[quote="KoelerMeester"]For future reference, how did you check the 32bit/64bit version problem? Is this one of the steps you learned from other shader hackers?[/quote]
If you look in the game dir, you'll notice several files like this "UnityCrashHandler64.exe", which indicates that the game is 64bit :)
If you look in the Goat fix dir, you'll see the "nvapi.dll" if it was the 64bit version it's called "nvapi64.dll"
I'm a bit lost atm, and hope that DHR or anyone can provide a little help, also a janitor is much needed :D
KoelerMeester said:For future reference, how did you check the 32bit/64bit version problem? Is this one of the steps you learned from other shader hackers?
If you look in the game dir, you'll notice several files like this "UnityCrashHandler64.exe", which indicates that the game is 64bit :)
If you look in the Goat fix dir, you'll see the "nvapi.dll" if it was the 64bit version it's called "nvapi64.dll"
I'm a bit lost atm, and hope that DHR or anyone can provide a little help, also a janitor is much needed :D
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Hi Blacksmith56
reply your PM... try to use the "pink" mode to hunt a VS or PS. Sometimes is easier to identify.
At least the GoaT fix is fixing some halos and shadows.
Also when you enter the game and disable the Regex (comment this line like this ";include = ShaderFixes\Unity20171_DHR.ini")...those issues still happens?
reply your PM... try to use the "pink" mode to hunt a VS or PS. Sometimes is easier to identify.
At least the GoaT fix is fixing some halos and shadows.
Also when you enter the game and disable the Regex (comment this line like this ";include = ShaderFixes\Unity20171_DHR.ini")...those issues still happens?
I think the shaders causing the lines and gaps are:
PS - e61765dbf952dlb9
VS - bff6fb5493f0e313
What do you think Blacksmith?
Its like these shaders slice through other shaders causing steps/layers.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/75816/[/img]
3D Migoto shows a "profile update failed" error every time I run the game? Cant find GoaT profile in nVidia Inspector...
It also notifies to run the dll32 every time I start.
Its a bit strange because earlier I had different results.
Thanks for the tips DHR.
pink surely helps a lot.
Edit: I tried commenting and uncommenting that line you said DHR. Didn't make a difference. But see if you get something else Blacksmith.
I think the shaders causing the lines and gaps are:
PS - e61765dbf952dlb9
VS - bff6fb5493f0e313
What do you think Blacksmith?
Its like these shaders slice through other shaders causing steps/layers.
3D Migoto shows a "profile update failed" error every time I run the game? Cant find GoaT profile in nVidia Inspector...
It also notifies to run the dll32 every time I start.
Its a bit strange because earlier I had different results.
Thanks for the tips DHR.
pink surely helps a lot.
Edit: I tried commenting and uncommenting that line you said DHR. Didn't make a difference. But see if you get something else Blacksmith.
KoelerMeester@ Sorry real life has caught me, I'll return tommorow afternoon, with what I got so far :)
DHR@ I've answered you in PM, thanks for being helpfull as allways :)
Ok guys !!
This is the best I can come up with (so far:)
Those lines is a killer, and I really dont know what to do, but.. somehow I believe it could be solved in the profile !
So please try to experiment with the profile, and hopefully something pops up.
Otherwise we can go the CM route, but I haven't found any profiles worth mentioning, so I guess it needs to be a homecoocked one!
I cant find any shaders thats directly responsible for the lines, and it looks mostly like the whole geometry is falling apart.
I have disabled 4 shaders, worth mentioning is the outline around active objects, and also the shader that blurs the surroundings, which makes the horrible culling effect.
I haven't made any hotkeys yet, still experimenting with the settings, but I think lowering the depht to 20-30% and then crank up the convergence to a level where the hud alligns with the ground, is playable.
Fixed: Shadows, halos, culling at the edges, profile, and a few offending shaders,
Not fixed: Lines and hud.
The fix creates a new profile if none is assigned allready !
Just rename the fix with .zip and remember to max every setting !
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/75833/[/img]
Ok guys !!
This is the best I can come up with (so far:)
Those lines is a killer, and I really dont know what to do, but.. somehow I believe it could be solved in the profile !
