[quote="Pirateguybrush"]Worked for me, I was able to dump shaders. Disabled SLI, put the dump files in the bin folder along with the other DLL on the skydrive, then it worked fine.[/quote]
Hi - interesting, maybe I did something wrong. I'll try disabling SLI as well. How big are the dump files, could you post them here in case I can't get it to work?
Pirateguybrush said:Worked for me, I was able to dump shaders. Disabled SLI, put the dump files in the bin folder along with the other DLL on the skydrive, then it worked fine.
Hi - interesting, maybe I did something wrong. I'll try disabling SLI as well. How big are the dump files, could you post them here in case I can't get it to work?
[quote="mike_ar69"][quote="Pirateguybrush"]Worked for me, I was able to dump shaders. Disabled SLI, put the dump files in the bin folder along with the other DLL on the skydrive, then it worked fine.[/quote]
Hi - interesting, maybe I did something wrong. I'll try disabling SLI as well. How big are the dump files, could you post them here in case I can't get it to work?[/quote]
No I can't get it to work :-( If someone could provide the dump files for me I would appreciate it :-)
Pirateguybrush said:Worked for me, I was able to dump shaders. Disabled SLI, put the dump files in the bin folder along with the other DLL on the skydrive, then it worked fine.
Hi - interesting, maybe I did something wrong. I'll try disabling SLI as well. How big are the dump files, could you post them here in case I can't get it to work?
No I can't get it to work :-( If someone could provide the dump files for me I would appreciate it :-)
I just tried Flugan's wrapper, and was able to dump the shaders.
https://dl.dropbox.com/s/f4pq2obtmn1220o/WatchDogsFluganShaderDump.rar
Hope this helps. You guys working on these things are all awesome! Thank you!
[quote="woz2601"]I just tried Flugan's wrapper, and was able to dump the shaders.
https://dl.dropbox.com/s/f4pq2obtmn1220o/WatchDogsFluganShaderDump.rar
Hope this helps. You guys working on these things are all awesome! Thank you![/quote]
Thanks! Well, for a new engine the code looks remarkably the same as AC3/4... So definitely a good omen :-)
[quote="mike_ar69"]Thanks! Well, for a new engine the code looks remarkably the same as AC3/4... So definitely a good omen :-)[/quote]Sweet. That first look ups our odds of being able to do something with this, and gives me more incentive to get x64 working.
Thanks for taking a look, thanks to woz2601 for providing the shaders, and thanks to Flugan for the good idea.
Happy to help.
Nice to see my wrapper being helpful.
Just tried a x64 build of 3Dmigoto on Titanfall which doesn't get very far.
It is maybe my only 64-bit dx11 game.
Might be able to collaborate on 3Dmigoto.
Best wishes
Flugan
Thanks for looking into this from all of us 3D Addicts in New Hampshire, USA (All 10 of us..lol)! In my slightly experimental tendencies, I came across an NV Inspector induced 'improvement' over what is the 'broken' 'TRUE' 3D (Essentially Default - Pre "Fake3D" NON-PROFILE settings)
In Short, I attached the 'watch_dogs.exe' to the 'Mass Effect 2' profile and, even though I had no issues before with SLI, changed the SLI Compat. Bits to the 'Assassins Creed III' STRING (As suggested by others) and it seems to scale better, but like I said, this is secondary as SLI worked fine for me - Using the NV GF 337.88 (x64) WHQL's.
Usually, using the 'Aion, Prototype I & II' ETC.. and so on is a last ditch effort and any results are debatable at best, especially with newer titles, but here, the MA II seems to help, let me elaborate a bit:
Weirdly enough, this same profile also helps a bit with the 'Unity Engine' Games - aka 'Among The Sleep' & 'Huntsman - The Orphanage.' In another topic 'unity' games are discussed (can't remember which) & the consensus is clear, there hasn't been a successful fix for any UE Title and it seems it may be incredibly difficult/time consuming to work one out. That said, similar to the UE3 engine, the 'broken' aspects are consistent across every Unity Engine based game I have played, and it's been more than a few. Primarily lighting issues and convergence scaling, in other words looks good at a certain distance but move forward or back and it splinters into various levels, much like a prism's effect on a directed light source causing the various wavelengths of said light to penetrate and eject at differing speeds causing the 'Rainbow' effect. Also, shadows, maybe to a lesser degree but certainly problematic..
But I digress, sorry for steering off topic.. if someone decides to try it, let us know, I would love to see if it's just my wishful thinking blinding me .. I mean don't get me wrong, the game is still borked, do I do feel it is an improvement and, for me at least, makes it the better choice over the "Fake3D" (Is there an official name for this by the way? calling it "fake3d" all the time feels wrong somehow)
Also, turning depth all the way down, and then back up a little bit (a bar or to) then use convergence to fine tune a bit more.
