Dragons Dogma: Dark Arisen.
  12 / 18    
Well maybe that's the difference. I am overclocked to 5ghz on my CPU As I understood SLI is not working at all, and I've left it at default but I have heard murmerings before that in 3D it usually helps regardless, can't confirm this at all .I'll need to test properly but I'm not playing properly until I can fix my other issues with the game if at all, the load times are just unbearable atm.
Well maybe that's the difference. I am overclocked to 5ghz on my CPU

As I understood SLI is not working at all, and I've left it at default but I have heard murmerings before that in 3D it usually helps regardless, can't confirm this at all .I'll need to test properly but I'm not playing properly until I can fix my other issues with the game if at all, the load times are just unbearable atm.

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)

Posted 01/30/2016 11:30 PM   
Thank You So much for ur work DJ-RK / DSS / necropants !!! Enjoying the game 500% more now :) We are lucky to have guys like you in the 3Dvision community.
Thank You So much for ur work DJ-RK / DSS / necropants !!!
Enjoying the game 500% more now :)
We are lucky to have guys like you in the 3Dvision community.

Posted 01/31/2016 10:35 AM   
Realy realy nice work !! Thx a lot !! Water reflection is left, is this possible to fix for you ?
Realy realy nice work !! Thx a lot !!

Water reflection is left, is this possible to fix for you ?

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 01/31/2016 12:25 PM   
Very nice ! thanks I think this post is interesting especially for HBAO+ : http://www.crashwiki.com/top-10-fixes-for-dragons-dogma-dark-arisen-crash-error-black-screen-volume-stuttering-d3derr_devicelost-poor-fps-controller/

Asus Rog Swift PG27V - 3D Vision 2 - Ventus RTX 2080 TI (MSI) - i7 7700 - 16GB RAM - WIN 10 / WIN 7

Posted 01/31/2016 12:36 PM   
[quote="Losti"]Realy realy nice work !! Thx a lot !! Water reflection is left, is this possible to fix for you ?[/quote] @DJ-RK just a caution - the difficulty of fixing water reflections is highly variable: - Easiest ones only need a halo fix - Moderate difficulty involves passing both corrected and uncorrected coordinates to the pixel shader and figuring out where to use each (if fixing the reflection broke something else) - Hard may need a view or world space transformation somewhere in the shader* - Screen space reflections either work out of the box (MGSV, Trine 3) or are ridiculously hard (Witcher 3, Crysis 3 - I've approximated these, but I have never been 100% happy with the result) Then there's a few possible finish lines you could reach: - Move to surface depth. Not accurate, but acceptable. - Move to infinity. Not accurate, but acceptable and can look better than surface depth. - Move to correct depth. May not always be possible, but looks the best when it does work out. I don't have any hard and fast rules for what will result in what goal - twice now I've added calculations to try to move specular highlights to infinity that turned out to move them to correct depth instead... not complaining :) Correct depth will only be possible if the reflection is stereo - if it's just a static texture that won't happen. If it's a cube map reflection correct depth might not be possible either since these are only approximations in 2D, and approximations generally look worse in 3D. Even if it is being rendered live it might only be rendered to a mono render target which you would need to force to stereo (usually there will also be a corresponding depth target to force as well - if you want to see what a reflection looks like when only the colour buffer is stereoised, find some water in Euro Truck Simulator 2 without my fix). * If you think this is one of these there are a few places you might try to find a coordinate to adjust. The most obvious will be one of the texcoords, so experiment with adjustments to them and observe what happens to the reflection. Also keep an eye out for frustrum or eye coordinates that might be passed in a constant buffer. Adjusting eye coordinates (adjust assuming depth=0) has allowed for an accurate reflection fix in Unity games, and an infinite adjustment to water reflections in MGSV.
Losti said:Realy realy nice work !! Thx a lot !!

Water reflection is left, is this possible to fix for you ?


@DJ-RK just a caution - the difficulty of fixing water reflections is highly variable:
- Easiest ones only need a halo fix
- Moderate difficulty involves passing both corrected and uncorrected coordinates to the pixel shader and figuring out where to use each (if fixing the reflection broke something else)
- Hard may need a view or world space transformation somewhere in the shader*
- Screen space reflections either work out of the box (MGSV, Trine 3) or are ridiculously hard (Witcher 3, Crysis 3 - I've approximated these, but I have never been 100% happy with the result)

Then there's a few possible finish lines you could reach:
- Move to surface depth. Not accurate, but acceptable.
- Move to infinity. Not accurate, but acceptable and can look better than surface depth.
- Move to correct depth. May not always be possible, but looks the best when it does work out.