So please try to experiment with the profile, and hopefully something pops up.
Otherwise we can go the CM route, but I haven't found any profiles worth mentioning, so I guess it needs to be a homecoocked one!
I cant find any shaders thats directly responsible for the lines, and it looks mostly like the whole geometry is falling apart.
I have disabled 4 shaders, worth mentioning is the outline around active objects, and also the shader that blurs the surroundings, which makes the horrible culling effect.
I haven't made any hotkeys yet, still experimenting with the settings, but I think lowering the depht to 20-30% and then crank up the convergence to a level where the hud alligns with the ground, is playable.
Fixed: Shadows, halos, culling at the edges, profile, and a few offending shaders,
Not fixed: Lines and hud.
The fix creates a new profile if none is assigned allready !
Just rename the fix with .zip and remember to max every setting !
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Awesome Blacksmith. Went to a party yesterday. Looking forward to try your fix out later tonight. Thanks a lot!
I've played around with many profiles so far without improvement. Did you notice there's a profile in the latest drivers (TPH)? But it doesn't fix anything, yet. The stereo drivers doesn't detect it I suppose. Perhaps the stereo flags are disabled..? Not even sure if this was made nVidia themselves '-'
Awesome Blacksmith. Went to a party yesterday. Looking forward to try your fix out later tonight. Thanks a lot!
I've played around with many profiles so far without improvement. Did you notice there's a profile in the latest drivers (TPH)? But it doesn't fix anything, yet. The stereo drivers doesn't detect it I suppose. Perhaps the stereo flags are disabled..? Not even sure if this was made nVidia themselves '-'
[quote="Blacksmith56"]somehow I believe it could be solved in the profile !
[/quote] I have a feeling these artifacts are caused by 3DMigoto. But I'm not clued up enough to make such a call. The reason why I say this is because the other (wrong) files I used to hunt had those steps/layers in the geometry (first pic I shared). The files you provided didn't have them but the artifacts are still there. Its weird that those artifacts are aggravated by convergence and depth..
[quote="Blacksmith56"]I cant find any shaders that's directly responsible for the lines, and it looks mostly like the whole geometry is falling apart.[/quote] Another version of 3DMigoto detected them. I went straight to the latest 64bit 3DMigoto version. It picked up more active shaders than the current one. That is why DHR's universal fix wasnt hooked and the profile load failed. I've never been through 3DMigoto's tutorials and don't even know how to dump a shader. But I've been looking for a gap to get involved for a long time. Already spend 8 hours fooling around and starting to get a sense of what shader hackers are talking about when fixing these games. Unfortunately only surrounded by deep waters at this point in time.
Your fix, with the help of DHR's fix, at least made it playable but I have to agree, those lines are killers.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/75866/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/75867/[/img]
Have a look at these screenshots in 3DV viewer. You will see it is definitely them. As you will find that same line slicing through the walls, you can see this shader is spaced at the exact same area with the window. You will also see them going through the tree. Its causing artifacts and I wonder if disabling them would eliminate the artifact. The strange thing, and yet obvious, is that it is found under pixel and vertex shader. They are somehow connected. This explains why they cause artifacts.
Blacksmith56 said:somehow I believe it could be solved in the profile !
I have a feeling these artifacts are caused by 3DMigoto. But I'm not clued up enough to make such a call. The reason why I say this is because the other (wrong) files I used to hunt had those steps/layers in the geometry (first pic I shared). The files you provided didn't have them but the artifacts are still there. Its weird that those artifacts are aggravated by convergence and depth..
Blacksmith56 said:I cant find any shaders that's directly responsible for the lines, and it looks mostly like the whole geometry is falling apart.
Another version of 3DMigoto detected them. I went straight to the latest 64bit 3DMigoto version. It picked up more active shaders than the current one. That is why DHR's universal fix wasnt hooked and the profile load failed. I've never been through 3DMigoto's tutorials and don't even know how to dump a shader. But I've been looking for a gap to get involved for a long time. Already spend 8 hours fooling around and starting to get a sense of what shader hackers are talking about when fixing these games. Unfortunately only surrounded by deep waters at this point in time.
