Metal Gear Rising 3d Vision
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Thanks for the feedback - I've not reached a point where I can access that screen but I guess I'll know it when I see it... does ctrl-t bring it back?
Thanks for the feedback - I've not reached a point where I can access that screen but I guess I'll know it when I see it... does ctrl-t bring it back?

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#61
Posted 01/12/2014 02:46 PM   
Quick test - delete the one vertex shader in the shader override folder and see if it still happens. That's where I disable smoke and bloom so it might be coupled.
Quick test - delete the one vertex shader in the shader override folder and see if it still happens. That's where I disable smoke and bloom so it might be coupled.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#62
Posted 01/12/2014 03:02 PM   
you can go to the customizing when you press the select button on the controllen (if you play with an controller) or at the end of one mission
you can go to the customizing when you press the select button on the controllen (if you play with an controller) or at the end of one mission

PC: Intel i7-3770K @4.4GHz, 16Gb Ram 1600MHz,EVGA GTX980ti Hybrid OC @ 1499MHZ, Win10 64 bit, 3D Vision 2,Asus ROG Swift PG278Q, BenQ XL2420T, Asus VE248

#63
Posted 01/12/2014 03:20 PM   
ctrl-t dosnt bring it back and it still disappears after deleting the vertex folder
ctrl-t dosnt bring it back and it still disappears after deleting the vertex folder

PC: Intel i7-3770K @4.4GHz, 16Gb Ram 1600MHz,EVGA GTX980ti Hybrid OC @ 1499MHZ, Win10 64 bit, 3D Vision 2,Asus ROG Swift PG278Q, BenQ XL2420T, Asus VE248

#64
Posted 01/12/2014 03:24 PM   
Thanks for checking - this is unusual, pixel shader fixes rarely mess with hud/UI interfaces, and that is all this mod is (apart from the one VS I asked you to delete). As a last check, if you have the patience, is to rename the shaderoverride folder so no shaders get loaded, that will check if it is simply the presence of the DLL itself (its not usual, but can happen in some games). Did that particular screen work with v0.1 of the fix? The only other thing I did 'globally' was change the default sampler to 14 from 13, because some of the pixel shaders use s13 already. I checked that none of the PS I fixed use s14, but I did see that some other PS use s14 and s15 as well. Who knows. I should have chance to look at the game later today/tonight.
Thanks for checking - this is unusual, pixel shader fixes rarely mess with hud/UI interfaces, and that is all this mod is (apart from the one VS I asked you to delete). As a last check, if you have the patience, is to rename the shaderoverride folder so no shaders get loaded, that will check if it is simply the presence of the DLL itself (its not usual, but can happen in some games). Did that particular screen work with v0.1 of the fix? The only other thing I did 'globally' was change the default sampler to 14 from 13, because some of the pixel shaders use s13 already. I checked that none of the PS I fixed use s14, but I did see that some other PS use s14 and s15 as well. Who knows. I should have chance to look at the game later today/tonight.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#65
Posted 01/12/2014 04:04 PM   
After renaming the shaderoverride folder the screen worked fine and yes the screen worked with the v0.1 fix .
After renaming the shaderoverride folder the screen worked fine and yes the screen worked with the v0.1 fix .

PC: Intel i7-3770K @4.4GHz, 16Gb Ram 1600MHz,EVGA GTX980ti Hybrid OC @ 1499MHZ, Win10 64 bit, 3D Vision 2,Asus ROG Swift PG278Q, BenQ XL2420T, Asus VE248

#66
Posted 01/12/2014 04:24 PM   
Just wanted to say thanks mike! The fixes you and the others make are the reason I have a 3D vision setup :]
Just wanted to say thanks mike! The fixes you and the others make are the reason I have a 3D vision setup :]

#67
Posted 01/12/2014 04:54 PM   
[quote="DutyPlayer"]After renaming the shaderoverride folder the screen worked fine and yes the screen worked with the v0.1 fix .[/quote] Great, that gives me some narrowing down, and means that I can definitely sort it out :-)
DutyPlayer said:After renaming the shaderoverride folder the screen worked fine and yes the screen worked with the v0.1 fix .

Great, that gives me some narrowing down, and means that I can definitely sort it out :-)

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#68
Posted 01/12/2014 04:51 PM   
[quote="enthralled"]Just wanted to say thanks mike! The fixes you and the others make are the reason I have a 3D vision setup :][/quote] You're welcome, thanks.
enthralled said:Just wanted to say thanks mike! The fixes you and the others make are the reason I have a 3D vision setup :]

