How to fix/disable shaders in games(DLL,guide and fixes).
133 / 167
I remember that time too :blush:
Here is the path again: C:\Steam\steamapps\common\total war shogun 2\shaderoverride\PixelShaders
I will check I am using matching Debug Release versions...
[quote="eqzitara"]I dont think its possible to error a blank shader. Maybe have to change overridemethod but I dont think that matters for disabling. If overridemethod is wrong it just disables shader.[/quote]Well, I've done both. :-> Had a dcl_positon instead, which is not a happy time for the shader. Also, when it cannot properly override, it leaves the old shader running normally, not disabled. This has lead me down countless dead-ends where a typo kills my override and appears to be having no effect.
eqzitara said:I dont think its possible to error a blank shader. Maybe have to change overridemethod but I dont think that matters for disabling. If overridemethod is wrong it just disables shader.
Well, I've done both. :-> Had a dcl_positon instead, which is not a happy time for the shader. Also, when it cannot properly override, it leaves the old shader running normally, not disabled. This has lead me down countless dead-ends where a typo kills my override and appears to be having no effect.
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
I'm not certain, but I don't think that you can have a dcl_position for a Pixel Shader. I think that is only for Vertex Shaders.
Try it with that line deleted. Pixel Shaders seem to not care as much about missing declarations.
YES!
Thanks. I removed that line and it worked!
The test map (beginner's tutorial) looks fine now! Just missing some effects but I couldn't give a monkeys!
Woot!
I have managed to remove a number of effects which have made the battle sections (land and sea) perfectly playable. If you didn't know the effects were there you wouldn't miss them.
I now need to work on the campain map section. This will require converting 2D objects into fixed depth 3D. I am sure there was a guide on how to do this but I cannot find it.
Any ideas?
Thanks :)
I have managed to remove a number of effects which have made the battle sections (land and sea) perfectly playable. If you didn't know the effects were there you wouldn't miss them.
I now need to work on the campain map section. This will require converting 2D objects into fixed depth 3D. I am sure there was a guide on how to do this but I cannot find it.
[quote="andysonofbob"]I have managed to remove a number of effects which have made the battle sections (land and sea) perfectly playable. If you didn't know the effects were there you wouldn't miss them.
I now need to work on the campain map section. This will require converting 2D objects into fixed depth 3D. I am sure there was a guide on how to do this but I cannot find it.[/quote]The problem here is that there are multiple solutions depending upon what the problem actually is.
Based on what little bit I know, I think you'd be best off to try the latest DLL and try to use the
DefSquareSurfaceMode = 1
DefDepthStencilSurfaceMode = 1
DefSurfaceCreationMode = 1
[url]https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3830508/#3830508[/url]
That fixes things that should be in 3D, but the driver heuristics are guessing wrong and leaving them 2D.
andysonofbob said:I have managed to remove a number of effects which have made the battle sections (land and sea) perfectly playable. If you didn't know the effects were there you wouldn't miss them.
I now need to work on the campain map section. This will require converting 2D objects into fixed depth 3D. I am sure there was a guide on how to do this but I cannot find it.
The problem here is that there are multiple solutions depending upon what the problem actually is.
Based on what little bit I know, I think you'd be best off to try the latest DLL and try to use the
Ah. In that case I have something from Psychonauts that should work for you. This code moves the screen depth HUD to whatever depth you want. I didn't publish this before, no one seemed to care about Psychonaut HUD.
[code]
// HUD, lower right corner
vs_3_0 // vs_2_0
def c200, -0.1, 1.0, 0.0625, -1.0
dcl_position v0
dcl_color v2
dcl_texcoord v3
dcl_position o0
dcl_color o1
dcl_texcoord o2
dcl_2d s0
mov r0, c10
mad r4, v0, r0, c11
add r4, r4, c50 // add oPos, r4, c50
// At this point r4 is the output position, correctly
// placed, but without stereo.
// Fetch the Separation (r30.x) and Convergence (r30.y)
// using Helix's trick
texldl r30, c200.z, s0
// To create stereo effects, we need to calculate:
// Xnew = Xold - Separation * (W - Convergence)
// In this case, we just want to set the depth to
// a specific point, so we don't need the (w-convergence)
// part. We'll just multiply the separation (r30.x) by
// the % screen depth desired.
// (minus sign is into screen, plus sign is out of screen)
mul r30.z, r30.x, c200.x
// Subtract that from Xold for the complete:
// Xold - Separation * (W - Convergence)
add r4.x, r4.x, -r30.z
mov o0, r4
mul o1, v2, c2 // mul oD0, v2, c2
mov o2, v3 // mov oT0, v3
// approximately 5 instruction slots used
[/code]
I indent all the code I added, and I have // comments with the original code. This is the entire shader. Change c200.x to be a percentage of in/out of screen.
