Are you using v2.5.0 of DCS?? I was using Migoto v1.2.45 and it was still broke.. Not sure what version of Migoto I use currently maybe Lefuneste remembers what version if Migoto it was??
Are you using v2.5.0 of DCS?? I was using Migoto v1.2.45 and it was still broke.. Not sure what version of Migoto I use currently maybe Lefuneste remembers what version if Migoto it was??
Hello, I do not remember exactly, but if you have a look at dll they are dated for the 2016/10/01. Should be before the 1.2.50.
Anyway, that has no sense to go for old version of 3Dmigoto.
I also had a look on the [b]2.5 beta[/b] version, I did not find any problem with 3DMigoto and shadow, either for deffered rendiring or HDR (which is bugged for trees colors). But I found a problem : I dump a VS shader (for label) and after that, when I launched again DCS world, parts of GUI was not displayed.
The shader is 5ece1b8d65df7dbe-vs. If I suppress it, all goes to normal. The weird thing is that labels are displayed in game !
No error messages are in d3d11_log.txt, there is only a warning regarding the shader 5ece1b8d65df7dbe : o2 variable uninitialized...
I will not work on 3Dvision because I'm on VR now and DCS world 3Dvision 2.X flaws are too tricky to fix for me. But I'm willing to enhance VR with additional features like in IL2BoS (more zoom factor, color change and label masking).
But I do not know how to cope with this problem !
When looking for global shader in order to modify colors, I also found a VS shader calling 3 PS shader without any output ! what is the purpose of making that ?
To Th3_N3philim : you may know that defaults register used for stereo_params and ini_params are conflicting with game ? You'll have to change them. But I set them to -1 and had the problem described above...
EDIT : I keep only the ASM part and rename the shader file as "*-vs.txt" instead of "*vs_replace.txt and that is working : images are displayed and I can disable label by setting o0 component to 0 values. It looks like this shader has problem:
[code]// ---- Created with 3Dmigoto v1.3.1 on Wed Feb 07 22:00:17 2018
cbuffer _Globals : register(b0)
{
float4x4 WVP : packoffset(c0);
float guiShader : packoffset(c4);
float stencil : packoffset(c4.y);
float texturePresented : packoffset(c4.z);
float textureArrayPresented : packoffset(c4.w);
float4 fontBlurColor : packoffset(c5);
float4 quadsBounds[100] : packoffset(c6);
float4 quadsTexCoors[100] : packoffset(c106);
float quadsTexIndices[100] : packoffset(c206);
float2 position : packoffset(c305.y);
float colorCount : packoffset(c305.w);
float4 colors[9] : packoffset(c306);
}
// 3Dmigoto declarations
#define cmp -
// Texture1D<float4> IniParams : register(t50);
void main(
float4 v0 : POSITION0,
float4 v1 : COLOR0,
float2 v2 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float4 o1 : COLOR0,
out float3 o2 : TEXCOORD0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;
r0.x = cmp(0 < guiShader);
if (r0.x != 0) {
r0.x = (uint)v0.z;
r0.yz = v0.xy * quadsBounds[r0.x].zw + quadsBounds[r0.x].xy;
r1.xy = position.xy + r0.yz;
r0.yz = cmp(float2(0,0) < textureArrayPresented);
if (r0.y != 0) {
o2.z = quadsTexIndices[r0.x];
}
r0.y = (int)r0.y | (int)r0.z;
if (r0.y != 0) {
r0.yz = cmp(float2(0,0) < v2.xy);
o2.xy = r0.yz ? quadsTexCoors[r0.x].zw : quadsTexCoors[r0.x].xy;
} else {
o2.xy = float2(0,0);
}
r0.x = v0.z / colorCount;
r0.y = cmp(r0.x >= -r0.x);
r0.x = frac(abs(r0.x));
r0.x = r0.y ? r0.x : -r0.x;
r0.x = colorCount * r0.x;
r0.x = ceil(r0.x);
r0.x = (int)r0.x;
r1.z = 1;
o0.x = dot(r1.xyz, WVP._m00_m10_m30);
o0.y = dot(r1.xyz, WVP._m01_m11_m31);
o0.z = dot(r1.xyz, WVP._m02_m12_m32);
o0.w = dot(r1.xyz, WVP._m03_m13_m33);
o1.xyzw = colors[r0.x].xyzw;
} else {
o0.x = dot(v0.xyzw, WVP._m00_m10_m20_m30);
o0.y = dot(v0.xyzw, WVP._m01_m11_m21_m31);
o0.z = dot(v0.xyzw, WVP._m02_m12_m22_m32);
o0.w = dot(v0.xyzw, WVP._m03_m13_m23_m33);
o1.xyzw = v1.xyzw;
o2.xy = v2.xy;
o2.z = 0;
}
return;
}
[/code]
Hello, I do not remember exactly, but if you have a look at dll they are dated for the 2016/10/01. Should be before the 1.2.50.
