[quote]With the first example you show, would it be like this, with no need for anything else?:[/quote]Yes, that's right - though again, whether that will work or not depends on the bind flags the game used to create the depth buffer, so if it doesn't work or causes some weird glitches, or you get some weird bug reports (no idea if there is any GPU/Driver/OS specific quirks with the bind flags, but I have observed that sometimes things still seem to still kind of work when they are wrong) switch to the second method, which is safer.
[quote]Then how do I go about loading that inside the HUD vertex shader and the mouse vertex shader? It has been a long time since I tried something like that and I lost the files. I may have ideas about how to load it, but it's faster if I ask :p. [/quote]Tutorial is here - this replaces step 1: https://github.com/bo3b/3Dmigoto/wiki/Auto-Crosshair
(Hmm, I should update that - I have a superior option to step 5 nowadays if you have access to the projection matrix, and I should probably add a list of existing variants of the crosshair shader for different engines)
With the first example you show, would it be like this, with no need for anything else?:
Yes, that's right - though again, whether that will work or not depends on the bind flags the game used to create the depth buffer, so if it doesn't work or causes some weird glitches, or you get some weird bug reports (no idea if there is any GPU/Driver/OS specific quirks with the bind flags, but I have observed that sometimes things still seem to still kind of work when they are wrong) switch to the second method, which is safer.
Then how do I go about loading that inside the HUD vertex shader and the mouse vertex shader? It has been a long time since I tried something like that and I lost the files. I may have ideas about how to load it, but it's faster if I ask :p.
(Hmm, I should update that - I have a superior option to step 5 nowadays if you have access to the projection matrix, and I should probably add a list of existing variants of the crosshair shader for different engines)
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
Thanks DSS for the update!!
i will test the presets with SBS custom shader.
i will test the new approach for automatic crosshair in others UE4 games...problably will work also. Thanks!!
Preset with SBS custom shader fixed! Thanks DSS!!
@DSS, I have another question related to ShaderRegex, how can i insert a fixing code in between a search pattern??
Or i need to skip the ${0} in the replace part and create all the code again including the fixing line?
[u]Pattern:[/u]
Line1 --> here i need to grab r4.w
Line2 --> Matrix Multiplication
Line3 --> Matrix Multiplication and grab r0.x
Line4 --> Matrix Multiplication
Line5 --> Matrix Multiplication
[u]Replace.pattern:[/u]
Line1
-------FIXING CODE that use r0.x and r4.w --------
Line2
Line3
Line4
Line5
Thanks!!
@DSS, I have another question related to ShaderRegex, how can i insert a fixing code in between a search pattern??
Or i need to skip the ${0} in the replace part and create all the code again including the fixing line?
Pattern:
Line1 --> here i need to grab r4.w
Line2 --> Matrix Multiplication
Line3 --> Matrix Multiplication and grab r0.x
Line4 --> Matrix Multiplication
Line5 --> Matrix Multiplication
Replace.pattern:
Line1
-------FIXING CODE that use r0.x and r4.w --------
Line2
Line3
Line4
Line5
Just use multiple capture groups to grab the chunks you need to insert between, like
[code]
(?P<line1>
... line1 pattern including (?P<reg1>\d+\.[xyzw]{4}) ...\n
)
(?P<matrix_multiply>
... line2 pattern ...\n
... line3 pattern including (?P<reg2>\d+\.[xyzw]{4}) ...\n
... line4 pattern ...\n
... line5 pattern ...\n
)
[/code]
Then in the replace section you can specify where the capture groups go and insert your code between them:
[code]
${line1}
... fixing code using ${reg1} and ${reg2} ...\n
${matrix_multiply}
[/code]
This is pretty close to what I did in the second example in the release notes
Thanks DSS!!
I was not sure if you separate the pattern in 2, will be matching ?P<line1> AND ?P<matrix_multiply
Because if is "OR" the ?P<line1> will be matching others shaders i don't need changing.
will test today!
Thanks DSS!!
I was not sure if you separate the pattern in 2, will be matching ?P<line1> AND ?P<matrix_multiply
Because if is "OR" the ?P<line1> will be matching others shaders i don't need changing.
Hi guys,
I know 3DMigoto has the ability to export shaders, both HLSL and ASM "as sent to the game".
