Game fixing: convergence value vs depth buffer w (z) values
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DGVoodoo isn't the greatest solution, but it's all we have. It's much better than previous options, but it certainly leaves a lot to be desired with certain games. While I have not tried xwa_ddraw_d3d11, it looked promising because in the youtube video. DGVoodoo, often upscales and looks ugly. Also, a lot of times when trying it, textures are missing in one eye. DGVoodoo, often requires a newer profile from a dx11 game, Max Payne 3 or WoW works sometimes. Here's a link to a thread for it https://forums.geforce.com/default/topic/828843/ 3Dmigoto has a force fullscreen feature, the flickering is likely due to an incorrect refresh rate.
DGVoodoo isn't the greatest solution, but it's all we have. It's much better than previous options, but it certainly leaves a lot to be desired with certain games.

While I have not tried xwa_ddraw_d3d11, it looked promising because in the youtube video. DGVoodoo, often upscales and looks ugly. Also, a lot of times when trying it, textures are missing in one eye.


DGVoodoo, often requires a newer profile from a dx11 game, Max Payne 3 or WoW works sometimes. Here's a link to a thread for it


https://forums.geforce.com/default/topic/828843/


3Dmigoto has a force fullscreen feature, the flickering is likely due to an incorrect refresh rate.

#16
Posted 04/11/2018 08:50 AM   
I don't have problems with refresh rate or crashing. I use dgVoodoo 2.55 too and I've configured the game the same way I did for other games (check the blog post of Soul Reaver for example). D-Man11, one eye issues with dgVoodoo happen because most of the time these games need StereoTextureEnable at 0x00000001 instead of the default 0x00000023. Wait 9-12 hours and I'll post a WIP (or complete if I can fix everything I want) and instructions.
I don't have problems with refresh rate or crashing. I use dgVoodoo 2.55 too and I've configured the game the same way I did for other games (check the blog post of Soul Reaver for example).

D-Man11, one eye issues with dgVoodoo happen because most of the time these games need StereoTextureEnable at 0x00000001 instead of the default 0x00000023.

Wait 9-12 hours and I'll post a WIP (or complete if I can fix everything I want) and instructions.

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#17
Posted 04/11/2018 09:33 AM   
Sure xwa_ddraw_d3d11 is completely clean&nice, only the SM2 problem, I guess I will have to look into the shader conversion links you posted (shadertool.py, etc). I'll look more about the dgvoodoo too, because at least there is some problem: I mean I can't even launch a mission in the game meanwhile masterotaku can do. So I should be missing something. I'll check that link. Tx! EDIT: Crossed posts. Thanks masterotaku. Meanwhile I'll check that.
Sure xwa_ddraw_d3d11 is completely clean&nice, only the SM2 problem, I guess I will have to look into the shader conversion links you posted (shadertool.py, etc).

I'll look more about the dgvoodoo too, because at least there is some problem: I mean I can't even launch a mission in the game meanwhile masterotaku can do. So I should be missing something. I'll check that link. Tx!

EDIT: Crossed posts. Thanks masterotaku. Meanwhile I'll check that.

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#18
Posted 04/11/2018 09:38 AM   
The change of nvidia profile did nothing, but the flickering was solved following the Soul Reaver example (listing resolutions with frequency in gdVoodoo CP). But it seems I found, more or less, why it crashed when loading missions... You are using the GOG version, it is known that this EXE has been modified by GOG, there are several changes from the original CDs (some desirable, some not), and among them they have touched something related to the game resolution. GOG forced 800x600 resolution in all game (3D and 2D regardless of the Settings). You can check this, by changing to a resolution other than 800x600 while in 2D menus, and check when in mission what resolution is shown in the ESC menu: it will be 800x600. I see though, in your screenshot that it is widescreen, (2560x1440), and keeps the correct aspect ratio, maybe you have used one of the widescreen patches out there? Anyway, I have the original CD game, and not the GOG one, but I have added some of the GOG changes one by one, to have a GOG-like EXE, so to speak. This file loads normally the missions when I added a forced 800x600 resolution patch (and BTW, I see two vs_shaders, and I can identify the first as the starfield/backdrops one, if I am not wrong). The other wrapper had other advantages (correct aspect ratio in 2D, stretched 2D part of game to monitor resolution, 3d models scale when in 2D, and other X-Wing / XWing Alliance specific optimizations, etc), but I guess we can always revert to it, once the shader fixes are done, if I am not wrong (?). Anyway, step by step. Will see later.
The change of nvidia profile did nothing, but the flickering was solved following the Soul Reaver example (listing resolutions with frequency in gdVoodoo CP).

