Dreamfall Chapters
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D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\ShaderOverride\VertexShaders\92E51A17.txt I was able to open this with out UAC poping up. I think you are right It looks like it is a permission problem on my pc. Took a long time too repair 3TB of Permissions But the fix now works on DreamFall Chapters. Tested with and with-out GetCurDirAtLoad = true The program I used to repair my permissions was Tweaking.com's Windows Repair (All in One) [s]Now I guess I need to Fix Among the Sleep and Doorways.[/s] Fixed Now. More permission problems. Thank you for helping. With DreamFall. Also inadvertently with other applications on my pc. Thank you again.
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\ShaderOverride\VertexShaders\92E51A17.txt I was able to open this with out UAC poping up.

I think you are right It looks like it is a permission problem on my pc.

Took a long time too repair 3TB of Permissions But the fix now works on DreamFall Chapters.

Tested with and with-out GetCurDirAtLoad = true

The program I used to repair my permissions was Tweaking.com's Windows Repair (All in One)


Now I guess I need to Fix Among the Sleep and Doorways. Fixed Now. More permission problems.


Thank you for helping. With DreamFall. Also inadvertently with other applications on my pc. Thank you again.

#76
Posted 12/19/2014 06:43 AM   
Sounds like this might be useful for you. http://www.howtogeek.com/howto/windows-vista/add-take-ownership-to-explorer-right-click-menu-in-vista/ I advise against running it on entire drives/system folders, but it's handy for this kind of thing. Also, disable UAC, because it sucks.
Sounds like this might be useful for you.


http://www.howtogeek.com/howto/windows-vista/add-take-ownership-to-explorer-right-click-menu-in-vista/


I advise against running it on entire drives/system folders, but it's handy for this kind of thing.

Also, disable UAC, because it sucks.

#77
Posted 12/19/2014 07:56 AM   
I've just updated the fix on the blog for Book 2: http://helixmod.blogspot.com/2014/11/dreamfall-chapters.html For anyone interested in the shadow fix - I've updated it to include the improvements I've made to my Unity template from other games (that is - checking if drawing a full-screen quad or in-scene light in the vertex shader, using the matrices from the lighting shader when valid and a different shader when not, calculating the FOV once in the vertex shader and passing it to the pixel shaders). I've also come up with a way to calculate the inverse model-view matrix inside the shader itself (or at least - just enough of it to calculate the part of the inverse projection matrix we need for the shadow fix), which can potentially free up one of the two matrix copy slots supported by Helix mod (replace mv0, mv1, mv2 and mvp0 with the appropriate constant registers): [code] // 1. Calculate 1/determinant of the MV matrix, simplifying by assuming the // 4th column of the MV matrix is 0,0,0,1 // // mathomatic simplified it to: // 1 / ((m12*((m20*m01) - (m21*m00))) + (m02*((m21*m10) - (m20*m11))) + (m22*((m00*m11) - (m01*m10)))); // // Replace row numbers with register components (assumes column-major order): // (mv2.x*((mv0.y*mv1.z) - (mv0.z*mv1.y))) // + (mv2.y*((mv0.z*mv1.x) - (mv0.x*mv1.z))) // + (mv2.z*((mv0.x*mv1.y) - (mv0.y*mv1.x))) // Do some multiplications in parallel with SIMD instructions: mov r22.xyz, mv1 mul r20.xyz, mv0.yzx, r22.zxy // mv0.y*mv1.z, mv0.z*mv1.x, mv0.x*mv1.y mul r21.xyz, mv0.zxy, r22.yzx // mv0.z*mv1.y, mv0.x*mv1.z, mv0.y*mv1.x // Do the subtractions: add r20.xyz, r20.xyz, -r21.xyz // mv0.y*mv1.z - mv0.z*mv1.y, mv0.z*mv1.x - mv0.x*mv1.z, mv0.x*mv1.y - mv0.y*mv1.x // Now the multiplications: mul r20.xyz, r20.xyz, mv2.xyz // Sum it together to get the determinant: add r22.w, r20.x, r20.y add r22.w, r22.w, r20.z // And finally get 1/determinant: rcp r22.w, r22.w // 2. Calculate the 1st row of the inverted MV matrix, simplifying by assuimg // the 4th column of the MV matrix is 0,0,0,1 // // m00 = (mv1.y*mv2.z - mv1.z*mv2.y) / determinant // m01 = (mv1.z*mv2.x - mv1.x*mv2.z) / determinant // m02 = (mv1.x*mv2.y - mv1.y*mv2.x) / determinant // Do some multiplications in parallel with SIMD instructions: mul r20.xyz, r22.yzx, mv2.zxy // mv1.y*mv2.z, mv1.z*mv2.x, mv1.x*mv2.y mul r21.xyz, r22.zxy, mv2.yzx // mv1.z*mv2.y, mv1.x*mv2.z, mv1.y*mv2.x // Do the subtractions: add r20.xyz, r20.xyz, -r21.xyz // mv1.y*mv2.z - mv1.z*mv2.y, mv1.z*mv2.x - mv1.x*mv2.z, mv1.x*mv2.y - mv1.y*mv2.x // Multiply against 1/determinant: mul r20.xyz, r20.xyz, r22.www // 3. Multiply the first row of the inverted MV matrix with the 1st column of // the MVP matrix (MV.I[0,3] is 0, so only worry about the 1st three): dp3 r20.x, r20.xyz, mvp0.xyz // 4. Calculate the top-left cell of the inverse projection matrix, // simplifying based on assumptions about the structure of a projection // matrix (should even work for off-center projection matrices): rcp r20.x, r20.x [/code] This is only used in the PrePassLighting shader - the PrePassCollectShadows shader that does directional shadows depends on the matrices being copied from elsewhere so there isn't much point in inverting the matrix inside that shader.
I've just updated the fix on the blog for Book 2:

http://helixmod.blogspot.com/2014/11/dreamfall-chapters.html



For anyone interested in the shadow fix - I've updated it to include the improvements I've made to my Unity template from other games (that is - checking if drawing a full-screen quad or in-scene light in the vertex shader, using the matrices from the lighting shader when valid and a different shader when not, calculating the FOV once in the vertex shader and passing it to the pixel shaders).

I've also come up with a way to calculate the inverse model-view matrix inside the shader itself (or at least - just enough of it to calculate the part of the inverse projection matrix we need for the shadow fix), which can potentially free up one of the two matrix copy slots supported by Helix mod (replace mv0, mv1, mv2 and mvp0 with the appropriate constant registers):

// 1. Calculate 1/determinant of the MV matrix, simplifying by assuming the
// 4th column of the MV matrix is 0,0,0,1
//
// mathomatic simplified it to:
// 1 / ((m12*((m20*m01) - (m21*m00))) + (m02*((m21*m10) - (m20*m11))) + (m22*((m00*m11) - (m01*m10))));
//
// Replace row numbers with register components (assumes column-major order):
// (mv2.x*((mv0.y*mv1.z) - (mv0.z*mv1.y)))
// + (mv2.y*((mv0.z*mv1.x) - (mv0.x*mv1.z)))
// + (mv2.z*((mv0.x*mv1.y) - (mv0.y*mv1.x)))

// Do some multiplications in parallel with SIMD instructions:
mov r22.xyz, mv1
mul r20.xyz, mv0.yzx, r22.zxy // mv0.y*mv1.z, mv0.z*mv1.x, mv0.x*mv1.y
mul r21.xyz, mv0.zxy, r22.yzx // mv0.z*mv1.y, mv0.x*mv1.z, mv0.y*mv1.x
// Do the subtractions:
add r20.xyz, r20.xyz, -r21.xyz // mv0.y*mv1.z - mv0.z*mv1.y, mv0.z*mv1.x - mv0.x*mv1.z, mv0.x*mv1.y - mv0.y*mv1.x
// Now the multiplications:
mul r20.xyz, r20.xyz, mv2.xyz
// Sum it together to get the determinant:
add r22.w, r20.x, r20.y
add r22.w, r22.w, r20.z
// And finally get 1/determinant:
rcp r22.w, r22.w

