Star Wars: Battlefront(2015) - 3D Vision Fix
  4 / 20    
Edit: Nevermind, I got it figured out;)
Edit:

Nevermind, I got it figured out;)

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)

#46
Posted 10/10/2015 03:58 PM   
Try something like this In the VS 6317781f69e97c64: [code]float4 tex_filter = IniParams.Load(int2(2,0)); if (tex_filter.x == 2) { o0.x += stereo.x * (o0.w - stereo.y) * iniParams.x; }[/code] d3dx.ini: [code][ShaderOverride1] Hash=06a6900cae1076b3 ;Hash=6317781f69e97c64 ;VS x2=ps-t1 [TextureOverride1] Hash=2be4650e filter_index=2[/code] And start to try with all textures (remember to press F10 on each change) Edit: Great...just saw you edit the post
Try something like this

In the VS 6317781f69e97c64:

float4 tex_filter = IniParams.Load(int2(2,0));
if (tex_filter.x == 2)
{
o0.x += stereo.x * (o0.w - stereo.y) * iniParams.x;
}


d3dx.ini:

[ShaderOverride1]
Hash=06a6900cae1076b3
;Hash=6317781f69e97c64 ;VS
x2=ps-t1

[TextureOverride1]
Hash=2be4650e
filter_index=2


And start to try with all textures (remember to press F10 on each change)


Edit: Great...just saw you edit the post

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My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#47
Posted 10/10/2015 04:48 PM   
Thank you Helifax! I will try it tomorrow. It is a Beta but what about kick/Bans from anticheat? Could this be a problem?
Thank you Helifax! I will try it tomorrow.
It is a Beta but what about kick/Bans from anticheat? Could this be a problem?

Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits

#48
Posted 10/10/2015 09:35 PM   
[quote="joker18"]Thank you Helifax! I will try it tomorrow. It is a Beta but what about kick/Bans from anticheat? Could this be a problem? [/quote] This is not counted as a cheat:) as It doesn't cheat anything;)) i have played all MP games with Helixmod fixes and never ever got banned:) They are monitoring other things not shader changes;))
joker18 said:Thank you Helifax! I will try it tomorrow.
It is a Beta but what about kick/Bans from anticheat? Could this be a problem?


This is not counted as a cheat:) as It doesn't cheat anything;)) i have played all MP games with Helixmod fixes and never ever got banned:)
They are monitoring other things not shader changes;))

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)

#49
Posted 10/10/2015 10:09 PM   
(never mind, I was being retarded)
(never mind, I was being retarded)

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

#50
Posted 10/10/2015 10:11 PM   
[quote="helifax"][quote="bo3b"] Edit: No, this seems like an inserted mul*3, which is normally stripped out for matrix offsets. Please change the code to comment out the line below, and see if that fixes this problem. Decompiled to: [code] r2.x = 1 + -r2.x; r7.z = sqrt(r2.x); // r0.w = (int)r0.w * 3; r8.x = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m00_m10_m20); r8.y = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m01_m11_m21); r8.z = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m02_m12_m22); r0.w = 1 + -r2.z; r2.x = 3 * r2.w; r2.x = round(r2.x); [/code] [/quote] That was it;)) Very strange though;)) I had a feeling that I should ask the man;)) Big thanks Bo3b!!![/quote] OK, great! Glad to see that was the bug. This is definitely a bug in the Decompiler. The problem is that the array usage there is confusing it somehow. g_normalBasisTransforms[r0.w]._m02_m12_m22 is an array index into a float4x3 array. The line is supposed to be g_normalBasisTransforms[r0.w/3]._m02_m12_m22 with a /3 to counter the mul*3 in prior line. There is code to handle this scenario, but it's not working at present. So you can manually fix this sort of thing by either commenting out the *3 line in advance, or adding the divide by 3 for each array access, as the compiler will still *3 itself. Easiest to comment out the *3 line. I will look at this when I get a chance.
helifax said:
bo3b said:

Edit: No, this seems like an inserted mul*3, which is normally stripped out for matrix offsets. Please change the code to comment out the line below, and see if that fixes this problem.

