Final Fantasy XIV 3D Vision fix (Possible??)
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Hey Shaderhackers, I Downloaded the free trial of FFXIV and attempted to fix it. I found about so far 13 bad shaders but when I goto apply the fix with Hash mark They still show up.. I am unsure why they are still there but is there something besides put the shaderfixes copy them to the hash line in the D3d file?? I had this happen when I was fixing Arma 3 and when I disabled Hunting the fixes got applied but it did not do that for this game.. Since I only have 14 days to get this fixed I am looking for some help into what I did wrong?? here are the bad shaders incode: [code]------------------------------------------------------------------------------------------------- [ShaderOverride13] Hash=0ecaaa3a296cc862-ps_replace Handling=skip Hash=096d30f476f22a18-ps_replace Handling=skip Hash=a854b61d33ff3310-ps_replace Handling=skip Hash=baffcadbd18e4a62-ps_replace Handling=skip Hash=f5b094eb2fa57510-ps_replace Handling=skip Hash=1dc5e1d75a40803f-ps_replace Handling=skip Hash=1edf9a2a4f5ef7e3-ps_replace Handling=skip Hash=957c36ffb9cdb401-ps_replace Handling=skip Hash=b99884a80c0653f4-ps_replace Handling=skip Hash=baffcadbd18e4a62-ps_replace Handling=skip Hash=5a402eb8cdc4cd5f-vs_replace Handling=skip Hash=b99884a80c0653f4-ps_replace Handling=skip Hash=fac217e61637cce8-ps_replace Handling-skip [/code] I have all the shaders files in the shaderfixes folders and unsure as to why they are not omitted ingame..
Hey Shaderhackers,

I Downloaded the free trial of FFXIV and attempted to fix it. I found about so far 13 bad shaders but when I goto apply the fix with Hash mark They still show up..

I am unsure why they are still there but is there something besides put the shaderfixes copy them to the hash line in the D3d file??

I had this happen when I was fixing Arma 3 and when I disabled Hunting the fixes got applied but it did not do that for this game..

Since I only have 14 days to get this fixed I am looking for some help into what I did wrong??


here are the bad shaders incode:


-------------------------------------------------------------------------------------------------
[ShaderOverride13]
Hash=0ecaaa3a296cc862-ps_replace
Handling=skip

Hash=096d30f476f22a18-ps_replace
Handling=skip

Hash=a854b61d33ff3310-ps_replace
Handling=skip

Hash=baffcadbd18e4a62-ps_replace
Handling=skip

Hash=f5b094eb2fa57510-ps_replace
Handling=skip

Hash=1dc5e1d75a40803f-ps_replace
Handling=skip

Hash=1edf9a2a4f5ef7e3-ps_replace
Handling=skip

Hash=957c36ffb9cdb401-ps_replace
Handling=skip

Hash=b99884a80c0653f4-ps_replace
Handling=skip

Hash=baffcadbd18e4a62-ps_replace
Handling=skip

Hash=5a402eb8cdc4cd5f-vs_replace
Handling=skip

Hash=b99884a80c0653f4-ps_replace
Handling=skip

Hash=fac217e61637cce8-ps_replace
Handling-skip


I have all the shaders files in the shaderfixes folders and unsure as to why they are not omitted ingame..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#1
Posted 08/13/2016 04:52 AM   
Try removing the "-ps_replace" part of each hash, so you only have the 16 character hexadecimal value. Also, have a separate [ShaderOverride**] for each entry, so for example [code][ShaderOverride1] Hash=0ecaaa3a296cc862 Handling=skip [ShaderOverride2] Hash=096d30f476f22a18 Handling=skip [ShaderOverride3] Hash=a854b61d33ff3310 Handling=skip ...[/code]
Try removing the "-ps_replace" part of each hash, so you only have the 16 character hexadecimal value.

Also, have a separate [ShaderOverride**] for each entry, so for example

[ShaderOverride1]
Hash=0ecaaa3a296cc862
Handling=skip

[ShaderOverride2]
Hash=096d30f476f22a18
Handling=skip

[ShaderOverride3]
Hash=a854b61d33ff3310
Handling=skip

...