But it seems I found, more or less, why it crashed when loading missions...

You are using the GOG version, it is known that this EXE has been modified by GOG, there are several changes from the original CDs (some desirable, some not), and among them they have touched something related to the game resolution.

GOG forced 800x600 resolution in all game (3D and 2D regardless of the Settings). You can check this, by changing to a resolution other than 800x600 while in 2D menus, and check when in mission what resolution is shown in the ESC menu: it will be 800x600. I see though, in your screenshot that it is widescreen, (2560x1440), and keeps the correct aspect ratio, maybe you have used one of the widescreen patches out there?

Anyway, I have the original CD game, and not the GOG one, but I have added some of the GOG changes one by one, to have a GOG-like EXE, so to speak. This file loads normally the missions when I added a forced 800x600 resolution patch (and BTW, I see two vs_shaders, and I can identify the first as the starfield/backdrops one, if I am not wrong).

The other wrapper had other advantages (correct aspect ratio in 2D, stretched 2D part of game to monitor resolution, 3d models scale when in 2D, and other X-Wing / XWing Alliance specific optimizations, etc), but I guess we can always revert to it, once the shader fixes are done, if I am not wrong (?). Anyway, step by step. Will see later.

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#19
Posted 04/11/2018 01:13 PM   
Here is what I have, with fixed backdrops and skybox (ingame crosshair is at full depth): https://s3.amazonaws.com/masterotaku/Star+Wars+X-Wing+Alliance/Star_Wars_X_Wing_Alliance_3D_Vision_fix.7z There is only one hotkey, F1, to cycle through some convergence levels (use shift+F1 to cycle back). The game uses that key for something. Is there any free key in this game? :p It also does the necessary profile changes. I have only checked the battle simulator and the first mission, where I get crashes when my shots are about to hit the target, for some reason. Engine effects, some part of explosions and prerendered videos are at full depth as a side effect. Same shader and same texture as backdrops sadly. I may have to try the "texture_hash = 1" setting in 3Dmigoto for this. dgVoodoo overrides ingame resolution, but before that I had used "xwahacker-gui-0.31-win" to modify the game exe. Maybe that's why I get correct aspect ratio in 16:9.
Here is what I have, with fixed backdrops and skybox (ingame crosshair is at full depth): https://s3.amazonaws.com/masterotaku/Star+Wars+X-Wing+Alliance/Star_Wars_X_Wing_Alliance_3D_Vision_fix.7z

There is only one hotkey, F1, to cycle through some convergence levels (use shift+F1 to cycle back). The game uses that key for something. Is there any free key in this game? :p

It also does the necessary profile changes.

I have only checked the battle simulator and the first mission, where I get crashes when my shots are about to hit the target, for some reason. Engine effects, some part of explosions and prerendered videos are at full depth as a side effect. Same shader and same texture as backdrops sadly. I may have to try the "texture_hash = 1" setting in 3Dmigoto for this.

dgVoodoo overrides ingame resolution, but before that I had used "xwahacker-gui-0.31-win" to modify the game exe. Maybe that's why I get correct aspect ratio in 16:9.

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#20
Posted 04/11/2018 10:08 PM   
Wonderful! Thank you!. I have purchased the GOG version so I could check the same as you. I have to check it but I am having problems with dgVoodoo, I find it very picky. As soon as I solve this I'll check and report.
Wonderful! Thank you!. I have purchased the GOG version so I could check the same as you. I have to check it but I am having problems with dgVoodoo, I find it very picky. As soon as I solve this I'll check and report.

