with 3dmigoto. The nameplates might be separable through shaders, but someone needs to look. There are lots of HUD shaders, so it's a possibility...
@Helifax - wanna have a look at this?
Arioch1 said:Is there a way to push the name plates further into depth and are they tied to the HUD? I know in some of the past fixes there was a parameter to adjust in the d3dx.ini file or one of the shader files.
That can be done with helix dll, but not (yet) with 3dmigoto. The nameplates might be separable through shaders, but someone needs to look. There are lots of HUD shaders, so it's a possibility...
[quote="DarkStarSword"][quote="bo3b"]Heeey, that is a seriously great find. We can easily switch the casting operations to use the asint(). [/quote]
I still think it's worth perusing, but I'm beginning to be more and more convinced that there are several situations where those are totally broken. e.g.
[code]
r0.xy = asfloat((int2)v0.xy);
[/code]
where r0 is a float4 (that is - I want to cast a float to an int due to a ftoi instruction, but then store the int bit pattern in a float variable to match the original registers) produces:
[code]
ftoi r0.xy, v0.xyxx
ftoi r1.xy, v0.xyxx
[/code]
Which looks totally broken to me - where did the second conversion come from? It seems to be due to asfloat(), but that's a reinterpret so it shouldn't be adding an explicit conversion instruction here, and the conversion seems to be the wrong way around if it was doing a cast :-/
If I remove the asfloat() then that generates one ftoi, which is what I want, but no longer matches the code, so this smells like a compiler bug to me.
Or am I misunderstanding something here?
I've also been running into problems with using integers when whole shaders get optimised away when the compiler decides that a boolean condition will never pass, but that might be something I've done wrong - not sure yet.[/quote]
This has been my experience with the asint, asfloat intrinsics as well. They don't seem to work like I'd expect, which has been confusing. I think this wasn't much of a problem before because we typically have type information from the headers that are applied. But, it's a lot of moving parts and I'm less sure than I was.
Nevertheless, you found a particularly good improvement for at least the itof, utof type instructions, so even if it doesn't seem exactly right, this will improve the output code quality.
I'll make a new release later today that will include this addition, and also allow Mike's resinfo instructions through.
Not now, but after this stabilizes a bit, we should regenerate the shaders and reapply the fixes to take advantage of these improvements. The reason to do that even though we don't visually see glitches, is because we are also introducing pipeline errors that I see with full debug builds. It takes the game from 100% clean on GPU pipeline warnings to actual error levels, with mismatched inputs and outputs. This is clearly introduced by Decompiler bugs, and is very likely to be the 'white screen' problems you see.
bo3b said:Heeey, that is a seriously great find. We can easily switch the casting operations to use the asint().
I still think it's worth perusing, but I'm beginning to be more and more convinced that there are several situations where those are totally broken. e.g.
r0.xy = asfloat((int2)v0.xy);
where r0 is a float4 (that is - I want to cast a float to an int due to a ftoi instruction, but then store the int bit pattern in a float variable to match the original registers) produces:
ftoi r0.xy, v0.xyxx
ftoi r1.xy, v0.xyxx
Which looks totally broken to me - where did the second conversion come from? It seems to be due to asfloat(), but that's a reinterpret so it shouldn't be adding an explicit conversion instruction here, and the conversion seems to be the wrong way around if it was doing a cast :-/
If I remove the asfloat() then that generates one ftoi, which is what I want, but no longer matches the code, so this smells like a compiler bug to me.
Or am I misunderstanding something here?
I've also been running into problems with using integers when whole shaders get optimised away when the compiler decides that a boolean condition will never pass, but that might be something I've done wrong - not sure yet.
This has been my experience with the asint, asfloat intrinsics as well. They don't seem to work like I'd expect, which has been confusing. I think this wasn't much of a problem before because we typically have type information from the headers that are applied. But, it's a lot of moving parts and I'm less sure than I was.
Nevertheless, you found a particularly good improvement for at least the itof, utof type instructions, so even if it doesn't seem exactly right, this will improve the output code quality.
I'll make a new release later today that will include this addition, and also allow Mike's resinfo instructions through.
Not now, but after this stabilizes a bit, we should regenerate the shaders and reapply the fixes to take advantage of these improvements. The reason to do that even though we don't visually see glitches, is because we are also introducing pipeline errors that I see with full debug builds. It takes the game from 100% clean on GPU pipeline warnings to actual error levels, with mismatched inputs and outputs. This is clearly introduced by Decompiler bugs, and is very likely to be the 'white screen' problems you see.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"]
Not now, but after this stabilizes a bit, we should regenerate the shaders and reapply the fixes to take advantage of these improvements.
[/quote]
I'll do this when I get back. I have updated my script anyway to remove all the manual matrix inverse stuff since I discovered that the PS header has a modelView and viewModel matrix already - point being it will be painless.
bo3b said:
Not now, but after this stabilizes a bit, we should regenerate the shaders and reapply the fixes to take advantage of these improvements.
I'll do this when I get back. I have updated my script anyway to remove all the manual matrix inverse stuff since I discovered that the PS header has a modelView and viewModel matrix already - point being it will be painless.
[quote="mike_ar69"][quote="Arioch1"]Is there a way to push the name plates further into depth and are they tied to the HUD? I know in some of the past fixes there was a parameter to adjust in the d3dx.ini file or one of the shader files. [/quote]
That can be done with helix dll, but not (yet) with 3dmigoto. The nameplates might be separable through shaders, but someone needs to look. There are lots of HUD shaders, so it's a possibility...
@Helifax - wanna have a look at this? [/quote]
Yupp, I can take a look at this;))
Arioch1 said:Is there a way to push the name plates further into depth and are they tied to the HUD? I know in some of the past fixes there was a parameter to adjust in the d3dx.ini file or one of the shader files.
That can be done with helix dll, but not (yet) with 3dmigoto. The nameplates might be separable through shaders, but someone needs to look. There are lots of HUD shaders, so it's a possibility...
@Helifax - wanna have a look at this?
Yupp, I can take a look at this;))
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="mike_ar69"][quote="Arioch1"]Is there a way to push the name plates further into depth and are they tied to the HUD? I know in some of the past fixes there was a parameter to adjust in the d3dx.ini file or one of the shader files. [/quote]
That can be done with helix dll, but not (yet) with 3dmigoto. The nameplates might be separable through shaders, but someone needs to look. There are lots of HUD shaders, so it's a possibility...
@Helifax - wanna have a look at this? [/quote]
Yupp, I can take a look at this;))[/quote]
Thanks Helifax! I know it's not a major issue but pushing them further into depth helps in combat when you got multiple targets around you.
Arioch1 said:Is there a way to push the name plates further into depth and are they tied to the HUD? I know in some of the past fixes there was a parameter to adjust in the d3dx.ini file or one of the shader files.
That can be done with helix dll, but not (yet) with 3dmigoto. The nameplates might be separable through shaders, but someone needs to look. There are lots of HUD shaders, so it's a possibility...
@Helifax - wanna have a look at this?
Yupp, I can take a look at this;))
Thanks Helifax! I know it's not a major issue but pushing them further into depth helps in combat when you got multiple targets around you.
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
[quote="Flugan"]Looks like I need to include nvapi64.dll from 3Dmigoto to force fullscreen.[/quote]Not sure if we strictly need that for this game - I'm not using it. Maybe we need it for 3D TV Play? Certainly there are a few Unity fixes that require this (right now Ori, and soon it will also be needed for the World of Diving update when I finish working on the Unity 5 / DX11 update).
Edit: Actually the full screen support is in dxgi.dll not nvapi64.dll, which we are hooking from DllMain() in d3d11.dll, plus some backdoor access method bo3b found. This is still a very, *very* alpha feature though with lots of bizarre and unexpected corner cases.
Edit again: Oh, I see we actually do have some code for this in nvapi64.dll as well for games that use nvapi to create the swap chain. Not sure which this game does - haven't checked.
[/quote]
[quote]ShaderOverride is completely missing support.
Not even sure what it implies when you pass skip.
Obviously not replacing shader and not using the original shader.
If I had to guess it would disable all draw calls with that shader active.[/quote]That is correct, just disable the draw calls when the shader is active. As Mike & bo3b said though - that is only a temporary thing for this fix, so I wouldn't stress over it.