Anyway, that has no sense to go for old version of 3Dmigoto.
I also had a look on the 2.5 beta version, I did not find any problem with 3DMigoto and shadow, either for deffered rendiring or HDR (which is bugged for trees colors). But I found a problem : I dump a VS shader (for label) and after that, when I launched again DCS world, parts of GUI was not displayed.
The shader is 5ece1b8d65df7dbe-vs. If I suppress it, all goes to normal. The weird thing is that labels are displayed in game !
No error messages are in d3d11_log.txt, there is only a warning regarding the shader 5ece1b8d65df7dbe : o2 variable uninitialized...
I will not work on 3Dvision because I'm on VR now and DCS world 3Dvision 2.X flaws are too tricky to fix for me. But I'm willing to enhance VR with additional features like in IL2BoS (more zoom factor, color change and label masking).
But I do not know how to cope with this problem !
When looking for global shader in order to modify colors, I also found a VS shader calling 3 PS shader without any output ! what is the purpose of making that ?
To Th3_N3philim : you may know that defaults register used for stereo_params and ini_params are conflicting with game ? You'll have to change them. But I set them to -1 and had the problem described above...
EDIT : I keep only the ASM part and rename the shader file as "*-vs.txt" instead of "*vs_replace.txt and that is working : images are displayed and I can disable label by setting o0 component to 0 values. It looks like this shader has problem:
// ---- Created with 3Dmigoto v1.3.1 on Wed Feb 07 22:00:17 2018
[quote]Are you using v2.5.0 of DCS??[/quote]Yes.
[quote]I was using Migoto v1.2.45 and it was still broke.. Not sure what version of Migoto I use currently maybe Lefuneste remembers what version if Migoto it was?? [/quote]You can always right click -> properties -> details to find the version, or check the log file. The one on the blog is 1.2.35 - pretty old. I'd need to know which specific version between those two first broke the shadows to check what was changed in that version if we want to narrow it down that way, but at least you only have ten versions to check.
[quote]But I found a problem : I dump a VS shader (for label) and after that, when I launched again DCS world, parts of GUI was not displayed.
The shader is 5ece1b8d65df7dbe-vs. If I suppress it, all goes to normal. The weird thing is that labels are displayed in game ![/quote]That one is in the fix on the blog, and I see it pushing labels to depth. Makes some of the menu cut off, but that's kind of expected (usually there's a second shader that needs to have an identical adjustment to correct the mask) and I wasn't worried about that because it's not a 3DMigoto bug - is that what you mean by not being displayed?
[quote] When looking for global shader in order to modify colors, I also found a VS shader calling 3 PS shader without any output ! what is the purpose of making that ?[/quote]Normally that's for things like shadow maps where the only output is a depth/stencil buffer or occlusion culling where it only needs to establish how many pixels would have been drawn. I little unusual to have 3 different pixel shaders for this though - I'd need to study it to work out what it's doing.
[quote] To Th3_N3philim : you may know that defaults register used for stereo_params and ini_params are conflicting with game ? You'll have to change them. But set them to -1 and had the problem described above... [/quote]Oh yeah, I remember you mentioned that. The version on the blog has them set to 77 and 78, which as far as I can tell seems to be working, though I haven't checked for conflicts with the game. (Edit: no conflicts with anything in my ShaderCache)
I was using Migoto v1.2.45 and it was still broke.. Not sure what version of Migoto I use currently maybe Lefuneste remembers what version if Migoto it was??
You can always right click -> properties -> details to find the version, or check the log file. The one on the blog is 1.2.35 - pretty old. I'd need to know which specific version between those two first broke the shadows to check what was changed in that version if we want to narrow it down that way, but at least you only have ten versions to check.
But I found a problem : I dump a VS shader (for label) and after that, when I launched again DCS world, parts of GUI was not displayed.
The shader is 5ece1b8d65df7dbe-vs. If I suppress it, all goes to normal. The weird thing is that labels are displayed in game !
That one is in the fix on the blog, and I see it pushing labels to depth. Makes some of the menu cut off, but that's kind of expected (usually there's a second shader that needs to have an identical adjustment to correct the mask) and I wasn't worried about that because it's not a 3DMigoto bug - is that what you mean by not being displayed?
When looking for global shader in order to modify colors, I also found a VS shader calling 3 PS shader without any output ! what is the purpose of making that ?
Normally that's for things like shadow maps where the only output is a depth/stencil buffer or occlusion culling where it only needs to establish how many pixels would have been drawn. I little unusual to have 3 different pixel shaders for this though - I'd need to study it to work out what it's doing.
To Th3_N3philim : you may know that defaults register used for stereo_params and ini_params are conflicting with game ? You'll have to change them. But set them to -1 and had the problem described above...
Oh yeah, I remember you mentioned that. The version on the blog has them set to 77 and 78, which as far as I can tell seems to be working, though I haven't checked for conflicts with the game. (Edit: no conflicts with anything in my ShaderCache)
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
Well the one I used is originally from the version Lefuneste used as it worked.. I tried getting that same version from the GitHub DL Link and the files do not match date wise so I am not sure it is 1.2.35 that I currently use or something is wrong or it was a beta version??
I tried using v1.2.35 on DCS 2.5.0 and it still had the same issues with the shadows?? So not sure what else to do too try and figure out where it went wrong..
I will try the oldest to the last version I tried to see what happens..
Well the one I used is originally from the version Lefuneste used as it worked.. I tried getting that same version from the GitHub DL Link and the files do not match date wise so I am not sure it is 1.2.35 that I currently use or something is wrong or it was a beta version??
I tried using v1.2.35 on DCS 2.5.0 and it still had the same issues with the shadows?? So not sure what else to do too try and figure out where it went wrong..
I will try the oldest to the last version I tried to see what happens..
The version on the blog is an exact match for 1.2.35, so I really don't know why you're seeing a difference replacing it with a fresh copy of 1.2.35:
[code]
dss@Gideon ~/dss/Downloads
$ sha1sum.exe DCS+2.5+/*.dll
8eeb2175470cd891022f04c5c414d39d03b2c056 *DCS+2.5+/d3d11.dll
9ced490f112005df9576d16ee06d8004db44afbe *DCS+2.5+/d3dcompiler_46.dll
b7d79934cf3df1d9b825da3a042c66e7346d13ba *DCS+2.5+/nvapi64.dll
dss@Gideon ~/dss/Downloads
$ sha1sum.exe 3Dmigoto-1.2.35/x64/*.dll
8eeb2175470cd891022f04c5c414d39d03b2c056 *3Dmigoto-1.2.35/x64/d3d11.dll
9ced490f112005df9576d16ee06d8004db44afbe *3Dmigoto-1.2.35/x64/d3dcompiler_46.dll
b7d79934cf3df1d9b825da3a042c66e7346d13ba *3Dmigoto-1.2.35/x64/nvapi64.dll
[/code]
Lefuneste, you have the new version of Migoto working in DCS 2.5.0?? I am wondering why I have issues then maybe I am corrupted or something..
I am using the old version of Migoto as that is the only one that works for me have you seen my screenshots?
[quote="Th3_N3philim"]Lefuneste, you have the new version of Migoto working in DCS 2.5.0?? I am wondering why I have issues then maybe I am corrupted or something..
I am using the old version of Migoto as that is the only one that works for me have you seen my screenshots?[/quote]
Yes, I used the 1.3.2.
Can you post a link to a track showing your problem, so I may check if I had the same ? Of course not with a specific plane, use one of the 2 free planes.
I do not understand what you tried exactly...Did you use the default 1.3.2 distrib without any shader from the old mod and without any dumped shader ?
If not, remove all 3Dmigoto dir. and files in DCS, install only the 1.3.2, set iniparams and stereoparams to -1 in d3dx.ini and see if you still have problems.
There have been too much changes between 2.0 and 2.5 and DarkStarSword found that there are some decompiling bugs for shader dumped, so start with the clearest config as possible.
Th3_N3philim said:Lefuneste, you have the new version of Migoto working in DCS 2.5.0?? I am wondering why I have issues then maybe I am corrupted or something..
I am using the old version of Migoto as that is the only one that works for me have you seen my screenshots?
Yes, I used the 1.3.2.
Can you post a link to a track showing your problem, so I may check if I had the same ? Of course not with a specific plane, use one of the 2 free planes.
I do not understand what you tried exactly...Did you use the default 1.3.2 distrib without any shader from the old mod and without any dumped shader ?
If not, remove all 3Dmigoto dir. and files in DCS, install only the 1.3.2, set iniparams and stereoparams to -1 in d3dx.ini and see if you still have problems.
There have been too much changes between 2.0 and 2.5 and DarkStarSword found that there are some decompiling bugs for shader dumped, so start with the clearest config as possible.
