How to fix/disable shaders in games(DLL,guide and fixes).
153 / 167
@4everAwake
If that doesn't work and it's for a menu or title screen there's a way to get/use a texture CRC in the DX9Settings.ini to call a predefined Preset with lower convergence, sorry I don't know the specifics on 'how' to do it but I'm pretty sure eqzitara uses it a lot in his fixes and Helix used it on Castlevania.
@4everAwake
If that doesn't work and it's for a menu or title screen there's a way to get/use a texture CRC in the DX9Settings.ini to call a predefined Preset with lower convergence, sorry I don't know the specifics on 'how' to do it but I'm pretty sure eqzitara uses it a lot in his fixes and Helix used it on Castlevania.
[quote="TsaebehT"]@4everAwake
If that doesn't work and it's for a menu or title screen there's a way to get/use a texture CRC in the DX9Settings.ini to call a predefined Preset with lower convergence, sorry I don't know the specifics on 'how' to do it but I'm pretty sure eqzitara uses it a lot in his fixes and Helix used it on Castlevania. [/quote]
Thanks for the tip, TsaebehT. I'm definitely going to check out the fix for Castlevania.
[quote="Pirateguybrush"]I lack the skills to assist, but I'd love to know how things are looking for Among The Sleep.[/quote]
Hey Pirateguybrush. I ran into a roadblock with that game, unfortunately. I'm getting this weird problem when I edit the pixelshader that controls shadows, It causes light rays from a wall light to be pushed into the wall. It's also causing the shadows to raise up from the floor the further you get from it.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/61328/[/img]
I'm getting some variant of this shadow problem in 4 other games that I looked at. I wasn't sure how to go about fixing it so I had set it aside for now in search for other "low hanging fruit" =P. (Currently finishing up 2 other fixes). But afterwards, I'm going to experiment more with this game.
TsaebehT said:@4everAwake
If that doesn't work and it's for a menu or title screen there's a way to get/use a texture CRC in the DX9Settings.ini to call a predefined Preset with lower convergence, sorry I don't know the specifics on 'how' to do it but I'm pretty sure eqzitara uses it a lot in his fixes and Helix used it on Castlevania.
Thanks for the tip, TsaebehT. I'm definitely going to check out the fix for Castlevania.
Pirateguybrush said:I lack the skills to assist, but I'd love to know how things are looking for Among The Sleep.
Hey Pirateguybrush. I ran into a roadblock with that game, unfortunately. I'm getting this weird problem when I edit the pixelshader that controls shadows, It causes light rays from a wall light to be pushed into the wall. It's also causing the shadows to raise up from the floor the further you get from it.
I'm getting some variant of this shadow problem in 4 other games that I looked at. I wasn't sure how to go about fixing it so I had set it aside for now in search for other "low hanging fruit" =P. (Currently finishing up 2 other fixes). But afterwards, I'm going to experiment more with this game.
Hey, guys. I'm trying to improve this fix by putting the ground textures where they need to be: http://helixmod.blogspot.com/2014/07/shadowgrounds-survivor.html
I couldn't find the vertex shader the first time I looked because I wasn't in the right area of the game. I've found it and have been struggling to find a solution. I've managed to get the texture at the correct depth, but it causes a bunch of texture corruption.
What I did to achieve this was reverse the stereo drivers' calculation for the position of the vertex, and then sent the original position information to two of the texture coordinate outputs. The other texcoord output doesn't reference the position.
It doesn't make sense to me why this would put the ground texture at the proper depth. Through trial and error, this is the closest to working I've been able to get it. I don't know how this stuff works, so some insight would be appreciated.
