3Dmigoto now open-source...
  68 / 143    
For now it's mostly for a couple of Unity games that I have fixed/worked on in both DX9 and DX11 at some point (Firewatch, World of Diving, The Long Dark, Stranded Deep, DreadOut) where having the DX11 fix installed will prevent Helix Mod from setting the convergence if the 3DMigoto nvapi.dll/nvapi64.dll is still present. This wouldn't allow the DX11 version of 3DMigoto to be chainloaded from Helix Mod - the DX9 and DX11 APIs are too different to allow that without significant refactoring, but you're not far off - I don't want to get anyone's hopes up prematurely, but I have been experimenting with reviving the DX9 project of 3DMigoto to complement Helix Mod and this is one step towards that. This wouldn't inherently support any of 3DMigoto's DX11 features - the intent is to focus on things that Helix Mod cannot do at all, or falls short of our needs. SBS support would be the first milestone, but I've got a few other things in mind as well. Bringing HLSL support to DX9 is a possibility, but it is not my priority since asm works (however Bo3b has expressed interest in bringing support for the decompiler to DX9, so you never know). At the moment though, this is just an experiment - I can see at least three or four viable paths towards improving DX9 support, and I'm testing the waters to evaluate the options and estimate how much work they will entail to get them where I need. With the exception of open sourcing Helix Mod, all these options are in their infancy and it will be quite some time before I have anything to show, assuming I can find enough time to work on this. But first, I'm studying the new LZ4 (I think) compressed asset format in Unity 5.3 since The Long Dark just went and updated to it and broke all my scripts :-/
For now it's mostly for a couple of Unity games that I have fixed/worked on in both DX9 and DX11 at some point (Firewatch, World of Diving, The Long Dark, Stranded Deep, DreadOut) where having the DX11 fix installed will prevent Helix Mod from setting the convergence if the 3DMigoto nvapi.dll/nvapi64.dll is still present.

This wouldn't allow the DX11 version of 3DMigoto to be chainloaded from Helix Mod - the DX9 and DX11 APIs are too different to allow that without significant refactoring, but you're not far off - I don't want to get anyone's hopes up prematurely, but I have been experimenting with reviving the DX9 project of 3DMigoto to complement Helix Mod and this is one step towards that. This wouldn't inherently support any of 3DMigoto's DX11 features - the intent is to focus on things that Helix Mod cannot do at all, or falls short of our needs. SBS support would be the first milestone, but I've got a few other things in mind as well.

Bringing HLSL support to DX9 is a possibility, but it is not my priority since asm works (however Bo3b has expressed interest in bringing support for the decompiler to DX9, so you never know).

At the moment though, this is just an experiment - I can see at least three or four viable paths towards improving DX9 support, and I'm testing the waters to evaluate the options and estimate how much work they will entail to get them where I need. With the exception of open sourcing Helix Mod, all these options are in their infancy and it will be quite some time before I have anything to show, assuming I can find enough time to work on this.


But first, I'm studying the new LZ4 (I think) compressed asset format in Unity 5.3 since The Long Dark just went and updated to it and broke all my scripts :-/

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

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Posted 04/27/2016 02:45 AM   
Not sure if Bo3b mentioned it. I am trying to get helix to post his source but who knows. He is an extremely private person and it doesnt help that hes hard to reach.. Only reason I am mentioning it because he seemed willing when I contacted two+ weeks ago. Just recontacted today to follow up. I will keep trying but if you dont hear from me in like two weeks its probably a no. Guess theres not a good reason to even mention this since its at most "maybe". I just figure you might want to focus on something else if you find free time if its within like two weeks. After 2 weeks, probably not going to get it.
Not sure if Bo3b mentioned it.
I am trying to get helix to post his source but who knows. He is an extremely private person and it doesnt help that hes hard to reach..

Only reason I am mentioning it because he seemed willing when I contacted two+ weeks ago. Just recontacted today to follow up.
I will keep trying but if you dont hear from me in like two weeks its probably a no.

Guess theres not a good reason to even mention this since its at most "maybe". I just figure you might want to focus on something else if you find free time if its within like two weeks. After 2 weeks, probably not going to get it.