You're welcome, thanks.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#69
Posted 01/12/2014 04:51 PM   
WIP Updated: [url]https://s3.amazonaws.com/Mike_Ar69/MetalGearRising_WIP_mike_v0.3.zip[/url] I tracked down the issue with the Customization Screen and it was actually the use of the s14 register globally that caused it. Just loading certain shaders (with absolutely no code changes at all) caused the hud to not display. Really wierd. I went back to using s13, but had to put exceptions into the DX9Settings.ini for all shaders that already use s13 (about 30 of them). There may be other knock on effects of using the s13 sampler, but there won't be much I can do about it if there is (well, I can try and find one bewteen s0-s15 that is not used otherwise I guess). Next priority is the HUD, but this will take a while, I have already encountered a lot of hud/ui sharing with game objects.
WIP Updated:

https://s3.amazonaws.com/Mike_Ar69/MetalGearRising_WIP_mike_v0.3.zip

I tracked down the issue with the Customization Screen and it was actually the use of the s14 register globally that caused it. Just loading certain shaders (with absolutely no code changes at all) caused the hud to not display. Really wierd. I went back to using s13, but had to put exceptions into the DX9Settings.ini for all shaders that already use s13 (about 30 of them). There may be other knock on effects of using the s13 sampler, but there won't be much I can do about it if there is (well, I can try and find one bewteen s0-s15 that is not used otherwise I guess).
Next priority is the HUD, but this will take a while, I have already encountered a lot of hud/ui sharing with game objects.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#70
Posted 01/12/2014 08:12 PM   
You can change sampler for certain shaders individually rather then "globally" I believe in the dx9setting I haven't done it cause I haven't neede to but helix did in some game or another.
You can change sampler for certain shaders individually rather then "globally" I believe in the dx9setting
I haven't done it cause I haven't neede to but helix did in some game or another.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#71
Posted 01/12/2014 09:49 PM   
[quote="eqzitara"]You can change sampler for certain shaders individually rather then "globally" I believe in the dx9setting I haven't done it cause I haven't neede to but helix did in some game or another.[/quote] Hi - yeah this is what I did in the v0.3 WIP. I've had to do this before, but I try and avoid it because its something else to be maintained. I'm going to see if there is a sampler register in the PShaders that is globally available and use that if it is, but for now I updated my autoscript to generate the DX9Settings entries for each pixel shader that already has s13 in to set it to s14. It solved the customization screen issue for now. Gotta say, the hud in this game is an intertwined mess, it's going to take a while to work through it all separating shaders.
eqzitara said:You can change sampler for certain shaders individually rather then "globally" I believe in the dx9setting
I haven't done it cause I haven't neede to but helix did in some game or another.

Hi - yeah this is what I did in the v0.3 WIP. I've had to do this before, but I try and avoid it because its something else to be maintained. I'm going to see if there is a sampler register in the PShaders that is globally available and use that if it is, but for now I updated my autoscript to generate the DX9Settings entries for each pixel shader that already has s13 in to set it to s14. It solved the customization screen issue for now. Gotta say, the hud in this game is an intertwined mess, it's going to take a while to work through it all separating shaders.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#72
Posted 01/12/2014 10:23 PM   
Wicked, thanks again Mike - applied the new update :)
Wicked, thanks again Mike - applied the new update :)

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#73
Posted 01/12/2014 10:55 PM   
I shoved this out onto the blog here: [url]http://helixmod.blogspot.com/2014/01/metal-gear-rising-revengeance-3d-vision.html[/url] As I note on the blog I spent quite some time on the hud. The upshot is that, apart from fixing the mini-map which was not showing properly, the hud was better left alone. The real problem is that markers and so on are coupled with other hud elements on the same shader that does not separate by texture. The current fix also just disables bloom and light flares. So the game loses a bit of shinyness, but it's better than lots of 2d lights at screen depth. Most of the game was autofixed (I find patterns, write scripts, which auto correct shaders), so there may well be some errors later on if there are special cases that don't quite match the patterns. Please let me know if you find problems.
I shoved this out onto the blog here:

http://helixmod.blogspot.com/2014/01/metal-gear-rising-revengeance-3d-vision.html

As I note on the blog I spent quite some time on the hud. The upshot is that, apart from fixing the mini-map which was not showing properly, the hud was better left alone. The real problem is that markers and so on are coupled with other hud elements on the same shader that does not separate by texture.
The current fix also just disables bloom and light flares. So the game loses a bit of shinyness, but it's better than lots of 2d lights at screen depth.
Most of the game was autofixed (I find patterns, write scripts, which auto correct shaders), so there may well be some errors later on if there are special cases that don't quite match the patterns. Please let me know if you find problems.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#74
Posted 01/13/2014 05:37 AM   
Has anyone been able to get 1280x720p@60Hz working on their HDMI TVs yet? I'm still bummed that the game won't start at any resolution below 1080p for my TV. And I have to have the TV in 3D mode for it to boot up so I must switch to 1080p@24Hz.
Has anyone been able to get 1280x720p@60Hz working on their HDMI TVs yet? I'm still bummed that the game won't start at any resolution below 1080p for my TV. And I have to have the TV in 3D mode for it to boot up so I must switch to 1080p@24Hz.

#75
Posted 01/14/2014 11:08 AM   
  5 / 6    
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