Let me know, and thanks for all the hard work, and also for the patience of everyone that benefits from this very time consuming and often difficult process.
~Nutz
Thanks for looking into this from all of us 3D Addicts in New Hampshire, USA (All 10 of us..lol)! In my slightly experimental tendencies, I came across an NV Inspector induced 'improvement' over what is the 'broken' 'TRUE' 3D (Essentially Default - Pre "Fake3D" NON-PROFILE settings)
In Short, I attached the 'watch_dogs.exe' to the 'Mass Effect 2' profile and, even though I had no issues before with SLI, changed the SLI Compat. Bits to the 'Assassins Creed III' STRING (As suggested by others) and it seems to scale better, but like I said, this is secondary as SLI worked fine for me - Using the NV GF 337.88 (x64) WHQL's.
Usually, using the 'Aion, Prototype I & II' ETC.. and so on is a last ditch effort and any results are debatable at best, especially with newer titles, but here, the MA II seems to help, let me elaborate a bit:
Weirdly enough, this same profile also helps a bit with the 'Unity Engine' Games - aka 'Among The Sleep' & 'Huntsman - The Orphanage.' In another topic 'unity' games are discussed (can't remember which) & the consensus is clear, there hasn't been a successful fix for any UE Title and it seems it may be incredibly difficult/time consuming to work one out. That said, similar to the UE3 engine, the 'broken' aspects are consistent across every Unity Engine based game I have played, and it's been more than a few. Primarily lighting issues and convergence scaling, in other words looks good at a certain distance but move forward or back and it splinters into various levels, much like a prism's effect on a directed light source causing the various wavelengths of said light to penetrate and eject at differing speeds causing the 'Rainbow' effect. Also, shadows, maybe to a lesser degree but certainly problematic..
But I digress, sorry for steering off topic.. if someone decides to try it, let us know, I would love to see if it's just my wishful thinking blinding me .. I mean don't get me wrong, the game is still borked, do I do feel it is an improvement and, for me at least, makes it the better choice over the "Fake3D" (Is there an official name for this by the way? calling it "fake3d" all the time feels wrong somehow)
Also, turning depth all the way down, and then back up a little bit (a bar or to) then use convergence to fine tune a bit more.
Let me know, and thanks for all the hard work, and also for the patience of everyone that benefits from this very time consuming and often difficult process.
Hi - "Fake3D" more respectfully known as "Compatibility Mode" :-)
Regarding Unity Engine games, I was the one looking at Might and Magic X-Legacy, which is what you might be referring to? The games are quite "fixable" actually - I got quite a long way with M&M, but the problems are:
- the shaders have no headers, so it's really hard to know for sure what variables are, and there is loads of guesswork, trial and error etc and it's time consuming
- the engine only seems to dumps shaders each level, so you have progress through the game to get them all. This is actually why I gave up on M&M, I simply did not want to play it
- some games, and Unity Engine is included here, have Vertex Shaders which set up many output variables and seem to be used by a large number of pixel shaders. These vertex shaders not only output incorrect position variables, but also build the screen space coordinates ahead of time and pass them as two variables in a texcoord along with two other coords that are usually entirely unrelated. That would be OK if it was not for the fact that some pixel shaders require stereoized versions of position or screen coord, and some do not, and parsing it all out is a major pain. the texcoord that passes the screen position in 2 variables usually requires that just those 2 coords be stereoized, but not the other two in the same texcoord... (not sure if this is clear, but it is a messy web...) I have done it in lots of games now, and just needed to do it in FEAR3 actually, but in the Unity games because there are no headers in the pixel shaders it's really hard to know what is going on. That "splintering" you mention above is the result of these complicated shaders.
- Fixes are aspect ration and FOV dependent, and I could not find any variables that I could use to properly account for this, and FOV changes quite a lot in M&M.
If you are keen there has been some very recent discussion of this in the M&M thread here:
[url]https://forums.geforce.com/default/topic/677827/3d-vision/might-amp-magic-x-legacy/post/4231587/#4231587[/url]
It would be great if you could give some of this a go yourself, the Unity games are heavily "vertex shader" which of course is a fortunate thing.