// 2. Calculate the 1st row of the inverted MV matrix, simplifying by assuimg
// the 4th column of the MV matrix is 0,0,0,1
//
// m00 = (mv1.y*mv2.z - mv1.z*mv2.y) / determinant
// m01 = (mv1.z*mv2.x - mv1.x*mv2.z) / determinant
// m02 = (mv1.x*mv2.y - mv1.y*mv2.x) / determinant

// Do some multiplications in parallel with SIMD instructions:
mul r20.xyz, r22.yzx, mv2.zxy // mv1.y*mv2.z, mv1.z*mv2.x, mv1.x*mv2.y
mul r21.xyz, r22.zxy, mv2.yzx // mv1.z*mv2.y, mv1.x*mv2.z, mv1.y*mv2.x
// Do the subtractions:
add r20.xyz, r20.xyz, -r21.xyz // mv1.y*mv2.z - mv1.z*mv2.y, mv1.z*mv2.x - mv1.x*mv2.z, mv1.x*mv2.y - mv1.y*mv2.x
// Multiply against 1/determinant:
mul r20.xyz, r20.xyz, r22.www

// 3. Multiply the first row of the inverted MV matrix with the 1st column of
// the MVP matrix (MV.I[0,3] is 0, so only worry about the 1st three):
dp3 r20.x, r20.xyz, mvp0.xyz

// 4. Calculate the top-left cell of the inverse projection matrix,
// simplifying based on assumptions about the structure of a projection
// matrix (should even work for off-center projection matrices):
rcp r20.x, r20.x


This is only used in the PrePassLighting shader - the PrePassCollectShadows shader that does directional shadows depends on the matrices being copied from elsewhere so there isn't much point in inverting the matrix inside that shader.

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

#78
Posted 03/19/2015 09:18 AM   
Great work! Was there much in the way of additional fixes required for book 2, or was much of it covered by the book 1 fix? Might be relevant to note that RTG have said they'll need to switch to Unity 5 before they release the PS4 version, which I believe is currently scheduled for summer.
Great work! Was there much in the way of additional fixes required for book 2, or was much of it covered by the book 1 fix?

Might be relevant to note that RTG have said they'll need to switch to Unity 5 before they release the PS4 version, which I believe is currently scheduled for summer.

#79
Posted 03/19/2015 09:41 AM   
For the most part it was just more halos on surface shaders (and some of the ones from Book 1 had been broken as well), but my shadertool script can fix these automatically now. I did hit one situation which broke the shadow fix, which is why I moved it up get the improvements I'd made on other Unity games which can cope with that. I've killed the volumetric light shafts by default (U to re-enable) since I don't believe it is possible to fix them in the assembly alone (if I can mod the C# I could probably fix them since the source code is available - I need to look into whether that is possible). With the news they are switching to Unity 5 I didn't want to spend too long on anything unimportant until I have a better idea of what that will involve. I considered seeing if I could force some of the reflections to stereo (forcing render targets to stereo actually seems to work now that they've switched to exclusive full screen mode), but most of them are fake reflections anyway. I'm checking out Unity 5 right now actually... The Forest is switching to it next patch, and World of Diving is switching to it soon as well, so it's only a matter of time before I have to deal with it. I've figured out the encoding they are using for the DX11 shader byte code and am looking to see if I can work out how to directly extract the shaders from the .asset files since Unity Asset Explorer doesn't work on some newer games and can only do one file at a time (Ori has almost 300 of these).
For the most part it was just more halos on surface shaders (and some of the ones from Book 1 had been broken as well), but my shadertool script can fix these automatically now. I did hit one situation which broke the shadow fix, which is why I moved it up get the improvements I'd made on other Unity games which can cope with that. I've killed the volumetric light shafts by default (U to re-enable) since I don't believe it is possible to fix them in the assembly alone (if I can mod the C# I could probably fix them since the source code is available - I need to look into whether that is possible).

