Hi all,
I've only very recently purchased 3D Vision 2 kit and am enjoying 3D gaming.
I was directed to this forum from the ED forums by "andysonofbob" for further assistance.
I have downloaded 2 versions of the same fix "Elite+Dangerous+v1.3+Beta+3D+Fix.7z" from the Helixmod website. First one's dated April 2017, second one's dated 12 June 2017.
The April one seems to work fine for the most part (jet cones of neutron stars are weird, shiny F and A stars at wrong depth) but nothing much too distracting.
However, I couldn't get the June one to "work right". It seems the June fix introduced "starburst" effect for light sources, eg blinky lights on a station... these are at the wrong depth for me. They are "in front of" the light sources.
When I try to use convergence to make them at the right depth, my top-left and top-right panels/menus (chat and info panels) aren't right... I can't read them, they are ghosted (ie left and right eye not aligned).
I have tried various combinations of CAPS LOCK, ; and' keys but to no avail. Either I accept that the "starburst" effect floats in front of the lights so I can read the menus, or I make the starburst at the correct depth but leave the top panels/menus ghosted.
For now, I have "rolled back" to the April fix.
Any advice would be much appreciated! Thanks!
I've only very recently purchased 3D Vision 2 kit and am enjoying 3D gaming.
I was directed to this forum from the ED forums by "andysonofbob" for further assistance.
I have downloaded 2 versions of the same fix "Elite+Dangerous+v1.3+Beta+3D+Fix.7z" from the Helixmod website. First one's dated April 2017, second one's dated 12 June 2017.
The April one seems to work fine for the most part (jet cones of neutron stars are weird, shiny F and A stars at wrong depth) but nothing much too distracting.
However, I couldn't get the June one to "work right". It seems the June fix introduced "starburst" effect for light sources, eg blinky lights on a station... these are at the wrong depth for me. They are "in front of" the light sources.
When I try to use convergence to make them at the right depth, my top-left and top-right panels/menus (chat and info panels) aren't right... I can't read them, they are ghosted (ie left and right eye not aligned).
I have tried various combinations of CAPS LOCK, ; and' keys but to no avail. Either I accept that the "starburst" effect floats in front of the lights so I can read the menus, or I make the starburst at the correct depth but leave the top panels/menus ghosted.
Greetings, regarding the station lights as well as engine halos being at the wrong depth.
There's a shaderoverride missing in d3dx.ini.
After adding the following lines all seems to be well again.
[code][shaderoverride7]
hash=591e4debc3d56509
handling=skip[/code]
EDIT: Fixed in the latest version at [url=https://helixmod.blogspot.de/2016/09/elite-dangerous-sept-6-2016-update-by.html]HelixMod[/url]
Regards,
zy.
Thank you for an awesome fix.
Where can I donate please?
I would like some help if possible. I am getting black shadows in one eye on certain planets. Also in the cockpit shadows seem slightly off. I have used the latest version of the fix off the helix mod site. I have tried different in-game settings and reinstalling the fix.
I am on game version 2.4.3, drivers 388.00.
Thanks in advance.
I would like some help if possible. I am getting black shadows in one eye on certain planets. Also in the cockpit shadows seem slightly off. I have used the latest version of the fix off the helix mod site. I have tried different in-game settings and reinstalling the fix.
I am on game version 2.4.3, drivers 388.00.
Thanks in advance.
Rampage 4 Extreme
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I could use some help here as no matter what I tried the Cone on the Nuetron star does not seem to separate.. I injected a code with and the number I used to get a tiny bit of separation was astronomically high like 4 trillion..
Here is the code for the offending shader I was wondering is there a different method I could use on the following code to get full separation??
// ---- Created with 3Dmigoto v1.2.54 on Mon Aug 06 13:46:29 2018
Sorry it was 400 trillion here are the codes I tried:
[code] float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*0.99;
[/code]
[code] float4 stereo = StereoParams.Load(0);
float seperation = stereo.x;
float convergence = stereo.y;
o0.x += seperation * .99;
[/code]
[code] float separation = StereoParams.Load(0).x;
float convergence = StereoParams.Load(0).y;
o0.x += separation * convergence * 0.99;
[/code]
[code] float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth * 0.99;
[/code]
Now the normal number .99 did nothing.. when I input 400000000 it moved a tiny bit but once I went too 500000000 I could not get Migot to refresh I get the thunk sound like the shader failed to load..
