Dark Souls 2 Scholar of the First Sin Direct X11 version
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Fantastic news! I hope someone is able to assist with the remaining issues.
Fantastic news! I hope someone is able to assist with the remaining issues.

#16
Posted 08/07/2015 06:43 AM   
Will be awesome with a 3d fix for this version of the game!
Will be awesome with a 3d fix for this version of the game!

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#17
Posted 08/12/2015 03:14 PM   
I've gotten stuck with a lot of monoscopic problems in this game. I'm posting a disabled effects fix and will come back to this game later if I learn enough to fix it properly. If anyone else wants to take a look at it, I included the troublesome shaders inside a shadows folder. There are also a couple of shaders in the main folder that are needed for disabling torchlight and sun rays. Before: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65907/[/img] After: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65910/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65908/[/img] Disabled: Shadows Sun Rays Fire distortion HUD pushed into depth Remaining Issues: When character stands between the camera and a fire light source, monoscopic shadows are created. Install Helifax' custom profile from Witcher 3. Note that you will have to repeat this any time you reinstall the nvidia drivers (instructions summarised from here): 1. Download Geforce 3D Profile Manager.exe attached to [url=http://nvidia.custhelp.com/app/answers/detail/a_id/2625/kw/Profile]this page[/url] 2. In the "C:\ProgramData\NVIDIA Corporation\Drs" folder delete the nvdrssel.bin file (It will get automatically generated on profile import). 3. In Geforce 3D Profile Manager, choose "Export SLI Profiles" and save the NVIDIA Profiles.txt somewhere. 4. Open NVIDIA Profiles.txt in notepad (other editors may corrupt the file's non-standard encoding) and search for "Dark Souls II". Remove the existing profile and replace it with this one: [code]Profile "Dark Souls II" ShowOn GeForce ProfileType Application Executable "darksoulsii.exe" Executable "frpg2.exe" Setting ID_0x00a06946 = 0x780020F5 Setting ID_0x1033cec2 = 0x00000002 Setting ID_0x1033dcd3 = 0x00000004 Setting ID_0x70092d4a = 0xb19c3533 InternalSettingFlag=V0 Setting ID_0x701eb457 = 0x2241ab21 InternalSettingFlag=V0 Setting ID_0x702442fc = 0x1c22fe24 InternalSettingFlag=V0 SettingString ID_0x7049c7ec = "웪ꑌ" InternalSettingFlag=V0 SettingString ID_0x7051e5f5 = "籪鸙" InternalSettingFlag=V0 Setting ID_0x708db8c5 = 0x5c3300b3 InternalSettingFlag=V0 Setting ID_0x708db8c5 = 0x3FF13DD9 UserSpecified=true Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0 SettingString ID_0x70b5603f = "榛鳈⏙ꢗ" InternalSettingFlag=V0 Setting ID_0x70edb381 = 0x24208b6c InternalSettingFlag=V0 Setting ID_0x70f8e408 = 0x80b671f3 InternalSettingFlag=V0 Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0 Setting ID_0x709adada = 0x37f58357 InternalSettingFlag=V0 EndProfile[/code] The profile is also in the zip file. 5. Copy the Game folder from the zip file into the "Dark Souls II Scholar of the First Sin" directory. 6. Make sure that "Enable advanced in-game settings" is enabled in the NVIDIA control panel under Set Up Stereoscopic 3D -> Set keyboard shortcuts. 7. In game, disable Shadows, Motion Blur, Camera Motion Blur, and Depth of Field if you want. 8. Disable compatibility mode with Ctrl+Alt+F11 (check the green text to confirm that it is disabled - you should only need to do this once). [url=http://www.mediafire.com/download/6nje82ddn776cdc/DS2_SOTFS_3DFix.zip]Download[/url]
I've gotten stuck with a lot of monoscopic problems in this game. I'm posting a disabled effects fix and will come back to this game later if I learn enough to fix it properly. If anyone else wants to take a look at it, I included the troublesome shaders inside a shadows folder. There are also a couple of shaders in the main folder that are needed for disabling torchlight and sun rays.

Before:
Image

After:
Image
Image

Disabled:
Shadows
Sun Rays
Fire distortion

HUD pushed into depth

Remaining Issues:
When character stands between the camera and a fire light source, monoscopic shadows are created.

