Alan Wake is so close to being fully 3d vision ready: the only issue is the transparent "shield" around the enemies.
Dirt 2 is another one that's real close, only some shadows and dust problems.
Obviously, if you fix the crosshair in Portal 2, you're a legend and you rank above Gaben.
Thank you 4everAwake, spent some time looking at that HUD shader not knowing what to do.
Noticed some glass reflections were wrong:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65783/[/img]
Finally I got the hud shader running inside my wrapper which is more than I expected.
Had some serious problem loading the wrapper into Portal 2 to begin with.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65784/[/img]
Thank you 4everAwake, spent some time looking at that HUD shader not knowing what to do.
Noticed some glass reflections were wrong:
Finally I got the hud shader running inside my wrapper which is more than I expected.
Had some serious problem loading the wrapper into Portal 2 to begin with.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
I've ported over the rest of the fix, fairly time consuming finding the right shader. I wish I could generate Helix compatible checksums. http://flugan.net/3Dfix-Portal2.zip
As far as I know this is the first DX9 fix not running on top of Helix wrapper.
I call that a milestone as the my wrapper is finally working.
Should be useful where I can't get Helix to load or I get fed up with helix skipping shaders when shader hunting.
One keypress should step one shader not two. My personal annoyance with HelixMod.
I wish to thank 4everAwake for the fix. Myself for porting the fix and finally my wrapper for working.
I've ported over the rest of the fix, fairly time consuming finding the right shader. I wish I could generate Helix compatible checksums. http://flugan.net/3Dfix-Portal2.zip
As far as I know this is the first DX9 fix not running on top of Helix wrapper.
I call that a milestone as the my wrapper is finally working.
Should be useful where I can't get Helix to load or I get fed up with helix skipping shaders when shader hunting.
One keypress should step one shader not two. My personal annoyance with HelixMod.
I wish to thank 4everAwake for the fix. Myself for porting the fix and finally my wrapper for working.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
[quote="Flugan"]I've ported over the rest of the fix, fairly time consuming finding the right shader. I wish I could generate Helix compatible checksums.[/quote]What's the difficulty matching the checksums from Helix mod? They are standard CRC32 - I already duplicate them when I extract shaders from the Unity asset files:
[url]https://github.com/DarkStarSword/3d-fixes/blob/master/extract_unity_shaders.py#L553[/url]
The only complication I know of is games that use UseAlternateCRC - If that is set Helix mod will disassemble and reassemble the shader (or some of them - I forget if it was vertex or pixels shaders) before calculating the CRC32 to strip all metadata from the shader.
The only complication I know of is games that use UseAlternateCRC - If that is set Helix mod will disassemble and reassemble the shader (or some of them - I forget if it was vertex or pixels shaders) before calculating the CRC32 to strip all metadata from the 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
Hi
Venetica is great in 3D - Disable fullscreen effects and use Titan Quest profile it fixes Water etc. now you can crank depht and convergence all the way :D
Venetica is great in 3D - Disable fullscreen effects and use Titan Quest profile it fixes Water etc. now you can crank depht and convergence all the way :D
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Hi
Venetica is great in 3D - Disable fullscreen effects and use Titan Quest profile it fixes Water etc. now you can crank depht and convergence all the way :D
Venetica is great in 3D - Disable fullscreen effects and use Titan Quest profile it fixes Water etc. now you can crank depht and convergence all the way :D
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
I'm now calculating Helix crc's inside the wrapper. After finding the right data my crc function was broken. After replacing the crc function I finally got the desired result.
The wrapper is on the right track but don't understand the ini settings and actually is running something similar to slimmed 3Dmigoto config.
I also wish Helix ini settings were easier to understand.
I'm now calculating Helix crc's inside the wrapper. After finding the right data my crc function was broken. After replacing the crc function I finally got the desired result.
The wrapper is on the right track but don't understand the ini settings and actually is running something similar to slimmed 3Dmigoto config.
I also wish Helix ini settings were easier to understand.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
My dx9 wrapper can load the fixed shaders from a HelixMod fix but don't have all the bells and wistles of Helix wrapper. It's not even 100% compatible with the initial Helix wrapper. It loads a completely different ini file as well.