This is the only thing broke currently the other item I fixed with normal code and .99.. I am unsure what this item does not separate..
Now the normal number .99 did nothing.. when I input 400000000 it moved a tiny bit but once I went too 500000000 I could not get Migot to refresh I get the thunk sound like the shader failed to load..
This is the only thing broke currently the other item I fixed with normal code and .99.. I am unsure what this item does not separate..
Gotta beg the question, are you sure that's the correct shader? Or, maybe it's not the output position (the o7 register) that needs tweaking, have you tried doing any of the texcoords instead?
Pretty sure I fixed a neutron star, or white dwarf in my previous fix (so maybe they've changed shaders since). Try looking through the files in my fix to see if you can see any similarities and adapt the same technique. I'd offer to fire it up, but I've uninstalled the Steam version in favour of the version on Oculus Home to take advantage of the Oculus dash feature (ability to pin up windows/videos inside the game), and I'm not quite sure I can play in 3D Vision on that version.
Gotta beg the question, are you sure that's the correct shader? Or, maybe it's not the output position (the o7 register) that needs tweaking, have you tried doing any of the texcoords instead?
Pretty sure I fixed a neutron star, or white dwarf in my previous fix (so maybe they've changed shaders since). Try looking through the files in my fix to see if you can see any similarities and adapt the same technique. I'd offer to fire it up, but I've uninstalled the Steam version in favour of the version on Oculus Home to take advantage of the Oculus dash feature (ability to pin up windows/videos inside the game), and I'm not quite sure I can play in 3D Vision on that version.
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
Hmm well to be Honest I did not think I could use the texcords.. I will do some more working the code and see what happens..
I will look at the old code and see what was done there.. I am sorry I know I been doing this a while but I still have only a basic understanding of it all ;)
Hmm well to be Honest I did not think I could use the texcords.. I will do some more working the code and see what happens..
I will look at the old code and see what was done there.. I am sorry I know I been doing this a while but I still have only a basic understanding of it all ;)
Now I input the code DJ-RK used and it still did not fix the problem.. I also tried using the different Texcords and none of those had any effect either..
I will see If there is another shader for the flare in game.. maybe I have the wrong one as somethong should have an effect on it..
Now I did the same here input DJ-RK's code like he originally did for the flare but it had no effect. I also tried inputting the other texcords in and nothing..
Since this shader I am going to try inoutting a higer number then .99.. I will see what happens maybe that is all it needs right now.. as I am unsure why the other codes are not having and effect..
OK I am an idiot sorry for the false alarm I guess I had the wrong shader or what I think happened is when I saved the other shader it did not overwite or something..
I am unsure but the shader in the first post was not the correct one even thos it was close.. I guess I should be a little more experimental..
Hehe I try never said I was perfect ;)
Thank you tho DJ-RK for the fix and help..
OK I am an idiot sorry for the false alarm I guess I had the wrong shader or what I think happened is when I saved the other shader it did not overwite or something..
I am unsure but the shader in the first post was not the correct one even thos it was close.. I guess I should be a little more experimental..
Ok, those are very similar shaders, so there's a good chance that you do have the correct one, but there is one key difference. In my shader, the r0 coordinate I correct gets used for both o8 (the output register) and o1, a texcoord that's likely the actual main culprit. However, in your shader the r0 only gets used for o7 (the output position) but then shortly thereafter the value it holds gets overwritten by a new assignment on line 85. So, there might be 2 possible solutions that I can see.
1) On line 79 you have "r0.x += stereo.x*(r1.w-stereo.y);" where I believe r1.w is incorrect and should be r0.w instead.
