How to fix/disable shaders in games(DLL,guide and fixes).
111 / 167
[quote="Schmeltzer"][quote="foreverseeking"]Take a 3D screen shot and upload it ;-)[/quote]
I'll try do that soon, off to bed now![/quote]
To clarify: if you see an object that has light on it, if you take of your glasses, you see 2 objects each for one eye. 1 object has the light on it, the other one is being dark. Mixed in 3D, is looks a bit unnatural.
foreverseeking said:Take a 3D screen shot and upload it ;-)
I'll try do that soon, off to bed now!
To clarify: if you see an object that has light on it, if you take of your glasses, you see 2 objects each for one eye. 1 object has the light on it, the other one is being dark. Mixed in 3D, is looks a bit unnatural.
Thanks for reporting! I've probably identified the issue, some objects had a specular light at wrong depth. I've updated the fix, make me know if this solves your issues.
Thanks for reporting! I've probably identified the issue, some objects had a specular light at wrong depth. I've updated the fix, make me know if this solves your issues.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
[quote="Defected"]anyone willing to fix Bioshock broken shadows and the arrow ?[/quote]
mana84 has said he will have another look at it, so fingers crossed he can solve it and then be enshrined forever when it is added onto Helixs website. Just sit back, relax, and keep your fingers crossed. Failing that, you can look up Helix's guide on fixing 3D within games ;-)
Defected said:anyone willing to fix Bioshock broken shadows and the arrow ?
mana84 has said he will have another look at it, so fingers crossed he can solve it and then be enshrined forever when it is added onto Helixs website. Just sit back, relax, and keep your fingers crossed. Failing that, you can look up Helix's guide on fixing 3D within games ;-)
[quote="foreverseeking"][quote="Defected"]anyone willing to fix Bioshock broken shadows and the arrow ?[/quote]
mana84 has said he will have another look at it, so fingers crossed he can solve it and then be enshrined forever when it is added onto Helixs website. Just sit back, relax, and keep your fingers crossed. Failing that, you can look up Helix's guide on fixing 3D within games ;-)[/quote]
Truthfully I can't stand coding . I enjoy playing the piano and writing music with Cubase . As for PC coding , not a fan of it .
Defected said:anyone willing to fix Bioshock broken shadows and the arrow ?
mana84 has said he will have another look at it, so fingers crossed he can solve it and then be enshrined forever when it is added onto Helixs website. Just sit back, relax, and keep your fingers crossed. Failing that, you can look up Helix's guide on fixing 3D within games ;-)
Truthfully I can't stand coding . I enjoy playing the piano and writing music with Cubase . As for PC coding , not a fan of it .
New Nvidia drivers are out and they include the following 3D profile updates;
NVIDIA 3D Vision – Adds the following profiles:
Crysis 3 – rated Excellent
Dead Space 3 – rated Poor
Resident Evil 6- rated Good
lol! Should at least be 'Excellent (with Helix Patch)' :p
[url]http://www.nvidia.com/object/win8-win7-winvista-64bit-314.07-whql-driver.html[/url]
[quote="eqzitara"]Well its not like rating means much since crysis 3 is fake 3D and is rated excellent. Tridef offers a similiar method on pretty much any game.[/quote]
crysis 2 is indeed fake, however, it's not as bad when you play it on 3 screens (luckey me! ;-))
eqzitara said:Well its not like rating means much since crysis 3 is fake 3D and is rated excellent. Tridef offers a similiar method on pretty much any game.
crysis 2 is indeed fake, however, it's not as bad when you play it on 3 screens (luckey me! ;-))
bioshock fix updated: now fire effects looks properly.
Delete previous shaderovveride folder and extract this into your game's folder: [url]https://s3.amazonaws.com/Mana84/bioshock_wip.zip[/url]
I'm loosing my mind with shadows... I can fix some of them but some lights causes ghosting and I can't find the reason :/ ..I'm going to bed now, I'll try a little more tomorrow.
I'm loosing my mind with shadows... I can fix some of them but some lights causes ghosting and I can't find the reason :/ ..I'm going to bed now, I'll try a little more tomorrow.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
I've been learning about shader programming, and tried to fix a couple of shaders in the original F.E.A.R.
That game is really excellent in S3D, except for the sky, and water effects, both of which are rare. But, it would be nice to play it with no glitches.