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

#2
Posted 08/13/2016 05:32 AM   
Well it fixed it up a bit but when I enter a room or darker area as I walk closer to a darkened rooms objects the lights kick back in and ruins the effect again.. here is the code now: [code];------------------------------------------------------------------------------------------------------ [shaderoverride1] Hash=096d30f476f22a18 Handling=skip [shaderoverride2] Hash=977f98109429bed0 Handling=skip [shaderoverride3] Hash=c084fb8d34516ac5 handling=skip [shaderoverride4] Hash=cec1fb47486a0e52 handling=skip [shaderoverride5] Hash=f7bc496f9f1b7e0d handling=skip [shaderoverride6] hash=2bc9717335f1cf6b handling=skip [shaderoverride7] hash=372c6628a1634513 handling=skip [shaderoverride8] hash=847ccd0c60080362 handling=skip [shaderoverride9] hash=72a656dfd52149ad handling=skip [shaderoverride10] hash=8275d5111fbc2381 handling=skip [shaderoverride11] hash=9419c9bb19c2a4d6-ps handling=skip [/code] I will keep working on this almost got it..
Well it fixed it up a bit but when I enter a room or darker area as I walk closer to a darkened rooms objects the lights kick back in and ruins the effect again..

here is the code now:


;------------------------------------------------------------------------------------------------------
[shaderoverride1]
Hash=096d30f476f22a18
Handling=skip

[shaderoverride2]
Hash=977f98109429bed0
Handling=skip

[shaderoverride3]
Hash=c084fb8d34516ac5
handling=skip

[shaderoverride4]
Hash=cec1fb47486a0e52
handling=skip

[shaderoverride5]
Hash=f7bc496f9f1b7e0d
handling=skip

[shaderoverride6]
hash=2bc9717335f1cf6b
handling=skip

[shaderoverride7]
hash=372c6628a1634513
handling=skip

[shaderoverride8]
hash=847ccd0c60080362
handling=skip

[shaderoverride9]
hash=72a656dfd52149ad
handling=skip

[shaderoverride10]
hash=8275d5111fbc2381
handling=skip

[shaderoverride11]
hash=9419c9bb19c2a4d6-ps
handling=skip


I will keep working on this almost got it..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#3
Posted 08/13/2016 05:55 PM   
OK that is just the way the game mechanic works. I omitted the inside shaders and it really does not look that bad. so I will keep those enabled.. I just need top get the daytime shaders found and it should be ready for a Beta release.. Hopefully I can also figure out the HUD and Nameplates depth.. I think I got it working but not too sure.. I will need to look at more HUID fixes to be sure, OK time to breowse some hud fixes..
OK that is just the way the game mechanic works. I omitted the inside shaders and it really does not look that bad. so I will keep those enabled.. I just need top get the daytime shaders found and it should be ready for a Beta release..

Hopefully I can also figure out the HUD and Nameplates depth.. I think I got it working but not too sure..

I will need to look at more HUID fixes to be sure, OK time to breowse some hud fixes..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#4
Posted 08/13/2016 06:38 PM   
I have a question about nameplates. How does one set the depth of thoise.. I think I did it but it still looks at screen depth not inscreendepth??
I have a question about nameplates. How does one set the depth of thoise.. I think I did it but it still looks at screen depth not inscreendepth??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#5
Posted 08/14/2016 04:53 AM   
[Constants] x = 1.0 y = 1.0 z = 1.2 can the number go higher then one.. I thibnk this sets the hud and napeplates..
[Constants]
x = 1.0
y = 1.0
z = 1.2