2) See the code block below. I've added comments for nearly each line of code that I've added. This is a complex concept to grasp when learning shaderhacking because it involves manipulating several coordinate spaces. This is where it is important to read the Nvidia 3D Vision whitepaper that bo3b had linked to in his lessons, and also the post from DarkStarSword that I refer to as the holy grail post of shaderhacking (see my collection of bookmarks linked to on the HelixBlog, pretty sure it's the first link I refer to) where he breaks all that technical info down into understandable language. Anyways, here's the code:
[code]//Nuetron star flare Nephilim fix
// ---- Created with 3Dmigoto v1.2.54 on Thu Jul 19 20:14:32 2018
cbuffer cb0 : register(b0)
{
float4 cb0[17];
}
cbuffer cb1 : register(b1)
{
float4 cb1[12];
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
#include <matrix.hlsl>
void main(
float4 v0 : POSITION0,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float4 o3 : TEXCOORD3,
out float4 o4 : TEXCOORD4,
out float4 o5 : TEXCOORD5,
out float3 o6 : TEXCOORD6,
out float4 o7 : SV_Position0)
{
float4 r0,r1,r2,r3,r4;
uint4 bitmask, uiDest;
float4 fDest;
float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);
r0.xyz = cb1[10].www * cb0[1].xyw;
r0.xyz = cb1[9].www * cb0[0].xyw + r0.xyz;
r0.xyz = cb1[11].www * cb0[2].xyw + r0.xyz;
o0.xyz = cb0[3].xyw + r0.xyz;
r0.y = cb0[16].x;
r1.x = cb1[9].w;
r1.y = cb1[10].w;
r1.z = cb1[11].w;
r0.w = dot(cb0[4].xyz, r1.xyz);
r2.x = cb0[13].y * r0.w;
r2.y = dot(cb0[5].xyz, r1.xyz);
r2.x = r2.x / r2.y;
r2.x = cb0[6].w * 2 + r2.x;
r2.x = r2.x * r2.y;
r2.x = r2.x / cb0[13].y;
r0.w = r2.x + -r0.w;
r0.w = 0.5 * abs(r0.w);
r0.w = max(1, r0.w);
sincos(cb0[16].y, r2.x, r3.x);
r2.x = r2.x / r3.x;
o3.w = r3.x;
r1.w = cb0[16].x * r2.x;
r2.yz = float2(0.850000024,0.900969505) * r1.ww;
r3.xz = min(r2.yy, r0.ww);
r0.w = r1.w / r2.z;
r0.xz = r1.ww * abs(r0.ww);
o2.xyzw = r1.xyzw;
r3.y = 0;
r0.xyz = -r3.zyz + r0.xyz;
r0.w = v0.y * 0.5 + 0.5;
r0.xyz = r0.www * r0.xyz + r3.xyz;
r0.xyz = v0.xyz * r0.xyz;
r0.w = 1;
r1.y = dot(cb1[10].xyzw, r0.xyzw);
r4.xyzw = cb0[1].xyzw * r1.yyyy;
r1.x = dot(cb1[9].xyzw, r0.xyzw);
r1.z = dot(cb1[11].xyzw, r0.xyzw);
r0.xyzw = r1.xxxx * cb0[0].xyzw + r4.xyzw;
r0.xyzw = r1.zzzz * cb0[2].xyzw + r0.xyzw;
r0.xyzw = cb0[3].xyzw + r0.xyzw;
// Stereo correction that will be applied to the output position. This may or may not be necessary.
r0.x += stereo.x*(r0.w-stereo.y);
o0.w = r0.w;
o7.xyzw = r0.xyzw;
o1.w = r3.z;
o5.w = r3.z / r2.x;
r0.xyz = cb0[7].xyz + r1.xyz;
// In my previous fix version, r0 was also used to assign a value to the o1 texcoord, however in this version of the shader, on the previous line r0 gets reassigned a new value of r1.xyz + some value held in the constant buffer before it gets used later.