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Posted 04/27/2016 02:58 AM   
That would be great if he would be winning to release the source code - it's by far the best option given how advanced it is compared to any other DX9 wrapper at the moment. For SBS it doesn't really matter if it's Helix Mod or something else since it's largely independent of the existing functionality, but some of my other ideas would benefit greatly from building on an existing code base - bringing in 3DMigoto's full screen forcing code along with a couple of tweaks to the matrix copy support could allow DreadOut to be fixed, and my plan to fix Ceto water in The Forest currently involves binary patching Helix Mod to disable some core functionality (injecting the stereo sampler) - that would be much easier with the source code to make that optional instead, and then I could build the alternative into Helix Mod instead of relying on the driver's undocumented stereo register. Plus there's a couple of bugs I could look into squashing, and workflow improvements like we have in 3DMigoto ;-) I have plenty of other things to go on with for the next two weeks, so I'll wait to see if this pans out :)
That would be great if he would be winning to release the source code - it's by far the best option given how advanced it is compared to any other DX9 wrapper at the moment.

For SBS it doesn't really matter if it's Helix Mod or something else since it's largely independent of the existing functionality, but some of my other ideas would benefit greatly from building on an existing code base - bringing in 3DMigoto's full screen forcing code along with a couple of tweaks to the matrix copy support could allow DreadOut to be fixed, and my plan to fix Ceto water in The Forest currently involves binary patching Helix Mod to disable some core functionality (injecting the stereo sampler) - that would be much easier with the source code to make that optional instead, and then I could build the alternative into Helix Mod instead of relying on the driver's undocumented stereo register. Plus there's a couple of bugs I could look into squashing, and workflow improvements like we have in 3DMigoto ;-)

I have plenty of other things to go on with for the next two weeks, so I'll wait to see if this pans out :)

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

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Posted 04/27/2016 05:13 AM   
He says.. "The problem that i'm at bussines trip right now and return only at 18 june. Don't think that i can send anything before this date." Ill contact then but might be best if you plan without it. I still might get it but it seems pretty far off for a maybe.
He says..
"The problem that i'm at bussines trip right now and return only at 18 june.

Don't think that i can send anything before this date."


Ill contact then but might be best if you plan without it. I still might get it but it seems pretty far off for a maybe.

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Posted 04/29/2016 05:55 PM   
[quote="eqzitara"]He says.. "The problem that i'm at bussines trip right now and return only at 18 june. Don't think that i can send anything before this date." Ill contact then but might be best if you plan without it. I still might get it but it seems pretty far off for a maybe.[/quote] The time will go by in a flash. I'm plenty happy with his 'maybe'. Beats a straight 'no', any day. Not going to have any expectation either way. Thanks for contacting him, it'd be a huge win to be able to start with his code.
eqzitara said:He says..
"The problem that i'm at bussines trip right now and return only at 18 june.

Don't think that i can send anything before this date."


Ill contact then but might be best if you plan without it. I still might get it but it seems pretty far off for a maybe.

The time will go by in a flash. I'm plenty happy with his 'maybe'. Beats a straight 'no', any day. Not going to have any expectation either way.

Thanks for contacting him, it'd be a huge win to be able to start with his code.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Posted 04/30/2016 06:28 AM   
Tonight I tried to pick up where I left off on fixing Ryse: Son of Rome, and the biggest issue I'm facing is the lack of 3DMigoto's frame analysis function working for this title... and quite frankly, since I've come to learn how to utilize frame analysis in all it's awesomeness, I just don't have the patience for the trial and error approach with hunting shaders anymore, lol! I've tried just about every option (including forcing dumping rt as dds and jps), and even something as simple as just "log filename_reg" so that it's not even dumping out any images, and no matter what I try it creates a frame analysis folder with just a ShaderUsage.txt file in it. I've tried quite a few different versions of 3DMigoto, in case one of the updates may have broken it for this title, and no luck there. Is there anything else that I could try? Or if I put in a feature request, is this something that could potentially be looked at from the development side of the tool?
Tonight I tried to pick up where I left off on fixing Ryse: Son of Rome, and the biggest issue I'm facing is the lack of 3DMigoto's frame analysis function working for this title... and quite frankly, since I've come to learn how to utilize frame analysis in all it's awesomeness, I just don't have the patience for the trial and error approach with hunting shaders anymore, lol!

I've tried just about every option (including forcing dumping rt as dds and jps), and even something as simple as just "log filename_reg" so that it's not even dumping out any images, and no matter what I try it creates a frame analysis folder with just a ShaderUsage.txt file in it. I've tried quite a few different versions of 3DMigoto, in case one of the updates may have broken it for this title, and no luck there.