Your fix, with the help of DHR's fix, at least made it playable but I have to agree, those lines are killers.
Have a look at these screenshots in 3DV viewer. You will see it is definitely them. As you will find that same line slicing through the walls, you can see this shader is spaced at the exact same area with the window. You will also see them going through the tree. Its causing artifacts and I wonder if disabling them would eliminate the artifact. The strange thing, and yet obvious, is that it is found under pixel and vertex shader. They are somehow connected. This explains why they cause artifacts.
Which 3DMigoto version are you refering to, the fix uses the latest 1.3.11..
Still, the only reason why DHR's fix failed was because it was the 32bit 3DMigoto.
I'm not so sure what you see in those pics, I think it could be a light shader though, and it needs to be fixed properly.
You can see the effecy of disabling it, simply by changing marking_mode=pink to marking_mode=skip, if it looks better we can disable it :)
Which 3DMigoto version are you refering to, the fix uses the latest 1.3.11..
Still, the only reason why DHR's fix failed was because it was the 32bit 3DMigoto.
I'm not so sure what you see in those pics, I think it could be a light shader though, and it needs to be fixed properly.
You can see the effecy of disabling it, simply by changing marking_mode=pink to marking_mode=skip, if it looks better we can disable it :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
I found the link in the "3D Migoto now open source" thread. I took the latest one linked in Bo3b's first post but mixed it with DHR's Goat fix. The things I believed would be necessary to load his fix. That's also why uncommenting his universal fix didn't have any effect. So the artifacts might not have to do anything with his fix. But it might require his skills to over ride. Will try to reproduce my first attempt and share the files. Haven't tried 3D Migoto since DSS tried to help me learn some stuff with Watch Dogs. Lets see what skip does =D
I found the link in the "3D Migoto now open source" thread. I took the latest one linked in Bo3b's first post but mixed it with DHR's Goat fix. The things I believed would be necessary to load his fix. That's also why uncommenting his universal fix didn't have any effect. So the artifacts might not have to do anything with his fix. But it might require his skills to over ride. Will try to reproduce my first attempt and share the files. Haven't tried 3D Migoto since DSS tried to help me learn some stuff with Watch Dogs. Lets see what skip does =D
Okay so the difference was the ini. I took the ini from the original folder. I realised nothing could have worked, obviously '-'
I isolated those shaders and when I copied them into the ShaderFixes folder one asked to be overwritten. (e61765dbf952d1b9). So you already had this one. But I see you didnt have it under ShaderOverride in the ini? Can you please explain why you dumped it but didnt ad it to the ini? The other one is (bff6fb5493f0e313). Will attach this one.
I tried:
[code][ShaderOverride5]
Hash=bff6fb5493f0e313
Handling = skip[/code]
...after I placed it in the ShaderFixes folder but the whole screen turned black with the exception of some window shaders that weren't affected. The whole fix was broken and had to use the uninstal.bat to start from scratch again. Otherwise the halos return and only way is reinstalling everything.