[b]Before:[/b] [url]http://photos.3dvisionlive.com/Eincrou/image/53da871fd475fee2450000a7/[/url]
[b]After:[/b] [url]http://photos.3dvisionlive.com/Eincrou/image/53da8783d475fe1b5e0000a8/[/url]
[code][b]Original shader code (converted to VS3)[/b]
vs_3_0
dcl_position o10
dcl_color o8
dcl_texcoord o0
dcl_texcoord2 o2
dcl_texcoord3 o3
dcl_fog o11.x
dcl_position v0
dcl_normal v3
dcl_texcoord v7
dcl_texcoord1 v8
dcl_texcoord2 v9
m4x4 r0, v0, c0
mov o10, r0
dp3 r1.x, v3.xyzz, c11.xyzz
max r1.x, r1.x, c9.w
add r2.xyz, c7.xyzz, r1.x
mul o8, r2.xyzz, c8.xyzz
mov o0, v7
m4x4 r1, r0, c14
mov o2, r1
m4x4 r1, r0, c18
mov o3, r1
add r0, v0.y, -c25.x
mul o11.x, r0.x, c25.y[/code]
[code][b]Modified code[/b]
vs_3_0
def c220, 0, 0, 0.0625, 100
dcl_2d s0
dcl_position o10
dcl_color o8
dcl_texcoord o0
dcl_texcoord2 o2
dcl_texcoord3 o3
dcl_fog o11.x
dcl_position v0
dcl_normal v3
dcl_texcoord v7
dcl_texcoord1 v8
dcl_texcoord2 v9
m4x4 r0, v0, c0
mov r8, r0 // save original position
texldl r5, c220.z, s0
sub r5.y, r0.w, r5.y // (ObjectDepth - convergence)
mul r5.x, r5.x, r5.y // Separation * [(ObjectDepth(w component) - convergence)]
sub r0.x, r0.x, r5.x // Final vertex correction
mov r9, r0 // Save corrected position
mov o10, r0
mov r0, r8 // Restore original position info
dp3 r1.x, v3.xyzz, c11.xyzz
max r1.x, r1.x, c9.w
add r2.xyz, c7.xyzz, r1.x
mul o8, r2.xyzz, c8.xyzz
mov o0, v7 // mov o0, v7
m4x4 r1, r0, c14
mov o2, r1
m4x4 r1, r0, c18
mov o3, r1
add r0, v0.y, -c25.x
mul o11.x, r0.x, c25.y[/code]
I couldn't find the vertex shader the first time I looked because I wasn't in the right area of the game. I've found it and have been struggling to find a solution. I've managed to get the texture at the correct depth, but it causes a bunch of texture corruption.
What I did to achieve this was reverse the stereo drivers' calculation for the position of the vertex, and then sent the original position information to two of the texture coordinate outputs. The other texcoord output doesn't reference the position.
It doesn't make sense to me why this would put the ground texture at the proper depth. Through trial and error, this is the closest to working I've been able to get it. I don't know how this stuff works, so some insight would be appreciated.
mov r8, r0 // save original position
texldl r5, c220.z, s0
sub r5.y, r0.w, r5.y // (ObjectDepth - convergence)
mul r5.x, r5.x, r5.y // Separation * [(ObjectDepth(w component) - convergence)]
sub r0.x, r0.x, r5.x // Final vertex correction
mov r9, r0 // Save corrected position
mov o10, r0
mov r0, r8 // Restore original position info
I think you are on the right track there. I don't have much to add except to note that a lot of times it is a trial and error to try to find the right tweak. The problem is that we can't see the full pipeline and have to make educated guesses about stuff like what texcoord2 is used for, for example.
Some experimental techniques are to disable individual outputs and see how it affects the image. So for example, comment out the line that sets o2 and see what changes. This can give you insight into which piece is causing trouble.
The pictures you posted look like texture clipping to me, rather than corruption. Maybe try tweaking your texture output depth to make it slightly deeper as an experiment. Add some small constant to it, and see how it affects it. This could also be scissor clipping as the textures are higher, and it does change from eye-to-eye. I can't remember what the Helix scissor clip disable is, but give that a try.
The other thought is that in the big canyon in front, that looks like maybe it's the fog, so it would be worth disabling fog as an experiment.
I think you are on the right track there. I don't have much to add except to note that a lot of times it is a trial and error to try to find the right tweak. The problem is that we can't see the full pipeline and have to make educated guesses about stuff like what texcoord2 is used for, for example.
Some experimental techniques are to disable individual outputs and see how it affects the image. So for example, comment out the line that sets o2 and see what changes. This can give you insight into which piece is causing trouble.
The pictures you posted look like texture clipping to me, rather than corruption. Maybe try tweaking your texture output depth to make it slightly deeper as an experiment. Add some small constant to it, and see how it affects it. This could also be scissor clipping as the textures are higher, and it does change from eye-to-eye. I can't remember what the Helix scissor clip disable is, but give that a try.