Well it appears the problem was setting the stereo_params, ini_params to -1 worked. I also tried 78, 77 and that worked too..
So that was the cause of my problem.. Back to work now..
@DArkStarSword I know for certain that the new overlay in 1.3.2 of Migoto is the cause of my troubles with SimPit Warp. anytime there is a program with an overlay that injects into NVidia drivers like you guys did with 1.3.2 I have these issues..
Is it possible to go back to the way the old overlay worked?? I am good using 1.2.71.. ;)
Well it appears the problem was setting the stereo_params, ini_params to -1 worked. I also tried 78, 77 and that worked too..
So that was the cause of my problem.. Back to work now..
@DArkStarSword I know for certain that the new overlay in 1.3.2 of Migoto is the cause of my troubles with SimPit Warp. anytime there is a program with an overlay that injects into NVidia drivers like you guys did with 1.3.2 I have these issues..
Is it possible to go back to the way the old overlay worked?? I am good using 1.2.71.. ;)
It won't have anything to do with the overlay itself - beyond the addition of a few new messages that hasn't really changed. There were significant changes to how 3DMigoto inits, and in particular how it gets access to the swap chain, and it is likely that there is some conflict somewhere there. We don't want to go back to the old way - that was overly complicated, fundamentally flawed and had compatibility issues with many modern games.
We'll need to look at this specific tool to work out exactly what the conflict is, but in the meantime the 1.2.72 is intended to be stable (we've fixed as many bugs as we can) so you can continue using that.
It won't have anything to do with the overlay itself - beyond the addition of a few new messages that hasn't really changed. There were significant changes to how 3DMigoto inits, and in particular how it gets access to the swap chain, and it is likely that there is some conflict somewhere there. We don't want to go back to the old way - that was overly complicated, fundamentally flawed and had compatibility issues with many modern games.
We'll need to look at this specific tool to work out exactly what the conflict is, but in the meantime the 1.2.72 is intended to be stable (we've fixed as many bugs as we can) so you can continue using that.
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
[quote="DarkStarSword"]There's a decompiler bug there. Try changing this line:
[code]
r0.yz = cmp(float2(0,0) < textureArrayPresented);
[/code]
To this:
[code]
r0.yz = cmp(float2(0,0) < float2(textureArrayPresented, texturePresented));
[/code]
[/quote]
Thanks, that made it. I will have to look carefully at shader contain, because there are no error messages at shader dump.
By the way it looks like there are a lot of unsupported features in dumped shaders. For example :
// Needs manual fix for instruction:
// unknown dcl_: dcl_resource_structured t0, 100
// Needs manual fix for instruction:
// unknown dcl_: dcl_input_sgv v0.x, vertex_id
// Known bad code for instruction (needs manual fix):
ld_structured r1.xyz, r0.x, l(0), t0.xyzx
r1.x = geometry__verts[]..swiz;
Thanks, that made it. I will have to look carefully at shader contain, because there are no error messages at shader dump.
By the way it looks like there are a lot of unsupported features in dumped shaders. For example :
I noticed an issue with DCS 2.5 and the Software cursor.. When I enable the Software cursor the game looks like this:
[URL=https://imageshack.com/i/pmdlpc42j][IMG]https://imagizer.imageshack.com/v2/1280x1024q90/922/dlpc42.jpg[/IMG][/URL]
1.I tried it with SimPit warp OFF/ON same effect..
2. I tried setting the One eye for DX11 games On/Off It was on so I turned it off to be safe and it did not matter..
Once I disable the software mouse the game returns to normal..
Hi all,
Is it possible to use 3Dmigoto in conjonction to fake 3D CM profile to have different convergence in game?
I would like to have 2 different convergence preset in Mafia 3, one for car driving and another for tps.
Thanks
[quote="Th3_N3philim"]I noticed an issue with DCS 2.5 and the Software cursor.. When I enable the Software cursor the game looks like this:
1.I tried it with SimPit warp OFF/ON same effect..
2. I tried setting the One eye for DX11 games On/Off It was on so I turned it off to be safe and it did not matter..
Once I disable the software mouse the game returns to normal.. [/quote]
You may have change stereo_params and ini_params in d3dx.ini, in this case did you use the same values inside shaders txt files ?
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
Anyway, that has no sense to go for old version of 3Dmigoto.
I also had a look on the 2.5 beta version, I did not find any problem with 3DMigoto and shadow, either for deffered rendiring or HDR (which is bugged for trees colors). But I found a problem : I dump a VS shader (for label) and after that, when I launched again DCS world, parts of GUI was not displayed.