Install Helifax' custom profile from Witcher 3. Note that you will have to repeat this any time you reinstall the nvidia drivers (instructions summarised from here):

1. Download Geforce 3D Profile Manager.exe attached to this page

2. In the "C:\ProgramData\NVIDIA Corporation\Drs" folder delete the nvdrssel.bin file (It will get automatically generated on profile import).

3. In Geforce 3D Profile Manager, choose "Export SLI Profiles" and save the NVIDIA Profiles.txt somewhere.

4. Open NVIDIA Profiles.txt in notepad (other editors may corrupt the file's non-standard encoding) and search for "Dark Souls II". Remove the existing profile and replace it with this one:

Profile "Dark Souls II"
ShowOn GeForce
ProfileType Application
Executable "darksoulsii.exe"
Executable "frpg2.exe"
Setting ID_0x00a06946 = 0x780020F5
Setting ID_0x1033cec2 = 0x00000002
Setting ID_0x1033dcd3 = 0x00000004
Setting ID_0x70092d4a = 0xb19c3533 InternalSettingFlag=V0
Setting ID_0x701eb457 = 0x2241ab21 InternalSettingFlag=V0
Setting ID_0x702442fc = 0x1c22fe24 InternalSettingFlag=V0
SettingString ID_0x7049c7ec = "웪ꑌ" InternalSettingFlag=V0
SettingString ID_0x7051e5f5 = "籪鸙" InternalSettingFlag=V0
Setting ID_0x708db8c5 = 0x5c3300b3 InternalSettingFlag=V0
Setting ID_0x708db8c5 = 0x3FF13DD9 UserSpecified=true
Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0
SettingString ID_0x70b5603f = "榛鳈⏙ꢗ" InternalSettingFlag=V0
Setting ID_0x70edb381 = 0x24208b6c InternalSettingFlag=V0
Setting ID_0x70f8e408 = 0x80b671f3 InternalSettingFlag=V0
Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0
Setting ID_0x709adada = 0x37f58357 InternalSettingFlag=V0
EndProfile


The profile is also in the zip file.

5. Copy the Game folder from the zip file into the "Dark Souls II Scholar of the First Sin" directory.

6. Make sure that "Enable advanced in-game settings" is enabled in the NVIDIA control panel under Set Up Stereoscopic 3D -> Set keyboard shortcuts.

7. In game, disable Shadows, Motion Blur, Camera Motion Blur, and Depth of Field if you want.

8. Disable compatibility mode with Ctrl+Alt+F11 (check the green text to confirm that it is disabled - you should only need to do this once).


Download

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#18
Posted 08/28/2015 02:20 AM   
I managed to improve the "0b9a4f4bd9c5b45a-vs_replace.txt" shader, which controls some lighting effects. Without it, the lighting in some areas was cut depending on convergence (more convergence made it worse). Furthermore, the depth of the bonfire and torches lights was incorrect. With the changes I made, the previous cut effects are displaying correctly. However, it isn't perfect. I don't know exactly how to explain it, but when you are near the torches and bonfire, the lighting seems to chenge to a different calculation (some areas only use this mode). I didn't manage to fix both at the same time (whenever I fixed one of them, the other was worse), but I improved it in a way that doesn't make the near lights worse. Attaching the shader file and two example screenshots of a bonfire. Remember to rename the "jpg" file extension to "txt".
I managed to improve the "0b9a4f4bd9c5b45a-vs_replace.txt" shader, which controls some lighting effects. Without it, the lighting in some areas was cut depending on convergence (more convergence made it worse). Furthermore, the depth of the bonfire and torches lights was incorrect.

With the changes I made, the previous cut effects are displaying correctly. However, it isn't perfect. I don't know exactly how to explain it, but when you are near the torches and bonfire, the lighting seems to chenge to a different calculation (some areas only use this mode). I didn't manage to fix both at the same time (whenever I fixed one of them, the other was worse), but I improved it in a way that doesn't make the near lights worse.

Attaching the shader file and two example screenshots of a bonfire. Remember to rename the "jpg" file extension to "txt".