Is there anything else that I could try? Or if I put in a feature request, is this something that could potentially be looked at from the development side of the tool?

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Posted 05/03/2016 06:28 AM   
It would be worth putting it into full debug mode with calls=1, debug=1 in the d3dx.ini header. Try the frame analysis, then quit immediately after, so that the log does not get too big. Try to be sort of fast while doing it, debug mode adds a *lot* of info.
It would be worth putting it into full debug mode with calls=1, debug=1 in the d3dx.ini header. Try the frame analysis, then quit immediately after, so that the log does not get too big. Try to be sort of fast while doing it, debug mode adds a *lot* of info.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Posted 05/03/2016 08:31 AM   
Ok, I just dumped a debug log. Did a frame analysis as soon as I got into game with 3D graphics displayed, and exited. Managed to do it fast enough that the log is under 400MB, zipped up it's under 8MB. Can be downloaded here: [url]http://www.mediafire.com/download/7nugtpa58m99hir/d3d11_log.zip[/url] If it's all the same and easier to parse by me dumping it from the title screen (without and 3D graphics displayed), which would lead to an even smaller dump, then LMK and I'll redump it that way. Edit: Actually, I just did that too, so you can just grab whichever one works better. Here's the link to the title screen only dump (40MB log dump only!): [url]http://www.mediafire.com/download/6eu5pa4em9upu1m/d3d11_log_title_only.zip[/url]
Ok, I just dumped a debug log. Did a frame analysis as soon as I got into game with 3D graphics displayed, and exited. Managed to do it fast enough that the log is under 400MB, zipped up it's under 8MB.

Can be downloaded here: http://www.mediafire.com/download/7nugtpa58m99hir/d3d11_log.zip

If it's all the same and easier to parse by me dumping it from the title screen (without and 3D graphics displayed), which would lead to an even smaller dump, then LMK and I'll redump it that way.

Edit: Actually, I just did that too, so you can just grab whichever one works better. Here's the link to the title screen only dump (40MB log dump only!): http://www.mediafire.com/download/6eu5pa4em9upu1m/d3d11_log_title_only.zip

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Posted 05/03/2016 09:17 AM   
We had similar problems with frame analysis in Crysis 3 (but Lichdom and Crysis 2 worked fine IIRC) - 95% of attempts would create an empty dump, but occasionally it would work fine - to the point where I just hit the analysis key over and over until it triggered. At the time I suspected the Origin overlay was interfering with it by injecting extra Present() calls, but I never confirmed that (and that wouldn't explain Ryse, but maybe there is something similar going on). Try adding 'hold' to your analysis_options and hold the analysis key until you see the game has stalled (indicating that a dump has started) - this option was added to perform an analysis across multiple frames, but if my suspicions are right it might help here as well. Edit: Yeah, the debug log confirms that Present() is being called twice in a row, so the frame analysis only analyses the time between them: [code] HackerDXGISwapChain::Present(class HackerDXGISwapChain@0000000021CB1710) called SyncInterval = 0 Flags = 1 Frame analysis directory: X:\SteamLibrary\steamapps\common\Ryse Son of Rome\Bin64\FrameAnalysis-2016-05-03-052021 HackerDXGISwapChain::Present(class HackerDXGISwapChain@0000000021CB1710) called SyncInterval = 1 Flags = 0 [/code] I wonder if I can use SyncInterval and/or Flags to recognise the real one...? Edit: Yeah, looks like if Flags has DXGI_PRESENT_TEST we should ignore the present call.
We had similar problems with frame analysis in Crysis 3 (but Lichdom and Crysis 2 worked fine IIRC) - 95% of attempts would create an empty dump, but occasionally it would work fine - to the point where I just hit the analysis key over and over until it triggered. At the time I suspected the Origin overlay was interfering with it by injecting extra Present() calls, but I never confirmed that (and that wouldn't explain Ryse, but maybe there is something similar going on).

Try adding 'hold' to your analysis_options and hold the analysis key until you see the game has stalled (indicating that a dump has started) - this option was added to perform an analysis across multiple frames, but if my suspicions are right it might help here as well.

Edit: Yeah, the debug log confirms that Present() is being called twice in a row, so the frame analysis only analyses the time between them:

HackerDXGISwapChain::Present(class HackerDXGISwapChain@0000000021CB1710) called 
SyncInterval = 0
Flags = 1

Frame analysis directory: X:\SteamLibrary\steamapps\common\Ryse Son of Rome\Bin64\FrameAnalysis-2016-05-03-052021

HackerDXGISwapChain::Present(class HackerDXGISwapChain@0000000021CB1710) called
SyncInterval = 1
Flags = 0


I wonder if I can use SyncInterval and/or Flags to recognise the real one...? Edit: Yeah, looks like if Flags has DXGI_PRESENT_TEST we should ignore the present call.