I think I understand the fix necessary from looking at Skyrim fixes, but I cannot make any changes to FEAR that don't simply disable the shader.
The problem seems to be the 'preshader' keyword. When that is in the code, the LOG.txt shows it as an invalid keyword. If I delete it and the preshader code, the shader is busted because the inputs to C1..C4 are for the preshader, not for the shader.
Is this something that Helix mod supports, or am I just out of luck here?
I've been learning about shader programming, and tried to fix a couple of shaders in the original F.E.A.R.
That game is really excellent in S3D, except for the sky, and water effects, both of which are rare. But, it would be nice to play it with no glitches.
I think I understand the fix necessary from looking at Skyrim fixes, but I cannot make any changes to FEAR that don't simply disable the shader.
The problem seems to be the 'preshader' keyword. When that is in the code, the LOG.txt shows it as an invalid keyword. If I delete it and the preshader code, the shader is busted because the inputs to C1..C4 are for the preshader, not for the shader.
Is this something that Helix mod supports, or am I just out of luck here?
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
@bo3b:
I encountered this problem in past, the preshader directive isn't recognized by shader compilation function from asm code, so you should delete the preshader's code and recalculate constants with temporary registers. For example, if you got something like this:
[code]
preshader:
mul c4.xy, (0.5, 0.5), r0.xy
rcp c3.x, r1.x
...
vs_3_0
[/code]
you should delete (or comment) these lines, then recalculate the costants storing the values in temporary registers (you can't write in c4 or c3 becouse they are constants), search for lines that uses c4.xy and c3.x and replace them with your temporary registers.
A possible rewrite could be:
[code]
vs_3_0
...
def c200, 0.5, 0.5, 0, 0
...
mul r8.xy, c200.xy, r0.xy
rcp r9.x, r1.x
[/code]
now you have to replace c4.xy with r8.xy and c3.x with r9.x where they're used in the shader's code.
I encountered this problem in past, the preshader directive isn't recognized by shader compilation function from asm code, so you should delete the preshader's code and recalculate constants with temporary registers. For example, if you got something like this:
you should delete (or comment) these lines, then recalculate the costants storing the values in temporary registers (you can't write in c4 or c3 becouse they are constants), search for lines that uses c4.xy and c3.x and replace them with your temporary registers.
A possible rewrite could be:
[quote="bo3b"]I've been learning about shader programming, and tried to fix a couple of shaders in the original F.E.A.R.[/quote]
I tried that game in 3D, its great, but the bullet effects are 2D (and the bullet effects are great) So I preferred to play in 2D. Is there any way to get the bullets effects 3D, or was that simply how it was programmed?
[quote="mana84"]bioshock fix updated: now fire effects looks properly.
Delete previous shaderovveride folder and extract this into your game's folder: [url]https://s3.amazonaws.com/Mana84/bioshock_wip.zip[/url]
I'm loosing my mind with shadows... I can fix some of them but some lights causes ghosting and I can't find the reason :/ ..I'm going to bed now, I'll try a little more tomorrow.
[/quote]
Your work is incredibly appreciated Mana84, but don't kill yourself over it. We all would love to see bioshock in 3D in all its full glory. Maybe the shadows can't be fixed, or maybe they can, but don't feel you HAVE to fix them. AS long as nothing is broken (such as the 2D hud etc). I wish I could help, but I don't have the first clue about doing so. Anyway, don't end up hating this project! If it stops being fun, leave it.
I will give it a bash again at some point soon, I'm currently enjoying a little bit of Sam & Max season 02.
bo3b said:I've been learning about shader programming, and tried to fix a couple of shaders in the original F.E.A.R.
I tried that game in 3D, its great, but the bullet effects are 2D (and the bullet effects are great) So I preferred to play in 2D. Is there any way to get the bullets effects 3D, or was that simply how it was programmed?
mana84 said:bioshock fix updated: now fire effects looks properly.
I'm loosing my mind with shadows... I can fix some of them but some lights causes ghosting and I can't find the reason :/ ..I'm going to bed now, I'll try a little more tomorrow.
