I had little free time today, so here's the things I tried.
d3d11_log.txt complained about the "StructuredBuffer<BakedGaussianProfiles> BakedGaussianProfiles : register(t2);" line, saying "unknown identifier BakedGaussianProfiles". I tried changing the <> part to float4, but then it complained about "mGaussianKernel", which doesn't exist (where did you get that word from, bo3b?).
I'll try more things tomorrow, but I'm not sure what I'll manage to do. Probably nothing :p.
I had little free time today, so here's the things I tried.
d3d11_log.txt complained about the "StructuredBuffer<BakedGaussianProfiles> BakedGaussianProfiles : register(t2);" line, saying "unknown identifier BakedGaussianProfiles". I tried changing the <> part to float4, but then it complained about "mGaussianKernel", which doesn't exist (where did you get that word from, bo3b?).
I'll try more things tomorrow, but I'm not sure what I'll manage to do. Probably nothing :p.
The "shadows/lights" shaders is this PS 17eda1903ecf159f, at least in the very beginning. Also have some decompiler issues. The fixing code will very similar to the "Evil Within", probably need some tweaks (multiplication matrix). look at "viewProjInvMat" multiplication.
[quote="Metaloholic"]Its kind of funny how different things are a dealbraker for each one of us. Like for example I don't think 60fps is that mandatory, id rather bump up all graphics and play at 45 but i can't stand active shuttering and Any lag between left and right image no matter what. Even jerky framerate at perfect synch is more comfortable. but i ques that just indicates how different all of our Brains are.
[/quote]
I am one of those people who feel 60fps is more important and does more a game visually and in feel than almost anything else.. But for most single player games, 45 fps is more than playable and I would rather play a game on maximum and put up with 45 fps than turn down graphics settings to achieve 60fps. 30 fps however I just don't find enjoyable at all. I'd much rather take a hit too resolution to at least push it to that 45fps mark.
Consistency is where it's at, and I do agree Synchronicity lag is a deal breaker in any circumstances
60fps is desirable but it's only really necessary in fighting games which are mechanically bound to it any maybe some competitive shooters.
[quote]I think being scared and feeling helpless IN GAMES is fun but is no fun when you can´t do nothing but escape,
it has nothing to do with REALITY.[/quote]
I find this statement a bit peculiar most of these games depict fantasy scenarios where a normal human would not have a chance and that's the role these types of games generally put you in, to evoke horror. Even if a full blown Zombie apocalypse was a thing with most of the population infected, you would soon run out of resources to combat the tide, including bullets.. I'n reality the average person would not have any option but too escape.
Lots of people out there that really miss these types of experiences, and feel thats where the RE series lost it's way, there's plenty of run an gun games to be found with no end in sight.
Metaloholic said:Its kind of funny how different things are a dealbraker for each one of us. Like for example I don't think 60fps is that mandatory, id rather bump up all graphics and play at 45 but i can't stand active shuttering and Any lag between left and right image no matter what. Even jerky framerate at perfect synch is more comfortable. but i ques that just indicates how different all of our Brains are.
I am one of those people who feel 60fps is more important and does more a game visually and in feel than almost anything else.. But for most single player games, 45 fps is more than playable and I would rather play a game on maximum and put up with 45 fps than turn down graphics settings to achieve 60fps. 30 fps however I just don't find enjoyable at all. I'd much rather take a hit too resolution to at least push it to that 45fps mark.
Consistency is where it's at, and I do agree Synchronicity lag is a deal breaker in any circumstances
60fps is desirable but it's only really necessary in fighting games which are mechanically bound to it any maybe some competitive shooters.
I think being scared and feeling helpless IN GAMES is fun but is no fun when you can´t do nothing but escape,
it has nothing to do with REALITY.
I find this statement a bit peculiar most of these games depict fantasy scenarios where a normal human would not have a chance and that's the role these types of games generally put you in, to evoke horror. Even if a full blown Zombie apocalypse was a thing with most of the population infected, you would soon run out of resources to combat the tide, including bullets.. I'n reality the average person would not have any option but too escape.