The other thought is that in the big canyon in front, that looks like maybe it's the fog, so it would be worth disabling fog as an experiment.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"]Some experimental techniques are to disable individual outputs and see how it affects the image.[/quote]Pretty sure I have a half-assed bat/ahk script that you can disable it line by line in-game kicking around somewhere that I haven't really fleshed out if you're interested in it Eincrou ... iirc it only ignores commented out lines and the starting v/s_3_0 lines. I wasn't sure which other lines to have it ignore when I was messing around with it.
edit: found [url=https://www.dropbox.com/s/7m08k0apbyd3kgy/_TheShaderRack.zip]it[/url], you'll need AutoHotKey installed. It needs work but hey it works, Ctrl+Tab suspends the ahk script, N disables the next line in-game. I'd backup the Shader just in case because it does overwrite it line by line. Just run the ahk script, then drag-n-drop the Shader onto the bat script and run the game.
bo3b said:Some experimental techniques are to disable individual outputs and see how it affects the image.
Pretty sure I have a half-assed bat/ahk script that you can disable it line by line in-game kicking around somewhere that I haven't really fleshed out if you're interested in it Eincrou ... iirc it only ignores commented out lines and the starting v/s_3_0 lines. I wasn't sure which other lines to have it ignore when I was messing around with it.
edit: found it, you'll need AutoHotKey installed. It needs work but hey it works, Ctrl+Tab suspends the ahk script, N disables the next line in-game. I'd backup the Shader just in case because it does overwrite it line by line. Just run the ahk script, then drag-n-drop the Shader onto the bat script and run the game.
I can't remember which games had the issue but I remember some of the fixes the mouse wasn't working properly, eg working in the menus but not in-game, the following setting under the General section of the DX9Settings.ini fixed the issue when I was messing around with realMyst.
[General]
InitMouse=False
It also seems like there's a setting to use another profile, it didn't work initially with realMyst because it already had a profile. It may have been loading both(?), the green text was showing the alternate profile but it was still exhibiting the lack of 3D that the realMyst profile causes.
Anyway if the game doesn't have it's own profile the following seems like it will use another profile without the need to use NVIDIA Inspector to add it to one. (GameProfile=ExeAssociatedWithProfile)
[General]
GameProfile=Aion
... thought I'd share, if it's been talked about/or common knowledge ... sorry, I must have missed that class. :)
I can't remember which games had the issue but I remember some of the fixes the mouse wasn't working properly, eg working in the menus but not in-game, the following setting under the General section of the DX9Settings.ini fixed the issue when I was messing around with realMyst.
[General]
InitMouse=False
It also seems like there's a setting to use another profile, it didn't work initially with realMyst because it already had a profile. It may have been loading both(?), the green text was showing the alternate profile but it was still exhibiting the lack of 3D that the realMyst profile causes.
Anyway if the game doesn't have it's own profile the following seems like it will use another profile without the need to use NVIDIA Inspector to add it to one. (GameProfile=ExeAssociatedWithProfile)
[General]
GameProfile=Aion
... thought I'd share, if it's been talked about/or common knowledge ... sorry, I must have missed that class. :)
[quote="TsaebehT"]I can't remember which games had the issue but I remember some of the fixes the mouse wasn't working properly, eg working in the menus but not in-game, the following setting under the General section of the DX9Settings.ini fixed the issue when I was messing around with realMyst.
[General]
InitMouse=False
It also seems like there's a setting to use another profile, it didn't work initially with realMyst because it already had a profile. It may have been loading both(?), the green text was showing the alternate profile but it was still exhibiting the lack of 3D that the realMyst profile causes.
Anyway if the game doesn't have it's own profile the following seems like it will use another profile without the need to use NVIDIA Inspector to add it to one. (GameProfile=ExeAssociatedWithProfile)
[General]
GameProfile=Aion
... thought I'd share, if it's been talked about/or common knowledge ... sorry, I must have missed that class. :)[/quote]
Thank you yet again TsaebehT! I've only tried Kerbal so far, but mouse-look is working now. I did a search a while back regarding this, but I wasn't able to find anything.
Also, great tip about the profiles. It's definitely a lot easier to do this than to fiddle with Nvidia Inspector. How were you able to discover all this? I'm trying to keep a glossary of terms for the dx9settings file.
TsaebehT said:I can't remember which games had the issue but I remember some of the fixes the mouse wasn't working properly, eg working in the menus but not in-game, the following setting under the General section of the DX9Settings.ini fixed the issue when I was messing around with realMyst.