As the wrapper is GPL3 due to usage of Nektra hooks no way I can pay for the hooks.
DarkStarSword I remember you desiring an open source wrapper at some point.
It needs some work but this could be it.
Just don't expect too much.
I'm happy to finally get some good progress.
My dx9 wrapper can load the fixed shaders from a HelixMod fix but don't have all the bells and wistles of Helix wrapper. It's not even 100% compatible with the initial Helix wrapper. It loads a completely different ini file as well.
As the wrapper is GPL3 due to usage of Nektra hooks no way I can pay for the hooks.
DarkStarSword I remember you desiring an open source wrapper at some point.
It needs some work but this could be it.
Just don't expect too much.
I'm happy to finally get some good progress.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Any way to hook up the Decompiler instead of ASM? I'd be [i]much [/i]more interested in a Decompiler version for DX9, as the SM3 is very good with the Decompiler, it's only the SM5 stuff that is still giving problems. I've found the HLSL with properly inserted variable names to be a big help when trying to hack shaders.
Any way to hook up the Decompiler instead of ASM? I'd be much more interested in a Decompiler version for DX9, as the SM3 is very good with the Decompiler, it's only the SM5 stuff that is still giving problems. I've found the HLSL with properly inserted variable names to be a big help when trying to hack shaders.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Not without significant changes.
The decompiler reads both binary bytecode and asm to produce a result.
DX9 binary bytecode is completely different.
I'm attaching the hud shader in portal 2 for you to look at.
With vertex shaders there appears to be only four slots s0-s3 to attach textures.
With pixelshaders there might be 16 slots.
I'm saying this if we want an ini texture.
Any idea on how to get the screensize as that is one of the basic functionalities of Helix mod.
I need to be able to pass values through constants.
Considering the resource constraints in DX9, the Helix mod way of using constants is probably the way to go - I don't think we ever found a situation where there were no free constant registers, but I regularly hit the four sampler limit in DX9 vertex shaders (so far I've got lucky in that I could fix the effect in a pixel shader instead, or vice versa).
If we did want to use a texture to pass ini parameters, I'd suggest combining it with the stereo texture since we can't avoid the need for that one (since constant registers can't differ between the eyes) - there's no real reason they have to be separate, except it would mean writing each ini param twice for both eyes.
I'd love to know exactly what the nvidia driver does - it clearly does not have to live with the four sampler limitation as it can quite clearly get the stereo parameters into vertex shaders that use all four samplers. Their docs indicate they add a footer to the vertex shaders - my best guess is that must happen after the driver has compiled the DX9 SM3 bytecode into nvidia GPU machine code, which presumably has less limitations than DX shaders (I'd guess this is the format stored in the nvidia shader cache?). Even if we can answer that it probably wouldn't help unless we can somehow use the shaders in that format directly (and reliably).
The screen size is easier to get in DX9 since they hadn't come up with DXGI yet. It's passed to the CreateDevice, CreateDeviceEx, Reset and ResetEx calls.
Considering the resource constraints in DX9, the Helix mod way of using constants is probably the way to go - I don't think we ever found a situation where there were no free constant registers, but I regularly hit the four sampler limit in DX9 vertex shaders (so far I've got lucky in that I could fix the effect in a pixel shader instead, or vice versa).
If we did want to use a texture to pass ini parameters, I'd suggest combining it with the stereo texture since we can't avoid the need for that one (since constant registers can't differ between the eyes) - there's no real reason they have to be separate, except it would mean writing each ini param twice for both eyes.
I'd love to know exactly what the nvidia driver does - it clearly does not have to live with the four sampler limitation as it can quite clearly get the stereo parameters into vertex shaders that use all four samplers. Their docs indicate they add a footer to the vertex shaders - my best guess is that must happen after the driver has compiled the DX9 SM3 bytecode into nvidia GPU machine code, which presumably has less limitations than DX shaders (I'd guess this is the format stored in the nvidia shader cache?). Even if we can answer that it probably wouldn't help unless we can somehow use the shaders in that format directly (and reliably).
The screen size is easier to get in DX9 since they hadn't come up with DXGI yet. It's passed to the CreateDevice, CreateDeviceEx, Reset and ResetEx calls.