Decompiled to:
r2.x = 1 + -r2.x;
r7.z = sqrt(r2.x);
// r0.w = (int)r0.w * 3;
r8.x = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m00_m10_m20);
r8.y = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m01_m11_m21);
r8.z = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m02_m12_m22);
r0.w = 1 + -r2.z;
r2.x = 3 * r2.w;
r2.x = round(r2.x);



That was it;)) Very strange though;)) I had a feeling that I should ask the man;))
Big thanks Bo3b!!!

OK, great! Glad to see that was the bug. This is definitely a bug in the Decompiler.

The problem is that the array usage there is confusing it somehow. g_normalBasisTransforms[r0.w]._m02_m12_m22 is an array index into a float4x3 array. The line is supposed to be g_normalBasisTransforms[r0.w/3]._m02_m12_m22 with a /3 to counter the mul*3 in prior line. There is code to handle this scenario, but it's not working at present.

So you can manually fix this sort of thing by either commenting out the *3 line in advance, or adding the divide by 3 for each array access, as the compiler will still *3 itself. Easiest to comment out the *3 line.

I will look at this when I get a chance.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#51
Posted 10/10/2015 10:42 PM   
Just tested....works great! @Helifax what was the flag that fix the render issue in the profile? i'm curious. Noticed that you don't use texture separation (t125 normally apply all the fixing code to all textures). Also crosshair look a little funny, use this for the crosshair: [code]o0.x += stereo.x * (o0.w - stereo.y) * iniParams.y;[/code] And add to the ini this, for cycle through different depth for the crosshair. [code]; For Crosshair [Key2] Key = P type = cycle y = 0.6, 0.65, 0.7, 0.8, 0.9[/code] @All: The release is on the first post
Just tested....works great!

@Helifax

what was the flag that fix the render issue in the profile? i'm curious.

Noticed that you don't use texture separation (t125 normally apply all the fixing code to all textures). Also crosshair look a little funny, use this for the crosshair:
o0.x += stereo.x * (o0.w - stereo.y) * iniParams.y;


And add to the ini this, for cycle through different depth for the crosshair.
; For Crosshair
[Key2]
Key = P
type = cycle
y = 0.6, 0.65, 0.7, 0.8, 0.9



@All: The release is on the first post

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#52
Posted 10/10/2015 10:45 PM   
[quote="DHR"]Try something like this In the VS 6317781f69e97c64: [code]float4 tex_filter = IniParams.Load(int2(2,0)); if (tex_filter.x == 2) { o0.x += stereo.x * (o0.w - stereo.y) * iniParams.x; }[/code] d3dx.ini: [code][ShaderOverride1] Hash=06a6900cae1076b3 ;Hash=6317781f69e97c64 ;VS x2=ps-t1 [TextureOverride1] Hash=2be4650e filter_index=2[/code] And start to try with all textures (remember to press F10 on each change) Edit: Great...just saw you edit the post[/quote] Just a note for people following along on these fixes. I made a big, big change for the way hash codes are calculated for textures, and they are now visually distinct from the shader hash codes, by being 32 bits (8 hex chars), instead of 64 bits (16 hex chars). The reason to change this was for performance, but a side advantage is that it also makes it clear when you see hash codes whether it's a shader or texture/buffer hash. We left the shader hashes as is, because we have so many already in the field, and there was no performance advantage to changing them too.
DHR said:Try something like this

In the VS 6317781f69e97c64:

float4 tex_filter = IniParams.Load(int2(2,0));
if (tex_filter.x == 2)
{
o0.x += stereo.x * (o0.w - stereo.y) * iniParams.x;
}


d3dx.ini:

[ShaderOverride1]
Hash=06a6900cae1076b3
;Hash=6317781f69e97c64 ;VS
x2=ps-t1

[TextureOverride1]
Hash=2be4650e
filter_index=2


And start to try with all textures (remember to press F10 on each change)


Edit: Great...just saw you edit the post

Just a note for people following along on these fixes.

I made a big, big change for the way hash codes are calculated for textures, and they are now visually distinct from the shader hash codes, by being 32 bits (8 hex chars), instead of 64 bits (16 hex chars). The reason to change this was for performance, but a side advantage is that it also makes it clear when you see hash codes whether it's a shader or texture/buffer hash.