Hi - "Fake3D" more respectfully known as "Compatibility Mode" :-)
Regarding Unity Engine games, I was the one looking at Might and Magic X-Legacy, which is what you might be referring to? The games are quite "fixable" actually - I got quite a long way with M&M, but the problems are:
- the shaders have no headers, so it's really hard to know for sure what variables are, and there is loads of guesswork, trial and error etc and it's time consuming
- the engine only seems to dumps shaders each level, so you have progress through the game to get them all. This is actually why I gave up on M&M, I simply did not want to play it
- some games, and Unity Engine is included here, have Vertex Shaders which set up many output variables and seem to be used by a large number of pixel shaders. These vertex shaders not only output incorrect position variables, but also build the screen space coordinates ahead of time and pass them as two variables in a texcoord along with two other coords that are usually entirely unrelated. That would be OK if it was not for the fact that some pixel shaders require stereoized versions of position or screen coord, and some do not, and parsing it all out is a major pain. the texcoord that passes the screen position in 2 variables usually requires that just those 2 coords be stereoized, but not the other two in the same texcoord... (not sure if this is clear, but it is a messy web...) I have done it in lots of games now, and just needed to do it in FEAR3 actually, but in the Unity games because there are no headers in the pixel shaders it's really hard to know what is going on. That "splintering" you mention above is the result of these complicated shaders.
- Fixes are aspect ration and FOV dependent, and I could not find any variables that I could use to properly account for this, and FOV changes quite a lot in M&M.
In case it's not clear, no one is technically working on a fix yet, for all the reasons that have been clearly spelled out:
- the game is 64bit DX11
- helix wrapper is DX9 only so we can't use that
- 3DMigoto is 32bit only, so we can't use that
As bo3b explains here [url]https://forums.geforce.com/default/topic/539437/3d-vision/watch-dogs/post/4232366/#4232366[/url] the first step is to develop a 64bit version of the 3DMigoto wrapper. This will be done using "Watch Dogs" as a reference game. When 3DMigoto is able to support 64bit games and export shaders, then we can start working on a "fix".
Flugan's wrapper is able to export the shaders to assembly, so I got a head start looking at them to see if the game looked "fixable". I believe that it is, but that is neither a promise nor a guarantee. Unfortunately we can't use Flugan's assembly shaders in 3DMigoto because 3Dmigoto needs to use HLSL (a higher level language than asm)...
So next steps:
- try and make 3Dmigoto work in 64 bit
- try and fix game
- estimated time to do this: absolutely no idea, but minimum a couple of months, but it might never happen at all.
Hope that helps set the right expectations :-)
In case it's not clear, no one is technically working on a fix yet, for all the reasons that have been clearly spelled out:
- the game is 64bit DX11
- helix wrapper is DX9 only so we can't use that
- 3DMigoto is 32bit only, so we can't use that
Flugan's wrapper is able to export the shaders to assembly, so I got a head start looking at them to see if the game looked "fixable". I believe that it is, but that is neither a promise nor a guarantee. Unfortunately we can't use Flugan's assembly shaders in 3DMigoto because 3Dmigoto needs to use HLSL (a higher level language than asm)...
So next steps:
- try and make 3Dmigoto work in 64 bit
- try and fix game
- estimated time to do this: absolutely no idea, but minimum a couple of months, but it might never happen at all.
Thx mike for your explanation.
I will not play this game, until its running @ 3D Vision Surround. I´m filled up playing games @ compatibility 3D mode and 2D is no acceptable alternative for me. Before playing @ 2D anymore, I burie this hobbie and sell my whole enthusiast stuff.
Sad and poor watching Ubisoft releases in the context of 3D Vision. Really bad work for such huge developer teams.
WTF, i let the good old times roll.
Just installed Half Life 2 with Cinematic Mod 2013 ... and you know what? ... 3D Vision Surround @5760*1080 out of box as its best ... good old Source Engine.
@Developers: Lower the details, effects, bling bling and what else ... and give me what I want to play ... pure-real 3D Vision. Thats my reason spending a lot of money to you and Nvidia :-( !
German Discussion about this toppic --> watch may Signature.
Greetings, Ron.
P.S. Without this community, 3D Vision would be dead years ago ...
I will not play this game, until its running @ 3D Vision Surround. I´m filled up playing games @ compatibility 3D mode and 2D is no acceptable alternative for me. Before playing @ 2D anymore, I burie this hobbie and sell my whole enthusiast stuff.
Sad and poor watching Ubisoft releases in the context of 3D Vision. Really bad work for such huge developer teams.
WTF, i let the good old times roll.
Just installed Half Life 2 with Cinematic Mod 2013 ... and you know what? ... 3D Vision Surround @5760*1080 out of box as its best ... good old Source Engine.
@Developers: Lower the details, effects, bling bling and what else ... and give me what I want to play ... pure-real 3D Vision. Thats my reason spending a lot of money to you and Nvidia :-( !