I don't have any hard and fast rules for what will result in what goal - twice now I've added calculations to try to move specular highlights to infinity that turned out to move them to correct depth instead... not complaining :)

Correct depth will only be possible if the reflection is stereo - if it's just a static texture that won't happen. If it's a cube map reflection correct depth might not be possible either since these are only approximations in 2D, and approximations generally look worse in 3D. Even if it is being rendered live it might only be rendered to a mono render target which you would need to force to stereo (usually there will also be a corresponding depth target to force as well - if you want to see what a reflection looks like when only the colour buffer is stereoised, find some water in Euro Truck Simulator 2 without my fix).

* If you think this is one of these there are a few places you might try to find a coordinate to adjust. The most obvious will be one of the texcoords, so experiment with adjustments to them and observe what happens to the reflection. Also keep an eye out for frustrum or eye coordinates that might be passed in a constant buffer. Adjusting eye coordinates (adjust assuming depth=0) has allowed for an accurate reflection fix in Unity games, and an infinite adjustment to water reflections in MGSV.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 01/31/2016 01:29 PM   
I have disabled the problem-shaders for the water reflections (see attachement) as a workaround. Also left is the sun lesflare and the sun depth. Not gamebreaking but if you have time .... :-) AND the minimap left/right stripes. I have managed to move the minimap to te right, so i have only 1 stripe left on the left side... 9A78E585.txt [code] def c0, 32789, 1.8, -0.999999975, 0.00390625 def c3, 0.000210140625, 0, 1, 0[/code] //EDIT 1: There is also a problem with the bars in the menu: [URL=http://www.directupload.net][IMG]http://fs5.directupload.net/images/160131/pe4kv26d.jpg[/IMG][/URL] //EDIT 2: The 0.9 of the fix still not having the feet shadows disabled or fiexed, so add the attached file to ...\shaderoverride\vertexshaders
I have disabled the problem-shaders for the water reflections (see attachement) as a workaround.

Also left is the sun lesflare and the sun depth. Not gamebreaking but if you have time .... :-)
AND the minimap left/right stripes. I have managed to move the minimap to te right, so i have only
1 stripe left on the left side...

9A78E585.txt
def c0, 32789, 1.8, -0.999999975, 0.00390625
def c3, 0.000210140625, 0, 1, 0



//EDIT 1:

There is also a problem with the bars in the menu:
Image


//EDIT 2:

The 0.9 of the fix still not having the feet shadows disabled or fiexed, so add the attached file to
...\shaderoverride\vertexshaders

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 01/31/2016 02:49 PM   
I have "created" a Workaround for the interface bars, the worldmap and all inventory issues: I have used http://gregstoll.dyndns.org/~gregstoll/floattohex/ to choose a value for the "P" cycling constant that matches for me, i use 0.8 (0x3f4ccccd) ... so i have modified my DX9Settings.ini . . . scrolling down to the keys [code][KEY1] Key = 80 Presets = 1;2;3;4; Type = 1 [PRES1] Const1 = 0x3f4ccccd [PRES2] Const1 = 0x00000000 [KEY2] Key = 79 Presets = 5;6; Type = 1 ; [PRES5] ; Const2 = 0x00000000 [PRES6] UseByDef = True Const2 = 0x3f4ccccd[/code] So if i press "P", i got screen dempth for the UI or the 0.8 value in depth. Now i use auto hotkey (https://autohotkey.com/) VERRY VERRY USEFULL in many situations ^^ .... and created a script for my START and BACK button (PAUSE-key and Inventory-key) for my gamepad: [code]#Joy8:: sleep 100 send {P down} sleep 100 send {P up} return #Joy7:: sleep 100 send {P down} sleep 100 send {P up} return[/code] If i Press the START Button (PAUSE-Key called ingame in the tutorial), the UI-depth will switch to screen depth. To leave the Menu i have to press START again, in the main pause-menu and the UI will switch to my 0.8 in depth value again. Same for the BACK Button (INVENTORY-Key). So i am able to view the inventory and the menus including world map or maps, health and progress bars etc without the brain breaking faults you can see in the screenshot above. OK for the bars its....OK but the MAP is not usable in 3D. So if this will not be fixxed, this is a working workaround or technique for you.... ==> Use Autohotkey to cycle UI-Screendepth and favorite-UI-depth pressing the menue/inventory buttons in the game.
I have "created" a Workaround for the interface bars, the worldmap and all inventory issues:

I have used http://gregstoll.dyndns.org/~gregstoll/floattohex/ to choose a value for the "P" cycling constant that matches for me, i use 0.8 (0x3f4ccccd) ... so i have modified my DX9Settings.ini

.
.
.
scrolling down to the keys
[KEY1]
Key = 80
Presets = 1;2;3;4;
Type = 1


[PRES1]
Const1 = 0x3f4ccccd


[PRES2]
Const1 = 0x00000000

[KEY2]
Key = 79
Presets = 5;6;
Type = 1


; [PRES5]
; Const2 = 0x00000000
[PRES6]
UseByDef = True
Const2 = 0x3f4ccccd


So if i press "P", i got screen dempth for the UI or the 0.8 value in depth.

Now i use auto hotkey (https://autohotkey.com/) VERRY VERRY USEFULL in many situations ^^ .... and created a script for my START and BACK button (PAUSE-key and Inventory-key) for my gamepad:

#Joy8:: 
sleep 100
send {P down}
sleep 100
send {P up}
return

#Joy7::
sleep 100
send {P down}
sleep 100
send {P up}
return


If i Press the START Button (PAUSE-Key called ingame in the tutorial), the UI-depth will switch to screen depth. To leave the Menu i have to press START again, in the main pause-menu and the UI will switch to my 0.8 in depth value again.

Same for the BACK Button (INVENTORY-Key).

So i am able to view the inventory and the menus including world map or maps, health and progress bars etc without the brain breaking faults you can see in the screenshot above. OK for the bars its....OK but the MAP is not usable in 3D.

So if this will not be fixxed, this is a working workaround or technique for you....
==> Use Autohotkey to cycle UI-Screendepth and favorite-UI-depth pressing the menue/inventory buttons in the game.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 01/31/2016 06:13 PM   
Nice work Losti I will check this out. Am I correct in thinking then I am the only one having this problem with the obscene loading times? It's definitely the Helix d939.dll causing it. How about the foot shadows. (It's only in certain lighting conditions.) I am thinking of just disabling it again.
Nice work Losti I will check this out.

Am I correct in thinking then I am the only one having this problem with the obscene loading times? It's definitely the Helix d939.dll causing it.

How about the foot shadows. (It's only in certain lighting conditions.) I am thinking of just disabling it again.

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)

Posted 02/01/2016 12:46 AM   
[quote="necropants"]Nice work Losti I will check this out. Am I correct in thinking then I am the only one having this problem with the obscene loading times? It's definitely the Helix d939.dll causing it. How about the foot shadows. (It's only in certain lighting conditions.) I am thinking of just disabling it again.[/quote] I am also getting really bad loading times, the outpost and first area are killing me with those load screens. Shadows on feet are broken for me too. i76700 sli gtx970
necropants said:Nice work Losti I will check this out.

Am I correct in thinking then I am the only one having this problem with the obscene loading times? It's definitely the Helix d939.dll causing it.

How about the foot shadows. (It's only in certain lighting conditions.) I am thinking of just disabling it again.


I am also getting really bad loading times, the outpost and first area are killing me with those load screens. Shadows on feet are broken for me too.