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

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Posted 05/03/2016 10:36 PM   
Yes! That did it: adding the hold option makes it work with a single tap of the button. I had tried repeatedly pressing the button before and creating like 20 dumps in a row and that never worked before. After having it work now with the hold function, I removed the option, and it went back to how it was: mash the button and nothing. Reenabled hold, and again, first press of the button and it worked. Feel free to squash that bug if you so choose, but I'm happy with this workaround solution for this. As always, major thanks for this!
Yes! That did it: adding the hold option makes it work with a single tap of the button. I had tried repeatedly pressing the button before and creating like 20 dumps in a row and that never worked before. After having it work now with the hold function, I removed the option, and it went back to how it was: mash the button and nothing. Reenabled hold, and again, first press of the button and it worked. Feel free to squash that bug if you so choose, but I'm happy with this workaround solution for this. As always, major thanks for this!

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

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Posted 05/04/2016 02:00 AM   
@DarkStarSword How can i use those settings in the ini for SBS and TB mode. In all CryEngine games i see 4 eyes layout (4 screens, 2 for left eye and 2 for right eye)....like you says the Present() is called twice, so the SBS / TB layout is produced twice.
@DarkStarSword

How can i use those settings in the ini for SBS and TB mode. In all CryEngine games i see 4 eyes layout (4 screens, 2 for left eye and 2 for right eye)....like you says the Present() is called twice, so the SBS / TB layout is produced twice.

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Posted 05/04/2016 10:54 AM   
[s]For now try the latest 3DMigoto and add the new max_executions_per_frame=1 option to the custom shader section[/s]No, scratch that - it will treat it as a second frame so that won't work. I'll be back home late tonight and will try to get a release out tonight or tomorrow to fix it (or @Bo3b, if you have some spare cycles could you release a fix?).
For now try the latest 3DMigoto and add the new max_executions_per_frame=1 option to the custom shader sectionNo, scratch that - it will treat it as a second frame so that won't work. I'll be back home late tonight and will try to get a release out tonight or tomorrow to fix it (or @Bo3b, if you have some spare cycles could you release a fix?).

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

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Posted 05/05/2016 12:47 AM   
[quote="DarkStarSword"][s]For now try the latest 3DMigoto and add the new max_executions_per_frame=1 option to the custom shader section[/s]No, scratch that - it will treat it as a second frame so that won't work. I'll be back home late tonight and will try to get a release out tonight or tomorrow to fix it (or @Bo3b, if you have some spare cycles could you release a fix?).[/quote] Sorry, I can't get to this, I'm presently on the critical path on my contract.
DarkStarSword said:For now try the latest 3DMigoto and add the new max_executions_per_frame=1 option to the custom shader sectionNo, scratch that - it will treat it as a second frame so that won't work. I'll be back home late tonight and will try to get a release out tonight or tomorrow to fix it (or @Bo3b, if you have some spare cycles could you release a fix?).

Sorry, I can't get to this, I'm presently on the critical path on my contract.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Posted 05/06/2016 06:07 AM   
The issues with SBS/TAB and Frame Analysis in Crysis 3 & Ryse are fixed with 3DMigoto 1.2.37: https://github.com/bo3b/3Dmigoto/releases
The issues with SBS/TAB and Frame Analysis in Crysis 3 & Ryse are fixed with 3DMigoto 1.2.37:


https://github.com/bo3b/3Dmigoto/releases

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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

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Posted 05/06/2016 08:13 AM   
Thanks DSS!! Just tested in Crysis 3 and State of Decay and works perfect!! Oh man! Crysis 3 in 1080 TB looks amazing! **EDIT I don't know if was on purpose, but Hitman Absolution now is working in SBS and TB mode!! Many Thanks!!
Thanks DSS!!

Just tested in Crysis 3 and State of Decay and works perfect!!
Oh man! Crysis 3 in 1080 TB looks amazing!

**EDIT
I don't know if was on purpose, but Hitman Absolution now is working in SBS and TB mode!! Many Thanks!!

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Posted 05/06/2016 02:51 PM   
  68 / 143    
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