bff6fb5493f0e313-vs_replace.txt
[code]// ---- Created with 3Dmigoto v1.3.11 on Thu Sep 06 17:20:31 2018
cbuffer cb3 : register(b3)
{
float4 cb3[12];
}
cbuffer cb2 : register(b2)
{
float4 cb2[1];
}
cbuffer cb1 : register(b1)
{
float4 cb1[21];
}
cbuffer cb0 : register(b0)
{
float4 cb0[6];
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
uint v0 : SV_InstanceID0,
float4 v1 : POSITION0,
out uint o0 : SV_InstanceID0,
out float4 o1 : SV_POSITION0,
out float4 o2 : TEXCOORD0,
out float3 o3 : TEXCOORD1)
{
// Needs manual fix for instruction:
// unknown dcl_: dcl_input_sgv v0.x, instance_id
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;
o0.x = v0.x;
r0.x = (int)v0.x + asint(cb2[0].x);
r0.x = (uint)r0.x << 3;
r1.xyzw = cb3[r0.x+1].xyzw * v1.yyyy;
r1.xyzw = cb3[r0.x+0].xyzw * v1.xxxx + r1.xyzw;
r1.xyzw = cb3[r0.x+2].xyzw * v1.zzzz + r1.xyzw;
r0.xyzw = cb3[r0.x+3].xyzw + r1.xyzw;
r1.xyzw = cb1[18].xyzw * r0.yyyy;
r1.xyzw = cb1[17].xyzw * r0.xxxx + r1.xyzw;
r1.xyzw = cb1[19].xyzw * r0.zzzz + r1.xyzw;
r1.xyzw = cb1[20].xyzw * r0.wwww + r1.xyzw;
o1.xyzw = r1.xyzw;
r1.y = cb0[5].x * r1.y;
r2.xzw = float3(0.5,0.5,0.5) * r1.xwy;
o2.zw = r1.zw;
o2.xy = r2.xw + r2.zz;
r1.xyz = cb1[10].xyz * r0.yyy;
r1.xyz = cb1[9].xyz * r0.xxx + r1.xyz;
r0.xyz = cb1[11].xyz * r0.zzz + r1.xyz;
r0.xyz = cb1[12].xyz * r0.www + r0.xyz;
o3.xyz = float3(-1,-1,1) * r0.xyz;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.3.11 on Thu Sep 06 17:20:31 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_InstanceID 0 x 0 INSTID uint x
// POSITION 0 xyzw 1 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_InstanceID 0 x 0 NONE uint x
// SV_POSITION 0 xyzw 1 POS float xyzw
// TEXCOORD 0 xyzw 2 NONE float xyzw
// TEXCOORD 1 xyz 3 NONE float xyz
//
vs_4_0
dcl_constantbuffer cb0[6], immediateIndexed
dcl_constantbuffer cb1[21], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[12], dynamicIndexed
dcl_input_sgv v0.x, instance_id
dcl_input v1.xyz
dcl_output o0.x
dcl_output_siv o1.xyzw, position
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_temps 3
mov o0.x, v0.x
iadd r0.x, v0.x, cb2[0].x
ishl r0.x, r0.x, l(3)
mul r1.xyzw, v1.yyyy, cb3[r0.x + 1].xyzw
mad r1.xyzw, cb3[r0.x + 0].xyzw, v1.xxxx, r1.xyzw
mad r1.xyzw, cb3[r0.x + 2].xyzw, v1.zzzz, r1.xyzw
add r0.xyzw, r1.xyzw, cb3[r0.x + 3].xyzw
mul r1.xyzw, r0.yyyy, cb1[18].xyzw
mad r1.xyzw, cb1[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb1[19].xyzw, r0.zzzz, r1.xyzw
mad r1.xyzw, cb1[20].xyzw, r0.wwww, r1.xyzw
mov o1.xyzw, r1.xyzw
mul r1.y, r1.y, cb0[5].x
mul r2.xzw, r1.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o2.zw, r1.zzzw
add o2.xy, r2.zzzz, r2.xwxx
mul r1.xyz, r0.yyyy, cb1[10].xyzx
mad r1.xyz, cb1[9].xyzx, r0.xxxx, r1.xyzx
mad r0.xyz, cb1[11].xyzx, r0.zzzz, r1.xyzx
mad r0.xyz, cb1[12].xyzx, r0.wwww, r0.xyzx
mul o3.xyz, r0.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
ret
// Approximately 0 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/[/code]
It would be great if we could get past this anomaly. But I guess your fix is definitely better than flat 2D ( ' ',) With low convergence and maximum depth its not too bad.
Okay so the difference was the ini. I took the ini from the original folder. I realised nothing could have worked, obviously '-'
I isolated those shaders and when I copied them into the ShaderFixes folder one asked to be overwritten. (e61765dbf952d1b9). So you already had this one. But I see you didnt have it under ShaderOverride in the ini? Can you please explain why you dumped it but didnt ad it to the ini? The other one is (bff6fb5493f0e313). Will attach this one.