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#21
Posted 04/12/2018 02:53 PM   
Ok, I have tested it. In the GOG version -no modified- it works as you say. The HUD at full depth seems a good idea, as it renders it independent from the convergence, although, as you said, the margin of acceptable convergence values is very small when in cockpit. But if you hide the cockpit (period key), this allows to bind a higher convergence setting to this key. This could not be done before. This is a nice one! Additionally if, as has been commented here, the cockpit depth could be fixed too, then the HUD at full depth is something that is already desirable/correct. The other alternative (better for reading HUD, but I guess much harder to do, if possible) would be to put the HUD at 0 depth (screen plane) and the aiming reticle at full depth. But I think it is very acceptable as it is now. For the HUD text, I would use my patch (is fixable with vertex shaders?) to align it to the HUD boxes (I checked, it works in this version too). The explosions at full depth, I think this is not noticeable (correct me if I am wrong). Well, except if some day it could be fixed the cockpit at constant depth, then this would open the door to play in-cockpit with big convergence, which may reveal the explosions at full depth. But nowadays it seems ok to me. The engine glow is a real pity. If this could be fixed somehow...that would allow pop-out effect in no-cockpit and external views. Regarding the starfield and backdrops. You fixed them nicely. No more feeling of playing above a giant cookie instead of a planet, BUT...there is a problem. This works in GOG version without upgrades, but not in the much improved with new backdrops and starfield ([url]http://www.xwaupgrade.com/download.htm[/url] download link --> DTM's Super Backdrops). This is a patch that adds high resolution ones (both backdrop and starfield), and uses them to make a skybox inside the game's skybox, placing new starfield as backdrops...for some reason the fix fails to work with this (?), although they use the same shader than the normal starfield, if I am not wrong. This is a real pity as it improves a lot the game. I have tried to understand the modifications you did, by comparing the two shaders txt files ('stock' and yours), I see that the one that fixes the backdrops, as you say, is the same of HUD, but despite my big interest and enthusiasm to learn this, I am afraid I have still a way to go before I can understand it and fix it myself (I am on it, though!). [i]EDIT: just for info, if using xwa_ddraw (last version) instead of dgvoodoo in the GOG game (no DTM upgrade), the planets backdrops fix works correctly, do not work though the HUD at full depth nor the starfield fix.[/i]
Ok, I have tested it. In the GOG version -no modified- it works as you say. The HUD at full depth seems a good idea, as it renders it independent from the convergence, although, as you said, the margin of acceptable convergence values is very small when in cockpit. But if you hide the cockpit (period key), this allows to bind a higher convergence setting to this key. This could not be done before. This is a nice one!

Additionally if, as has been commented here, the cockpit depth could be fixed too, then the HUD at full depth is something that is already desirable/correct.

The other alternative (better for reading HUD, but I guess much harder to do, if possible) would be to put the HUD at 0 depth (screen plane) and the aiming reticle at full depth. But I think it is very acceptable as it is now.

For the HUD text, I would use my patch (is fixable with vertex shaders?) to align it to the HUD boxes (I checked, it works in this version too).

The explosions at full depth, I think this is not noticeable (correct me if I am wrong). Well, except if some day it could be fixed the cockpit at constant depth, then this would open the door to play in-cockpit with big convergence, which may reveal the explosions at full depth. But nowadays it seems ok to me.

The engine glow is a real pity. If this could be fixed somehow...that would allow pop-out effect in no-cockpit and external views.

Regarding the starfield and backdrops. You fixed them nicely. No more feeling of playing above a giant cookie instead of a planet, BUT...there is a problem. This works in GOG version without upgrades, but not in the much improved with new backdrops and starfield (http://www.xwaupgrade.com/download.htm download link --> DTM's Super Backdrops).

This is a patch that adds high resolution ones (both backdrop and starfield), and uses them to make a skybox inside the game's skybox, placing new starfield as backdrops...for some reason the fix fails to work with this (?), although they use the same shader than the normal starfield, if I am not wrong.

This is a real pity as it improves a lot the game. I have tried to understand the modifications you did, by comparing the two shaders txt files ('stock' and yours), I see that the one that fixes the backdrops, as you say, is the same of HUD, but despite my big interest and enthusiasm to learn this, I am afraid I have still a way to go before I can understand it and fix it myself (I am on it, though!).

EDIT: just for info, if using xwa_ddraw (last version) instead of dgvoodoo in the GOG game (no DTM upgrade), the planets backdrops fix works correctly, do not work though the HUD at full depth nor the starfield fix.