Lots of people out there that really miss these types of experiences, and feel thats where the RE series lost it's way, there's plenty of run an gun games to be found with no end in sight.
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)
Here is the shader DHR needs fixed. This is compiling and looks OK generated code-wise. If you use this, check that it seems OK, by using the F9 show-original.
Thanks bo3b!!
I just take a quick look and all shadows/lights have an halo...pressing F9 or removing the shader looks normalbut with the broken effect, so i suppose there is still something wrong on it.
Cheers!!
I just take a quick look and all shadows/lights have an halo...pressing F9 or removing the shader looks normalbut with the broken effect, so i suppose there is still something wrong on it.
[quote="DHR"]Thanks bo3b!!
I just take a quick look and all shadows/lights have an halo...pressing F9 or removing the shader looks normalbut with the broken effect, so i suppose there is still something wrong on it.
Cheers!![/quote]
OK, here is a much better version of that shader. This one should work I think.
[url]https://raw.githubusercontent.com/bo3b/3Dmigoto/ee1ddf7c1642fa199ff3320ada55a3f58a92bba2/RE7/17eda1903ecf159f-ps_replace.txt[/url]
I just take a quick look and all shadows/lights have an halo...pressing F9 or removing the shader looks normalbut with the broken effect, so i suppose there is still something wrong on it.
Cheers!!
OK, here is a much better version of that shader. This one should work I think.
The game crashes for me when I turn on shader hunting. Does it with a few 3DMigoto DLls, and I tried different game settings. Can anyone tell me if there is some setting I should be using?
The game crashes for me when I turn on shader hunting. Does it with a few 3DMigoto DLls, and I tried different game settings. Can anyone tell me if there is some setting I should be using?
[quote="mike_ar69"]The game crashes for me when I turn on shader hunting. Does it with a few 3DMigoto DLls, and I tried different game settings. Can anyone tell me if there is some setting I should be using?[/quote]
Was working for me on the RE7 Demo. Not sure that is the same as the real game of course.
Using 3Dmigoto 1.2.53, without any special settings (like hooking, or allow_* functions).
I seem to vaguely remember that during setup I needed to make sure that in-game was identical to desktop, any resolution change was crashing.
If that doesn't seem to be it, please collect a debug/unbuffered log and I'll take a look.
Also of note, DHR has an early HDR disable that helps a lot of haloing.
[ShaderOverride_HDR]
Hash=ff3223c37e72642a
Handling=skip
And the shader I posted above still has problems in HLSL that I've been unable to fix yet, so you'll want to use the ASM version.
And BTW: great to see you. :->
mike_ar69 said:The game crashes for me when I turn on shader hunting. Does it with a few 3DMigoto DLls, and I tried different game settings. Can anyone tell me if there is some setting I should be using?
Was working for me on the RE7 Demo. Not sure that is the same as the real game of course.
Using 3Dmigoto 1.2.53, without any special settings (like hooking, or allow_* functions).
I seem to vaguely remember that during setup I needed to make sure that in-game was identical to desktop, any resolution change was crashing.
If that doesn't seem to be it, please collect a debug/unbuffered log and I'll take a look.
Also of note, DHR has an early HDR disable that helps a lot of haloing.
[quote="bo3b"][quote="mike_ar69"]The game crashes for me when I turn on shader hunting. Does it with a few 3DMigoto DLls, and I tried different game settings. Can anyone tell me if there is some setting I should be using?[/quote]
Was working for me on the RE7 Demo. Not sure that is the same as the real game of course.
Using 3Dmigoto 1.2.53, without any special settings (like hooking, or allow_* functions).
I seem to vaguely remember that during setup I needed to make sure that in-game was identical to desktop, any resolution change was crashing.
If that doesn't seem to be it, please collect a debug/unbuffered log and I'll take a look.
Also of note, DHR has an early HDR disable that helps a lot of haloing.
[ShaderOverride_HDR]
Hash=ff3223c37e72642a
Handling=skip
And the shader I posted above still has problems in HLSL that I've been unable to fix yet, so you'll want to use the ASM version.