i76700
sli gtx970

Posted 02/01/2016 03:26 AM   
[quote="necropants"]Nice work Losti I will check this out. Am I correct in thinking then I am the only one having this problem with the obscene loading times? It's definitely the Helix d939.dll causing it. How about the foot shadows. (It's only in certain lighting conditions.) I am thinking of just disabling it again.[/quote] Yeah, sorry to say man, but I'm not getting that loading issue at all (well, I'm obviously not sorry that I'm not getting it, but I'm sorry I'm not of much help in that regards). Only thing I can think of is check the D9settings and trim the General section down to only include: DefPSViewSizeConst = 210 <--I'm not even 100% certain this line is required, so maybe even try removing it SkipSetScissorRect = true SurfaceCreationModeList=0;1; DefVSSampler = 260 DefVSConst1 = 199 DefPSConst1 = 199 PresetsKeysList = 1;2; Regarding the foot shadows, I'll be taking a look at it tonight. Gave it a bit of a look yesterday, along with some other issues like the night sky effect at screen depth and lens flares, and for some reason I either had extremely bad luck and was not able to fix a few things which seemed like they should have been fairly straight-forward ordeals. For example, with the night sky effect, I disabled the chromatic abberation like screen halo effect, so that's much better, but the sky itself have these gradient-like bars that look like crap because they are not subtle, and at screen depth. I've tried changing the depth of that, but for some reason it creates VERTICAL separation rather than horizontal, and for the life of me I tried everything feasible to get it right but no go. I found the corresponding pixel shader using the pixel pair function, and could not even disable it (in either the VS or the PS), let alone get it corrected. That's just one of several things that didn't quite go right, so I decided to call it a night on fixing, and played to the first encampment (to where you create your pawn), and just got to enjoy the beauty of the game in 3D, and for me it was almost entirely a flawless experience... so I'll take another look, and keep playing to see if I can come across any of these other issues that are being reported and see about fixing them, but depending on how much of a pain certain things continue to be (lens flares, sky, and foot shadows) they may just end up being disabled or possibly left as is for the final release on the blog. @DSS: Thanks for that detailed explanation. I'm hoping that maybe these water reflections will be able to be fixed the same as mike did in RE6. If not, you've given me some great pointers to work with. *crosses fingers* And with that, I'm off now to take a look.
necropants said:Nice work Losti I will check this out.

Am I correct in thinking then I am the only one having this problem with the obscene loading times? It's definitely the Helix d939.dll causing it.

How about the foot shadows. (It's only in certain lighting conditions.) I am thinking of just disabling it again.


Yeah, sorry to say man, but I'm not getting that loading issue at all (well, I'm obviously not sorry that I'm not getting it, but I'm sorry I'm not of much help in that regards). Only thing I can think of is check the D9settings and trim the General section down to only include:

DefPSViewSizeConst = 210 <--I'm not even 100% certain this line is required, so maybe even try removing it
SkipSetScissorRect = true
SurfaceCreationModeList=0;1;
DefVSSampler = 260
DefVSConst1 = 199
DefPSConst1 = 199
PresetsKeysList = 1;2;

Regarding the foot shadows, I'll be taking a look at it tonight. Gave it a bit of a look yesterday, along with some other issues like the night sky effect at screen depth and lens flares, and for some reason I either had extremely bad luck and was not able to fix a few things which seemed like they should have been fairly straight-forward ordeals.

For example, with the night sky effect, I disabled the chromatic abberation like screen halo effect, so that's much better, but the sky itself have these gradient-like bars that look like crap because they are not subtle, and at screen depth. I've tried changing the depth of that, but for some reason it creates VERTICAL separation rather than horizontal, and for the life of me I tried everything feasible to get it right but no go. I found the corresponding pixel shader using the pixel pair function, and could not even disable it (in either the VS or the PS), let alone get it corrected. That's just one of several things that didn't quite go right, so I decided to call it a night on fixing, and played to the first encampment (to where you create your pawn), and just got to enjoy the beauty of the game in 3D, and for me it was almost entirely a flawless experience... so I'll take another look, and keep playing to see if I can come across any of these other issues that are being reported and see about fixing them, but depending on how much of a pain certain things continue to be (lens flares, sky, and foot shadows) they may just end up being disabled or possibly left as is for the final release on the blog.

@DSS: Thanks for that detailed explanation. I'm hoping that maybe these water reflections will be able to be fixed the same as mike did in RE6. If not, you've given me some great pointers to work with. *crosses fingers*

And with that, I'm off now to take a look.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 02/01/2016 06:15 AM   
[quote="3dOrGoHome"][quote="necropants"]Nice work Losti I will check this out. Am I correct in thinking then I am the only one having this problem with the obscene loading times? It's definitely the Helix d939.dll causing it. How about the foot shadows. (It's only in certain lighting conditions.) I am thinking of just disabling it again.[/quote] I am also getting really bad loading times, the outpost and first area are killing me with those load screens. Shadows on feet are broken for me too. i76700 sli gtx970[/quote] Try turning vsync off if you have long loading times. My initial savegame load went from 1 min 10 sec to 13 sec with that. When I had vsync on the cpu usage was below 20% the whole time for some reason. With it off it goes to 100% while loading. I'm getting low fps with the fix in Gran Soren though. It can be anything from 20 to 70 fps depending on which direction I'm looking. It doesn't even matter what's on the screen, I could be looking at a wall and get 20 fps...
3dOrGoHome said:
necropants said:Nice work Losti I will check this out.