// r1 is used earlier in lines 84 and 85 which was used to be assigned to the output position. We know that the output position will always be in "projection" space, and since we see a matrix multiply occurring on lines 78-80 we know that r1 is NOT in projection space. Most likely r1 is in "world" space or "view" space
// We can only adjust a coordinate using the standard stereo correction (eg. separation * (depth - convergence)) on a coordinate in projection space, so we need to temporarily convert this new r0 to projection space, perform the stereo correction, and then convert back to the world space so that it can be used in the following calculations.
// Define the ViewProjection matrix from the existing constant buffer that was used in the calculations on lines 78-80, which will be used to convert r0 from world space to projection space.
matrix vp = {cb0[0], cb0[1], cb0[2], cb0[3]};
// Create a new temporary register to hold the value of our calculations
float4 tmp;
// Here we convert the r0 world space value to projection space. We technically could use the same method that they use on lines 78-80 to achieve the same result, but this is an easier and more efficient method.
tmp = mul(vp, float4(r0.xyz,1));
// Perform standard stereo correction on the coordinate.
tmp.x += stereo.x*(tmp.w-stereo.y);
// Create a new InverseProjectionMatrix using the inverse function of the matrix.hlsl custom shader that we included on line 20, and the defined ViewProjection matrix above.
matrix ivp = inverse(vp);
// Use the InverseProjectionMatrix to now convert the coordinate back to world space so it can then be used in the following calcuations.
r0.xyz = mul(ivp, tmp).xyz;
o4.xyz = r1.xyz;
r1.xyz = cb0[9].xyw * r0.yyy;
r0.xyw = r0.xxx * cb0[8].xyw + r1.xyz;
r0.xyz = r0.zzz * cb0[10].xyw + r0.xyw;
o1.xyz = cb0[11].xyw + r0.xyz;
o3.x = cb1[9].z;
o3.y = cb1[10].z;
o3.z = cb1[11].z;
o4.w = cb0[16].x;
o5.x = cb1[9].x;
o5.y = cb1[10].x;
o5.z = cb1[11].x;
o6.x = cb1[9].y;
o6.y = cb1[10].y;
o6.z = cb1[11].y;
//float4 stereo = StereoParams.Load(0);
//float depth = stereo.x;
//float convergence = stereo.y;
//o7.x += depth * 0.99;
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.54 on Thu Jul 19 20:14:32 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 2 xyzw 2 NONE float xyzw
// TEXCOORD 3 xyzw 3 NONE float xyzw
// TEXCOORD 4 xyzw 4 NONE float xyzw
// TEXCOORD 5 xyzw 5 NONE float xyzw
// TEXCOORD 6 xyz 6 NONE float xyz
// SV_Position 0 xyzw 7 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb1[12], immediateIndexed
dcl_constantbuffer cb0[17], immediateIndexed
dcl_input v0.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyz
dcl_output_siv o7.xyzw, position
dcl_temps 5
mul r0.xyz, cb0[1].xywx, cb1[10].wwww
mad r0.xyz, cb1[9].wwww, cb0[0].xywx, r0.xyzx
mad r0.xyz, cb1[11].wwww, cb0[2].xywx, r0.xyzx
add o0.xyz, r0.xyzx, cb0[3].xywx
mov r0.y, cb0[16].x
mov r1.x, cb1[9].w
mov r1.y, cb1[10].w
mov r1.z, cb1[11].w
dp3 r0.w, cb0[4].xyzx, r1.xyzx
mul r2.x, r0.w, cb0[13].y
dp3 r2.y, cb0[5].xyzx, r1.xyzx
div r2.x, r2.x, r2.y
mad r2.x, cb0[6].w, l(2.000000), r2.x
mul r2.x, r2.y, r2.x
div r2.x, r2.x, cb0[13].y
add r0.w, -r0.w, r2.x
mul r0.w, |r0.w|, l(0.500000)
max r0.w, r0.w, l(1.000000)
sincos r2.x, r3.x, cb0[16].y
div r2.x, r2.x, r3.x
mov o3.w, r3.x
mul r1.w, r2.x, cb0[16].x
mul r2.yz, r1.wwww, l(0.000000, 0.850000, 0.900969505, 0.000000)
min r3.xz, r0.wwww, r2.yyyy
div r0.w, r1.w, r2.z
mul r0.xz, |r0.wwww|, r1.wwww
mov o2.xyzw, r1.xyzw
mov r3.y, l(0)
add r0.xyz, r0.xyzx, -r3.zyzz
mad r0.w, v0.y, l(0.500000), l(0.500000)
mad r0.xyz, r0.wwww, r0.xyzx, r3.xyzx
mul r0.xyz, r0.xyzx, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.y, cb1[10].xyzw, r0.xyzw