With the news they are switching to Unity 5 I didn't want to spend too long on anything unimportant until I have a better idea of what that will involve. I considered seeing if I could force some of the reflections to stereo (forcing render targets to stereo actually seems to work now that they've switched to exclusive full screen mode), but most of them are fake reflections anyway.

I'm checking out Unity 5 right now actually... The Forest is switching to it next patch, and World of Diving is switching to it soon as well, so it's only a matter of time before I have to deal with it.

I've figured out the encoding they are using for the DX11 shader byte code and am looking to see if I can work out how to directly extract the shaders from the .asset files since Unity Asset Explorer doesn't work on some newer games and can only do one file at a time (Ori has almost 300 of these).

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

#80
Posted 03/19/2015 11:17 AM   
You can always check the history on github to see what I've changed: https://github.com/DarkStarSword/3d-fixes/commits/master/Dreamfall%20Chapters
You can always check the history on github to see what I've changed:


https://github.com/DarkStarSword/3d-fixes/commits/master/Dreamfall%20Chapters

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

#81
Posted 03/19/2015 11:20 AM   
Good or Bad..Dreamfall Chapters is getting a Unity 5 makeover so that they can release it on the PS4. (hence the delay of Chapter 4) http://www.rockpapershotgun.com/2015/11/25/dreamfall-chapters-unity-5-performance/ Developer comment on Steam http://steamcommunity.com/app/237850/discussions/0/490125737481425474/ Developer blog [url]https://medium.com/@ragso/dreamfall-chapters-extreme-makeover-edition-or-the-rocky-road-to-unity-5-48e1f22ea62#.5h6uihsq2[/url]
Good or Bad..Dreamfall Chapters is getting a Unity 5 makeover so that they can release it on the PS4. (hence the delay of Chapter 4)

http://www.rockpapershotgun.com/2015/11/25/dreamfall-chapters-unity-5-performance/


Developer comment on Steam
http://steamcommunity.com/app/237850/discussions/0/490125737481425474/

Developer blog
https://medium.com/@ragso/dreamfall-chapters-extreme-makeover-edition-or-the-rocky-road-to-unity-5-48e1f22ea62#.5h6uihsq2

#82
Posted 11/29/2015 08:08 PM   
Not getting - it's already done. The existing fix on the blog is now 100% broken since Unity 5 changes every shader. I've run my auto fix scripts on the Unity 5 version to get a head start fixing most of the issues, but it's clearly going to need some more work. It's a bit lower priority though until the next chapter gets a bit closer to release. Performance on PC was another reason they have been pushing Unity 5 - some of their levels were pretty demanding on older systems. (Edit: Is it just me, or does performance suck more now in places that were fine before? Seems the new reflections they added are a killer)
Not getting - it's already done. The existing fix on the blog is now 100% broken since Unity 5 changes every shader. I've run my auto fix scripts on the Unity 5 version to get a head start fixing most of the issues, but it's clearly going to need some more work. It's a bit lower priority though until the next chapter gets a bit closer to release.

Performance on PC was another reason they have been pushing Unity 5 - some of their levels were pretty demanding on older systems. (Edit: Is it just me, or does performance suck more now in places that were fine before? Seems the new reflections they added are a killer)

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

#83
Posted 11/30/2015 12:59 AM   
[quote="DarkStarSword"]It's a bit lower priority though until the next chapter gets a bit closer to release.[/quote]You might want to know that it releases on Thursday.
DarkStarSword said:It's a bit lower priority though until the next chapter gets a bit closer to release.
You might want to know that it releases on Thursday.

#84
Posted 11/30/2015 11:14 AM   
I've updated the fix on the blog with a work in progress to make the game playable again. There are still some known rendering issues, so I would recommend waiting a few more days until I have finished the update.
I've updated the fix on the blog with a work in progress to make the game playable again. There are still some known rendering issues, so I would recommend waiting a few more days until I have finished the update.