[General]
InitMouse=False
It also seems like there's a setting to use another profile, it didn't work initially with realMyst because it already had a profile. It may have been loading both(?), the green text was showing the alternate profile but it was still exhibiting the lack of 3D that the realMyst profile causes.
Anyway if the game doesn't have it's own profile the following seems like it will use another profile without the need to use NVIDIA Inspector to add it to one. (GameProfile=ExeAssociatedWithProfile)
[General]
GameProfile=Aion
... thought I'd share, if it's been talked about/or common knowledge ... sorry, I must have missed that class. :)
Thank you yet again TsaebehT! I've only tried Kerbal so far, but mouse-look is working now. I did a search a while back regarding this, but I wasn't able to find anything.
Also, great tip about the profiles. It's definitely a lot easier to do this than to fiddle with Nvidia Inspector. How were you able to discover all this? I'm trying to keep a glossary of terms for the dx9settings file.
[quote="4everAwake"]Thank you yet again TsaebehT! I've only tried Kerbal so far, but mouse-look is working now. I did a search a while back regarding, but I wasn't able to find anything.
Also, great tip about the profiles. It's definitely a lot easier to do this than to fiddle with Nvidia Inspector. How were you able to discover all this? I'm trying to keep a glossary of terms for the dx9settings file.[/quote]Be wary of setting the profile using Helix .ini commands. I found that didn't work in all the versions of HelixMod.
If you make a list of the commands, please include notes where some work and some don't. And then please share that list too. :->
4everAwake said:Thank you yet again TsaebehT! I've only tried Kerbal so far, but mouse-look is working now. I did a search a while back regarding, but I wasn't able to find anything.
Also, great tip about the profiles. It's definitely a lot easier to do this than to fiddle with Nvidia Inspector. How were you able to discover all this? I'm trying to keep a glossary of terms for the dx9settings file.
Be wary of setting the profile using Helix .ini commands. I found that didn't work in all the versions of HelixMod.
If you make a list of the commands, please include notes where some work and some don't. And then please share that list too. :->
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"][quote="4everAwake"]Thank you yet again TsaebehT! I've only tried Kerbal so far, but mouse-look is working now. I did a search a while back regarding, but I wasn't able to find anything.
Also, great tip about the profiles. It's definitely a lot easier to do this than to fiddle with Nvidia Inspector. How were you able to discover all this? I'm trying to keep a glossary of terms for the dx9settings file.[/quote]Be wary of setting the profile using Helix .ini commands. I found that didn't work in all the versions of HelixMod.
If you make a list of the commands, please include notes where some work and some don't. And then please share that list too. :->[/quote]
It's still very incomplete and disorganized, but here's what I have so far: https://www.dropbox.com/s/fuk03wk4si3dyyv/dx9settings%20NOTES%201.rtf
4everAwake said:Thank you yet again TsaebehT! I've only tried Kerbal so far, but mouse-look is working now. I did a search a while back regarding, but I wasn't able to find anything.
Also, great tip about the profiles. It's definitely a lot easier to do this than to fiddle with Nvidia Inspector. How were you able to discover all this? I'm trying to keep a glossary of terms for the dx9settings file.
Be wary of setting the profile using Helix .ini commands. I found that didn't work in all the versions of HelixMod.
If you make a list of the commands, please include notes where some work and some don't. And then please share that list too. :->
I don't know when I'll get to really mess around with it again like I was able to last weekend, and I'm not sure I'll be able to figure out anything more that's useful so I'll share what I found, hopefully it's of use to someone.
.. as mentioned above:
[quote][General]
GameProfile=Aion (130305+ dlls, uses NVIDIA profile(if game is on/has a profile may not work properly))
InitMouse=False (130906+ dlls, helps with mouse 'issues')[/quote]... and lastly is a '2-part' setting to show texture CRCs, texture 'logging' via [XSCRC]+CheckTexCRC=true' only seems to work with the 120305 dll as far as I've seen but this is different, it blacks(or whites in some cases) out the texture in-game and displays the CRC(+TotalTexQty) in the 'RedInfoText' at the top(right) of the screen.
[quote][General]
bCalcTexCRCatStart=True (130305+ dlls, enables Prev/NextTexKey)
PrevTexKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] (Cycles Through Textures In-game)
NextTexKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] (Cycles Through Textures In-game)
TexToMonoKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] (?)
TexToStereoKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] (?)[/quote]XXX = [url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]KeyboardKeyCode[/url]
I'm not sure if there are 'default' keys set to cycle through the textures but when remapped they don't seem to work at all in-game [u]unless[/u] bCalcTexCRCatStart is set to True.