mul r4.xyzw, r1.yyyy, cb0[1].xyzw
dp4 r1.x, cb1[9].xyzw, r0.xyzw
dp4 r1.z, cb1[11].xyzw, r0.xyzw
mad r0.xyzw, r1.xxxx, cb0[0].xyzw, r4.xyzw
mad r0.xyzw, r1.zzzz, cb0[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
mov o0.w, r0.w
mov o7.xyzw, r0.xyzw
mov o1.w, r3.z
div o5.w, r3.z, r2.x
add r0.xyz, r1.xyzx, cb0[7].xyzx
mov o4.xyz, r1.xyzx
mul r1.xyz, r0.yyyy, cb0[9].xywx
mad r0.xyw, r0.xxxx, cb0[8].xyxw, r1.xyxz
mad r0.xyz, r0.zzzz, cb0[10].xywx, r0.xywx
add o1.xyz, r0.xyzx, cb0[11].xywx
mov o3.x, cb1[9].z
mov o3.y, cb1[10].z
mov o3.z, cb1[11].z
mov o4.w, cb0[16].x
mov o5.x, cb1[9].x
mov o5.y, cb1[10].x
mov o5.z, cb1[11].x
mov o6.x, cb1[9].y
mov o6.y, cb1[10].y
mov o6.z, cb1[11].y
ret
// Approximately 0 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/[/code]
Try the first suggestion first, because it may be all that's necessary. But even if that does work, I suggest you at least read and try to understand the code and comments in the 2nd suggestion because if you can manage to wrap your head around that then that will be a major breakthrough in your understanding. Good luck and let us know if it works.
Edit: Oh, lol, just read your last comment. I started writing up my response before you had posted it. Glad it worked out, but still take a read through the code example I provided, it may be helpful later on.
Ok, those are very similar shaders, so there's a good chance that you do have the correct one, but there is one key difference. In my shader, the r0 coordinate I correct gets used for both o8 (the output register) and o1, a texcoord that's likely the actual main culprit. However, in your shader the r0 only gets used for o7 (the output position) but then shortly thereafter the value it holds gets overwritten by a new assignment on line 85. So, there might be 2 possible solutions that I can see.
1) On line 79 you have "r0.x += stereo.x*(r1.w-stereo.y);" where I believe r1.w is incorrect and should be r0.w instead.
2) See the code block below. I've added comments for nearly each line of code that I've added. This is a complex concept to grasp when learning shaderhacking because it involves manipulating several coordinate spaces. This is where it is important to read the Nvidia 3D Vision whitepaper that bo3b had linked to in his lessons, and also the post from DarkStarSword that I refer to as the holy grail post of shaderhacking (see my collection of bookmarks linked to on the HelixBlog, pretty sure it's the first link I refer to) where he breaks all that technical info down into understandable language. Anyways, here's the code:
//Nuetron star flare Nephilim fix
// ---- Created with 3Dmigoto v1.2.54 on Thu Jul 19 20:14:32 2018
cbuffer cb0 : register(b0)
{
float4 cb0[17];
}
// In my previous fix version, r0 was also used to assign a value to the o1 texcoord, however in this version of the shader, on the previous line r0 gets reassigned a new value of r1.xyz + some value held in the constant buffer before it gets used later.
// r1 is used earlier in lines 84 and 85 which was used to be assigned to the output position. We know that the output position will always be in "projection" space, and since we see a matrix multiply occurring on lines 78-80 we know that r1 is NOT in projection space. Most likely r1 is in "world" space or "view" space
// We can only adjust a coordinate using the standard stereo correction (eg. separation * (depth - convergence)) on a coordinate in projection space, so we need to temporarily convert this new r0 to projection space, perform the stereo correction, and then convert back to the world space so that it can be used in the following calculations.