Your work is incredibly appreciated Mana84, but don't kill yourself over it. We all would love to see bioshock in 3D in all its full glory. Maybe the shadows can't be fixed, or maybe they can, but don't feel you HAVE to fix them. AS long as nothing is broken (such as the 2D hud etc). I wish I could help, but I don't have the first clue about doing so. Anyway, don't end up hating this project! If it stops being fun, leave it.
I will give it a bash again at some point soon, I'm currently enjoying a little bit of Sam & Max season 02.
[quote="mana84"]@bo3b:
I encountered this problem in past, the preshader directive isn't recognized by shader compilation function from asm code, so you should delete the preshader's code and recalculate constants with temporary registers. For example, if you got something like this:
[/quote]
Ah, good to know this is something you've seen before.
I tried doing that replacement of code, but I still get a dead/black sky. It doesn't make sense to me that I could do it in this case, because both the preshader and the shader use C0. In preshader case it's stepping how fast the clouds move, in shader case it's used for clipping matrix.
When I remove the preshader part, I don't see any way for it to get the proper 'c0'. But I could easily be missing something.
Here's the top snippet:
[code]// Parameters:
//
// float fPanSpeedU;
// float fPanSpeedV;
// float fTime;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// fTime c0 1
// fPanSpeedU c1 1
// fPanSpeedV c2 1
//
//
// Default values:
//
// fTime
// c0 = { 0, 0, 0, 0 };
//
// fPanSpeedU
// c1 = { 0, 0, 0, 0 };
//
// fPanSpeedV
// c2 = { 0, 0, 0, 0 };
//
preshader
mov r0.x, c1.x
mov r0.y, c2.x
mul c6.xy, c0.x, r0.xy
// approximately 3 instructions used
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000
//
// Parameters:
//
// row_major float4x4 mObjectToClip;
// float4 vBaseColor;
// float4 vObjectColor;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// mObjectToClip c0 4
// vObjectColor c4 1
// vBaseColor c5 1
//
//
// Default values:
//
// mObjectToClip
// c0 = { 0, 0, 0, 0 };
// c1 = { 0, 0, 0, 0 };
// c2 = { 0, 0, 0, 0 };
// c3 = { 0, 0, 0, 0 };
//
// vObjectColor
// c4 = { 0, 0, 0, 0 };
//
// vBaseColor
// c5 = { 1, 1, 1, 1 };
//
vs_1_1
def c7, 1, 0, 0, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_texcoord1 v3
mad r0, v0.xyzx, c7.xxxy, c7.yyyx
...
[/code]
I encountered this problem in past, the preshader directive isn't recognized by shader compilation function from asm code, so you should delete the preshader's code and recalculate constants with temporary registers. For example, if you got something like this:
Ah, good to know this is something you've seen before.
I tried doing that replacement of code, but I still get a dead/black sky. It doesn't make sense to me that I could do it in this case, because both the preshader and the shader use C0. In preshader case it's stepping how fast the clouds move, in shader case it's used for clipping matrix.
When I remove the preshader part, I don't see any way for it to get the proper 'c0'. But I could easily be missing something.
@foreverseeking:
Thank you for your words, I always seem to find comfort in them! Although don't worry I won't end up hating this project ;) ..Its just a shame that I'm pretty close to fix them but I'm unable to achieve that completely. The fix overrides a lot of shaders so I'd like to wait a little with the final release if someone finds bugs meantime. I'll give shadows another try while fixing evenually other bugs.
@bo3b:
you're right, In your code constants are overridden by the shader's clipping matrix... I believe there's nothing you can do in this case, I'm sorry.
@foreverseeking:
Thank you for your words, I always seem to find comfort in them! Although don't worry I won't end up hating this project ;) ..Its just a shame that I'm pretty close to fix them but I'm unable to achieve that completely. The fix overrides a lot of shaders so I'd like to wait a little with the final release if someone finds bugs meantime. I'll give shadows another try while fixing evenually other bugs.