We left the shader hashes as is, because we have so many already in the field, and there was no performance advantage to changing them too.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#53
Posted 10/10/2015 10:46 PM   
[quote="DHR"]Just tested....works great! @Helifax what was the flag that fix the render issue in the profile? i'm curious. Noticed that you don't use texture separation (t125 normally apply all the fixing code to all textures). Also crosshair look a little funny, use this for the crosshair: [code]o0.x += stereo.x * (o0.w - stereo.y) * iniParams.y;[/code] And add to the ini this, for cycle through different depth for the crosshair. [code]; For Crosshair [Key2] Key = P type = cycle y = 0.6, 0.65, 0.7, 0.8, 0.9[/code] @All: The release is on the first post[/quote] Well basically, the profile is a mix of the original "Max Payne 3 Profile" and the official "SW Battlefront" profile. The flag found in "Max Payne 3" for "StereoFlagsDX10" (also known as 0x702442fc) is fixing things;) (as well as some "undefined" flags). Problem is the above flag does not work under Windows 10 with current drivers....:( I managed to get a bug filled in with Nvidia. I hope they will fix it sooner than later so we will have all drivers aligned (Win 7/8 == Win10. I tested and under Win10 things are still rendered in one eye while on win7 they work perfect...like Witcher 3 fix...). You are happy to make any changes to the fix and re-apply it;) The crosshair fix you posted looks interesting! (I am a bit sorry for not being so proficient with 3DMigoto as I haven't fixed so many games as you guys have ^_^. Still trying to learn;)) PS: I'm more OpenGL oriented guys^_^ ))
DHR said:Just tested....works great!

@Helifax

what was the flag that fix the render issue in the profile? i'm curious.

Noticed that you don't use texture separation (t125 normally apply all the fixing code to all textures). Also crosshair look a little funny, use this for the crosshair:
o0.x += stereo.x * (o0.w - stereo.y) * iniParams.y;


And add to the ini this, for cycle through different depth for the crosshair.
; For Crosshair
[Key2]
Key = P
type = cycle
y = 0.6, 0.65, 0.7, 0.8, 0.9



@All: The release is on the first post



Well basically, the profile is a mix of the original "Max Payne 3 Profile" and the official "SW Battlefront" profile. The flag found in "Max Payne 3" for "StereoFlagsDX10" (also known as 0x702442fc) is fixing things;) (as well as some "undefined" flags). Problem is the above flag does not work under Windows 10 with current drivers....:( I managed to get a bug filled in with Nvidia. I hope they will fix it sooner than later so we will have all drivers aligned (Win 7/8 == Win10. I tested and under Win10 things are still rendered in one eye while on win7 they work perfect...like Witcher 3 fix...).

You are happy to make any changes to the fix and re-apply it;) The crosshair fix you posted looks interesting! (I am a bit sorry for not being so proficient with 3DMigoto as I haven't fixed so many games as you guys have ^_^. Still trying to learn;)) PS: I'm more OpenGL oriented guys^_^ ))

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)

#54
Posted 10/11/2015 01:06 AM   
My game crashes with the fix applied. You say in the first post is necesarry to run at 120hz, could it be because i run it at 60hz??
My game crashes with the fix applied.
You say in the first post is necesarry to run at 120hz, could it be because i run it at 60hz??

Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits

#55
Posted 10/11/2015 05:40 AM   
Jesus Christ, helifax! You're fucking unstoppable! Nvidia owes you a nice luxury cruise or 2, at the least!
Jesus Christ, helifax! You're fucking unstoppable!

Nvidia owes you a nice luxury cruise or 2, at the least!

#56
Posted 10/11/2015 05:40 AM   
[quote="joker18"]My game crashes with the fix applied. You say in the first post is necesarry to run at 120hz, could it be because i run it at 60hz??[/quote] Does it crash or does it take longer to start? It might look like is crashing and showing a white window for some time, but it will eventually load;) This is the first time (after a PC reboot) when you start the game. I didn't turn on the shader pre-cache in the wrapper that generates the bin files so the loading is faster. If you give it time it should load;) (around 30 seconds). If it crashes, can you provide the error?
joker18 said:My game crashes with the fix applied.
You say in the first post is necesarry to run at 120hz, could it be because i run it at 60hz??


Does it crash or does it take longer to start? It might look like is crashing and showing a white window for some time, but it will eventually load;) This is the first time (after a PC reboot) when you start the game.
I didn't turn on the shader pre-cache in the wrapper that generates the bin files so the loading is faster.

If you give it time it should load;) (around 30 seconds). If it crashes, can you provide the error?

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)

#57
Posted 10/11/2015 09:27 AM   
Hmm Unsure if this is working right for me or not. I'm using the profile, and the fix is kicking in, but most of the shadows are still incorrect. (it's definitely 100x better than without the fix.) Is this expected due to the work in progress or do I have some issue? Also this may be a stupid question, but in terms of "serperation" is this depth or convergence you are referring too?
Hmm Unsure if this is working right for me or not. I'm using the profile, and the fix is kicking in, but most of the shadows are still incorrect. (it's definitely 100x better than without the fix.)

Is this expected due to the work in progress or do I have some issue?

Also this may be a stupid question, but in terms of "serperation" is this depth or convergence you are referring too?

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

#58
Posted 10/11/2015 10:14 AM   
@necropants Upload a screenshot....is easier to know what happens.
@necropants
Upload a screenshot....is easier to know what happens.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#59
Posted 10/11/2015 10:35 AM   
[quote="helifax"]Well basically, the profile is a mix of the original "Max Payne 3 Profile" and the official "SW Battlefront" profile. The flag found in "Max Payne 3" for "StereoFlagsDX10" (also known as 0x702442fc) is fixing things;) (as well as some "undefined" flags). Problem is the above flag does not work under Windows 10 with current drivers....:( I managed to get a bug filled in with Nvidia. I hope they will fix it sooner than later so we will have all drivers aligned (Win 7/8 == Win10. I tested and under Win10 things are still rendered in one eye while on win7 they work perfect...like Witcher 3 fix...). You are happy to make any changes to the fix and re-apply it;) The crosshair fix you posted looks interesting! (I am a bit sorry for not being so proficient with 3DMigoto as I haven't fixed so many games as you guys have ^_^. Still trying to learn;)) PS: I'm more OpenGL oriented guys^_^ )) [/quote] Thanks for the response....we have to see if Nvidia include that flag in the release of this game (dreaming is free). I doubt it, because the last driver is the "Star Wars Battlefront driver"...good to know about that flag. About the crosshair, is not big deal...we all are learning. I noticed that always you fix the crosshair and put too deep (to infinite), and some games looks strange that way. In my case crosshair is confortable between 55% and 65%...but is always a matter of taste :)
helifax said:Well basically, the profile is a mix of the original "Max Payne 3 Profile" and the official "SW Battlefront" profile. The flag found in "Max Payne 3" for "StereoFlagsDX10" (also known as 0x702442fc) is fixing things;) (as well as some "undefined" flags). Problem is the above flag does not work under Windows 10 with current drivers....:( I managed to get a bug filled in with Nvidia. I hope they will fix it sooner than later so we will have all drivers aligned (Win 7/8 == Win10. I tested and under Win10 things are still rendered in one eye while on win7 they work perfect...like Witcher 3 fix...).

You are happy to make any changes to the fix and re-apply it;) The crosshair fix you posted looks interesting! (I am a bit sorry for not being so proficient with 3DMigoto as I haven't fixed so many games as you guys have ^_^. Still trying to learn;)) PS: I'm more OpenGL oriented guys^_^ ))


Thanks for the response....we have to see if Nvidia include that flag in the release of this game (dreaming is free). I doubt it, because the last driver is the "Star Wars Battlefront driver"...good to know about that flag.

About the crosshair, is not big deal...we all are learning. I noticed that always you fix the crosshair and put too deep (to infinite), and some games looks strange that way. In my case crosshair is confortable between 55% and 65%...but is always a matter of taste :)

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#60
Posted 10/11/2015 11:03 AM   
  4 / 20    
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