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#19
Posted 10/12/2015 12:18 PM   
[quote="masterotaku"]I managed to improve the "0b9a4f4bd9c5b45a-vs_replace.txt" shader, which controls some lighting effects. Without it, the lighting in some areas was cut depending on convergence (more convergence made it worse). Furthermore, the depth of the bonfire and torches lights was incorrect. With the changes I made, the previous cut effects are displaying correctly. However, it isn't perfect. I don't know exactly how to explain it, but when you are near the torches and bonfire, the lighting seems to chenge to a different calculation (some areas only use this mode). I didn't manage to fix both at the same time (whenever I fixed one of them, the other was worse), but I improved it in a way that doesn't make the near lights worse. Attaching the shader file and two example screenshots of a bonfire. Remember to rename the "jpg" file extension to "txt".[/quote] That after looks great.
masterotaku said:I managed to improve the "0b9a4f4bd9c5b45a-vs_replace.txt" shader, which controls some lighting effects. Without it, the lighting in some areas was cut depending on convergence (more convergence made it worse). Furthermore, the depth of the bonfire and torches lights was incorrect.

With the changes I made, the previous cut effects are displaying correctly. However, it isn't perfect. I don't know exactly how to explain it, but when you are near the torches and bonfire, the lighting seems to chenge to a different calculation (some areas only use this mode). I didn't manage to fix both at the same time (whenever I fixed one of them, the other was worse), but I improved it in a way that doesn't make the near lights worse.

Attaching the shader file and two example screenshots of a bonfire. Remember to rename the "jpg" file extension to "txt".


That after looks great.

#20
Posted 10/12/2015 06:22 PM   
[quote="Alo81"] That after looks great.[/quote] Thank you. However, I approached an unlit bonfire and it looked worse than without the shader file (without it, it looks perfect), but it's a necessary sacrifice for other things that are a lot worse without it. It's the best compromise I could get. I also took a look at the character shadows (the monoscopic ones that oneup03 put in a folder), and I couldn't figure out how to fix them. It's above my current knowledge, because I don't know how to fix monoscopic effects. There's also a pixel shader that uses the vertex shader I uploaded, and it affects the ground lights near doors in the Majula mansion. The effect is at screen depth and I couldn't put depth to it. I'm going to attach it here, untouched except for a title as a comment in the first line. Now if some of the Helixmod geniuses helped us a bit with this game, I would be very happy :p.
Alo81 said:
That after looks great.


Thank you. However, I approached an unlit bonfire and it looked worse than without the shader file (without it, it looks perfect), but it's a necessary sacrifice for other things that are a lot worse without it. It's the best compromise I could get.

I also took a look at the character shadows (the monoscopic ones that oneup03 put in a folder), and I couldn't figure out how to fix them. It's above my current knowledge, because I don't know how to fix monoscopic effects.

There's also a pixel shader that uses the vertex shader I uploaded, and it affects the ground lights near doors in the Majula mansion. The effect is at screen depth and I couldn't put depth to it. I'm going to attach it here, untouched except for a title as a comment in the first line.


Now if some of the Helixmod geniuses helped us a bit with this game, I would be very happy :p.

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#21
Posted 10/12/2015 07:44 PM   
I'm glad you found a way to improve that 0b9a4f4bd9c5b45a-vs shader. I had tried a standard repositioning and that only made the shadows and light render in the wrong place. I added it to the fix and the de925318511ab23f-ps to the shadows folder in the zip file and have updated the Helixmod Blog. I think I might play through it now. That shader you improved made me not want to play it in the original state. I'm curious, how did you come to that solution for the shader?
I'm glad you found a way to improve that 0b9a4f4bd9c5b45a-vs shader. I had tried a standard repositioning and that only made the shadows and light render in the wrong place.

I added it to the fix and the de925318511ab23f-ps to the shadows folder in the zip file and have updated the Helixmod Blog.

I think I might play through it now. That shader you improved made me not want to play it in the original state.

I'm curious, how did you come to that solution for the shader?