Ah. In that case I have something from Psychonauts that should work for you. This code moves the screen depth HUD to whatever depth you want. I didn't publish this before, no one seemed to care about Psychonaut HUD.
// At this point r4 is the output position, correctly
// placed, but without stereo.
// Fetch the Separation (r30.x) and Convergence (r30.y)
// using Helix's trick
texldl r30, c200.z, s0
// To create stereo effects, we need to calculate:
// Xnew = Xold - Separation * (W - Convergence)
// In this case, we just want to set the depth to
// a specific point, so we don't need the (w-convergence)
// part. We'll just multiply the separation (r30.x) by
// the % screen depth desired.
// (minus sign is into screen, plus sign is out of screen)
mul r30.z, r30.x, c200.x
// Subtract that from Xold for the complete:
// Xold - Separation * (W - Convergence)
add r4.x, r4.x, -r30.z
mov o0, r4
mul o1, v2, c2 // mul oD0, v2, c2
mov o2, v3 // mov oT0, v3
// approximately 5 instruction slots used
I indent all the code I added, and I have // comments with the original code. This is the entire shader. Change c200.x to be a percentage of in/out of screen.
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
Thanks for taking the time to do that, with the great explaination. When I am not so tired I will look at it. I stupidly overwrote the original shaders though they should be too hard to find again as there aren't many vertex shaders
I am pleased with the battle phases now (both land and sea). So much so I would call it 3D Ready if it weren't for the 2D mouse. I have never been too concerned with a 2D mouse in these types of games because you are free to move them and I am just as accurate aiming between the 'two' cursers!
You do loose flaming buildings and ships but the be building do look like they are smouldering; the ships just have a heat wave effect around them now though. Flaming arrows are fine.
For the campaign map section I will release with two version:
Vanilla - you will need to toggle 3D off for the map sections
Tweaked - roads, rivers, borders and zones have been removed. This isn't as bad as it sounds. Roads and rivers you forget exist in the first place (the bridges remain as visual clues), the minimap still shows the zones and holding right mouse button previews the selected path of the unit including range!
The only issue remaining on the campaign map are the town names which are 2D. This would do my head in during battles but I don't mind them on the campaign map for some reason...
I will PM eqzitara
Thanks for taking the time to do that, with the great explaination. When I am not so tired I will look at it. I stupidly overwrote the original shaders though they should be too hard to find again as there aren't many vertex shaders
I am pleased with the battle phases now (both land and sea). So much so I would call it 3D Ready if it weren't for the 2D mouse. I have never been too concerned with a 2D mouse in these types of games because you are free to move them and I am just as accurate aiming between the 'two' cursers!
You do loose flaming buildings and ships but the be building do look like they are smouldering; the ships just have a heat wave effect around them now though. Flaming arrows are fine.
For the campaign map section I will release with two version:
Vanilla - you will need to toggle 3D off for the map sections
Tweaked - roads, rivers, borders and zones have been removed. This isn't as bad as it sounds. Roads and rivers you forget exist in the first place (the bridges remain as visual clues), the minimap still shows the zones and holding right mouse button previews the selected path of the unit including range!
The only issue remaining on the campaign map are the town names which are 2D. This would do my head in during battles but I don't mind them on the campaign map for some reason...
Hello Helix and Eqzitara,
i tried to contact you on the Helix mod Page for a few remaining issues with Skyrim.
i have made a few save files at the respective places and even tried to isolate some of the shaders.
if you would want to take a look again at this game, i could send you the files, however, i didn't know how i should send them.
edit: i have uploaded them now and you can get them if you want.
[URL=http://www.file-upload.net/download-7796672/send.rar.html]send.rar[/URL]
thank you for your help.
i tried to contact you on the Helix mod Page for a few remaining issues with Skyrim.
i have made a few save files at the respective places and even tried to isolate some of the shaders.
if you would want to take a look again at this game, i could send you the files, however, i didn't know how i should send them.
edit: i have uploaded them now and you can get them if you want. send.rar
HeliXJune 19, 2013 at 7:22 AM
Will take a look, if you can upload save game with problematic location.
Delete
It's helix's game and most popular fix. TBH, he mainly wants shadows fixed and I really dont see using the other shadow method as a big deal. He just gave the link today on the site. So he has to wait for helix's response/ if he gives one. TBH, skyrim has VERY few issues. He may even redo it one day. Who knows.
Will take a look, if you can upload save game with problematic location.
Delete
It's helix's game and most popular fix. TBH, he mainly wants shadows fixed and I really dont see using the other shadow method as a big deal. He just gave the link today on the site. So he has to wait for helix's response/ if he gives one. TBH, skyrim has VERY few issues. He may even redo it one day. Who knows.
Thanks to anyone that can help me, I have very limited computer skills and I've done my best with this as per the guide from HELIX.
This is a debug dump of the 2D features in EVE Online that I would like some help with fixing, for me this is a huge deal breaker as the game when the 3D parts work looks better than anything I've seen. Heck I'll even pay to have this fixed!
In think I did this right! Debug files: https://dl.dropboxusercontent.com/u/9850795/Game%20Screenshots/Eve%20Online/Dumps.zip
3D Screenshots: http://photos.3dvisionlive.com/Milamber/
If anyone can fix it would be fantastic, the game is DX9.
Thanks to anyone that can help me, I have very limited computer skills and I've done my best with this as per the guide from HELIX.
This is a debug dump of the 2D features in EVE Online that I would like some help with fixing, for me this is a huge deal breaker as the game when the 3D parts work looks better than anything I've seen. Heck I'll even pay to have this fixed!
Here is the path again: C:\Steam\steamapps\common\total war shogun 2\shaderoverride\PixelShaders
I will check I am using matching Debug Release versions...
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
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
I have replaced the text with:
ps_3_0
dcl_position v0
That's right isn't it? I copied it from the guide.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
Try it with that line deleted. Pixel Shaders seem to not care as much about missing declarations.
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
Thanks. I removed that line and it worked!
The test map (beginner's tutorial) looks fine now! Just missing some effects but I couldn't give a monkeys!
Woot!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I now need to work on the campain map section. This will require converting 2D objects into fixed depth 3D. I am sure there was a guide on how to do this but I cannot find it.
Any ideas?
Thanks :)
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
Based on what little bit I know, I think you'd be best off to try the latest DLL and try to use the
DefSquareSurfaceMode = 1
DefDepthStencilSurfaceMode = 1
DefSurfaceCreationMode = 1
https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3830508/#3830508
That fixes things that should be in 3D, but the driver heuristics are guessing wrong and leaving them 2D.
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
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I indent all the code I added, and I have // comments with the original code. This is the entire shader. Change c200.x to be a percentage of in/out of screen.
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
I am pleased with the battle phases now (both land and sea). So much so I would call it 3D Ready if it weren't for the 2D mouse. I have never been too concerned with a 2D mouse in these types of games because you are free to move them and I am just as accurate aiming between the 'two' cursers!
You do loose flaming buildings and ships but the be building do look like they are smouldering; the ships just have a heat wave effect around them now though. Flaming arrows are fine.
For the campaign map section I will release with two version:
Vanilla - you will need to toggle 3D off for the map sections
Tweaked - roads, rivers, borders and zones have been removed. This isn't as bad as it sounds. Roads and rivers you forget exist in the first place (the bridges remain as visual clues), the minimap still shows the zones and holding right mouse button previews the selected path of the unit including range!
The only issue remaining on the campaign map are the town names which are 2D. This would do my head in during battles but I don't mind them on the campaign map for some reason...
I will PM eqzitara
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
i tried to contact you on the Helix mod Page for a few remaining issues with Skyrim.
i have made a few save files at the respective places and even tried to isolate some of the shaders.
if you would want to take a look again at this game, i could send you the files, however, i didn't know how i should send them.
edit: i have uploaded them now and you can get them if you want.
send.rar
thank you for your help.
@Eqzitara - if you are keen, please go for it.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Will take a look, if you can upload save game with problematic location.
Delete
It's helix's game and most popular fix. TBH, he mainly wants shadows fixed and I really dont see using the other shadow method as a big deal. He just gave the link today on the site. So he has to wait for helix's response/ if he gives one. TBH, skyrim has VERY few issues. He may even redo it one day. Who knows.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
This is a debug dump of the 2D features in EVE Online that I would like some help with fixing, for me this is a huge deal breaker as the game when the 3D parts work looks better than anything I've seen. Heck I'll even pay to have this fixed!
In think I did this right! Debug files: https://dl.dropboxusercontent.com/u/9850795/Game%20Screenshots/Eve%20Online/Dumps.zip
3D Screenshots: http://photos.3dvisionlive.com/Milamber/
If anyone can fix it would be fantastic, the game is DX9.
My 3D Vision Gallery
Helix 3D Fixes
Win 7 x64
i7 4960X Extreme Edition
MSI Big Bang XPower II
2x EVGA Titan Z
Silverstone Evo 1200w