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 for the info DarkStarSword.
What should be the purpose of another DX9 wrapper. One benefit should be taking advantage of open source. My project started as closed source projects and became GPL3 with the inclusion Nektra in-proc hooks.
I have not taken particular advantage of open source and no one has asked to see the code.
I expect things would open up if I transfer my code to GitHub. Or maybe not can't expect to know how many want to contribute and to what extent.
What should be the purpose of another DX9 wrapper. One benefit should be taking advantage of open source. My project started as closed source projects and became GPL3 with the inclusion Nektra in-proc hooks.
I have not taken particular advantage of open source and no one has asked to see the code.
I expect things would open up if I transfer my code to GitHub. Or maybe not can't expect to know how many want to contribute and to what extent.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Dirt 2 is another one that's real close, only some shadows and dust problems.
Obviously, if you fix the crosshair in Portal 2, you're a legend and you rank above Gaben.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
Noticed some glass reflections were wrong:
Finally I got the hud shader running inside my wrapper which is more than I expected.
Had some serious problem loading the wrapper into Portal 2 to begin with.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
As far as I know this is the first DX9 fix not running on top of Helix wrapper.
I call that a milestone as the my wrapper is finally working.
Should be useful where I can't get Helix to load or I get fed up with helix skipping shaders when shader hunting.
One keypress should step one shader not two. My personal annoyance with HelixMod.
I wish to thank 4everAwake for the fix. Myself for porting the fix and finally my wrapper for working.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Still bugged.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
https://github.com/DarkStarSword/3d-fixes/blob/master/extract_unity_shaders.py#L553
The only complication I know of is games that use UseAlternateCRC - If that is set Helix mod will disassemble and reassemble the shader (or some of them - I forget if it was vertex or pixels shaders) before calculating the CRC32 to strip all metadata from the 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
Venetica is great in 3D - Disable fullscreen effects and use Titan Quest profile it fixes Water etc. now you can crank depht and convergence all the way :D
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Venetica is great in 3D - Disable fullscreen effects and use Titan Quest profile it fixes Water etc. now you can crank depht and convergence all the way :D
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
The wrapper is on the right track but don't understand the ini settings and actually is running something similar to slimmed 3Dmigoto config.
I also wish Helix ini settings were easier to understand.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
As the wrapper is GPL3 due to usage of Nektra hooks no way I can pay for the hooks.
DarkStarSword I remember you desiring an open source wrapper at some point.
It needs some work but this could be it.
Just don't expect too much.
I'm happy to finally get some good progress.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
The decompiler reads both binary bytecode and asm to produce a result.
DX9 binary bytecode is completely different.
I'm attaching the hud shader in portal 2 for you to look at.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
With pixelshaders there might be 16 slots.
I'm saying this if we want an ini texture.
Any idea on how to get the screensize as that is one of the basic functionalities of Helix mod.
I need to be able to pass values through constants.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
If we did want to use a texture to pass ini parameters, I'd suggest combining it with the stereo texture since we can't avoid the need for that one (since constant registers can't differ between the eyes) - there's no real reason they have to be separate, except it would mean writing each ini param twice for both eyes.
I'd love to know exactly what the nvidia driver does - it clearly does not have to live with the four sampler limitation as it can quite clearly get the stereo parameters into vertex shaders that use all four samplers. Their docs indicate they add a footer to the vertex shaders - my best guess is that must happen after the driver has compiled the DX9 SM3 bytecode into nvidia GPU machine code, which presumably has less limitations than DX shaders (I'd guess this is the format stored in the nvidia shader cache?). Even if we can answer that it probably wouldn't help unless we can somehow use the shaders in that format directly (and reliably).
The screen size is easier to get in DX9 since they hadn't come up with DXGI yet. It's passed to the CreateDevice, CreateDeviceEx, Reset and ResetEx calls.
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
What should be the purpose of another DX9 wrapper. One benefit should be taking advantage of open source. My project started as closed source projects and became GPL3 with the inclusion Nektra in-proc hooks.
I have not taken particular advantage of open source and no one has asked to see the code.
I expect things would open up if I transfer my code to GitHub. Or maybe not can't expect to know how many want to contribute and to what extent.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com