@bo3b:
you're right, In your code constants are overridden by the shader's clipping matrix... I believe there's nothing you can do in this case, I'm sorry.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
To clarify: if you see an object that has light on it, if you take of your glasses, you see 2 objects each for one eye. 1 object has the light on it, the other one is being dark. Mixed in 3D, is looks a bit unnatural.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
GIGABYTE GV-N680OC-2GD GeForce GTX 680 2GB 'sli' -- i7 3770k overclocked 4.3 -- sniper ram 16gb 1600 -- SSD crucial M4 -- OCZ 850w PSu .
mana84 has said he will have another look at it, so fingers crossed he can solve it and then be enshrined forever when it is added onto Helixs website. Just sit back, relax, and keep your fingers crossed. Failing that, you can look up Helix's guide on fixing 3D within games ;-)
OS: Win 8 CPU: I7 4770k 3.5GZ GPU: GTX 780ti
Truthfully I can't stand coding . I enjoy playing the piano and writing music with Cubase . As for PC coding , not a fan of it .
GIGABYTE GV-N680OC-2GD GeForce GTX 680 2GB 'sli' -- i7 3770k overclocked 4.3 -- sniper ram 16gb 1600 -- SSD crucial M4 -- OCZ 850w PSu .
NVIDIA 3D Vision – Adds the following profiles:
Crysis 3 – rated Excellent
Dead Space 3 – rated Poor
Resident Evil 6- rated Good
lol! Should at least be 'Excellent (with Helix Patch)' :p
http://www.nvidia.com/object/win8-win7-winvista-64bit-314.07-whql-driver.html
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
crysis 2 is indeed fake, however, it's not as bad when you play it on 3 screens (luckey me! ;-))
Delete previous shaderovveride folder and extract this into your game's folder: https://s3.amazonaws.com/Mana84/bioshock_wip.zip
I'm loosing my mind with shadows... I can fix some of them but some lights causes ghosting and I can't find the reason :/ ..I'm going to bed now, I'll try a little more tomorrow.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
That game is really excellent in S3D, except for the sky, and water effects, both of which are rare. But, it would be nice to play it with no glitches.
I think I understand the fix necessary from looking at Skyrim fixes, but I cannot make any changes to FEAR that don't simply disable the shader.
The problem seems to be the 'preshader' keyword. When that is in the code, the LOG.txt shows it as an invalid keyword. If I delete it and the preshader code, the shader is busted because the inputs to C1..C4 are for the preshader, not for the shader.
Is this something that Helix mod supports, or am I just out of luck here?
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
I encountered this problem in past, the preshader directive isn't recognized by shader compilation function from asm code, so you should delete the preshader's code and recalculate constants with temporary registers. For example, if you got something like this:
you should delete (or comment) these lines, then recalculate the costants storing the values in temporary registers (you can't write in c4 or c3 becouse they are constants), search for lines that uses c4.xy and c3.x and replace them with your temporary registers.
A possible rewrite could be:
now you have to replace c4.xy with r8.xy and c3.x with r9.x where they're used in the shader's code.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
I tried that game in 3D, its great, but the bullet effects are 2D (and the bullet effects are great) So I preferred to play in 2D. Is there any way to get the bullets effects 3D, or was that simply how it was programmed?
Your work is incredibly appreciated Mana84, but don't kill yourself over it. We all would love to see bioshock in 3D in all its full glory. Maybe the shadows can't be fixed, or maybe they can, but don't feel you HAVE to fix them. AS long as nothing is broken (such as the 2D hud etc). I wish I could help, but I don't have the first clue about doing so. Anyway, don't end up hating this project! If it stops being fun, leave it.
I will give it a bash again at some point soon, I'm currently enjoying a little bit of Sam & Max season 02.
OS: Win 8 CPU: I7 4770k 3.5GZ GPU: GTX 780ti
Ah, good to know this is something you've seen before.
I tried doing that replacement of code, but I still get a dead/black sky. It doesn't make sense to me that I could do it in this case, because both the preshader and the shader use C0. In preshader case it's stepping how fast the clouds move, in shader case it's used for clipping matrix.
When I remove the preshader part, I don't see any way for it to get the proper 'c0'. But I could easily be missing something.
Here's the top snippet:
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
Thank you for your words, I always seem to find comfort in them! Although don't worry I won't end up hating this project ;) ..Its just a shame that I'm pretty close to fix them but I'm unable to achieve that completely. The fix overrides a lot of shaders so I'd like to wait a little with the final release if someone finds bugs meantime. I'll give shadows another try while fixing evenually other bugs.
@bo3b:
you're right, In your code constants are overridden by the shader's clipping matrix... I believe there's nothing you can do in this case, I'm sorry.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes