How to fix/disable shaders in games(DLL,guide and fixes).
162 / 167
Thank You very much for the suggestion! I have tried the code in PS3CB12ABB and could observe a difference. Now the circle has different x-coordinates for the eyes depending on the distance I'm aiming to. But it pops out when aiming close and at the distance the separation is far too big (the circle moves out of the screen) and is inverted for left and right.
I multiplied r31.w with -0.045 and pushed the circle to depth. The code looks like this now:
[code]
def c220, 0, -0.4, 0.0625, -0.045
...
mov r20.xy, v1.xy
texldl r31, c220.z, s13
add r31.w, r0.x, -r31.y
mul r31.w, r31.w, r31.x
mul r31.w, r31.w, c220.w // new
add r20.x, r20.x, r31.w
mad r20.x, r31.x, c220.y, r20.x // new
mad r0.yzw, r20.xxyx, c17.xxxy, c17.xyyx[/code]
Within the range You can throw Mog it offers a good approximation but only for a certain combination of separation and convergence. Changing depth or convergence messes it up again. So the shader would need an additional approximation that also takes the actual separation and convergenge into account. Or do You have an idea what could be the correct stereoscopic code and not only a approximation like I have used? The convergence in this case was 1.640764 and the separation 100.
Thank You very much for the suggestion! I have tried the code in PS3CB12ABB and could observe a difference. Now the circle has different x-coordinates for the eyes depending on the distance I'm aiming to. But it pops out when aiming close and at the distance the separation is far too big (the circle moves out of the screen) and is inverted for left and right.
I multiplied r31.w with -0.045 and pushed the circle to depth. The code looks like this now:
Within the range You can throw Mog it offers a good approximation but only for a certain combination of separation and convergence. Changing depth or convergence messes it up again. So the shader would need an additional approximation that also takes the actual separation and convergenge into account. Or do You have an idea what could be the correct stereoscopic code and not only a approximation like I have used? The convergence in this case was 1.640764 and the separation 100.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I'm thinking that we might need to rescale the depth value before using it to take it from whatever scale the depth buffer uses into the correct scale for the view.
I'm not really sure how to do that, but I'm looking at the scaling that PS8FF4A6B4 does and thinking it might be worth experimenting with using that. It's using s_depthParameter to scale the depth, which we don't have in PS3CB12ABB, but we can use Helix mod to copy it in:
[code]
[PS8FF4A6B4]
GetConst1FromReg = 0
[PS3CB12ABB]
SetConst1ToReg = 180
[/code]
Then maybe something like this in PS3CB12ABB:
[code]
def c220, 0, -0.4, 0.0625, -0.045
...
texld r0, v0, s1
// Scale the depth value like PS8FF4A6B4 does and store scaled value in r25.x:
add r25.x, r0.x, c180.z
rcp r25.x, r25.x
mul r25.x, r25.x, c180.w
mov r20.xy, v1.xy
texldl r31, c220.z, s13
add r31.w, r25.x, -r31.y // Now using r25.x as depth
mul r31.w, r31.w, r31.x
add r20.x, r20.x, r31.w
mad r0.yzw, r20.xxyx, c17.xxxy, c17.xyyx
[/code]
I honestly have no idea if this will work - I'm making wild guesses at the moment, but I think it's worth a shot.
I'm thinking that we might need to rescale the depth value before using it to take it from whatever scale the depth buffer uses into the correct scale for the view.
I'm not really sure how to do that, but I'm looking at the scaling that PS8FF4A6B4 does and thinking it might be worth experimenting with using that. It's using s_depthParameter to scale the depth, which we don't have in PS3CB12ABB, but we can use Helix mod to copy it in:
[PS8FF4A6B4]
GetConst1FromReg = 0
[PS3CB12ABB]
SetConst1ToReg = 180
Then maybe something like this in PS3CB12ABB:
def c220, 0, -0.4, 0.0625, -0.045
...
texld r0, v0, s1
// Scale the depth value like PS8FF4A6B4 does and store scaled value in r25.x:
add r25.x, r0.x, c180.z
rcp r25.x, r25.x
mul r25.x, r25.x, c180.w
mov r20.xy, v1.xy
texldl r31, c220.z, s13
add r31.w, r25.x, -r31.y // Now using r25.x as depth
mul r31.w, r31.w, r31.x
add r20.x, r20.x, r31.w
mad r0.yzw, r20.xxyx, c17.xxxy, c17.xyyx
I honestly have no idea if this will work - I'm making wild guesses at the moment, but I think it's worth a shot.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
I even didn't know that You can copy the constants between shaders with Helixmod. Very interesting! I will try it tomorrow - for me it's 2 a.m. and I going to bed now ^^
I even didn't know that You can copy the constants between shaders with Helixmod. Very interesting! I will try it tomorrow - for me it's 2 a.m. and I going to bed now ^^
My original display name is 3d4dd - for some reason Nvidia changed it..?!
No I've got a working solution. The values for depth using the scaling like PS8FF4A6B4 offers much better results. Nevertheless it needed some fine tuning. The circle had to be pushed to more depth depending on the convergence (correction 2). And the depth also had to be tweaked a little bit depending on the distance (correction 1). I simply used linear functions for it and the result is quite good. Sure not the most elegant way but it works ^^
[code] texld r0, v0, s1
// Scale the depth value like PS8FF4A6B4 does and store scaled value in r25.x:
add r25.x, r0.x, c180.z
rcp r25.x, r25.x
mul r25.x, r25.x, c180.w
mov r20.xy, v1.xy
texldl r31, c20.z, s13
add r31.w, r25.x, -r31.y
mul r31.w, r31.w, r31.x
mad r5.x, r0.x, c220.z, c220.w // preparation for correction 1 depending on depth (here from r0.x not r25.x as it offered better results): r5.x = r0.x * 0.009 + 0.95
mul r31.w, r31.w, r5.x // correction 1
add r20.x, r20.x, r31.w
mad r30.x, r31.y, c220.x, c220.y // preparation for correction 2 depending on actual convergence: r30.x = conv * 1.16 - 1.016
mad r20.x, r31.x, r30.x, r20.x // correction 2
mad r0.yzw, r20.xxyx, c17.xxxy, c17.xyyx
[/code]
Meanwhile I have completed the main story of the game and just take a look at some optional areas. But I think this had been the last (HUD) issue for FF XIII-2 :) So once again many many thanks for Your awesome help, DarkStarSword! I have learned a lot and I will use it for future fixes, e.g. FF XIII-3 ;)
No I've got a working solution. The values for depth using the scaling like PS8FF4A6B4 offers much better results. Nevertheless it needed some fine tuning. The circle had to be pushed to more depth depending on the convergence (correction 2). And the depth also had to be tweaked a little bit depending on the distance (correction 1). I simply used linear functions for it and the result is quite good. Sure not the most elegant way but it works ^^
texld r0, v0, s1
// Scale the depth value like PS8FF4A6B4 does and store scaled value in r25.x:
add r25.x, r0.x, c180.z
rcp r25.x, r25.x
mul r25.x, r25.x, c180.w
mov r20.xy, v1.xy
texldl r31, c20.z, s13
add r31.w, r25.x, -r31.y
mul r31.w, r31.w, r31.x
mad r5.x, r0.x, c220.z, c220.w // preparation for correction 1 depending on depth (here from r0.x not r25.x as it offered better results): r5.x = r0.x * 0.009 + 0.95
mul r31.w, r31.w, r5.x // correction 1
add r20.x, r20.x, r31.w
mad r30.x, r31.y, c220.x, c220.y // preparation for correction 2 depending on actual convergence: r30.x = conv * 1.16 - 1.016
mad r20.x, r31.x, r30.x, r20.x // correction 2
mad r0.yzw, r20.xxyx, c17.xxxy, c17.xyyx
Meanwhile I have completed the main story of the game and just take a look at some optional areas. But I think this had been the last (HUD) issue for FF XIII-2 :) So once again many many thanks for Your awesome help, DarkStarSword! I have learned a lot and I will use it for future fixes, e.g. FF XIII-3 ;)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Anyone know a way to determine which vertex is being operated on in a vertex shader? In two Unity games I've looked at lately (Legends of Aethereus and Glare) I've found light effects where the vertices are drawn at screen depth (w=1), but the light itself is deeper into the screen and the vertices don't cover the whole light in 3D. The result looks a lot like scissor clipping, but isn't.
In order to remove the clipping I think I need to enlarge the effect horizontally to full screen. I've already proved out this approach by checking if the vertex is on the left or right of the screen and moving it to the edge, which removed the clipping (still need to get the maths right to adjust the texcoord output for shadows, but that should be fairly straight forward) but in both of these games the entire light effect can be on one side of the screen, which will now cause the effect to disappear altogether.
I can't see any other inputs to the vertex shader that I can test to reliably determine which vertex it's running on, so I'm wondering if there's a feature in Helix mod I can use for this?
As I understand it, if a game dev wanted to do this they would add another texcoord input to the vertex buffer that stores the index of each vertex (or use DX10/11 where there's a semantic to get the index directly).
I know that Helix mod has some capability to access vertex buffers, points lists and group lists, but I'm not sure what is possible with this or how it works. I tried using FirstVertexPosReg hoping it would give me the position of the first vertex in the buffer so I could compare it with the current vertex position, but it seemed to always be 0 - I think it's giving me the first entry in the vertex buffer, which may not be the one with the position semantic.
Any ideas or examples I could look at?
Anyone know a way to determine which vertex is being operated on in a vertex shader? In two Unity games I've looked at lately (Legends of Aethereus and Glare) I've found light effects where the vertices are drawn at screen depth (w=1), but the light itself is deeper into the screen and the vertices don't cover the whole light in 3D. The result looks a lot like scissor clipping, but isn't.
In order to remove the clipping I think I need to enlarge the effect horizontally to full screen. I've already proved out this approach by checking if the vertex is on the left or right of the screen and moving it to the edge, which removed the clipping (still need to get the maths right to adjust the texcoord output for shadows, but that should be fairly straight forward) but in both of these games the entire light effect can be on one side of the screen, which will now cause the effect to disappear altogether.
I can't see any other inputs to the vertex shader that I can test to reliably determine which vertex it's running on, so I'm wondering if there's a feature in Helix mod I can use for this?
As I understand it, if a game dev wanted to do this they would add another texcoord input to the vertex buffer that stores the index of each vertex (or use DX10/11 where there's a semantic to get the index directly).
I know that Helix mod has some capability to access vertex buffers, points lists and group lists, but I'm not sure what is possible with this or how it works. I tried using FirstVertexPosReg hoping it would give me the position of the first vertex in the buffer so I could compare it with the current vertex position, but it seemed to always be 0 - I think it's giving me the first entry in the vertex buffer, which may not be the one with the position semantic.
Any ideas or examples I could look at?
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Hi
I am trying to disable this fog of war effect.
When I run though the helix debugger it disables the effect (makes it transparent) which is exactly what I want but when I add the following line to the base of the code and reload the shader, it just makes the screen go black:
mov oC0.xyzw, c7.wwww
where: def c7, 0.300000012, 0.75, 0.800000012, 0
Any ideas?
When I run though the helix debugger it disables the effect (makes it transparent) which is exactly what I want but when I add the following line to the base of the code and reload the shader, it just makes the screen go black:
[quote="andysonofbob"]When I run though the helix debugger it disables the effect (makes it transparent) which is exactly what I want but when I add the following line to the base of the code and reload the shader, it just makes the screen go black:
mov oC0.xyzw, c7.wwww[/quote]
Try each of the following to see if they work (different combinations of 1s and 0s in the RGB and alpha channels):
[code]
mov oC0.xyzw, c9.yyyy
mov oC0.xyzw, c9.xxxy
mov oC0.xyzw, c9.yyyx
[/code]
andysonofbob said:When I run though the helix debugger it disables the effect (makes it transparent) which is exactly what I want but when I add the following line to the base of the code and reload the shader, it just makes the screen go black:
mov oC0.xyzw, c7.wwww
Try each of the following to see if they work (different combinations of 1s and 0s in the RGB and alpha channels):
Hello mate! Thanks for this.
I tried those and did a bunch of others and documented them here then accidentally pressed the back button on my mouse and lost it all! grrrrr
1 = white
2 = black
3 = white
mov oC0.xyzw, c9.xxyx = blue
mov oC0.xyzw, c9.yyxy = yellow
mov oC0.xyzw, c9.yxyy = pick
mov oC0.xyzw, c9.xyyy = cyan
The helix debugger doesn't highlight the colour like it does other shaders, it just makes it transparent. Is that something? Can you set it to not load a shader? Will this help?
for personal ref (so I can find it): it's PS 54
I tried those and did a bunch of others and documented them here then accidentally pressed the back button on my mouse and lost it all! grrrrr
1 = white
2 = black
3 = white
The helix debugger doesn't highlight the colour like it does other shaders, it just makes it transparent. Is that something? Can you set it to not load a shader? Will this help?
Interesting - the fact that none of those worked suggests that the alpha channel isn't being used and if this shader outputs anything it will always be fully opaque. Another possibility is that there is a second pair of shaders at work contributing to the same effect.
The other common way to disable a shader is by commenting out or removing everything after the ps_3_0. I believe that this will usually have the same effect on the shader as when it is disabled while hunting in Helix mod.
Another possibility is the use of the texkill instruction with a negative constant, which will terminate the shader early without drawing anything. I haven't tried this, but I think it would work - documentation here: http://msdn.microsoft.com/en-us/library/windows/desktop/bb206216(v=vs.85).aspx
Finally, if you can find the vertex shader you could disable that, but as bo3b noted in the lessons, that carries a much greater risk of disabling other effects that you didn't want to touch.
Interesting - the fact that none of those worked suggests that the alpha channel isn't being used and if this shader outputs anything it will always be fully opaque. Another possibility is that there is a second pair of shaders at work contributing to the same effect.
The other common way to disable a shader is by commenting out or removing everything after the ps_3_0. I believe that this will usually have the same effect on the shader as when it is disabled while hunting in Helix mod.
Finally, if you can find the vertex shader you could disable that, but as bo3b noted in the lessons, that carries a much greater risk of disabling other effects that you didn't want to touch.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
I really appreciate the help! :)
I tried the commenting out but that didn't do anything.
That link didn't make too much sense to me. :/
I am quite happy to just use the debugger. For some reason F9 doesn't turn off the red text. I think it is because I am using it in conjunction with the DX9settings.ini that came with Mike's fix.
Do you know another way of turning off the red text at the top?
Thanks!
I tried the commenting out but that didn't do anything.
That link didn't make too much sense to me. :/
I am quite happy to just use the debugger. For some reason F9 doesn't turn off the red text. I think it is because I am using it in conjunction with the DX9settings.ini that came with Mike's fix.
Do you know another way of turning off the red text at the top?
[quote="andysonofbob"]I am quite happy to just use the debugger. For some reason F9 doesn't turn off the red text. I think it is because I am using it in conjunction with the DX9settings.ini that came with Mike's fix.[/quote]
The default key to toggle the text is pause/break, but it can be customised with SHOWTEXTKEY in the ini file:
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#SHOWTEXTKEY
andysonofbob said:I am quite happy to just use the debugger. For some reason F9 doesn't turn off the red text. I think it is because I am using it in conjunction with the DX9settings.ini that came with Mike's fix.
The default key to toggle the text is pause/break, but it can be customised with SHOWTEXTKEY in the ini file:
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#SHOWTEXTKEY
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
I am about to get the 3D vision kit and have a try at Cliffs of Dover.
I know the game has some issues in 3D which I would like to remove or lessen with the helix debugger.
Is a dynamic FOV a major problem?
because ingame one has to constantly switch between 90°,60° and 30° FOV.
I hope this doesn't kill the prospect of making it work.
Cheers
I am about to get the 3D vision kit and have a try at Cliffs of Dover.
I know the game has some issues in 3D which I would like to remove or lessen with the helix debugger.
Is a dynamic FOV a major problem?
because ingame one has to constantly switch between 90°,60° and 30° FOV.
I hope this doesn't kill the prospect of making it work.
You could use the [url=http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#.5BPRES.2A.5D]PRES[/url]ets section of the INI to use different Convergence/Separation/etc. settings but you may have to choose or cycle through them manually if you can't find a way to trigger them via texture CRC or Key.
Do you manually switch between views? Or is it an automatic thing? If manually switch via Key, say 1,2,3 you could set them to trigger the preset.
You could use the PRESets section of the INI to use different Convergence/Separation/etc. settings but you may have to choose or cycle through them manually if you can't find a way to trigger them via texture CRC or Key.
Do you manually switch between views? Or is it an automatic thing? If manually switch via Key, say 1,2,3 you could set them to trigger the preset.
I have Never done this stuff, i just plowed through the Internet to get a Rough idea how feasable it is.
I ordered the Vision2 kit and it should arrive One of These days.
I'm just asking because a lot of shadow issues arise from the different FOVs.
The FOVs are triggered with keys, so I guess that would be a workaround.
I have Never done this stuff, i just plowed through the Internet to get a Rough idea how feasable it is.
I ordered the Vision2 kit and it should arrive One of These days.
I'm just asking because a lot of shadow issues arise from the different FOVs.
The FOVs are triggered with keys, so I guess that would be a workaround.