And BTW: great to see you. :->[/quote]
Thanks Bob! Good to be back (well almost back lol). I am using the demo actually, so I guess I don't quite know what is going on. I'll attach the Log files, but nothing really stands out - maybe I'll try the verbose log.
mike_ar69 said:The game crashes for me when I turn on shader hunting. Does it with a few 3DMigoto DLls, and I tried different game settings. Can anyone tell me if there is some setting I should be using?
Was working for me on the RE7 Demo. Not sure that is the same as the real game of course.
Using 3Dmigoto 1.2.53, without any special settings (like hooking, or allow_* functions).
I seem to vaguely remember that during setup I needed to make sure that in-game was identical to desktop, any resolution change was crashing.
If that doesn't seem to be it, please collect a debug/unbuffered log and I'll take a look.
Also of note, DHR has an early HDR disable that helps a lot of haloing.
And the shader I posted above still has problems in HLSL that I've been unable to fix yet, so you'll want to use the ASM version.
And BTW: great to see you. :->
Thanks Bob! Good to be back (well almost back lol). I am using the demo actually, so I guess I don't quite know what is going on. I'll attach the Log files, but nothing really stands out - maybe I'll try the verbose log.
[quote="mike_ar69"][quote="bo3b"][quote="mike_ar69"]The game crashes for me when I turn on shader hunting. Does it with a few 3DMigoto DLls, and I tried different game settings. Can anyone tell me if there is some setting I should be using?[/quote]
Was working for me on the RE7 Demo. Not sure that is the same as the real game of course.
Using 3Dmigoto 1.2.53, without any special settings (like hooking, or allow_* functions).
I seem to vaguely remember that during setup I needed to make sure that in-game was identical to desktop, any resolution change was crashing.
If that doesn't seem to be it, please collect a debug/unbuffered log and I'll take a look.
Also of note, DHR has an early HDR disable that helps a lot of haloing.
[ShaderOverride_HDR]
Hash=ff3223c37e72642a
Handling=skip
And the shader I posted above still has problems in HLSL that I've been unable to fix yet, so you'll want to use the ASM version.
And BTW: great to see you. :->[/quote]Thanks Bob! Good to be back (well almost back lol). I am using the demo actually, so I guess I don't quite know what is going on. I'll attach the Log files, but nothing really stands out - maybe I'll try the verbose log.[/quote]
That's the same error I get if the resolution does not match. I get a crash if my desktop settings are not identical to my in-game settings.
In the log it's mad about the SwapChain, which returned an error. The only thing notable there is the refresh rate is undefined. Yours actually ran farther than that though, so it's not completely clear.
If it has to reset the graphics, it seems to fail on CreateSwapChain every time. I see the same problem if I change the resolution in game, while 3Dmigoto is installed.
Maybe try getting it fully setup without 3Dmigoto installed, and with stereo active.
mike_ar69 said:The game crashes for me when I turn on shader hunting. Does it with a few 3DMigoto DLls, and I tried different game settings. Can anyone tell me if there is some setting I should be using?
Was working for me on the RE7 Demo. Not sure that is the same as the real game of course.
Using 3Dmigoto 1.2.53, without any special settings (like hooking, or allow_* functions).
I seem to vaguely remember that during setup I needed to make sure that in-game was identical to desktop, any resolution change was crashing.
If that doesn't seem to be it, please collect a debug/unbuffered log and I'll take a look.
Also of note, DHR has an early HDR disable that helps a lot of haloing.
And the shader I posted above still has problems in HLSL that I've been unable to fix yet, so you'll want to use the ASM version.
And BTW: great to see you. :->
Thanks Bob! Good to be back (well almost back lol). I am using the demo actually, so I guess I don't quite know what is going on. I'll attach the Log files, but nothing really stands out - maybe I'll try the verbose log.
That's the same error I get if the resolution does not match. I get a crash if my desktop settings are not identical to my in-game settings.
In the log it's mad about the SwapChain, which returned an error. The only thing notable there is the refresh rate is undefined. Yours actually ran farther than that though, so it's not completely clear.
If it has to reset the graphics, it seems to fail on CreateSwapChain every time. I see the same problem if I change the resolution in game, while 3Dmigoto is installed.
Maybe try getting it fully setup without 3Dmigoto installed, and with stereo active.
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
Thanks Bob. To be clear it all works (a) without 3dmigoto (b) even with 3dmigoto running as long as shader hunting is not running. If I set Hunting=1/2 then I get the error. My in game and screen resolutions are the same as well, and I tried different refresh rates (60, 119.83, "variable"). If I start in windowed mode, it also works with shader hunting turned on, and I see the green text, but of course the game is not in 3D, and when I go into options to make the game full screen then I get the error again. What nvidia driver are you on? I am on 376.33.
Thanks Bob. To be clear it all works (a) without 3dmigoto (b) even with 3dmigoto running as long as shader hunting is not running. If I set Hunting=1/2 then I get the error. My in game and screen resolutions are the same as well, and I tried different refresh rates (60, 119.83, "variable"). If I start in windowed mode, it also works with shader hunting turned on, and I see the green text, but of course the game is not in 3D, and when I go into options to make the game full screen then I get the error again. What nvidia driver are you on? I am on 376.33.
[quote="mike_ar69"]Thanks Bob. To be clear it all works (a) without 3dmigoto (b) even with 3dmigoto running as long as shader hunting is not running. If I set Hunting=1/2 then I get the error. My in game and screen resolutions are the same as well, and I tried different refresh rates (60, 119.83, "variable"). If I start in windowed mode, it also works with shader hunting turned on, and I see the green text, but of course the game is not in 3D, and when I go into options to make the game full screen then I get the error again. What nvidia driver are you on? I am on 376.33.[/quote]
Hi Mike,
I can mostly reproduce that error, it seems to be related to the game actually passing a bogus window handle to CreateSwapChain. First time it works for whatever reason, second time it fails. We crash because the Overlay tries to attach to the broken swapchain and fails.
For this system, I'm running old driver 368.22 and Win7. This could easily be a different way that Win10 handles swap chains.
Try setting up the game to be windowed mode to start. When it's windowed, I don't get any crashes, and the overlay is still visible. I can also set the window size to be full 1080p, as long as it stays windowed.
Then as a last step, if I set it to be full-screen in-game settings, that also works. Let me know if that sequence fails for you.
This works if you can somehow convince it to not resize the window when in full-screen, so that only the first SwapChain call is used. Also check for overlays that might be interfering.
mike_ar69 said:Thanks Bob. To be clear it all works (a) without 3dmigoto (b) even with 3dmigoto running as long as shader hunting is not running. If I set Hunting=1/2 then I get the error. My in game and screen resolutions are the same as well, and I tried different refresh rates (60, 119.83, "variable"). If I start in windowed mode, it also works with shader hunting turned on, and I see the green text, but of course the game is not in 3D, and when I go into options to make the game full screen then I get the error again. What nvidia driver are you on? I am on 376.33.
Hi Mike,
I can mostly reproduce that error, it seems to be related to the game actually passing a bogus window handle to CreateSwapChain. First time it works for whatever reason, second time it fails. We crash because the Overlay tries to attach to the broken swapchain and fails.
For this system, I'm running old driver 368.22 and Win7. This could easily be a different way that Win10 handles swap chains.
Try setting up the game to be windowed mode to start. When it's windowed, I don't get any crashes, and the overlay is still visible. I can also set the window size to be full 1080p, as long as it stays windowed.
Then as a last step, if I set it to be full-screen in-game settings, that also works. Let me know if that sequence fails for you.
This works if you can somehow convince it to not resize the window when in full-screen, so that only the first SwapChain call is used. Also check for overlays that might be interfering.
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
First couple of hours into the game now (playing on Playstation VR) and I can assure you that this one is classic Resident Evil 1 on steroids!
Being a Resident Evil afficionado from the very beginning my main concerns were:
1. Will a Resident Evil game work in first person
2. Will the developers find the optimal mixture for riddles, exploring and shooting or will they do the exact opposite of Resident Evil 6 and dump the shooting nearly completely which would be a major disappointment in my book as I don't like Outlast-ish games were the hiding is your only option? Also I think that satisfying gunplay is one of the series' key-points even for the first installment.