However, I was wondering is there a way to export the shaders that are "used" in a scene? The overlay knows which shaders are "active". I was wondering if there is a way, I could only dump those;)
Any idea?
Many thanks!
I know 3DMigoto has the ability to export shaders, both HLSL and ASM "as sent to the game".
However, I was wondering is there a way to export the shaders that are "used" in a scene? The overlay knows which shaders are "active". I was wondering if there is a way, I could only dump those;)
Any idea?
Many thanks!
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3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
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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
@Helifax...i think that configuration don't exist...because when you start a game, some common shaders are exported and then the game start to export more shaders when load more scenes, so you always will have more shaders dumped. This will be possible with pressing a Key and dump in another folder.
BUT, you can do a FrameAnalysis (default FA settings from the ini) and see the hashes in the log and search in the ShaderCache. FrameAnalysis catch the ones and only in the scene. hope this help!!!
@Helifax...i think that configuration don't exist...because when you start a game, some common shaders are exported and then the game start to export more shaders when load more scenes, so you always will have more shaders dumped. This will be possible with pressing a Key and dump in another folder.
BUT, you can do a FrameAnalysis (default FA settings from the ini) and see the hashes in the log and search in the ShaderCache. FrameAnalysis catch the ones and only in the scene. hope this help!!!
[quote="DHR"]@Helifax...i think that configuration don't exist...because when you start a game, some common shaders are exported and then the game start to export more shaders when load more scenes, so you always will have more shaders dumped. This will be possible with pressing a Key and dump in another folder.
BUT, you can do a FrameAnalysis (default FA settings from the ini) and see the hashes in the log and search in the ShaderCache. FrameAnalysis catch the ones and only in the scene. hope this help!!![/quote]
Thx DHR.
I was afraid that is the case. However, manually finding 200 Compute shaders just by checking the hash takes a very long time:(
DHR said:@Helifax...i think that configuration don't exist...because when you start a game, some common shaders are exported and then the game start to export more shaders when load more scenes, so you always will have more shaders dumped. This will be possible with pressing a Key and dump in another folder.
BUT, you can do a FrameAnalysis (default FA settings from the ini) and see the hashes in the log and search in the ShaderCache. FrameAnalysis catch the ones and only in the scene. hope this help!!!
Thx DHR.
I was afraid that is the case. However, manually finding 200 Compute shaders just by checking the hash takes a very long time:(
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
[quote="Helifax"]I was wondering is there a way to export the shaders that are "used" in a scene? The overlay knows which shaders are "active". I was wondering if there is a way, I could only dump those;)[/quote]
To do this before I've created simple macros to dump the current shader and then skip to next, and then set that to repeat for the # of shaders in the scene (or set to repeat until turned off in some cases). If necessary, I remove all the current shaders in the ShaderFixes folder to avoid confusion before running the macro. I then make myself a nice, tasty sandwich. :)
Helifax said:I was wondering is there a way to export the shaders that are "used" in a scene? The overlay knows which shaders are "active". I was wondering if there is a way, I could only dump those;)
To do this before I've created simple macros to dump the current shader and then skip to next, and then set that to repeat for the # of shaders in the scene (or set to repeat until turned off in some cases). If necessary, I remove all the current shaders in the ShaderFixes folder to avoid confusion before running the macro. I then make myself a nice, tasty sandwich. :)
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
@helifax....if is for ME:A...ShaderRegex Engine will probably help there, because will search for the pattern and automatic replace for all the shaders in the scene or that are loaded in the scene that match that pattern......sometimes there are shader difficult to catch, specially CS where "pink" mode don't work.
I can make a ShaderRegex for the pattern for Frostbite3 engine, if i remember well the pattern is the same for CS (than PS)....i will need to test first with a game...like Mirror Edge Catalyst and see how is working with those CS enabled....if is ok with you, you can send me via PM how do you make those CS Lights works (render stereo), so i can test the ShaderRegex over that.
@helifax....if is for ME:A...ShaderRegex Engine will probably help there, because will search for the pattern and automatic replace for all the shaders in the scene or that are loaded in the scene that match that pattern......sometimes there are shader difficult to catch, specially CS where "pink" mode don't work.