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#22
Posted 04/12/2018 05:52 PM   
I'll download that pack tomorrow. It should be easy to update the fix for that (I used texture filtering to avoid breaking many things, that's why it doesn't work now). The explosions I mentioned are only some of them. For example small ones when you explode.
I'll download that pack tomorrow. It should be easy to update the fix for that (I used texture filtering to avoid breaking many things, that's why it doesn't work now).

The explosions I mentioned are only some of them. For example small ones when you explode.

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#23
Posted 04/12/2018 10:19 PM   
Thanks masterotaku, I see that the link I posted does not show the download link. It is better to go to home page [url]http://www.xwaupgrade.com/[/url] and click on download, then you will see near the top of page the link to download DTM's SuperBackdrops.
Thanks masterotaku, I see that the link I posted does not show the download link. It is better to go to home page http://www.xwaupgrade.com/ and click on download, then you will see near the top of page the link to download DTM's SuperBackdrops.

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#24
Posted 04/13/2018 07:21 PM   
Hi I contacted with the developer of xwa_ddraw and he has compiled a version which uses SM4 ([url]http://xwaupgrade.com/phpBB3/download/file.php?id=1823[/url], this is not based on the last version, but is enough for testing and even for gaming), I have been tweaking with it and I have managed, following your example and a tutorial linked by D-Max11, to put EVERYTHING at full depth (lol). (I am talking of the game with new DTM's superbackdrops) So I guess that it should be filtered by texture. I have been reading your fix and looking for info around about how to do that, specially what IniParams means and is for and how to filter by texture (what is r0, etc), but I have not find answers to that. Do you have some link/s where it is more or less explained or I could learn about? I am following the bo3b tutorial, but I don't seem to find these answers there. PS: Maybe if you have not worked in the fix for the new backdrops, you may like to do it based on this xwa_ddraw wrapper.
Hi

I contacted with the developer of xwa_ddraw and he has compiled a version which uses SM4 (http://xwaupgrade.com/phpBB3/download/file.php?id=1823, this is not based on the last version, but is enough for testing and even for gaming), I have been tweaking with it and I have managed, following your example and a tutorial linked by D-Max11, to put EVERYTHING at full depth (lol).

(I am talking of the game with new DTM's superbackdrops)

So I guess that it should be filtered by texture. I have been reading your fix and looking for info around about how to do that, specially what IniParams means and is for and how to filter by texture (what is r0, etc), but I have not find answers to that.

Do you have some link/s where it is more or less explained or I could learn about? I am following the bo3b tutorial, but I don't seem to find these answers there.

PS: Maybe if you have not worked in the fix for the new backdrops, you may like to do it based on this xwa_ddraw wrapper.

ASUS Maximus XI Hero (Wi-Fi) // Intel 9700K CPU // 32Gb Corsair Vengeance RGB Pro DDR4 RAM // Asus GTX1060 6Gb Strix GPU // NVIDIA Quadro K620 GPU // Asus My Cinema ES2-750 Capture Card // Orico 7 USB 3.0 PCIe Expansion card // Corsair AX860i PSU // Phanteks Evolv X case // Logitech G903 mouse // Logitech PowerPlay charging mouse pad // Logitech Illuminated keyboard // Wacom Intuos 4 tablet // Creative GigaWorks T20 II speakers // Razer Tiamat 7.1 Headphones // Dell U2413 LCD // 3D Ready Samsung 2233RZ LCD // Nvidia 3D Vision glasses 1 & 2 // 3D compatible Sharp XR-10X DLP Projector // Da-Lite 100" HighPower Gain 2.8 Projection screen // XRite i1Display Pro // MadCatz Cyborg Gaming Lights // NZXT HUE 2 // Corsair Commander Pro // Corsair Lighting Node Pro // IcyBox External HDD // Naturalpoint TrackIR 5 Pro // Microsoft Sidewinder ForceFeedback 2 Red // Thrustmaster Hotas Cougar // Saitek Pro Flight Rudder Pedals // Windows 10 x64

#25
Posted 04/14/2018 12:52 PM   
I was working on the HD backdrops. I was having some issues with texture filtering and random crashes, but just filtering by depth value was OK. I'll try that new file and report back today.
I was working on the HD backdrops. I was having some issues with texture filtering and random crashes, but just filtering by depth value was OK. I'll try that new file and report back today.