...after I placed it in the ShaderFixes folder but the whole screen turned black with the exception of some window shaders that weren't affected. The whole fix was broken and had to use the uninstal.bat to start from scratch again. Otherwise the halos return and only way is reinstalling everything.
bff6fb5493f0e313-vs_replace.txt
// ---- Created with 3Dmigoto v1.3.11 on Thu Sep 06 17:20:31 2018
cbuffer cb3 : register(b3)
{
float4 cb3[12];
}
It would be great if we could get past this anomaly. But I guess your fix is definitely better than flat 2D ( ' ',) With low convergence and maximum depth its not too bad.
[quote="KoelerMeester"]Okay so the difference was the ini. I took the ini from the original folder. I realised nothing could have worked, obviously '-'
I isolated those shaders and when I copied them into the ShaderFixes folder one asked to be overwritten. (e61765dbf952d1b9). So you already had this one. But I see you didnt have it under ShaderOverride in the ini? Can you please explain why you dumped it but didnt ad it to the ini? The other one is (bff6fb5493f0e313). Will attach this one.
I tried:
[code][ShaderOverride5]
Hash=bff6fb5493f0e313
Handling = skip[/code]
...after I placed it in the ShaderFixes folder but the whole screen turned black with the exception of some window shaders that weren't affected. The whole fix was broken and had to use the uninstal.bat to start from scratch again. Otherwise the halos return and only way is reinstalling everything.[/quote]
I just dumped those shaders for experimenting with things, just like you do, I was aware that they could be responsible, but I still can't figure out what to do with them :)
You can dump all the shaders you like, it doesn't do anything to the game, unless you add them to the ini..
(normaly I clean it up, but I was in a hurry)
Like I said earlier:
"I'm not so sure what you see in those pics, I think it could be a light shader though, and it needs to be fixed properly"
Thats why your screen turned black, I allready knew that, but thats part of the learning process :P
I'm not about to give it up just yet, but I dont have any spare time before sunday :/
KoelerMeester said:Okay so the difference was the ini. I took the ini from the original folder. I realised nothing could have worked, obviously '-'
I isolated those shaders and when I copied them into the ShaderFixes folder one asked to be overwritten. (e61765dbf952d1b9). So you already had this one. But I see you didnt have it under ShaderOverride in the ini? Can you please explain why you dumped it but didnt ad it to the ini? The other one is (bff6fb5493f0e313). Will attach this one.
...after I placed it in the ShaderFixes folder but the whole screen turned black with the exception of some window shaders that weren't affected. The whole fix was broken and had to use the uninstal.bat to start from scratch again. Otherwise the halos return and only way is reinstalling everything.
I just dumped those shaders for experimenting with things, just like you do, I was aware that they could be responsible, but I still can't figure out what to do with them :)
You can dump all the shaders you like, it doesn't do anything to the game, unless you add them to the ini..
(normaly I clean it up, but I was in a hurry)
Like I said earlier:
"I'm not so sure what you see in those pics, I think it could be a light shader though, and it needs to be fixed properly"
Thats why your screen turned black, I allready knew that, but thats part of the learning process :P
I'm not about to give it up just yet, but I dont have any spare time before sunday :/
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
If you look in the game dir, you'll notice several files like this "UnityCrashHandler64.exe", which indicates that the game is 64bit :)
If you look in the Goat fix dir, you'll see the "nvapi.dll" if it was the 64bit version it's called "nvapi64.dll"
I'm a bit lost atm, and hope that DHR or anyone can provide a little help, also a janitor is much needed :D
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
reply your PM... try to use the "pink" mode to hunt a VS or PS. Sometimes is easier to identify.
At least the GoaT fix is fixing some halos and shadows.
Also when you enter the game and disable the Regex (comment this line like this ";include = ShaderFixes\Unity20171_DHR.ini")...those issues still happens?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
PS - e61765dbf952dlb9
VS - bff6fb5493f0e313
What do you think Blacksmith?
Its like these shaders slice through other shaders causing steps/layers.
3D Migoto shows a "profile update failed" error every time I run the game? Cant find GoaT profile in nVidia Inspector...
It also notifies to run the dll32 every time I start.