3. Will the gunplay be satisfying so you can really kill those monsters using headshots, bodyshots and limb-severing shots?
4. Will there be sufficient enemy-variety as the available trailers suggested there is only "the family" and those "black monsters"?
5. Will the game work in VR?
Here's what I think so far:
1. The game works stunningly beautiful in first-person . Normally I always prefer third-person especially in a Resident Evil game. But this game has so many terrifying moments including close-ups from the villains that I think it's safe to say that a third-person approach wouldn't have worked to the same degree.
2&3. They nailed it with the mixture of riddles, exploration, stealth and shooting! This one breathes Resident Evil 1 atmosphere (although Resident Evil 7 is way more terrifying, especially in VR) Everything you know from the first installments of the series is here. Herbs, lockpicks, locked doors, item boxes, the good old combination system, the classic Resident Evil riddle-type. I also can assure you that there are definitely enough weapons in the game. Don't want to spoil anything but the weapon arsenal is definitely up to snuff. There were rumors that the weapons this time could be just used for riddle-solving which is absolute BS. The shooting is definitely comparable to the old series obviously including much greater accuracy. You can shoot off limbs, do headshots or use bodyshots.
They even packed in a very interesting new injury-feature. Don't want to spoil it for you but you can trust me it's just great! Running from the enemy is no fun when you first have to get your limbs together that maybe have been severed moments ago..... ;-)
4. This could be named the weak-spot and I would say the ONLY weak-spot of the game as enemy-variety seems to be quite low. But somehow while playing the game it somehow doesn't hurt either (a friend of mine also got the game early and he already made it very far into the campaign so some aspects I mention here I didn't experience myself yet).
5. This game in VR is a marvel and almost too much for still being enjoyable. The game is just so terrifying. Coming fresh out of my Arizona Sunshine walkthrough (which was great by the way) I am instantly noticing the reduced screendoor-effect using Playstation VR. The game itself looks absolutely beautiful in VR (characters, objects, gun-models, furniture).
All in all I am expecting really positive reviews for this one and as a Resident Evil fan I can clearly say: MISSION ACCOMPLISHED!
First couple of hours into the game now (playing on Playstation VR) and I can assure you that this one is classic Resident Evil 1 on steroids!
Being a Resident Evil afficionado from the very beginning my main concerns were:
1. Will a Resident Evil game work in first person
2. Will the developers find the optimal mixture for riddles, exploring and shooting or will they do the exact opposite of Resident Evil 6 and dump the shooting nearly completely which would be a major disappointment in my book as I don't like Outlast-ish games were the hiding is your only option? Also I think that satisfying gunplay is one of the series' key-points even for the first installment.
3. Will the gunplay be satisfying so you can really kill those monsters using headshots, bodyshots and limb-severing shots?
4. Will there be sufficient enemy-variety as the available trailers suggested there is only "the family" and those "black monsters"?
5. Will the game work in VR?
Here's what I think so far:
1. The game works stunningly beautiful in first-person . Normally I always prefer third-person especially in a Resident Evil game. But this game has so many terrifying moments including close-ups from the villains that I think it's safe to say that a third-person approach wouldn't have worked to the same degree.
2&3. They nailed it with the mixture of riddles, exploration, stealth and shooting! This one breathes Resident Evil 1 atmosphere (although Resident Evil 7 is way more terrifying, especially in VR) Everything you know from the first installments of the series is here. Herbs, lockpicks, locked doors, item boxes, the good old combination system, the classic Resident Evil riddle-type. I also can assure you that there are definitely enough weapons in the game. Don't want to spoil anything but the weapon arsenal is definitely up to snuff. There were rumors that the weapons this time could be just used for riddle-solving which is absolute BS. The shooting is definitely comparable to the old series obviously including much greater accuracy. You can shoot off limbs, do headshots or use bodyshots.
