The dawn of Project Flugan
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Everything is slow when logging and dumping shaders. [General] patch=true asm=true When removing the constant HD access it becomes significantly faster. The log file is constantly created and not really needed unless debugging or fixing games. There is also no need to redump all shaders when playing normally.
Everything is slow when logging and dumping shaders.

[General]
patch=true
asm=true

When removing the constant HD access it becomes significantly faster.

The log file is constantly created and not really needed unless debugging or fixing games.

There is also no need to redump all shaders when playing normally.

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?

donations: ulfjalmbrant@hotmail.com

Posted 04/06/2014 10:54 AM   
Gotcha, I'll keep an eye on this thread for any updates and test as they become available.
Gotcha, I'll keep an eye on this thread for any updates and test as they become available.

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Posted 04/06/2014 10:53 AM   
Improved the ID3D11DeviceContext hook to make it tighter. Added workaround to avoid almost instant CTD in Bioshock Infinite. Beta 3 is released. Not yet tested in all dx11 games. My current list of dx11 games is at 54. The list with no dx 9 renderer is obviously much shorter.
Improved the ID3D11DeviceContext hook to make it tighter.

Added workaround to avoid almost instant CTD in Bioshock Infinite.

Beta 3 is released.
Not yet tested in all dx11 games.

My current list of dx11 games is at 54.
The list with no dx 9 renderer is obviously much shorter.

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?

donations: ulfjalmbrant@hotmail.com

Posted 04/06/2014 06:17 PM   
Unless I know it works on multiple machines in addition to my own there is Little incentive to go the next step and pursue a fix. I'm not about to create a fix that only works on my machine. Due to it's nature it is very likely for it to be unstable although it's working on my machine.
Unless I know it works on multiple machines in addition to my own there is Little incentive to go the next step and pursue a fix. I'm not about to create a fix that only works on my machine.

Due to it's nature it is very likely for it to be unstable although it's working on my machine.

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?

donations: ulfjalmbrant@hotmail.com

Posted 04/09/2014 09:39 PM   
Sorry if this off-topic, but do you think it's possible to make a DX11 wrapper that forces Clamp mode for negative LOD bias texture filtering? nVidia broke that feature some time ago and nobody knows if they'll ever fix it (chances are they won't). There are DX9 wrappers to fix the issue but no DX11 ones.
Sorry if this off-topic, but do you think it's possible to make a DX11 wrapper that forces Clamp mode for negative LOD bias texture filtering? nVidia broke that feature some time ago and nobody knows if they'll ever fix it (chances are they won't). There are DX9 wrappers to fix the issue but no DX11 ones.

Posted 04/11/2014 05:21 AM   
I don't understand the question. My dx11 hook appears to be too unstable to pursue. 3Dmigoto appears somewhat stable in 64-bit
I don't understand the question.

My dx11 hook appears to be too unstable to pursue.

3Dmigoto appears somewhat stable in 64-bit

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?

donations: ulfjalmbrant@hotmail.com

Posted 04/11/2014 10:01 AM   
Been working with a 64-bit build of 3Dmigoto. Titanfall was one of few test cases. Looks like the crosshair appears greatly improved after a recent developer patch to Titanfall
Been working with a 64-bit build of 3Dmigoto.

Titanfall was one of few test cases.

Looks like the crosshair appears greatly improved after a recent developer patch to Titanfall

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?

donations: ulfjalmbrant@hotmail.com

Posted 04/11/2014 02:44 PM   
If you look in the nvidia control panel, in the 3d settings (regular, non stereo) there's a negative lod bias setting where you can select Clamp. It appears that it only works in opengl now. I thought maybe there would be a way to make a wrapper specifically for this, but if the hook itself is unstable, then I guess it won't work.
If you look in the nvidia control panel, in the 3d settings (regular, non stereo) there's a negative lod bias setting where you can select Clamp. It appears that it only works in opengl now. I thought maybe there would be a way to make a wrapper specifically for this, but if the hook itself is unstable, then I guess it won't work.

Posted 04/12/2014 04:11 AM   
[quote="Flugan"]Unless I know it works on multiple machines in addition to my own there is Little incentive to go the next step and pursue a fix. I'm not about to create a fix that only works on my machine. Due to it's nature it is very likely for it to be unstable although it's working on my machine.[/quote]I do not think that is a good approach. There are always some strange scenarios where things work on one machine but not another, but all of those problems are solvable. You can never know in advance whether it will work on other machines, and even if 5 people test it and it works, the 6th person could be the outlier. I think you are better served by going ahead with a fix under the alternate assumption- that if you can get it to work on your machine, then at least some people will be able to use it and benefit from a fix.
Flugan said:Unless I know it works on multiple machines in addition to my own there is Little incentive to go the next step and pursue a fix. I'm not about to create a fix that only works on my machine.

Due to it's nature it is very likely for it to be unstable although it's working on my machine.
I do not think that is a good approach. There are always some strange scenarios where things work on one machine but not another, but all of those problems are solvable.

You can never know in advance whether it will work on other machines, and even if 5 people test it and it works, the 6th person could be the outlier.

I think you are better served by going ahead with a fix under the alternate assumption- that if you can get it to work on your machine, then at least some people will be able to use it and benefit from a fix.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 04/12/2014 05:35 AM   
After a long hiatus it is time to say goodbye to Project Flugan. Would have to rewrite a lot of code to tackle the hook protection present in DX11.
After a long hiatus it is time to say goodbye to Project Flugan.

Would have to rewrite a lot of code to tackle the hook protection present in DX11.

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?

donations: ulfjalmbrant@hotmail.com

Posted 06/30/2014 10:59 AM   
I have changed approach and have found a workaround to the underlying security system which protects DX11 from my hooks. Just got shader hunting to work in an initial state. I've only tried compability in Bioshock Infinite and Titanfall since the latest changes. This is good as before fixing one game broke the other. What I like about my wrapper is that the codebase is really tiny, I understand it well. With the recent progress the Project is resurrected.
I have changed approach and have found a workaround to the underlying security system which protects DX11 from my hooks.

Just got shader hunting to work in an initial state.

I've only tried compability in Bioshock Infinite and Titanfall since the latest changes.
This is good as before fixing one game broke the other.

What I like about my wrapper is that the codebase is really tiny, I understand it well.

With the recent progress the Project is resurrected.

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?

donations: ulfjalmbrant@hotmail.com

Posted 07/30/2014 11:25 AM   
Great News
Great News

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Posted 07/30/2014 11:59 AM   
Happy to hear it!
Happy to hear it!

Posted 07/30/2014 12:08 PM   
Bravo! Good luck with it, here's hoping you can turn it into a general purpose shader fixer
Bravo!
Good luck with it, here's hoping you can turn it into a general purpose shader fixer

Posted 07/30/2014 12:13 PM   
Managed to find a shader in Titanfall that removes the crosshair when disabled. I have not yet played around much. Finding and selecting shaders is working well enough so far. Very nice progress.
Managed to find a shader in Titanfall that removes the crosshair when disabled.

I have not yet played around much. Finding and selecting shaders is working well enough so far.

Very nice progress.

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?

donations: ulfjalmbrant@hotmail.com

Posted 07/30/2014 02:40 PM   
  11 / 16    
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