In terms of what other [ShaderOverride*] features are currently in use in various fixes:
- convergence=0 override is in use in the Defense Grid 2 fix to push the skybox back to infinity
- depth_filter=depth_inactive is in use in the Far Cry 4 fix for some UI elements (e.g. weapon sights), and I think at least one other (I forget which). This switches between using the version in ShaderFixes and the original from the game depending on whether there is an active depth buffer or not.
- partner=hash filter was originally added for Far Cry 4, but I didn't end up using it. I'm pretty sure someone else is though. Like depth_filter it selects the version from ShaderFixes when the hash matches the other type (pixel/vertex) of shader in the pipeline, otherwise the original from the game is used.
I don't know of any fix using the separation= override, but it's been there since the very first release of 3Dmigoto so someone might be.
I don't think anyone is using the IndexBufferFilter at the moment, and it's somewhat limited compared to the depth_filter and parner filters (IIRC it only filters the skip or separation settings, but can't select whether to use the original or fixed shader), so I wouldn't bother with it.
Note that I have some plans to enhance depth_filter and parner at some point to pass the information into the shaders so that more complicated decision trees can be made, but for the moment I'm waiting until there is a proven need.
Flugan said:Looks like I need to include nvapi64.dll from 3Dmigoto to force fullscreen.
Not sure if we strictly need that for this game - I'm not using it. Maybe we need it for 3D TV Play? Certainly there are a few Unity fixes that require this (right now Ori, and soon it will also be needed for the World of Diving update when I finish working on the Unity 5 / DX11 update).
Edit: Actually the full screen support is in dxgi.dll not nvapi64.dll, which we are hooking from DllMain() in d3d11.dll, plus some backdoor access method bo3b found. This is still a very, *very* alpha feature though with lots of bizarre and unexpected corner cases.
Edit again: Oh, I see we actually do have some code for this in nvapi64.dll as well for games that use nvapi to create the swap chain. Not sure which this game does - haven't checked.
ShaderOverride is completely missing support.
Not even sure what it implies when you pass skip.
Obviously not replacing shader and not using the original shader.
If I had to guess it would disable all draw calls with that shader active.
That is correct, just disable the draw calls when the shader is active. As Mike & bo3b said though - that is only a temporary thing for this fix, so I wouldn't stress over it.
In terms of what other [ShaderOverride*] features are currently in use in various fixes:
- convergence=0 override is in use in the Defense Grid 2 fix to push the skybox back to infinity
- depth_filter=depth_inactive is in use in the Far Cry 4 fix for some UI elements (e.g. weapon sights), and I think at least one other (I forget which). This switches between using the version in ShaderFixes and the original from the game depending on whether there is an active depth buffer or not.
- partner=hash filter was originally added for Far Cry 4, but I didn't end up using it. I'm pretty sure someone else is though. Like depth_filter it selects the version from ShaderFixes when the hash matches the other type (pixel/vertex) of shader in the pipeline, otherwise the original from the game is used.
I don't know of any fix using the separation= override, but it's been there since the very first release of 3Dmigoto so someone might be.
I don't think anyone is using the IndexBufferFilter at the moment, and it's somewhat limited compared to the depth_filter and parner filters (IIRC it only filters the skip or separation settings, but can't select whether to use the original or fixed shader), so I wouldn't bother with it.
Note that I have some plans to enhance depth_filter and parner at some point to pass the information into the shaders so that more complicated decision trees can be made, but for the moment I'm waiting until there is a proven need.
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
Does it work in SLI more without Surround ?
Do you have the Evil Update installed ? (if on Windows 7)
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)
thanks for answer!
Dont work in any way...with surround without, SLI or not...only works with old *.dll :(.
Only me??? seriously?? :__(
Don't have the evil upate KB2670838...
i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.
The new version of the 3DMigoto DLL will not work without the evil update.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Bingo!
You need to install that one;)) (at last;)) )
Offtopic:
I don't know if many of you game on a Laptop, but Nvidia just release a hotfix driver FOR MOBILE GPUS(AKA LAPTOPS) 353.00.
