Amazing to see your first release, keep up with the good work! We may finally get dx11 games on 3d vision after all :D
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Just considering the amount of shaders I've seen in just loading the first two chapters of Bioshock Infinite the task seems overwelming.
3760 PixelShaders where Helix lua script modifies 1692.
There are obviously more shaders later in the game.
3185 VertexShaders are also a lot.
As far as I can tell the toolchain needs to be extended allowing a workflow that works on buckets of files and not just one at a time.
Even if we had standard Helix dx9 ported flawlessly the vast amount of files would make the workflow difficult due to the massive amount of files.
Time for another release
Beta v2: http://sdrv.ms/1dB7BeQ
Currently starting work on debug features but progress is slow and there are many false starts.
I never thought it would be easy but I've had to re-evaluate some of my assumptions.
Many games expose a subset of the number of shaders during initial load.
This is clearly seen with bioshock infinite where a lot more shaders are dumped just by loading chapter one and two in addition to the main menu.
AC4 also loads more shaders when loading a game compared to just loading the main menu.
Dumping a complete set of shaders is quite important in my pipeline which atm is too slow to do at runtime.
I don't know what the future holds but integrating the whole package into the wrapper dll is not only quite some work but also not ideal for performance as far as I can tell.
If you are able to load the game using API Monitor v2 capturing graphics api: http://www.rohitab.com/
It should be possible to save the dumps.
Other than that I'm trying to write some code for debug mode.
Many games expose a subset of the number of shaders during initial load.
This is clearly seen with bioshock infinite where a lot more shaders are dumped just by loading chapter one and two in addition to the main menu.
AC4 also loads more shaders when loading a game compared to just loading the main menu.
Dumping a complete set of shaders is quite important in my pipeline which atm is too slow to do at runtime.
I don't know what the future holds but integrating the whole package into the wrapper dll is not only quite some work but also not ideal for performance as far as I can tell.
If you are able to load the game using API Monitor v2 capturing graphics api: http://www.rohitab.com/
It should be possible to save the dumps.
Other than that I'm trying to write some code for debug mode.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
I replaced the 9 biggest pixelshaders in AC4 and managed to disable most if not all shadows.
fx file:
/--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
float4 VS( float4 Pos : POSITION ) : SV_POSITION
{
return Pos;
}
Flugan said:I replaced the 9 biggest pixelshaders in AC4 and managed to disable most if not all shadows.
fx file:
/--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
float4 VS( float4 Pos : POSITION ) : SV_POSITION
{
return Pos;
}
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I managed to Nail down the AC4 shadows in starting area to a single massive shader.
10k lines long. I'm uploading a new version which should not need additional runtime to run.
beta 3 and AC4 shadow shader:
http://sdrv.ms/1dB7BeQ
With lack of better workflow I placed and rename PS.o and VS.o to disable shaders at runtitme.
I managed to Nail down the AC4 shadows in starting area to a single massive shader.
10k lines long. I'm uploading a new version which should not need additional runtime to run.
Not sure if it was mentioned earlier in the thread but it (D3D_Shaders.exe) told me I needed D3DCompiler_47.dll for this to work. I downloaded it from some website and then it generated the asm files for me (I tested with COH2).
@Flugan - might be worth including this in your package.
Not sure if it was mentioned earlier in the thread but it (D3D_Shaders.exe) told me I needed D3DCompiler_47.dll for this to work. I downloaded it from some website and then it generated the asm files for me (I tested with COH2).
@Flugan - might be worth including this in your package.
@mike, i do the same.....donwload the dll.
Also i want to add, when you modify the shader in asm format, you have to run again D3D_Shaders.exe to convert back to .o
Place the modified asm files in "PatchVS" or PatchPS" folder. Then run .exe. Wrapper works with .o files.
[quote="DHR"]@mike, i do the same.....donwload the dll.
Also i want to add, when you modify the shader in asm format, you have to run again D3D_Shaders.exe to convert back to .o
Place the modified asm files in "PatchVS" or PatchPS" folder. Then run .exe. Wrapper works with .o files.[/quote]
Thanks, I was wondering what to do next... ;-) To be honest, the DX11 syntax is so unfamiliar to me I am having trouble identifying things. Everything is referenced through cb0[<some_number>] but I haven't worked out (well, in about 15 minutes of looking...) how to relate the indexes used in code with the parameters specified in the headers. If you could tell me that I would be happy. Also what "dcl_temps" is - I looked in Helix BI lua script and he updates this value, so I am guessing that whatever new registers are used to stereo fix (e.g. in the "texldl r10, c200.z, s0" types of lines) might require that number to be incremented? Lots to learn...
DHR said:@mike, i do the same.....donwload the dll.
Also i want to add, when you modify the shader in asm format, you have to run again D3D_Shaders.exe to convert back to .o
Place the modified asm files in "PatchVS" or PatchPS" folder. Then run .exe. Wrapper works with .o files.