I multiplied r31.w with -0.045 and pushed the circle to depth. The code looks like this now:
Within the range You can throw Mog it offers a good approximation but only for a certain combination of separation and convergence. Changing depth or convergence messes it up again. So the shader would need an additional approximation that also takes the actual separation and convergenge into account. Or do You have an idea what could be the correct stereoscopic code and not only a approximation like I have used? The convergence in this case was 1.640764 and the separation 100.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I'm not really sure how to do that, but I'm looking at the scaling that PS8FF4A6B4 does and thinking it might be worth experimenting with using that. It's using s_depthParameter to scale the depth, which we don't have in PS3CB12ABB, but we can use Helix mod to copy it in:
Then maybe something like this in PS3CB12ABB:
I honestly have no idea if this will work - I'm making wild guesses at the moment, but I think it's worth a shot.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Meanwhile I have completed the main story of the game and just take a look at some optional areas. But I think this had been the last (HUD) issue for FF XIII-2 :) So once again many many thanks for Your awesome help, DarkStarSword! I have learned a lot and I will use it for future fixes, e.g. FF XIII-3 ;)
My original display name is 3d4dd - for some reason Nvidia changed it..?!
In order to remove the clipping I think I need to enlarge the effect horizontally to full screen. I've already proved out this approach by checking if the vertex is on the left or right of the screen and moving it to the edge, which removed the clipping (still need to get the maths right to adjust the texcoord output for shadows, but that should be fairly straight forward) but in both of these games the entire light effect can be on one side of the screen, which will now cause the effect to disappear altogether.
I can't see any other inputs to the vertex shader that I can test to reliably determine which vertex it's running on, so I'm wondering if there's a feature in Helix mod I can use for this?
As I understand it, if a game dev wanted to do this they would add another texcoord input to the vertex buffer that stores the index of each vertex (or use DX10/11 where there's a semantic to get the index directly).
I know that Helix mod has some capability to access vertex buffers, points lists and group lists, but I'm not sure what is possible with this or how it works. I tried using FirstVertexPosReg hoping it would give me the position of the first vertex in the buffer so I could compare it with the current vertex position, but it seemed to always be 0 - I think it's giving me the first entry in the vertex buffer, which may not be the one with the position semantic.
Any ideas or examples I could look at?
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
I am trying to disable this fog of war effect.
When I run though the helix debugger it disables the effect (makes it transparent) which is exactly what I want but when I add the following line to the base of the code and reload the shader, it just makes the screen go black:
mov oC0.xyzw, c7.wwww
where: def c7, 0.300000012, 0.75, 0.800000012, 0
Any ideas?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
Try each of the following to see if they work (different combinations of 1s and 0s in the RGB and alpha channels):
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
I tried those and did a bunch of others and documented them here then accidentally pressed the back button on my mouse and lost it all! grrrrr
1 = white
2 = black
3 = white
mov oC0.xyzw, c9.xxyx = blue
mov oC0.xyzw, c9.yyxy = yellow
mov oC0.xyzw, c9.yxyy = pick
mov oC0.xyzw, c9.xyyy = cyan
The helix debugger doesn't highlight the colour like it does other shaders, it just makes it transparent. Is that something? Can you set it to not load a shader? Will this help?
for personal ref (so I can find it): it's PS 54
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
The other common way to disable a shader is by commenting out or removing everything after the ps_3_0. I believe that this will usually have the same effect on the shader as when it is disabled while hunting in Helix mod.
Another possibility is the use of the texkill instruction with a negative constant, which will terminate the shader early without drawing anything. I haven't tried this, but I think it would work - documentation here: http://msdn.microsoft.com/en-us/library/windows/desktop/bb206216(v=vs.85).aspx
Finally, if you can find the vertex shader you could disable that, but as bo3b noted in the lessons, that carries a much greater risk of disabling other effects that you didn't want to touch.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
I tried the commenting out but that didn't do anything.
That link didn't make too much sense to me. :/
I am quite happy to just use the debugger. For some reason F9 doesn't turn off the red text. I think it is because I am using it in conjunction with the DX9settings.ini that came with Mike's fix.
Do you know another way of turning off the red text at the top?
Thanks!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
The default key to toggle the text is pause/break, but it can be customised with SHOWTEXTKEY in the ini file:
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#SHOWTEXTKEY
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Thanks mate!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
I know the game has some issues in 3D which I would like to remove or lessen with the helix debugger.
Is a dynamic FOV a major problem?
because ingame one has to constantly switch between 90°,60° and 30° FOV.
I hope this doesn't kill the prospect of making it work.
Cheers
Do you manually switch between views? Or is it an automatic thing? If manually switch via Key, say 1,2,3 you could set them to trigger the preset.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I ordered the Vision2 kit and it should arrive One of These days.
I'm just asking because a lot of shadow issues arise from the different FOVs.
The FOVs are triggered with keys, so I guess that would be a workaround.