I can make a ShaderRegex for the pattern for Frostbite3 engine, if i remember well the pattern is the same for CS (than PS)....i will need to test first with a game...like Mirror Edge Catalyst and see how is working with those CS enabled....if is ok with you, you can send me via PM how do you make those CS Lights works (render stereo), so i can test the ShaderRegex over that.
[quote="DHR"]@helifax....if is for ME:A...ShaderRegex Engine will probably help there, because will search for the pattern and automatic replace for all the shaders in the scene or that are loaded in the scene that match that pattern......sometimes there are shader difficult to catch, specially CS where "pink" mode don't work.
I can make a ShaderRegex for the pattern for Frostbite3 engine, if i remember well the pattern is the same for CS (than PS)....i will need to test first with a game...like Mirror Edge Catalyst and see how is working with those CS enabled....if is ok with you, you can send me via PM how do you make those CS Lights works (render stereo), so i can test the ShaderRegex over that.[/quote]
I will definitely tell you once I figure it out myself;))
So far I managed to fix some of them work, meaning the tiles around the character and the cinematics section of the game.
The rest are still broken:( and I can't seem to find a way to fix it:( The reason is simple: I find 3 Compute Shaders ALL affecting the SAME tiles :( I expect all 3 needs fixing, but where and how.... :(
I'll try to play and "hack" a bit more around and see what I can get, before I call it a "quit" ;))
But don't worry! I will tell everyone what I found out during my "forensic" analysis ;))
DHR said:@helifax....if is for ME:A...ShaderRegex Engine will probably help there, because will search for the pattern and automatic replace for all the shaders in the scene or that are loaded in the scene that match that pattern......sometimes there are shader difficult to catch, specially CS where "pink" mode don't work.
I can make a ShaderRegex for the pattern for Frostbite3 engine, if i remember well the pattern is the same for CS (than PS)....i will need to test first with a game...like Mirror Edge Catalyst and see how is working with those CS enabled....if is ok with you, you can send me via PM how do you make those CS Lights works (render stereo), so i can test the ShaderRegex over that.
I will definitely tell you once I figure it out myself;))
So far I managed to fix some of them work, meaning the tiles around the character and the cinematics section of the game.
The rest are still broken:( and I can't seem to find a way to fix it:( The reason is simple: I find 3 Compute Shaders ALL affecting the SAME tiles :( I expect all 3 needs fixing, but where and how.... :(
I'll try to play and "hack" a bit more around and see what I can get, before I call it a "quit" ;))
But don't worry! I will tell everyone what I found out during my "forensic" analysis ;))
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
@Helifax
In order to make your "forensic" analysis easier...i made a ShaderRegex for the Shadows, Lights and Reflections in any Frostbite3 engine. This need to be used with 3Dmigoto 1.2.67+
I tested in Mirror Edge Catalyst, disabling CS Lights with the user.cfg and all works OK.
[b]THIS WILL WORK IN ANY FROSTBITE3 ENGINE GAME[/b], with the follow considerations:
[u]This will fix On the fly[/u]
- PS Shadows
- PS Lights
- PS Reflections
This pattern will also take CS Lights, but in order to fix those CS you need the proper tweak or profile. This is the forensic part that i hope you can sort out :)
[u]This will NOT fix[/u]
- HUD/UI
- Skybox/Sun/Moon
When you cycle the shaders (PS or CS), when you see in the green 3Dmigoto overlay PS: or CS:
[ShaderRegexObjectsShadowsLightsReflections1] --> that shader is fixed on the fly.