Thanks, I was wondering what to do next... ;-) To be honest, the DX11 syntax is so unfamiliar to me I am having trouble identifying things. Everything is referenced through cb0[<some_number>] but I haven't worked out (well, in about 15 minutes of looking...) how to relate the indexes used in code with the parameters specified in the headers. If you could tell me that I would be happy. Also what "dcl_temps" is - I looked in Helix BI lua script and he updates this value, so I am guessing that whatever new registers are used to stereo fix (e.g. in the "texldl r10, c200.z, s0" types of lines) might require that number to be incremented? Lots to learn...
@mike...yep, the syntax is different.... i'm learning to. We need to look in to more detail BI helix fixes and lua script for that game.
Now talking about the wrapper: The approach to load and dump in .o files (and not to convert on the fly to asm) and read fixes shader in .o files make this wrapper more stable (is a guess). i try with a few DX11 games and the wrapper works fine, no crash at all.
@Flugan, i think the next step in the wrapper (no rush) is to add the one by one search shader feature... this is very important to fix some specific shader and to identify the patern in the header of one problematic shader to do a massive search (and massive fix) to find more same kind of problematic shaders.
@mike...yep, the syntax is different.... i'm learning to. We need to look in to more detail BI helix fixes and lua script for that game.
Now talking about the wrapper: The approach to load and dump in .o files (and not to convert on the fly to asm) and read fixes shader in .o files make this wrapper more stable (is a guess). i try with a few DX11 games and the wrapper works fine, no crash at all.
@Flugan, i think the next step in the wrapper (no rush) is to add the one by one search shader feature... this is very important to fix some specific shader and to identify the patern in the header of one problematic shader to do a massive search (and massive fix) to find more same kind of problematic shaders.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
3760 PixelShaders where Helix lua script modifies 1692.
There are obviously more shaders later in the game.
3185 VertexShaders are also a lot.
As far as I can tell the toolchain needs to be extended allowing a workflow that works on buckets of files and not just one at a time.
Even if we had standard Helix dx9 ported flawlessly the vast amount of files would make the workflow difficult due to the massive amount of files.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Beta v2: http://sdrv.ms/1dB7BeQ
Currently starting work on debug features but progress is slow and there are many false starts.
I never thought it would be easy but I've had to re-evaluate some of my assumptions.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
This is clearly seen with bioshock infinite where a lot more shaders are dumped just by loading chapter one and two in addition to the main menu.
AC4 also loads more shaders when loading a game compared to just loading the main menu.
Dumping a complete set of shaders is quite important in my pipeline which atm is too slow to do at runtime.
I don't know what the future holds but integrating the whole package into the wrapper dll is not only quite some work but also not ideal for performance as far as I can tell.
If you are able to load the game using API Monitor v2 capturing graphics api: http://www.rohitab.com/
It should be possible to save the dumps.
Other than that I'm trying to write some code for debug mode.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
fx file:
/--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
float4 VS( float4 Pos : POSITION ) : SV_POSITION
{
return Pos;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( float4 Pos : SV_POSITION ) : SV_Target
{
return float4( 1.0f, 1.0f, 0.0f, 1.0f ); // Yellow, with Alpha = 1
}
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Very interesting!:) and promising !
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
10k lines long. I'm uploading a new version which should not need additional runtime to run.
beta 3 and AC4 shadow shader:
http://sdrv.ms/1dB7BeQ
With lack of better workflow I placed and rename PS.o and VS.o to disable shaders at runtitme.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
@Flugan - might be worth including this in your package.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Also i want to add, when you modify the shader in asm format, you have to run again D3D_Shaders.exe to convert back to .o
Place the modified asm files in "PatchVS" or PatchPS" folder. Then run .exe. Wrapper works with .o files.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Thanks, I was wondering what to do next... ;-) To be honest, the DX11 syntax is so unfamiliar to me I am having trouble identifying things. Everything is referenced through cb0[<some_number>] but I haven't worked out (well, in about 15 minutes of looking...) how to relate the indexes used in code with the parameters specified in the headers. If you could tell me that I would be happy. Also what "dcl_temps" is - I looked in Helix BI lua script and he updates this value, so I am guessing that whatever new registers are used to stereo fix (e.g. in the "texldl r10, c200.z, s0" types of lines) might require that number to be incremented? Lots to learn...
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Now talking about the wrapper: The approach to load and dump in .o files (and not to convert on the fly to asm) and read fixes shader in .o files make this wrapper more stable (is a guess). i try with a few DX11 games and the wrapper works fine, no crash at all.
@Flugan, i think the next step in the wrapper (no rush) is to add the one by one search shader feature... this is very important to fix some specific shader and to identify the patern in the header of one problematic shader to do a massive search (and massive fix) to find more same kind of problematic shaders.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com