The shader is 5ece1b8d65df7dbe-vs. If I suppress it, all goes to normal. The weird thing is that labels are displayed in game !
No error messages are in d3d11_log.txt, there is only a warning regarding the shader 5ece1b8d65df7dbe : o2 variable uninitialized...
I will not work on 3Dvision because I'm on VR now and DCS world 3Dvision 2.X flaws are too tricky to fix for me. But I'm willing to enhance VR with additional features like in IL2BoS (more zoom factor, color change and label masking).
But I do not know how to cope with this problem !
When looking for global shader in order to modify colors, I also found a VS shader calling 3 PS shader without any output ! what is the purpose of making that ?
To Th3_N3philim : you may know that defaults register used for stereo_params and ini_params are conflicting with game ? You'll have to change them. But I set them to -1 and had the problem described above...
EDIT : I keep only the ASM part and rename the shader file as "*-vs.txt" instead of "*vs_replace.txt and that is working : images are displayed and I can disable label by setting o0 component to 0 values. It looks like this shader has problem:
You can always right click -> properties -> details to find the version, or check the log file. The one on the blog is 1.2.35 - pretty old. I'd need to know which specific version between those two first broke the shadows to check what was changed in that version if we want to narrow it down that way, but at least you only have ten versions to check.
That one is in the fix on the blog, and I see it pushing labels to depth. Makes some of the menu cut off, but that's kind of expected (usually there's a second shader that needs to have an identical adjustment to correct the mask) and I wasn't worried about that because it's not a 3DMigoto bug - is that what you mean by not being displayed?
Normally that's for things like shadow maps where the only output is a depth/stencil buffer or occlusion culling where it only needs to establish how many pixels would have been drawn. I little unusual to have 3 different pixel shaders for this though - I'd need to study it to work out what it's doing.
Oh yeah, I remember you mentioned that. The version on the blog has them set to 77 and 78, which as far as I can tell seems to be working, though I haven't checked for conflicts with the game. (Edit: no conflicts with anything in my ShaderCache)
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
To this:
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 using v1.2.35 on DCS 2.5.0 and it still had the same issues with the shadows?? So not sure what else to do too try and figure out where it went wrong..
I will try the oldest to the last version I tried to see what happens..
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
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
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 using the old version of Migoto as that is the only one that works for me have you seen my screenshots?
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
Yes, I used the 1.3.2.
Can you post a link to a track showing your problem, so I may check if I had the same ? Of course not with a specific plane, use one of the 2 free planes.
I do not understand what you tried exactly...Did you use the default 1.3.2 distrib without any shader from the old mod and without any dumped shader ?
If not, remove all 3Dmigoto dir. and files in DCS, install only the 1.3.2, set iniparams and stereoparams to -1 in d3dx.ini and see if you still have problems.
There have been too much changes between 2.0 and 2.5 and DarkStarSword found that there are some decompiling bugs for shader dumped, so start with the clearest config as possible.
So that was the cause of my problem.. Back to work now..
@DArkStarSword I know for certain that the new overlay in 1.3.2 of Migoto is the cause of my troubles with SimPit Warp. anytime there is a program with an overlay that injects into NVidia drivers like you guys did with 1.3.2 I have these issues..
Is it possible to go back to the way the old overlay worked?? I am good using 1.2.71.. ;)
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We'll need to look at this specific tool to work out exactly what the conflict is, but in the meantime the 1.2.72 is intended to be stable (we've fixed as many bugs as we can) so you can continue using that.
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Thanks, that made it. I will have to look carefully at shader contain, because there are no error messages at shader dump.
By the way it looks like there are a lot of unsupported features in dumped shaders. For example :
// Needs manual fix for instruction:
// unknown dcl_: dcl_resource_structured t0, 100
// Needs manual fix for instruction:
// unknown dcl_: dcl_input_sgv v0.x, vertex_id
// Known bad code for instruction (needs manual fix):
ld_structured r1.xyz, r0.x, l(0), t0.xyzx
r1.x = geometry__verts[]..swiz;
1.I tried it with SimPit warp OFF/ON same effect..
2. I tried setting the One eye for DX11 games On/Off It was on so I turned it off to be safe and it did not matter..
Once I disable the software mouse the game returns to normal..
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
Is it possible to use 3Dmigoto in conjonction to fake 3D CM profile to have different convergence in game?
I would like to have 2 different convergence preset in Mafia 3, one for car driving and another for tps.
Thanks
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You may have change stereo_params and ini_params in d3dx.ini, in this case did you use the same values inside shaders txt files ?