Copy-Paste in the ShaderRegex part on the d3dx.ini:
[code];******************************************************************************************************************************************
;FROSTBITE3: SHADOWS, LIGHTS AND REFLECTIONS 1
;ShaderRegex made by DHR
[ShaderRegexObjectsShadowsLightsReflections1]
shader_model = ps_4_0 ps_5_0 cs_4_0 cs_5_0
temps = stereo tmp1 tmp2
[ShaderRegexObjectsShadowsLightsReflections1.Pattern]
dp4 (?P<pos3>r\d+)\.x, (?P<pos1>r\d+)\.xyzw, cb0\[[012]\]\.xyzw\n
\s*dp4 (?P=pos3)\.y, (?P=pos1)\.xyzw, cb0\[[123]\]\.xyzw\n
\s*dp4 (?P=pos3)\.z, (?P=pos1)\.xyzw, cb0\[[234]\]\.xyzw\n
\s*dp4 (?P<pos2>r\d+)\.(?P<swizzle>[xyzw]), (?P=pos1)\.xyzw, cb0\[(?P<number>[345])\]\.xyzw\n
\s*div (?P=pos2)\.(?P=swizzle), l\(1\.000000, 1\.000000, 1\.000000, 1\.000000\), (?P=pos2)\.(?P=swizzle)\n
[ShaderRegexObjectsShadowsLightsReflections1.Pattern.Replace]
\n
// Frostbite3 Pattern Fix for Shadows, Lights and Reflections 1:\n
ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
dp4 ${tmp2}.${swizzle}, ${pos1}.xyzw, cb0[${number}].xyzw\n
mul ${tmp1}.x ${stereo}.y, ${tmp2}.${swizzle}\n
add ${tmp1}.x, ${tmp1}.x, l(-1.0)\n
mul ${tmp1}.x, ${stereo}.x, ${tmp1}.x\n
add ${pos1}.x, ${pos1}.x, ${tmp1}.x\n
\n
${0}
[ShaderRegexObjectsShadowsLightsReflections1.InsertDeclarations]
dcl_resource_texture2d (float,float,float,float) t125[/code]
*EDIT: remove all the PS and CS related to shadows, lights and reflections you already have in the ShaderFixes folder. Backup those shaders.
@Helifax
In order to make your "forensic" analysis easier...i made a ShaderRegex for the Shadows, Lights and Reflections in any Frostbite3 engine. This need to be used with 3Dmigoto 1.2.67+
I tested in Mirror Edge Catalyst, disabling CS Lights with the user.cfg and all works OK. THIS WILL WORK IN ANY FROSTBITE3 ENGINE GAME, with the follow considerations:
This will fix On the fly
- PS Shadows
- PS Lights
- PS Reflections
This pattern will also take CS Lights, but in order to fix those CS you need the proper tweak or profile. This is the forensic part that i hope you can sort out :)
This will NOT fix
- HUD/UI
- Skybox/Sun/Moon
When you cycle the shaders (PS or CS), when you see in the green 3Dmigoto overlay PS: or CS:
[ShaderRegexObjectsShadowsLightsReflections1] --> that shader is fixed on the fly.
Copy-Paste in the ShaderRegex part on the d3dx.ini:
;******************************************************************************************************************************************
;FROSTBITE3: SHADOWS, LIGHTS AND REFLECTIONS 1
;ShaderRegex made by DHR
[ShaderRegexObjectsShadowsLightsReflections1]
shader_model = ps_4_0 ps_5_0 cs_4_0 cs_5_0
temps = stereo tmp1 tmp2
Thx DHR.
I've already been using the Regex method in this game before 1.2.66 or 1.2.67 was released :)
Thanks for posting it here! Maybe others can apply it to other FB3 games as well:)
However, this doesn't help with the damn Compute Tile crap this game uses:(( So far I've found 6 CS that all affect the same tiles. It looks like all of them "Compute" those tiles:( And the problems don't stop here...
I'll make a write-up on my Frostbite3 experience in another thread:) It's quite interesting and helps others understand what it takes when you want to tackle a FB3 game;)
I've already been using the Regex method in this game before 1.2.66 or 1.2.67 was released :)
Thanks for posting it here! Maybe others can apply it to other FB3 games as well:)
However, this doesn't help with the damn Compute Tile crap this game uses:(( So far I've found 6 CS that all affect the same tiles. It looks like all of them "Compute" those tiles:( And the problems don't stop here...
I'll make a write-up on my Frostbite3 experience in another thread:) It's quite interesting and helps others understand what it takes when you want to tackle a FB3 game;)
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
Tutorial is here - this replaces step 1: https://github.com/bo3b/3Dmigoto/wiki/Auto-Crosshair
(Hmm, I should update that - I have a superior option to step 5 nowadays if you have access to the projection matrix, and I should probably add a list of existing variants of the crosshair shader for different engines)
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
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i will test the presets with SBS custom shader.
i will test the new approach for automatic crosshair in others UE4 games...problably will work also. Thanks!!
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@DSS, I have another question related to ShaderRegex, how can i insert a fixing code in between a search pattern??
Or i need to skip the ${0} in the replace part and create all the code again including the fixing line?