I don't know when I'll get to really mess around with it again like I was able to last weekend, and I'm not sure I'll be able to figure out anything more that's useful so I'll share what I found, hopefully it's of use to someone.
.. as mentioned above:
[General]
GameProfile=Aion (130305+ dlls, uses NVIDIA profile(if game is on/has a profile may not work properly))
InitMouse=False (130906+ dlls, helps with mouse 'issues')
... and lastly is a '2-part' setting to show texture CRCs, texture 'logging' via [XSCRC]+CheckTexCRC=true' only seems to work with the 120305 dll as far as I've seen but this is different, it blacks(or whites in some cases) out the texture in-game and displays the CRC(+TotalTexQty) in the 'RedInfoText' at the top(right) of the screen.
[General]
bCalcTexCRCatStart=True (130305+ dlls, enables Prev/NextTexKey)
PrevTexKey=XXX (Cycles Through Textures In-game)
NextTexKey=XXX (Cycles Through Textures In-game)
TexToMonoKey=XXX (?)
TexToStereoKey=XXX (?)
I'm not sure if there are 'default' keys set to cycle through the textures but when remapped they don't seem to work at all in-game unless bCalcTexCRCatStart is set to True.
[quote="TsaebehT"]... and lastly is a '2-part' setting to show texture CRCs, texture 'logging' via [XSCRC]+CheckTexCRC=true' only seems to work with the 120305 dll as far as I've seen but this is different, it blacks(or whites in some cases) out the texture in-game and displays the CRC(+TotalTexQty) in the 'RedInfoText' at the top(right) of the screen.
[quote][General]
bCalcTexCRCatStart=True (130305+ dlls, enables Prev/NextTexKey)
PrevTexKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] (Cycles Through Textures In-game)
NextTexKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] (Cycles Through Textures In-game)
TexToMonoKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] (?)
TexToStereoKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] (?)[/quote]XXX = [url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]KeyboardKeyCode[/url]
I'm not sure if there are 'default' keys set to cycle through the textures but when remapped they don't seem to work at all in-game [u]unless[/u] bCalcTexCRCatStart is set to True.[/quote]
That is helpful! I just tried it & I think this is more convenient than having to pull up the textures log. Also, I wish I knew what the last two meant. How'd you discover this?
TsaebehT said:... and lastly is a '2-part' setting to show texture CRCs, texture 'logging' via [XSCRC]+CheckTexCRC=true' only seems to work with the 120305 dll as far as I've seen but this is different, it blacks(or whites in some cases) out the texture in-game and displays the CRC(+TotalTexQty) in the 'RedInfoText' at the top(right) of the screen.
[General]
bCalcTexCRCatStart=True (130305+ dlls, enables Prev/NextTexKey)
PrevTexKey=XXX (Cycles Through Textures In-game)
NextTexKey=XXX (Cycles Through Textures In-game)
TexToMonoKey=XXX (?)
TexToStereoKey=XXX (?)
I'm not sure if there are 'default' keys set to cycle through the textures but when remapped they don't seem to work at all in-game unless bCalcTexCRCatStart is set to True.
That is helpful! I just tried it & I think this is more convenient than having to pull up the textures log. Also, I wish I knew what the last two meant. How'd you discover this?
I'm trying to assign a constant value to a pixel shader from the dx9settings file. I can't seem to get it working, though, I was able to get it to work with a vertex shader.
I used "DefVSConst1" for the vertex shader. So "DefPSConst1" is for pixel shaders right?
I'm trying to assign a constant value to a pixel shader from the dx9settings file. I can't seem to get it working, though, I was able to get it to work with a vertex shader.
I used "DefVSConst1" for the vertex shader. So "DefPSConst1" is for pixel shaders right?
[quote="4everAwake"]That is helpful! I just tried it & I think this is more convenient than having to pull up the textures log. Also, I wish I knew what the last two meant. How'd you discover this?[/quote]Umm, a ton of trial and error ... :)
4everAwake said:That is helpful! I just tried it & I think this is more convenient than having to pull up the textures log. Also, I wish I knew what the last two meant. How'd you discover this?