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#22
Posted 10/14/2015 03:57 AM   
[quote="oneup03"]I'm glad you found a way to improve that 0b9a4f4bd9c5b45a-vs shader. I had tried a standard repositioning and that only made the shadows and light render in the wrong place. I added it to the fix and the de925318511ab23f-ps to the shadows folder in the zip file and have updated the Helixmod Blog.[/quote] Thank you for mentioning me in the blog :). Did you try it to see how it looked? Just to have a second opinion. [quote="oneup03"]I think I might play through it now. That shader you improved made me not want to play it in the original state.[/quote] Please, do. Oh, by the way, I found another pixel shader that depends on that same vertex shader I modified. It wasn't in your shadows folder. It appears in No-Mans Wharf (the pirate cave) after you light the whole place using a Pharros stone. Disabling it, it disables the shadows there. I'm not at home, so I can't upload it now, but anyway, the vertex shader is what needs a completely good fix. [quote="oneup03"]I'm curious, how did you come to that solution for the shader?[/quote] Trial and error :p. I was constantly moving nearer and farther from the torches, to see how the circle of light was divided into two (moving into depth or negative depth faster/slower than the 3D environment), and reached the "*0.25" multiplication that looked the best in the "o1.x" case. For "o0.x", that's what fixes the cut lighting when it happens (the cave before the Forest of Fallen Giants, going from Majula, or where the final boss in that area is). The lighting is still imperfect, like making the light ray at screen depth. I don't know how to explain it, but the shadowing depends on that effect that is at screen depth. This weekend (or before) I'll try doing different calculations, trying to give it depth. If I can...
oneup03 said:I'm glad you found a way to improve that 0b9a4f4bd9c5b45a-vs shader. I had tried a standard repositioning and that only made the shadows and light render in the wrong place.

I added it to the fix and the de925318511ab23f-ps to the shadows folder in the zip file and have updated the Helixmod Blog.

Thank you for mentioning me in the blog :). Did you try it to see how it looked? Just to have a second opinion.


oneup03 said:I think I might play through it now. That shader you improved made me not want to play it in the original state.

Please, do. Oh, by the way, I found another pixel shader that depends on that same vertex shader I modified. It wasn't in your shadows folder. It appears in No-Mans Wharf (the pirate cave) after you light the whole place using a Pharros stone. Disabling it, it disables the shadows there. I'm not at home, so I can't upload it now, but anyway, the vertex shader is what needs a completely good fix.


oneup03 said:I'm curious, how did you come to that solution for the shader?

Trial and error :p. I was constantly moving nearer and farther from the torches, to see how the circle of light was divided into two (moving into depth or negative depth faster/slower than the 3D environment), and reached the "*0.25" multiplication that looked the best in the "o1.x" case. For "o0.x", that's what fixes the cut lighting when it happens (the cave before the Forest of Fallen Giants, going from Majula, or where the final boss in that area is).

The lighting is still imperfect, like making the light ray at screen depth. I don't know how to explain it, but the shadowing depends on that effect that is at screen depth.

This weekend (or before) I'll try doing different calculations, trying to give it depth. If I can...

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#23
Posted 10/14/2015 07:01 AM   
I've been playing the original Dark Souls using Helix's original mod, and it's a really interesting game style. To fix mono textures, you can take a look at one of DarkStarSwords fixes: [url]https://github.com/DarkStarSword/3d-fixes/tree/master/Mad%20Max[/url] Look for the d3dx.ini and the TextureOverride at the bottom. You narrow down a given texture that is mono, and can specify it in the .ini to be made stereo. Doesn't always work, but is a good way to start.
I've been playing the original Dark Souls using Helix's original mod, and it's a really interesting game style.

To fix mono textures, you can take a look at one of DarkStarSwords fixes: https://github.com/DarkStarSword/3d-fixes/tree/master/Mad%20Max

Look for the d3dx.ini and the TextureOverride at the bottom. You narrow down a given texture that is mono, and can specify it in the .ini to be made stereo. Doesn't always work, but is a good way to start.