can the number go higher then one.. I thibnk this sets the hud and napeplates..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#6
Posted 08/14/2016 04:55 AM   
You can set a constant to any value, but changing the constant alone won't modify anything. We use the constants in a stereo correction formula inside of the shaders for the HUD/nameplates. Here's an example of a fairly standard HUD adjustment I did in a shader: [code]//HUD-Ingame-EX bar/lifebar outline-FIXED cbuffer cb0 : register(b0) { float4 cb0[96]; } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : ATTRIBUTE3, float4 v1 : ATTRIBUTE0, out float4 o0 : ATTRIBUTE3, out float2 o1 : ATTRIBUTE4, out float4 o2 : SV_Position0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; o0.xyzw = v0.xyzw; r0.xyzw = v0.zzzz * float4(1020.03998,1020.03998,1020.03998,1020.03998) + float4(0.100000001,1.10000002,2.0999999,3.0999999); r0.xyzw = (int4)r0.xyzw; o1.x = dot(v1.xyzw, cb0[r0.z+0].xyzw); o1.y = dot(v1.xyzw, cb0[r0.w+0].xyzw); o2.x = dot(v1.xyzw, cb0[r0.x+0].xyzw); o2.y = dot(v1.xyzw, cb0[r0.y+0].xyzw); o2.zw = float2(0,1); // HUD adjustment float4 params = IniParams.Load(0); float4 stereo = StereoParams.Load(0); o2.x+=stereo.x*params.z; return; }[/code] The adjustment occurs at the very end (the 3 lines preceding the "return;"), which is simply adding separation * adjustment value (which is passed into the shader via the Z constant in this example) to the x coordinate of the output position. Not sure how far along you are in your learning to do shaderhacking, so let me know if the explanation I just gave went over your head and I'll try to break it down a little more.
You can set a constant to any value, but changing the constant alone won't modify anything. We use the constants in a stereo correction formula inside of the shaders for the HUD/nameplates.

Here's an example of a fairly standard HUD adjustment I did in a shader:

//HUD-Ingame-EX bar/lifebar outline-FIXED
cbuffer cb0 : register(b0)
{
float4 cb0[96];
}


Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : ATTRIBUTE3,
float4 v1 : ATTRIBUTE0,
out float4 o0 : ATTRIBUTE3,
out float2 o1 : ATTRIBUTE4,
out float4 o2 : SV_Position0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

o0.xyzw = v0.xyzw;
r0.xyzw = v0.zzzz * float4(1020.03998,1020.03998,1020.03998,1020.03998) + float4(0.100000001,1.10000002,2.0999999,3.0999999);
r0.xyzw = (int4)r0.xyzw;
o1.x = dot(v1.xyzw, cb0[r0.z+0].xyzw);
o1.y = dot(v1.xyzw, cb0[r0.w+0].xyzw);
o2.x = dot(v1.xyzw, cb0[r0.x+0].xyzw);
o2.y = dot(v1.xyzw, cb0[r0.y+0].xyzw);
o2.zw = float2(0,1);

// HUD adjustment
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o2.x+=stereo.x*params.z;
return;
}


The adjustment occurs at the very end (the 3 lines preceding the "return;"), which is simply adding separation * adjustment value (which is passed into the shader via the Z constant in this example) to the x coordinate of the output position.

Not sure how far along you are in your learning to do shaderhacking, so let me know if the explanation I just gave went over your head and I'll try to break it down a little more.

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

#7
Posted 08/14/2016 06:35 AM   
WEll I am a total noob and that is way over my head ;) I am willing to learn a bit more tho.. I would at least like to fix the nameplates ingame.. Thank you so much for helping..
WEll I am a total noob and that is way over my head ;)

I am willing to learn a bit more tho..
I would at least like to fix the nameplates ingame..

Thank you so much for helping..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#8
Posted 08/14/2016 01:24 PM   
THat would be awesome if this game gets a fix, I play this almost daily.
THat would be awesome if this game gets a fix, I play this almost daily.