Am I correct in thinking then I am the only one having this problem with the obscene loading times? It's definitely the Helix d939.dll causing it.

How about the foot shadows. (It's only in certain lighting conditions.) I am thinking of just disabling it again.


I am also getting really bad loading times, the outpost and first area are killing me with those load screens. Shadows on feet are broken for me too.

i76700
sli gtx970


Try turning vsync off if you have long loading times. My initial savegame load went from 1 min 10 sec to 13 sec with that. When I had vsync on the cpu usage was below 20% the whole time for some reason. With it off it goes to 100% while loading.

I'm getting low fps with the fix in Gran Soren though. It can be anything from 20 to 70 fps depending on which direction I'm looking. It doesn't even matter what's on the screen, I could be looking at a wall and get 20 fps...

Win 8.1 | i5 4670k @ 4.6 | GTX 980ti @ 1400/8000 | 16Gb DDR3-1866Mhz | Samsung 850 EVO | ASUS VG278HR

Posted 02/01/2016 11:30 AM   
Thank you JayJ That was exactly the problem. I guess I'll have to cap the frame rate to prevent the screen tearing instead.
Thank you JayJ

That was exactly the problem. I guess I'll have to cap the frame rate to prevent the screen tearing instead.

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)

Posted 02/01/2016 02:09 PM   
.... double post sorry
.... double post sorry

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 02/01/2016 06:45 PM   
Seens that a lightening shader is broken in the night, afflicting "fare away" light sources: (klick @ download and rename to jps for 3D image) This is ok, going near or stay near the light source but move away will make problems like in the pictures. This also afflicts latern light from companions. [url=http://www.fotos-hochladen.net/view/ddda0650ug8whd1xtp.jpg][img]http://www.fotos-hochladen.net/thumbnail/ddda0650ug8whd1xtp_thumb.jpg[/img][/url] [url=http://www.fotos-hochladen.net/view/ddda0750of4ax5by8p.jpg][img]http://img5.fotos-hochladen.net/thumbnail/ddda0750of4ax5by8p_thumb.jpg[/img][/url]
Seens that a lightening shader is broken in the night, afflicting "fare away" light sources:
(klick @ download and rename to jps for 3D image)

This is ok, going near or stay near the light source but move away will make problems like in the pictures. This also afflicts latern light from companions.

Image
Image

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 02/01/2016 06:46 PM   
Some significant progress, believe I've fixed issues with lighting being broken from afar, and lighting suddenly appearing when getting close. Foot shadows are being a major pain. Not only do they not want to be fixed, it's just extremely difficult for me to even find a place to stand in and get the camera angle right to even notice they are broken. Quite frankly, it's just not worth anymore of my time for how negligible of an impact they have, so that's getting disabled! ;) I'm going to take a closer look at the HUD again to see if I can manage to get that fixed without the bars on the side, and take another stab at actually fixing lens flares and skybox. I also fixed water reflections in the town, just to notice that fixing it there broke it in a well elsewhere, so need to do a little more work on that, but after I do that then I think I'll be ready to put up the final version on the blog in the next day or so. Oh, I remembered someone mentioning the issue with the weight bars on the pause menu: I actually noticed them before, but for some reason fixing those causes them to flicker, so you'll just have to use the 'P' preset key to bring the HUD to depth to match the bars if/when you ever actually need to look at them.
Some significant progress, believe I've fixed issues with lighting being broken from afar, and lighting suddenly appearing when getting close. Foot shadows are being a major pain. Not only do they not want to be fixed, it's just extremely difficult for me to even find a place to stand in and get the camera angle right to even notice they are broken. Quite frankly, it's just not worth anymore of my time for how negligible of an impact they have, so that's getting disabled! ;) I'm going to take a closer look at the HUD again to see if I can manage to get that fixed without the bars on the side, and take another stab at actually fixing lens flares and skybox. I also fixed water reflections in the town, just to notice that fixing it there broke it in a well elsewhere, so need to do a little more work on that, but after I do that then I think I'll be ready to put up the final version on the blog in the next day or so.

Oh, I remembered someone mentioning the issue with the weight bars on the pause menu: I actually noticed them before, but for some reason fixing those causes them to flicker, so you'll just have to use the 'P' preset key to bring the HUD to depth to match the bars if/when you ever actually need to look at them.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 02/02/2016 06:22 AM   
  12 / 18    
Scroll To Top