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

#85
Posted 12/04/2015 02:06 PM   
Thanks. I will get the game which is a 60% off at the moment. I hope I will like it.
Thanks. I will get the game which is a 60% off at the moment. I hope I will like it.

Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/ Image

#86
Posted 12/04/2015 06:18 PM   
You probably already saw it since I bumped the post to the front page, but the fix on the blog is now updated to for all four books, and includes a brand new auto HUD depth adjustment* and a brand new technique** to improve the appearance of reflective / shiny objected (even small things like like Zoe's eyes or her leather jacket). * I figured out how to make some obscure Helix Mod features work for this like FirstVertexPosReg, including in conjunction with DefinedTexturesVS - details added to bo3b's wiki. The code to adjust the depth is in 2FC2E74B.txt (and 6AEB3DDF.txt), and it needs the _CameraDepthTexture and _ZBufferParams copied from elsewhere with Helix Mod (I use the lighting shaders as the source - but *NOT* the directional lighting shaders which seems to have a different _ZBufferParams). ** This technique fixes reflections in both deferred lighting shaders (e.g. the same ones as the shadows), but also in the forward pass of all materials. There are only a (relatively) small number of deferred shaders (which is practical to do by hand - these are all the same ones we already fix for lights, shadows, etc), but there are literally thousands of forward pass material shaders, so I would not recommend doing that by hand (or if you do - only adjust the materials where it will make the biggest impact). shadertool now has support for this (only when operating on shaders extracted by unity_asset_extractor.py followed by extract_unity_shaders.py), including generating the necessary sections to add to DX9Settings.ini to copy matrices around (in Dreamfall Chapters the DX9Settings.ini is now 48,337 lines long, the vast majority of which was generated with shadertool or other unix shell scripts). If you *only* want to adjust *deferred* reflections use --fix-unity-lighting-ps on the lighting pixel shaders, which will use a variation of the reflection fix that works with the matrices already passed into the lighting shaders for the regular Unity lighting fix. This keeps the total number of shaders that need to be adjusted down to a manageable number. shadertool currently includes two variations of the forward pass reflection fix that will work with this (passing matrices from the vertex shader to the pixel shader instead of via Helix Mod), but they are not universal and I'm tempted to scrap them (they will always be in the git history if I do). If you want to globally fix both deferred and forward reflections, use VertexShaders/05F7E52C.txt from Dreamfall Chapters, run --fix-unity-lighting-ps-world on the lighting pixel shaders and --fix-unity-reflection on every other shader (both vertex and pixel - reflections are all in the pixel shaders, but there are some effects that are fixed in the vertex shaders - in particular some of the windows in Propast use the fix in the vertex shader to place the fake interior texture behind the glass). I might split out the reflection part of the lighting fix later (if I do, --fix-unity-lighting-ps-world and --fix-unity-reflection would need to be specified together - at the moment only one or the other should be specified). At the end of it's run, shadertool will spit out all the sections that need to be added to the DX9Settings.ini for this to work - if you are switching an existing fix that had used the old technique these need to replace all existing sections that were copying matrices as it now copies different matrices.
You probably already saw it since I bumped the post to the front page, but the fix on the blog is now updated to for all four books, and includes a brand new auto HUD depth adjustment* and a brand new technique** to improve the appearance of reflective / shiny objected (even small things like like Zoe's eyes or her leather jacket).

* I figured out how to make some obscure Helix Mod features work for this like FirstVertexPosReg, including in conjunction with DefinedTexturesVS - details added to bo3b's wiki. The code to adjust the depth is in 2FC2E74B.txt (and 6AEB3DDF.txt), and it needs the _CameraDepthTexture and _ZBufferParams copied from elsewhere with Helix Mod (I use the lighting shaders as the source - but *NOT* the directional lighting shaders which seems to have a different _ZBufferParams).