It is supposed to enable overclocking BUUUUT it also enabled DSR on Mobile GPUS!!!!
I just tested Dragon Age: Inquisition in 4K in 3D:))) (and besides the 5fps I was getting) it looks very nice and a welcome feature:)) (Now really depends ON WHAT games you plan to use it;))) Just a heads up:)
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)
Want to add that the 1.1.8 version of 3Dmigoto currently requires that the "evil-update" be installed. Not ideal, but presently it's necessary or you get a crash.
It should be OK to roll back to the 1.0.1 version if you need to.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
We just need boost performance for surround :)). Come on nvidia and CDPR :P.
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Feels tiresome at 3am.
Lots of code to learn and understand to be able to replicate.
I'm always behind for obvious reasons.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
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Flugan, Mike already said the Texture map was a short term fix, so I wouldn't spend any time on that. The addition I made for full_screen doesn't work in this game, so it's not worth adding at present either. This is all alpha caliber software, so it's not a big deal to lag on some things.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
That can be done with helix dll, but not (yet) with 3dmigoto. The nameplates might be separable through shaders, but someone needs to look. There are lots of HUD shaders, so it's a possibility...
@Helifax - wanna have a look at this?
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
This has been my experience with the asint, asfloat intrinsics as well. They don't seem to work like I'd expect, which has been confusing. I think this wasn't much of a problem before because we typically have type information from the headers that are applied. But, it's a lot of moving parts and I'm less sure than I was.
Nevertheless, you found a particularly good improvement for at least the itof, utof type instructions, so even if it doesn't seem exactly right, this will improve the output code quality.
I'll make a new release later today that will include this addition, and also allow Mike's resinfo instructions through.
Not now, but after this stabilizes a bit, we should regenerate the shaders and reapply the fixes to take advantage of these improvements. The reason to do that even though we don't visually see glitches, is because we are also introducing pipeline errors that I see with full debug builds. It takes the game from 100% clean on GPU pipeline warnings to actual error levels, with mismatched inputs and outputs. This is clearly introduced by Decompiler bugs, and is very likely to be the 'white screen' problems you see.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I'll do this when I get back. I have updated my script anyway to remove all the manual matrix inverse stuff since I discovered that the PS header has a modelView and viewModel matrix already - point being it will be painless.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Yupp, I can take a look at this;))
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.
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- 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)
Thanks Helifax! I know it's not a major issue but pushing them further into depth helps in combat when you got multiple targets around you.
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
Edit: Actually the full screen support is in dxgi.dll not nvapi64.dll, which we are hooking from DllMain() in d3d11.dll, plus some backdoor access method bo3b found. This is still a very, *very* alpha feature though with lots of bizarre and unexpected corner cases.
Edit again: Oh, I see we actually do have some code for this in nvapi64.dll as well for games that use nvapi to create the swap chain. Not sure which this game does - haven't checked.
That is correct, just disable the draw calls when the shader is active. As Mike & bo3b said though - that is only a temporary thing for this fix, so I wouldn't stress over it.
In terms of what other [ShaderOverride*] features are currently in use in various fixes:
- convergence=0 override is in use in the Defense Grid 2 fix to push the skybox back to infinity
- depth_filter=depth_inactive is in use in the Far Cry 4 fix for some UI elements (e.g. weapon sights), and I think at least one other (I forget which). This switches between using the version in ShaderFixes and the original from the game depending on whether there is an active depth buffer or not.
- partner=hash filter was originally added for Far Cry 4, but I didn't end up using it. I'm pretty sure someone else is though. Like depth_filter it selects the version from ShaderFixes when the hash matches the other type (pixel/vertex) of shader in the pipeline, otherwise the original from the game is used.
I don't know of any fix using the separation= override, but it's been there since the very first release of 3Dmigoto so someone might be.
I don't think anyone is using the IndexBufferFilter at the moment, and it's somewhat limited compared to the depth_filter and parner filters (IIRC it only filters the skip or separation settings, but can't select whether to use the original or fixed shader), so I wouldn't bother with it.
Note that I have some plans to enhance depth_filter and parner at some point to pass the information into the shaders so that more complicated decision trees can be made, but for the moment I'm waiting until there is a proven need.
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