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#26
Posted 04/14/2018 01:17 PM   
Super! Thanks. Meanwhile I have found this topic [url]https://forums.geforce.com/default/topic/767662/?comment=4284810[/url], I guess I will learn quite a bit there.
Super! Thanks.

Meanwhile I have found this topic https://forums.geforce.com/default/topic/767662/?comment=4284810, I guess I will learn quite a bit there.

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#27
Posted 04/14/2018 01:26 PM   
After reading and working on this, I've tweaked a little and I have experimented and learnt and even managed to fix some things (HUD at full depth, as you did), but there is no way to fix the backdrops, at least filtering by depth. I see that the backdrops are set at a depth closer than even other ships, or game objects, so if I send the backdrops to full depth selecting by depth, I send also starships, etc to full depth! Maybe another type of filtering is needed to select these backdrops, but I don't know how.
After reading and working on this, I've tweaked a little and I have experimented and learnt and even managed to fix some things (HUD at full depth, as you did), but there is no way to fix the backdrops, at least filtering by depth. I see that the backdrops are set at a depth closer than even other ships, or game objects, so if I send the backdrops to full depth selecting by depth, I send also starships, etc to full depth! Maybe another type of filtering is needed to select these backdrops, but I don't know how.

ASUS Maximus XI Hero (Wi-Fi) // Intel 9700K CPU // 32Gb Corsair Vengeance RGB Pro DDR4 RAM // Asus GTX1060 6Gb Strix GPU // NVIDIA Quadro K620 GPU // Asus My Cinema ES2-750 Capture Card // Orico 7 USB 3.0 PCIe Expansion card // Corsair AX860i PSU // Phanteks Evolv X case // Logitech G903 mouse // Logitech PowerPlay charging mouse pad // Logitech Illuminated keyboard // Wacom Intuos 4 tablet // Creative GigaWorks T20 II speakers // Razer Tiamat 7.1 Headphones // Dell U2413 LCD // 3D Ready Samsung 2233RZ LCD // Nvidia 3D Vision glasses 1 & 2 // 3D compatible Sharp XR-10X DLP Projector // Da-Lite 100" HighPower Gain 2.8 Projection screen // XRite i1Display Pro // MadCatz Cyborg Gaming Lights // NZXT HUE 2 // Corsair Commander Pro // Corsair Lighting Node Pro // IcyBox External HDD // Naturalpoint TrackIR 5 Pro // Microsoft Sidewinder ForceFeedback 2 Red // Thrustmaster Hotas Cougar // Saitek Pro Flight Rudder Pedals // Windows 10 x64

#28
Posted 04/14/2018 07:14 PM   
[quote="Darkblueskies"]following your example and a tutorial linked by D-Max11[/quote] This jogged my memory, DJ-RK made a thread last summer, where he posted a bunch of links that helped him to learn. I'll try to find it. Also DarkStarSword has a bunch of information on his personal website that pertains to game fixes. See the main link in his signature [url]https://forums.geforce.com/default/topic/804523/3d-vision/utilized-darkstarswords-fov-fix-in-this-patch/post/4425081/#4425081[/url] Edit: found it, it actually wasn't a thread as I was thinking. He posted the links on helixblog http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html GL, I hope this helps
Darkblueskies said:following your example and a tutorial linked by D-Max11


This jogged my memory, DJ-RK made a thread last summer, where he posted a bunch of links that helped him to learn. I'll try to find it.

Also DarkStarSword has a bunch of information on his personal website that pertains to game fixes. See the main link in his signature

https://forums.geforce.com/default/topic/804523/3d-vision/utilized-darkstarswords-fov-fix-in-this-patch/post/4425081/#4425081

Edit: found it, it actually wasn't a thread as I was thinking. He posted the links on helixblog
http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html

GL, I hope this helps

#29
Posted 04/14/2018 09:58 PM   
There was also this video https://www.youtube.com/watch?v=GssPDoVtQfA
There was also this video

#30
Posted 04/17/2018 07:43 AM   
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