** This technique fixes reflections in both deferred lighting shaders (e.g. the same ones as the shadows), but also in the forward pass of all materials. There are only a (relatively) small number of deferred shaders (which is practical to do by hand - these are all the same ones we already fix for lights, shadows, etc), but there are literally thousands of forward pass material shaders, so I would not recommend doing that by hand (or if you do - only adjust the materials where it will make the biggest impact).

shadertool now has support for this (only when operating on shaders extracted by unity_asset_extractor.py followed by extract_unity_shaders.py), including generating the necessary sections to add to DX9Settings.ini to copy matrices around (in Dreamfall Chapters the DX9Settings.ini is now 48,337 lines long, the vast majority of which was generated with shadertool or other unix shell scripts).

If you *only* want to adjust *deferred* reflections use --fix-unity-lighting-ps on the lighting pixel shaders, which will use a variation of the reflection fix that works with the matrices already passed into the lighting shaders for the regular Unity lighting fix. This keeps the total number of shaders that need to be adjusted down to a manageable number. shadertool currently includes two variations of the forward pass reflection fix that will work with this (passing matrices from the vertex shader to the pixel shader instead of via Helix Mod), but they are not universal and I'm tempted to scrap them (they will always be in the git history if I do).

If you want to globally fix both deferred and forward reflections, use VertexShaders/05F7E52C.txt from Dreamfall Chapters, run --fix-unity-lighting-ps-world on the lighting pixel shaders and --fix-unity-reflection on every other shader (both vertex and pixel - reflections are all in the pixel shaders, but there are some effects that are fixed in the vertex shaders - in particular some of the windows in Propast use the fix in the vertex shader to place the fake interior texture behind the glass). I might split out the reflection part of the lighting fix later (if I do, --fix-unity-lighting-ps-world and --fix-unity-reflection would need to be specified together - at the moment only one or the other should be specified). At the end of it's run, shadertool will spit out all the sections that need to be added to the DX9Settings.ini for this to work - if you are switching an existing fix that had used the old technique these need to replace all existing sections that were copying matrices as it now copies different matrices.

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

#87
Posted 12/10/2015 03:25 AM   
It looks like after last patch (4.1.1 (21 December 2015)) fix stopped to work. Could someone confirm it please ? (I tried to reinstall fix but it didn't help)
It looks like after last patch (4.1.1 (21 December 2015)) fix stopped to work. Could someone confirm it please ? (I tried to reinstall fix but it didn't help)

MSI Z97 GAMING 5
Intel Core i7 4790K
G.SKILL RipjawsX DDR3 2133MHz CL9 16GB
MSI GTX980 GAMING 4G
Windows 7

#88
Posted 01/13/2016 10:04 PM   
It's been working more recent than that. What's the specific issue? Is 3D engaging at all? If 3D is engaging are there rendering issues (and if so a 3D screenshot showing the problem might be helpful)? Are you running the latest version of the fix (and completely removed ShaderCache before updating)? Currently you should be using 3Dfix-Dreamfall Chapters-2015-12-10.zip One commenter on the blog mentioned that doing a full clean driver reinstall helped them.
It's been working more recent than that. What's the specific issue?

Is 3D engaging at all?
If 3D is engaging are there rendering issues (and if so a 3D screenshot showing the problem might be helpful)?

Are you running the latest version of the fix (and completely removed ShaderCache before updating)? Currently you should be using 3Dfix-Dreamfall Chapters-2015-12-10.zip

One commenter on the blog mentioned that doing a full clean driver reinstall helped them.

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

#89
Posted 01/13/2016 11:53 PM   
Thanks for your response DSS. I have experimented a little more and replacing d3d9.dll with 32 bit version helped. It seems that after last patch from GOG game starts in 32 bit (two weaks ago it was working with 64 bit dll)
Thanks for your response DSS. I have experimented a little more and replacing d3d9.dll with 32 bit version helped. It seems that after last patch from GOG game starts in 32 bit (two weaks ago it was working with 64 bit dll)

MSI Z97 GAMING 5
Intel Core i7 4790K
G.SKILL RipjawsX DDR3 2133MHz CL9 16GB
MSI GTX980 GAMING 4G
Windows 7

#90
Posted 01/14/2016 12:43 AM   
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