German Discussion about this toppic --> watch may Signature.
Greetings, Ron.
P.S. Without this community, 3D Vision would be dead years ago ...
[quote="Volnaiskra"]So how's the game, anyway? Is it more than just Assassins' Creed: press-hack-button-to-win edition? [/quote]
Based on what I've played (only the first few missions, won't play more unless I buy it) and the reviews I've read, not really. Which is fine, but it's nothing to write home about.
[url]http://games.on.net/2014/06/ubisoft-game-the-review/[/url]
Volnaiskra said:So how's the game, anyway? Is it more than just Assassins' Creed: press-hack-button-to-win edition?
Based on what I've played (only the first few missions, won't play more unless I buy it) and the reviews I've read, not really. Which is fine, but it's nothing to write home about.
Hi - interesting, maybe I did something wrong. I'll try disabling SLI as well. How big are the dump files, could you post them here in case I can't get it to work?
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
No I can't get it to work :-( If someone could provide the dump files for me I would appreciate it :-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
https://dl.dropbox.com/s/f4pq2obtmn1220o/WatchDogsFluganShaderDump.rar
Hope this helps. You guys working on these things are all awesome! Thank you!
i7 4770k, Asus Maximus VI Hero, Corsair Vengeance 16GB, Asus Strix 970, Asus VG236H, Win 8
Thanks! Well, for a new engine the code looks remarkably the same as AC3/4... So definitely a good omen :-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Thanks for taking a look, thanks to woz2601 for providing the shaders, and thanks to Flugan for the good idea.
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
Nice to see my wrapper being helpful.
Just tried a x64 build of 3Dmigoto on Titanfall which doesn't get very far.
It is maybe my only 64-bit dx11 game.
Might be able to collaborate on 3Dmigoto.
Best wishes
Flugan
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
In Short, I attached the 'watch_dogs.exe' to the 'Mass Effect 2' profile and, even though I had no issues before with SLI, changed the SLI Compat. Bits to the 'Assassins Creed III' STRING (As suggested by others) and it seems to scale better, but like I said, this is secondary as SLI worked fine for me - Using the NV GF 337.88 (x64) WHQL's.
Usually, using the 'Aion, Prototype I & II' ETC.. and so on is a last ditch effort and any results are debatable at best, especially with newer titles, but here, the MA II seems to help, let me elaborate a bit:
Weirdly enough, this same profile also helps a bit with the 'Unity Engine' Games - aka 'Among The Sleep' & 'Huntsman - The Orphanage.' In another topic 'unity' games are discussed (can't remember which) & the consensus is clear, there hasn't been a successful fix for any UE Title and it seems it may be incredibly difficult/time consuming to work one out. That said, similar to the UE3 engine, the 'broken' aspects are consistent across every Unity Engine based game I have played, and it's been more than a few. Primarily lighting issues and convergence scaling, in other words looks good at a certain distance but move forward or back and it splinters into various levels, much like a prism's effect on a directed light source causing the various wavelengths of said light to penetrate and eject at differing speeds causing the 'Rainbow' effect. Also, shadows, maybe to a lesser degree but certainly problematic..
But I digress, sorry for steering off topic.. if someone decides to try it, let us know, I would love to see if it's just my wishful thinking blinding me .. I mean don't get me wrong, the game is still borked, do I do feel it is an improvement and, for me at least, makes it the better choice over the "Fake3D" (Is there an official name for this by the way? calling it "fake3d" all the time feels wrong somehow)
Also, turning depth all the way down, and then back up a little bit (a bar or to) then use convergence to fine tune a bit more.
Let me know, and thanks for all the hard work, and also for the patience of everyone that benefits from this very time consuming and often difficult process.