They even packed in a very interesting new injury-feature. Don't want to spoil it for you but you can trust me it's just great! Running from the enemy is no fun when you first have to get your limbs together that maybe have been severed moments ago..... ;-)
4. This could be named the weak-spot and I would say the ONLY weak-spot of the game as enemy-variety seems to be quite low. But somehow while playing the game it somehow doesn't hurt either (a friend of mine also got the game early and he already made it very far into the campaign so some aspects I mention here I didn't experience myself yet).
5. This game in VR is a marvel and almost too much for still being enjoyable. The game is just so terrifying. Coming fresh out of my Arizona Sunshine walkthrough (which was great by the way) I am instantly noticing the reduced screendoor-effect using Playstation VR. The game itself looks absolutely beautiful in VR (characters, objects, gun-models, furniture).
All in all I am expecting really positive reviews for this one and as a Resident Evil fan I can clearly say: MISSION ACCOMPLISHED!
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
d3d11_log.txt complained about the "StructuredBuffer<BakedGaussianProfiles> BakedGaussianProfiles : register(t2);" line, saying "unknown identifier BakedGaussianProfiles". I tried changing the <> part to float4, but then it complained about "mGaussianKernel", which doesn't exist (where did you get that word from, bo3b?).
I'll try more things tomorrow, but I'm not sure what I'll manage to do. Probably nothing :p.
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
Don't waste your time with that shader...don't seems to be the correct one.
Use this in the d3dx.ini, this remove some HDR effect that produce the one eye issue with lights
The "shadows/lights" shaders is this PS 17eda1903ecf159f, at least in the very beginning. Also have some decompiler issues. The fixing code will very similar to the "Evil Within", probably need some tweaks (multiplication matrix). look at "viewProjInvMat" multiplication.
Right now i don't have the time to look...but first we need to fix the decompiler issue in this shader.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I am one of those people who feel 60fps is more important and does more a game visually and in feel than almost anything else.. But for most single player games, 45 fps is more than playable and I would rather play a game on maximum and put up with 45 fps than turn down graphics settings to achieve 60fps. 30 fps however I just don't find enjoyable at all. I'd much rather take a hit too resolution to at least push it to that 45fps mark.
Consistency is where it's at, and I do agree Synchronicity lag is a deal breaker in any circumstances
60fps is desirable but it's only really necessary in fighting games which are mechanically bound to it any maybe some competitive shooters.
I find this statement a bit peculiar most of these games depict fantasy scenarios where a normal human would not have a chance and that's the role these types of games generally put you in, to evoke horror. Even if a full blown Zombie apocalypse was a thing with most of the population infected, you would soon run out of resources to combat the tide, including bullets.. I'n reality the average person would not have any option but too escape.
Lots of people out there that really miss these types of experiences, and feel thats where the RE series lost it's way, there's plenty of run an gun games to be found with no end in sight.
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)
Here is the shader DHR needs fixed. This is compiling and looks OK generated code-wise. If you use this, check that it seems OK, by using the F9 show-original.
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 just take a quick look and all shadows/lights have an halo...pressing F9 or removing the shader looks normalbut with the broken effect, so i suppose there is still something wrong on it.
Cheers!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
OK, here is a much better version of that shader. This one should work I think.
https://raw.githubusercontent.com/bo3b/3Dmigoto/ee1ddf7c1642fa199ff3320ada55a3f58a92bba2/RE7/17eda1903ecf159f-ps_replace.txt
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
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Was working for me on the RE7 Demo. Not sure that is the same as the real game of course.
Using 3Dmigoto 1.2.53, without any special settings (like hooking, or allow_* functions).
I seem to vaguely remember that during setup I needed to make sure that in-game was identical to desktop, any resolution change was crashing.
If that doesn't seem to be it, please collect a debug/unbuffered log and I'll take a look.
Also of note, DHR has an early HDR disable that helps a lot of haloing.
[ShaderOverride_HDR]
Hash=ff3223c37e72642a
Handling=skip
And the shader I posted above still has problems in HLSL that I've been unable to fix yet, so you'll want to use the ASM version.