// Define the ViewProjection matrix from the existing constant buffer that was used in the calculations on lines 78-80, which will be used to convert r0 from world space to projection space.
matrix vp = {cb0[0], cb0[1], cb0[2], cb0[3]};
// Create a new temporary register to hold the value of our calculations
float4 tmp;
// Here we convert the r0 world space value to projection space. We technically could use the same method that they use on lines 78-80 to achieve the same result, but this is an easier and more efficient method.
tmp = mul(vp, float4(r0.xyz,1));
// Perform standard stereo correction on the coordinate.
tmp.x += stereo.x*(tmp.w-stereo.y);
// Create a new InverseProjectionMatrix using the inverse function of the matrix.hlsl custom shader that we included on line 20, and the defined ViewProjection matrix above.
matrix ivp = inverse(vp);
// Use the InverseProjectionMatrix to now convert the coordinate back to world space so it can then be used in the following calcuations.
r0.xyz = mul(ivp, tmp).xyz;
Try the first suggestion first, because it may be all that's necessary. But even if that does work, I suggest you at least read and try to understand the code and comments in the 2nd suggestion because if you can manage to wrap your head around that then that will be a major breakthrough in your understanding. Good luck and let us know if it works.
Edit: Oh, lol, just read your last comment. I started writing up my response before you had posted it. Glad it worked out, but still take a read through the code example I provided, it may be helpful later on.
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
Hey Thnak you for the write up I will try and rap my head around it.. I almost get it but something eludes me..
I did get it fixed either way so. I guess in the future I will be a bit more methodical..
Greetings,
First off, thanks for still working on this.
But unfortunately, again, I still have troubles with my "favourite" shader. The station light halos seem to be alright, but the thruster halos are still wrong. This is very obvious (and annoying) on ships like the Corvette (and probably the Anaconda - not tested), where the manoeuvring thrusters are right in front of you.
As usual an override gets rid of the problem.
[code][shaderoverride6]
hash=591e4debc3d56509
handling=skip[/code]
P.S.: Shader Caching is disabled in the ini.
Many regards,
Zy.
First off, thanks for still working on this.
But unfortunately, again, I still have troubles with my "favourite" shader. The station light halos seem to be alright, but the thruster halos are still wrong. This is very obvious (and annoying) on ships like the Corvette (and probably the Anaconda - not tested), where the manoeuvring thrusters are right in front of you.
Corei7 4790K 32GB / 2xSLI: Titan X Pascal 3DSurr 7680x1440 +FSIM cockpit :D
My Hardcore gamer rig : http://forum.hardware.fr/configuration.php?config=hardwarefr.inc&pseudo=greatxerox
SETUP Video 20190623 : https://vimeo.com/343968979
Pictures : http://www.casimages.com/u/greatxerox/369138
Best site Emulation on the net : http://www.emu-france.com/
I've only very recently purchased 3D Vision 2 kit and am enjoying 3D gaming.
I was directed to this forum from the ED forums by "andysonofbob" for further assistance.
I have downloaded 2 versions of the same fix "Elite+Dangerous+v1.3+Beta+3D+Fix.7z" from the Helixmod website. First one's dated April 2017, second one's dated 12 June 2017.
The April one seems to work fine for the most part (jet cones of neutron stars are weird, shiny F and A stars at wrong depth) but nothing much too distracting.
However, I couldn't get the June one to "work right". It seems the June fix introduced "starburst" effect for light sources, eg blinky lights on a station... these are at the wrong depth for me. They are "in front of" the light sources.
When I try to use convergence to make them at the right depth, my top-left and top-right panels/menus (chat and info panels) aren't right... I can't read them, they are ghosted (ie left and right eye not aligned).
I have tried various combinations of CAPS LOCK, ; and' keys but to no avail. Either I accept that the "starburst" effect floats in front of the lights so I can read the menus, or I make the starburst at the correct depth but leave the top panels/menus ghosted.