Its a bit strange because earlier I had different results.
Thanks for the tips DHR.
pink surely helps a lot.
Edit: I tried commenting and uncommenting that line you said DHR. Didn't make a difference. But see if you get something else Blacksmith.
DHR@ I've answered you in PM, thanks for being helpfull as allways :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
This is the best I can come up with (so far:)
Those lines is a killer, and I really dont know what to do, but.. somehow I believe it could be solved in the profile !
So please try to experiment with the profile, and hopefully something pops up.
Otherwise we can go the CM route, but I haven't found any profiles worth mentioning, so I guess it needs to be a homecoocked one!
I cant find any shaders thats directly responsible for the lines, and it looks mostly like the whole geometry is falling apart.
I have disabled 4 shaders, worth mentioning is the outline around active objects, and also the shader that blurs the surroundings, which makes the horrible culling effect.
I haven't made any hotkeys yet, still experimenting with the settings, but I think lowering the depht to 20-30% and then crank up the convergence to a level where the hud alligns with the ground, is playable.
Fixed: Shadows, halos, culling at the edges, profile, and a few offending shaders,
Not fixed: Lines and hud.
The fix creates a new profile if none is assigned allready !
Just rename the fix with .zip and remember to max every setting !
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
I've played around with many profiles so far without improvement. Did you notice there's a profile in the latest drivers (TPH)? But it doesn't fix anything, yet. The stereo drivers doesn't detect it I suppose. Perhaps the stereo flags are disabled..? Not even sure if this was made nVidia themselves '-'
Another version of 3DMigoto detected them. I went straight to the latest 64bit 3DMigoto version. It picked up more active shaders than the current one. That is why DHR's universal fix wasnt hooked and the profile load failed. I've never been through 3DMigoto's tutorials and don't even know how to dump a shader. But I've been looking for a gap to get involved for a long time. Already spend 8 hours fooling around and starting to get a sense of what shader hackers are talking about when fixing these games. Unfortunately only surrounded by deep waters at this point in time.
Your fix, with the help of DHR's fix, at least made it playable but I have to agree, those lines are killers.
Have a look at these screenshots in 3DV viewer. You will see it is definitely them. As you will find that same line slicing through the walls, you can see this shader is spaced at the exact same area with the window. You will also see them going through the tree. Its causing artifacts and I wonder if disabling them would eliminate the artifact. The strange thing, and yet obvious, is that it is found under pixel and vertex shader. They are somehow connected. This explains why they cause artifacts.
Still, the only reason why DHR's fix failed was because it was the 32bit 3DMigoto.
I'm not so sure what you see in those pics, I think it could be a light shader though, and it needs to be fixed properly.
You can see the effecy of disabling it, simply by changing marking_mode=pink to marking_mode=skip, if it looks better we can disable it :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
I isolated those shaders and when I copied them into the ShaderFixes folder one asked to be overwritten. (e61765dbf952d1b9). So you already had this one. But I see you didnt have it under ShaderOverride in the ini? Can you please explain why you dumped it but didnt ad it to the ini? The other one is (bff6fb5493f0e313). Will attach this one.
I tried:
...after I placed it in the ShaderFixes folder but the whole screen turned black with the exception of some window shaders that weren't affected. The whole fix was broken and had to use the uninstal.bat to start from scratch again. Otherwise the halos return and only way is reinstalling everything.
bff6fb5493f0e313-vs_replace.txt
It would be great if we could get past this anomaly. But I guess your fix is definitely better than flat 2D ( ' ',) With low convergence and maximum depth its not too bad.
I just dumped those shaders for experimenting with things, just like you do, I was aware that they could be responsible, but I still can't figure out what to do with them :)
You can dump all the shaders you like, it doesn't do anything to the game, unless you add them to the ini..
(normaly I clean it up, but I was in a hurry)
Like I said earlier:
"I'm not so sure what you see in those pics, I think it could be a light shader though, and it needs to be fixed properly"
Thats why your screen turned black, I allready knew that, but thats part of the learning process :P
I'm not about to give it up just yet, but I dont have any spare time before sunday :/
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)