~Nutz
---- Core System Components ----
(MBD) EVGA® Classified™ (x58) E760
(CPU) Intel® i7™ '980x' (OC'd) @ 4.8Ghz
(CPU) Corsair® (CPU) Cooling™ (H50)
(MEM) Corsair® (MEM) Dominator(GT)™ 12GB @ 2000Mhz
(PSU) PC)P&C™ (PSU)'T12W' @ 1200w
(CSE) Cooler Master® Stacker™ (830)
---- (3D) Graphics Sub'Sys ----
(2x) EVGA® GTX'970 (SC) - Nvidia® SLi™
(1x) EVGA® GTX'660 (Ti) - Nvidia® PhysX™
(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™
(1x) ASUS® (VG) 248(QE) - Nvidia® 3DVision™
(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™
---- Audio & System Control ----
(1x) ASUS® - Xonar™ (HDAV1.3)
(1x) VL'Sys® - MPlay202+ 'GUI' & (RF) Remote
---- Storage (HDD's) & Media (ODD's) PB & REC ----
(1x) (SSD) Samsung® - 850(PRO) '3D'Vertical™
(1x) (2TB) Seagate® - Hybrid Series™
(4x) (2TB) W.Digital® - 'Blacks'™
(2x) (ODD) LG® BluRay™ - 'Play'n'Burn'
---- Nvidia® (WHQL) Drivers (x64) In Use ----
(NV®)DR - v347.88 (WHQL) - Primary (GTA V)
(NV®)DR - v350.12 (WHQL) - Testing (Stable)
(NV®)DR - v353.06 (WHQL) - All Other Titles
Regarding Unity Engine games, I was the one looking at Might and Magic X-Legacy, which is what you might be referring to? The games are quite "fixable" actually - I got quite a long way with M&M, but the problems are:
- the shaders have no headers, so it's really hard to know for sure what variables are, and there is loads of guesswork, trial and error etc and it's time consuming
- the engine only seems to dumps shaders each level, so you have progress through the game to get them all. This is actually why I gave up on M&M, I simply did not want to play it
- some games, and Unity Engine is included here, have Vertex Shaders which set up many output variables and seem to be used by a large number of pixel shaders. These vertex shaders not only output incorrect position variables, but also build the screen space coordinates ahead of time and pass them as two variables in a texcoord along with two other coords that are usually entirely unrelated. That would be OK if it was not for the fact that some pixel shaders require stereoized versions of position or screen coord, and some do not, and parsing it all out is a major pain. the texcoord that passes the screen position in 2 variables usually requires that just those 2 coords be stereoized, but not the other two in the same texcoord... (not sure if this is clear, but it is a messy web...) I have done it in lots of games now, and just needed to do it in FEAR3 actually, but in the Unity games because there are no headers in the pixel shaders it's really hard to know what is going on. That "splintering" you mention above is the result of these complicated shaders.
- Fixes are aspect ration and FOV dependent, and I could not find any variables that I could use to properly account for this, and FOV changes quite a lot in M&M.
If you are keen there has been some very recent discussion of this in the M&M thread here:
https://forums.geforce.com/default/topic/677827/3d-vision/might-amp-magic-x-legacy/post/4231587/#4231587
It would be great if you could give some of this a go yourself, the Unity games are heavily "vertex shader" which of course is a fortunate thing.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
- the game is 64bit DX11
- helix wrapper is DX9 only so we can't use that
- 3DMigoto is 32bit only, so we can't use that
As bo3b explains here https://forums.geforce.com/default/topic/539437/3d-vision/watch-dogs/post/4232366/#4232366 the first step is to develop a 64bit version of the 3DMigoto wrapper. This will be done using "Watch Dogs" as a reference game. When 3DMigoto is able to support 64bit games and export shaders, then we can start working on a "fix".
Flugan's wrapper is able to export the shaders to assembly, so I got a head start looking at them to see if the game looked "fixable". I believe that it is, but that is neither a promise nor a guarantee. Unfortunately we can't use Flugan's assembly shaders in 3DMigoto because 3Dmigoto needs to use HLSL (a higher level language than asm)...
So next steps:
- try and make 3Dmigoto work in 64 bit
- try and fix game
- estimated time to do this: absolutely no idea, but minimum a couple of months, but it might never happen at all.
Hope that helps set the right expectations :-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I will not play this game, until its running @ 3D Vision Surround. I´m filled up playing games @ compatibility 3D mode and 2D is no acceptable alternative for me. Before playing @ 2D anymore, I burie this hobbie and sell my whole enthusiast stuff.
Sad and poor watching Ubisoft releases in the context of 3D Vision. Really bad work for such huge developer teams.
WTF, i let the good old times roll.
Just installed Half Life 2 with Cinematic Mod 2013 ... and you know what? ... 3D Vision Surround @5760*1080 out of box as its best ... good old Source Engine.
@Developers: Lower the details, effects, bling bling and what else ... and give me what I want to play ... pure-real 3D Vision. Thats my reason spending a lot of money to you and Nvidia :-( !
German Discussion about this toppic --> watch may Signature.
Greetings, Ron.
P.S. Without this community, 3D Vision would be dead years ago ...
System: http://www.sysprofile.de/id159419
Nvidia 3D Vision - Virtual Reality - 3D Gaming:
http://www.computerbase.de/forum/showthread.php?t=1546633
Based on what I've played (only the first few missions, won't play more unless I buy it) and the reviews I've read, not really. Which is fine, but it's nothing to write home about.
http://games.on.net/2014/06/ubisoft-game-the-review/