For now, I have "rolled back" to the April fix.
Any advice would be much appreciated! Thanks!
There's a shaderoverride missing in d3dx.ini.
After adding the following lines all seems to be well again.
EDIT: Fixed in the latest version at HelixMod
Regards,
zy.
Where can I donate please?
I would like some help if possible. I am getting black shadows in one eye on certain planets. Also in the cockpit shadows seem slightly off. I have used the latest version of the fix off the helix mod site. I have tried different in-game settings and reinstalling the fix.
I am on game version 2.4.3, drivers 388.00.
Thanks in advance.
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I could use some help here as no matter what I tried the Cone on the Nuetron star does not seem to separate.. I injected a code with and the number I used to get a tiny bit of separation was astronomically high like 4 trillion..
Here is the code for the offending shader I was wondering is there a different method I could use on the following code to get full separation??
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
Now the normal number .99 did nothing.. when I input 400000000 it moved a tiny bit but once I went too 500000000 I could not get Migot to refresh I get the thunk sound like the shader failed to load..
This is the only thing broke currently the other item I fixed with normal code and .99.. I am unsure what this item does not separate..
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
Pretty sure I fixed a neutron star, or white dwarf in my previous fix (so maybe they've changed shaders since). Try looking through the files in my fix to see if you can see any similarities and adapt the same technique. I'd offer to fire it up, but I've uninstalled the Steam version in favour of the version on Oculus Home to take advantage of the Oculus dash feature (ability to pin up windows/videos inside the game), and I'm not quite sure I can play in 3D Vision on that version.
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I will look at the old code and see what was done there.. I am sorry I know I been doing this a while but I still have only a basic understanding of it all ;)
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
This is the shader I found which is almost identical and should be the correct new shader for the flare on the Nuetron Star:
Now I input the code DJ-RK used and it still did not fix the problem.. I also tried using the different Texcords and none of those had any effect either..
I will see If there is another shader for the flare in game.. maybe I have the wrong one as somethong should have an effect on 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
Now I did the same here input DJ-RK's code like he originally did for the flare but it had no effect. I also tried inputting the other texcords in and nothing..
Since this shader I am going to try inoutting a higer number then .99.. I will see what happens maybe that is all it needs right now.. as I am unsure why the other codes are not having and effect..
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
I am unsure but the shader in the first post was not the correct one even thos it was close.. I guess I should be a little more experimental..
Hehe I try never said I was perfect ;)
Thank you tho DJ-RK for the fix and help..
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) On line 79 you have "r0.x += stereo.x*(r1.w-stereo.y);" where I believe r1.w is incorrect and should be r0.w instead.
2) See the code block below. I've added comments for nearly each line of code that I've added. This is a complex concept to grasp when learning shaderhacking because it involves manipulating several coordinate spaces. This is where it is important to read the Nvidia 3D Vision whitepaper that bo3b had linked to in his lessons, and also the post from DarkStarSword that I refer to as the holy grail post of shaderhacking (see my collection of bookmarks linked to on the HelixBlog, pretty sure it's the first link I refer to) where he breaks all that technical info down into understandable language. Anyways, here's the code:
Try the first suggestion first, because it may be all that's necessary. But even if that does work, I suggest you at least read and try to understand the code and comments in the 2nd suggestion because if you can manage to wrap your head around that then that will be a major breakthrough in your understanding. Good luck and let us know if it works.
Edit: Oh, lol, just read your last comment. I started writing up my response before you had posted it. Glad it worked out, but still take a read through the code example I provided, it may be helpful later on.
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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
I did get it fixed either way so. I guess in the future I will be a bit more methodical..
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
First off, thanks for still working on this.
But unfortunately, again, I still have troubles with my "favourite" shader. The station light halos seem to be alright, but the thruster halos are still wrong. This is very obvious (and annoying) on ships like the Corvette (and probably the Anaconda - not tested), where the manoeuvring thrusters are right in front of you.
As usual an override gets rid of the problem.
P.S.: Shader Caching is disabled in the ini.
Many regards,
Zy.