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#24
Posted 10/15/2015 09:04 AM   
[quote="bo3b"] To fix mono textures, you can take a look at one of DarkStarSwords fixes: [url]https://github.com/DarkStarSword/3d-fixes/tree/master/Mad%20Max[/url] Look for the d3dx.ini and the TextureOverride at the bottom. You narrow down a given texture that is mono, and can specify it in the .ini to be made stereo. Doesn't always work, but is a good way to start.[/quote] Thank you for the help. Let's see if I can find the texture hashes I need. In the meantime, I improved the HUD with an option to cycle through different depths by pressing F1 (I didn't like the fixed depth value of the original fix, sorry :p). The default value is "0" (screen depth), and the others are "0.16667", "0.33333", "0.5" and "0.66667". "1" would be max depth, but I thought that was too much, so I reduced the scale up to "0.66667". And more importantly, there was a missing HUD vertex shader that appears when the game asks you to press a button. It was quite obvious when I was trying the different depth values. The four shaders and the updated "d3dx.ini" are here: https://www.dropbox.com/s/euggfd1m6b1b6cx/DS2_SOTFS_HUD_updated.7z?dl=0 After I finish the area I'm in, I'll go back to where I saw the monoscopic lighting effects to see if I can do something about them. Edit: I changed the key to F2 for myself, so it doesn't interfere with the default 3D screenshot key.
bo3b said:
To fix mono textures, you can take a look at one of DarkStarSwords fixes: https://github.com/DarkStarSword/3d-fixes/tree/master/Mad%20Max

Look for the d3dx.ini and the TextureOverride at the bottom. You narrow down a given texture that is mono, and can specify it in the .ini to be made stereo. Doesn't always work, but is a good way to start.


Thank you for the help. Let's see if I can find the texture hashes I need.

In the meantime, I improved the HUD with an option to cycle through different depths by pressing F1 (I didn't like the fixed depth value of the original fix, sorry :p). The default value is "0" (screen depth), and the others are "0.16667", "0.33333", "0.5" and "0.66667". "1" would be max depth, but I thought that was too much, so I reduced the scale up to "0.66667".

And more importantly, there was a missing HUD vertex shader that appears when the game asks you to press a button. It was quite obvious when I was trying the different depth values. The four shaders and the updated "d3dx.ini" are here: https://www.dropbox.com/s/euggfd1m6b1b6cx/DS2_SOTFS_HUD_updated.7z?dl=0

After I finish the area I'm in, I'll go back to where I saw the monoscopic lighting effects to see if I can do something about them.

Edit: I changed the key to F2 for myself, so it doesn't interfere with the default 3D screenshot key.

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#25
Posted 10/15/2015 03:44 PM   
Good news. I've improved even more that lighting vertex shader from the other time. I'm refining it at the moment. And I also saw a disabled vertex shader from the original fix, which is the bonfire heatwave effect. I've fixed it almost completely (note to self: do the same thing for Shadow Warrior once I resume fixing that game). Once I have both of them in at least a near perfect state, I'll release the fix with everything included. Probably before the end of the weekend. I'll also replace 3Dmigoto with the latest version before that.
Good news. I've improved even more that lighting vertex shader from the other time. I'm refining it at the moment.

And I also saw a disabled vertex shader from the original fix, which is the bonfire heatwave effect. I've fixed it almost completely (note to self: do the same thing for Shadow Warrior once I resume fixing that game).

Once I have both of them in at least a near perfect state, I'll release the fix with everything included. Probably before the end of the weekend. I'll also replace 3Dmigoto with the latest version before that.

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#26
Posted 10/16/2015 07:39 PM   
Finally started this thinking it was the best we're going to get so good to see it's being improved further. I've avoided disabled shadow games until now but it's doesn't look as wrong as I'd expected here (though certainly still the biggest issue). Great work.
Finally started this thinking it was the best we're going to get so good to see it's being improved further. I've avoided disabled shadow games until now but it's doesn't look as wrong as I'd expected here (though certainly still the biggest issue). Great work.

#27
Posted 10/16/2015 09:16 PM   
Good to see you making some progress. Once you reach a point where you like the result or hit a wall, I'll update the blog with your latest version. Yeah even with shadows disabled, environment shadows still draw, so it's not nearly as jarring as you would think disabling all shadows would be.
Good to see you making some progress. Once you reach a point where you like the result or hit a wall, I'll update the blog with your latest version.

Yeah even with shadows disabled, environment shadows still draw, so it's not nearly as jarring as you would think disabling all shadows would be.