If that doesn't work and it's for a menu or title screen there's a way to get/use a texture CRC in the DX9Settings.ini to call a predefined Preset with lower convergence, sorry I don't know the specifics on 'how' to do it but I'm pretty sure eqzitara uses it a lot in his fixes and Helix used it on Castlevania.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Thanks for the tip, TsaebehT. I'm definitely going to check out the fix for Castlevania.
Hey Pirateguybrush. I ran into a roadblock with that game, unfortunately. I'm getting this weird problem when I edit the pixelshader that controls shadows, It causes light rays from a wall light to be pushed into the wall. It's also causing the shadows to raise up from the floor the further you get from it.
I'm getting some variant of this shadow problem in 4 other games that I looked at. I wasn't sure how to go about fixing it so I had set it aside for now in search for other "low hanging fruit" =P. (Currently finishing up 2 other fixes). But afterwards, I'm going to experiment more with this game.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
I couldn't find the vertex shader the first time I looked because I wasn't in the right area of the game. I've found it and have been struggling to find a solution. I've managed to get the texture at the correct depth, but it causes a bunch of texture corruption.
What I did to achieve this was reverse the stereo drivers' calculation for the position of the vertex, and then sent the original position information to two of the texture coordinate outputs. The other texcoord output doesn't reference the position.
It doesn't make sense to me why this would put the ground texture at the proper depth. Through trial and error, this is the closest to working I've been able to get it. I don't know how this stuff works, so some insight would be appreciated.
Before: http://photos.3dvisionlive.com/Eincrou/image/53da871fd475fee2450000a7/
After: http://photos.3dvisionlive.com/Eincrou/image/53da8783d475fe1b5e0000a8/
Some experimental techniques are to disable individual outputs and see how it affects the image. So for example, comment out the line that sets o2 and see what changes. This can give you insight into which piece is causing trouble.
The pictures you posted look like texture clipping to me, rather than corruption. Maybe try tweaking your texture output depth to make it slightly deeper as an experiment. Add some small constant to it, and see how it affects it. This could also be scissor clipping as the textures are higher, and it does change from eye-to-eye. I can't remember what the Helix scissor clip disable is, but give that a try.
The other thought is that in the big canyon in front, that looks like maybe it's the fog, so it would be worth disabling fog as an experiment.
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
edit: found it, you'll need AutoHotKey installed. It needs work but hey it works, Ctrl+Tab suspends the ahk script, N disables the next line in-game. I'd backup the Shader just in case because it does overwrite it line by line. Just run the ahk script, then drag-n-drop the Shader onto the bat script and run the game.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
[General]
InitMouse=False
It also seems like there's a setting to use another profile, it didn't work initially with realMyst because it already had a profile. It may have been loading both(?), the green text was showing the alternate profile but it was still exhibiting the lack of 3D that the realMyst profile causes.
Anyway if the game doesn't have it's own profile the following seems like it will use another profile without the need to use NVIDIA Inspector to add it to one. (GameProfile=ExeAssociatedWithProfile)
[General]
GameProfile=Aion
... thought I'd share, if it's been talked about/or common knowledge ... sorry, I must have missed that class. :)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Thank you yet again TsaebehT! I've only tried Kerbal so far, but mouse-look is working now. I did a search a while back regarding this, but I wasn't able to find anything.
Also, great tip about the profiles. It's definitely a lot easier to do this than to fiddle with Nvidia Inspector. How were you able to discover all this? I'm trying to keep a glossary of terms for the dx9settings file.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
If you make a list of the commands, please include notes where some work and some don't. And then please share that list too. :->
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
It's still very incomplete and disorganized, but here's what I have so far: https://www.dropbox.com/s/fuk03wk4si3dyyv/dx9settings%20NOTES%201.rtf
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
.. as mentioned above:
... and lastly is a '2-part' setting to show texture CRCs, texture 'logging' via [XSCRC]+CheckTexCRC=true' only seems to work with the 120305 dll as far as I've seen but this is different, it blacks(or whites in some cases) out the texture in-game and displays the CRC(+TotalTexQty) in the 'RedInfoText' at the top(right) of the screen.
XXX = KeyboardKeyCode
I'm not sure if there are 'default' keys set to cycle through the textures but when remapped they don't seem to work at all in-game unless bCalcTexCRCatStart is set to True.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
That is helpful! I just tried it & I think this is more convenient than having to pull up the textures log. Also, I wish I knew what the last two meant. How'd you discover this?
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
I used "DefVSConst1" for the vertex shader. So "DefPSConst1" is for pixel shaders right?
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]