Pattern:
Line1 --> here i need to grab r4.w
Line2 --> Matrix Multiplication
Line3 --> Matrix Multiplication and grab r0.x
Line4 --> Matrix Multiplication
Line5 --> Matrix Multiplication
Replace.pattern:
Line1
-------FIXING CODE that use r0.x and r4.w --------
Line2
Line3
Line4
Line5
Thanks!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Then in the replace section you can specify where the capture groups go and insert your code between them:
This is pretty close to what I did in the second example in the release notes
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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 was not sure if you separate the pattern in 2, will be matching ?P<line1> AND ?P<matrix_multiply
Because if is "OR" the ?P<line1> will be matching others shaders i don't need changing.
will test today!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I know 3DMigoto has the ability to export shaders, both HLSL and ASM "as sent to the game".
However, I was wondering is there a way to export the shaders that are "used" in a scene? The overlay knows which shaders are "active". I was wondering if there is a way, I could only dump those;)
Any idea?
Many thanks!
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)
BUT, you can do a FrameAnalysis (default FA settings from the ini) and see the hashes in the log and search in the ShaderCache. FrameAnalysis catch the ones and only in the scene. hope this help!!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Thx DHR.
I was afraid that is the case. However, manually finding 200 Compute shaders just by checking the hash takes a very long time:(
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)
To do this before I've created simple macros to dump the current shader and then skip to next, and then set that to repeat for the # of shaders in the scene (or set to repeat until turned off in some cases). If necessary, I remove all the current shaders in the ShaderFixes folder to avoid confusion before running the macro. I then make myself a nice, tasty sandwich. :)
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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I can make a ShaderRegex for the pattern for Frostbite3 engine, if i remember well the pattern is the same for CS (than PS)....i will need to test first with a game...like Mirror Edge Catalyst and see how is working with those CS enabled....if is ok with you, you can send me via PM how do you make those CS Lights works (render stereo), so i can test the ShaderRegex over that.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I will definitely tell you once I figure it out myself;))
So far I managed to fix some of them work, meaning the tiles around the character and the cinematics section of the game.
The rest are still broken:( and I can't seem to find a way to fix it:( The reason is simple: I find 3 Compute Shaders ALL affecting the SAME tiles :( I expect all 3 needs fixing, but where and how.... :(
I'll try to play and "hack" a bit more around and see what I can get, before I call it a "quit" ;))
But don't worry! I will tell everyone what I found out during my "forensic" analysis ;))
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)
In order to make your "forensic" analysis easier...i made a ShaderRegex for the Shadows, Lights and Reflections in any Frostbite3 engine. This need to be used with 3Dmigoto 1.2.67+
I tested in Mirror Edge Catalyst, disabling CS Lights with the user.cfg and all works OK.
THIS WILL WORK IN ANY FROSTBITE3 ENGINE GAME, with the follow considerations:
This will fix On the fly
- PS Shadows
- PS Lights
- PS Reflections
This pattern will also take CS Lights, but in order to fix those CS you need the proper tweak or profile. This is the forensic part that i hope you can sort out :)
This will NOT fix
- HUD/UI
- Skybox/Sun/Moon
When you cycle the shaders (PS or CS), when you see in the green 3Dmigoto overlay PS: or CS:
[ShaderRegexObjectsShadowsLightsReflections1] --> that shader is fixed on the fly.
Copy-Paste in the ShaderRegex part on the d3dx.ini:
*EDIT: remove all the PS and CS related to shadows, lights and reflections you already have in the ShaderFixes folder. Backup those shaders.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I've already been using the Regex method in this game before 1.2.66 or 1.2.67 was released :)
Thanks for posting it here! Maybe others can apply it to other FB3 games as well:)
However, this doesn't help with the damn Compute Tile crap this game uses:(( So far I've found 6 CS that all affect the same tiles. It looks like all of them "Compute" those tiles:( And the problems don't stop here...
I'll make a write-up on my Frostbite3 experience in another thread:) It's quite interesting and helps others understand what it takes when you want to tackle a FB3 game;)
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)
Here's the error message:
C:\Program Files (x86)\Assassin's Creed Origins\ShaderFixes\000ea4ff144f3d6d-ps_replace.txt(244,37): error X3000: syntax error: unexpected token '.'
And here's the shader in question:
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)