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#28
Posted 10/17/2015 03:28 AM   
Sorry for taking so long. The most recent version with everything included is here: https://www.dropbox.com/s/q7rb6ieoyce6yh0/DarkSouls2SotFS_fix_1.2.7z?dl=0 New things compared to the very first fix version: - The fire heatwave and other effects related to it are fixed! (fc32d667bf08bba1-vs_replace.txt) Examples are when you teleport or when you turn on a bonfire for the first time. But there's a drawback: you need to have 3D separation at 88% tops for the effect to be perfect after some distance. I don't know why, but there's a very slight deviation that comes into effect at very extreme (and unplayable) convergence values or after the object is at around 15~20 meters of virtual distance. Turning depth down to 88% makes it look correct at all times. - HUD at configurable depth, cycling through 5 settings by pressing F2. - Some lighting improved (0b9a4f4bd9c5b45a-vs_replace.txt). I made one exception of the fix to one pixel shader, so I don't make it worse while improving other things. There's still some monoscopic lighting in some locations. I didn't manage to fix that yet. - For character shadows, I divided the current shader fix intention by convergence. It made the shadows a bit more bearable, but they are still bad and not recommended. I'm still not done with the game yet. I'll try to fix the sun rays, for example (it's disabled right now). It's something I successfully fixed in Shadow Warrior so I hope this is similar. I know the vertex shader hash but I didn't manage to dump it, although I didn't try for more than a few minutes. Maybe tomorrow. By the way, I tried to do some texture overriding, but with zero results. What's the hash? The 8 hexadecimal digit value of the registers, or the handle, or both combined? Edit: the fix is using the latest 3Dmigoto from two days ago, of course.
Sorry for taking so long. The most recent version with everything included is here:
https://www.dropbox.com/s/q7rb6ieoyce6yh0/DarkSouls2SotFS_fix_1.2.7z?dl=0

New things compared to the very first fix version:

- The fire heatwave and other effects related to it are fixed! (fc32d667bf08bba1-vs_replace.txt) Examples are when you teleport or when you turn on a bonfire for the first time. But there's a drawback: you need to have 3D separation at 88% tops for the effect to be perfect after some distance. I don't know why, but there's a very slight deviation that comes into effect at very extreme (and unplayable) convergence values or after the object is at around 15~20 meters of virtual distance. Turning depth down to 88% makes it look correct at all times.

- HUD at configurable depth, cycling through 5 settings by pressing F2.

- Some lighting improved (0b9a4f4bd9c5b45a-vs_replace.txt). I made one exception of the fix to one pixel shader, so I don't make it worse while improving other things. There's still some monoscopic lighting in some locations. I didn't manage to fix that yet.

- For character shadows, I divided the current shader fix intention by convergence. It made the shadows a bit more bearable, but they are still bad and not recommended.



I'm still not done with the game yet. I'll try to fix the sun rays, for example (it's disabled right now). It's something I successfully fixed in Shadow Warrior so I hope this is similar. I know the vertex shader hash but I didn't manage to dump it, although I didn't try for more than a few minutes. Maybe tomorrow.

By the way, I tried to do some texture overriding, but with zero results. What's the hash? The 8 hexadecimal digit value of the registers, or the handle, or both combined?

Edit: the fix is using the latest 3Dmigoto from two days ago, of course.

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#29
Posted 10/21/2015 09:35 PM   
Yeah, the monoscopic shadows are really weird. The closest I got it to working was having it correct in both eyes from 1 perspective, but when the camera swung to the other side of the light source, the shadows completely disappeared. I haven't looked into the new texture feature yet, so I don't know. I'll go update the blog with this version and some modded instructions. I might update the images later. I'm going to repackage your zip with the profile as well.
Yeah, the monoscopic shadows are really weird. The closest I got it to working was having it correct in both eyes from 1 perspective, but when the camera swung to the other side of the light source, the shadows completely disappeared.

I haven't looked into the new texture feature yet, so I don't know.

I'll go update the blog with this version and some modded instructions. I might update the images later. I'm going to repackage your zip with the profile as well.

i7-8086k @ 5.2GHz
EVGA GTX 1080Ti
16GB 3800MHz DDR4
Windows 7 x64

#30
Posted 10/22/2015 03:38 AM   
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