And BTW: great to see you. :->
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
Thanks Bob! Good to be back (well almost back lol). I am using the demo actually, so I guess I don't quite know what is going on. I'll attach the Log files, but nothing really stands out - maybe I'll try the verbose log.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
That's the same error I get if the resolution does not match. I get a crash if my desktop settings are not identical to my in-game settings.
In the log it's mad about the SwapChain, which returned an error. The only thing notable there is the refresh rate is undefined. Yours actually ran farther than that though, so it's not completely clear.
If it has to reset the graphics, it seems to fail on CreateSwapChain every time. I see the same problem if I change the resolution in game, while 3Dmigoto is installed.
Maybe try getting it fully setup without 3Dmigoto installed, and with stereo active.
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
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Hi Mike,
I can mostly reproduce that error, it seems to be related to the game actually passing a bogus window handle to CreateSwapChain. First time it works for whatever reason, second time it fails. We crash because the Overlay tries to attach to the broken swapchain and fails.
For this system, I'm running old driver 368.22 and Win7. This could easily be a different way that Win10 handles swap chains.
Try setting up the game to be windowed mode to start. When it's windowed, I don't get any crashes, and the overlay is still visible. I can also set the window size to be full 1080p, as long as it stays windowed.
Then as a last step, if I set it to be full-screen in-game settings, that also works. Let me know if that sequence fails for you.
This works if you can somehow convince it to not resize the window when in full-screen, so that only the first SwapChain call is used. Also check for overlays that might be interfering.
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
http://www.trustedreviews.com/resident-evil-7-review
Being a Resident Evil afficionado from the very beginning my main concerns were:
1. Will a Resident Evil game work in first person
2. Will the developers find the optimal mixture for riddles, exploring and shooting or will they do the exact opposite of Resident Evil 6 and dump the shooting nearly completely which would be a major disappointment in my book as I don't like Outlast-ish games were the hiding is your only option? Also I think that satisfying gunplay is one of the series' key-points even for the first installment.
3. Will the gunplay be satisfying so you can really kill those monsters using headshots, bodyshots and limb-severing shots?
4. Will there be sufficient enemy-variety as the available trailers suggested there is only "the family" and those "black monsters"?
5. Will the game work in VR?
Here's what I think so far:
1. The game works stunningly beautiful in first-person . Normally I always prefer third-person especially in a Resident Evil game. But this game has so many terrifying moments including close-ups from the villains that I think it's safe to say that a third-person approach wouldn't have worked to the same degree.
2&3. They nailed it with the mixture of riddles, exploration, stealth and shooting! This one breathes Resident Evil 1 atmosphere (although Resident Evil 7 is way more terrifying, especially in VR) Everything you know from the first installments of the series is here. Herbs, lockpicks, locked doors, item boxes, the good old combination system, the classic Resident Evil riddle-type. I also can assure you that there are definitely enough weapons in the game. Don't want to spoil anything but the weapon arsenal is definitely up to snuff. There were rumors that the weapons this time could be just used for riddle-solving which is absolute BS. The shooting is definitely comparable to the old series obviously including much greater accuracy. You can shoot off limbs, do headshots or use bodyshots.
They even packed in a very interesting new injury-feature. Don't want to spoil it for you but you can trust me it's just great! Running from the enemy is no fun when you first have to get your limbs together that maybe have been severed moments ago..... ;-)
4. This could be named the weak-spot and I would say the ONLY weak-spot of the game as enemy-variety seems to be quite low. But somehow while playing the game it somehow doesn't hurt either (a friend of mine also got the game early and he already made it very far into the campaign so some aspects I mention here I didn't experience myself yet).
5. This game in VR is a marvel and almost too much for still being enjoyable. The game is just so terrifying. Coming fresh out of my Arizona Sunshine walkthrough (which was great by the way) I am instantly noticing the reduced screendoor-effect using Playstation VR. The game itself looks absolutely beautiful in VR (characters, objects, gun-models, furniture).
All in all I am expecting really positive reviews for this one and as a Resident Evil fan I can clearly say: MISSION ACCOMPLISHED!