#9
Posted 08/14/2016 03:56 PM   
Well it is basically fixed I just need to get the namep[lates fixed.. check the helixmod site the fix is in ;)
Well it is basically fixed I just need to get the namep[lates fixed.. check the helixmod site the fix is in ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#10
Posted 08/14/2016 09:21 PM   
http://helixmod.blogspot.com/2016/08/final-fantasy-xiv-realm-reborn-v10-wip.html

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#11
Posted 08/14/2016 09:22 PM   
Ok, so first off you'll want to locate the vertex shader(s) for the nameplates (a general rule of thumb is that vertex shaders are responsible for the positioning of an effect, so when you want to change the position of something, ie. pushing things into depth, then this is where you will be adding an adjustment). The example I gave above is a vertex shader. Secondly, you will need to determine which output register is the SV_Position output. All vertex shaders will have exactly one of these. You want to look at the register declarations, which always occur right after the "void main" in a shader. In the above example, it is the o2 register. Last, you will then add your adjustment code. For pushing HUD items to depth, using DX11/3DMigoto, it's ok to simply add your adjustment after all the code in the shader, immediately before the "return;" Essentially, you can literally plug and play the following code: // HUD adjustment float4 params = IniParams.Load(0); float4 stereo = StereoParams.Load(0); o2.x+=stereo.x*params.z; where the only thing you need to change is o2, to whatever register is the SV_Position for that shader. Then, you can set the Z constant in the d3dx.ini file to the value you would like to adjust it to, which needs to be between 0 and 1. I would suggest trying value 0.95, but if you find that pushes things too far in, you can try lower values like 0.75, 0.5, 0.25, etc. Or, even better, is to create a "cycle" preset button, such as the following: [Key4] Key = \ type = cycle z = 0.25, 0.5, 0.75, 0.9, 0 where pressing the \ key will switch between 5 different values.
Ok, so first off you'll want to locate the vertex shader(s) for the nameplates (a general rule of thumb is that vertex shaders are responsible for the positioning of an effect, so when you want to change the position of something, ie. pushing things into depth, then this is where you will be adding an adjustment). The example I gave above is a vertex shader.

Secondly, you will need to determine which output register is the SV_Position output. All vertex shaders will have exactly one of these. You want to look at the register declarations, which always occur right after the "void main" in a shader. In the above example, it is the o2 register.

Last, you will then add your adjustment code. For pushing HUD items to depth, using DX11/3DMigoto, it's ok to simply add your adjustment after all the code in the shader, immediately before the "return;" Essentially, you can literally plug and play the following code:

// HUD adjustment
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o2.x+=stereo.x*params.z;

where the only thing you need to change is o2, to whatever register is the SV_Position for that shader. Then, you can set the Z constant in the d3dx.ini file to the value you would like to adjust it to, which needs to be between 0 and 1. I would suggest trying value 0.95, but if you find that pushes things too far in, you can try lower values like 0.75, 0.5, 0.25, etc. Or, even better, is to create a "cycle" preset button, such as the following:

[Key4]
Key = \
type = cycle
z = 0.25, 0.5, 0.75, 0.9, 0

where pressing the \ key will switch between 5 different values.

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

#12
Posted 08/15/2016 04:06 AM   
Wow I think I got it thank you so much for that bit of info ;)
Wow I think I got it thank you so much for that bit of info ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#13
Posted 08/15/2016 06:53 AM   
Well I got the depth set on the nameplates but I am having some issues setting up the key cycle setup. I input this code and when I press the numeric Period key I don't see the Nameplates come back to normal or they don't seem to cycle?? [Key4] Key = vk_period type = cycle z = 0.25, 0.5, 0.75, 0.9, 0
Well I got the depth set on the nameplates but I am having some issues setting up the key cycle setup. I input this code and when I press the numeric Period key I don't see the Nameplates come back to normal or they don't seem to cycle??


[Key4]
Key = vk_period
type = cycle
z = 0.25, 0.5, 0.75, 0.9, 0

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#14
Posted 08/15/2016 01:17 PM   
Congrats, and glad to help! As for your issue, you might not need to use "vk_period" it might be fine with just "."
Congrats, and glad to help!

As for your issue, you might not need to use "vk_period" it might be fine with just "."

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

#15
Posted 08/15/2016 06:26 PM   
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