3Dmigoto now open-source...
  78 / 143    
Woah!!! Amazing 3Dmigoto update. I wasn't expecting it. It will make updating drivers easier for me, instead of having to think "hmmm, let's see what games I play needed the custom profile". I'll update my fixes that need profiles. Dark Souls 2 SOTFS (good excuse to include the FXAA hotkey and a half-working green fog fix), Dead Rising 3 (unreleased yet) and Skyrim Special Edition, if I remember correctly. I'm downloading the newest drivers to try it. And this also means that I'll be able to make some Dolphin fixes without having to go to the Nvidia profile and changing how the emulator should handle 3D Vision every time I want to play a game that runs OK without fixes.
Woah!!! Amazing 3Dmigoto update. I wasn't expecting it. It will make updating drivers easier for me, instead of having to think "hmmm, let's see what games I play needed the custom profile".

I'll update my fixes that need profiles. Dark Souls 2 SOTFS (good excuse to include the FXAA hotkey and a half-working green fog fix), Dead Rising 3 (unreleased yet) and Skyrim Special Edition, if I remember correctly.

I'm downloading the newest drivers to try it.

And this also means that I'll be able to make some Dolphin fixes without having to go to the Nvidia profile and changing how the emulator should handle 3D Vision every time I want to play a game that runs OK without fixes.

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Posted 12/03/2016 09:12 AM   
Just tested....Amazing feature DSS!!! Now i will leave in the past all the update profile for different games every time i update driver...yes!!!! And also will be easier when we ship the fixes....some users have issues importing profiles.
Just tested....Amazing feature DSS!!!

Now i will leave in the past all the update profile for different games every time i update driver...yes!!!!
And also will be easier when we ship the fixes....some users have issues importing profiles.

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Posted 12/03/2016 10:19 AM   
Anyone having any luck getting 3dmigoto to work with Dishonored 2?
Anyone having any luck getting 3dmigoto to work with Dishonored 2?

Posted 12/03/2016 08:21 PM   
Just a heads up that there seems to be an issue installing the profiles on Windows 10 in some specific circumstances (space in the filename, game installed on a drive without short filenames) that I'm investigating, that throws the following error message: [code]RunDLL There was a problem starting C:\Users\<username>\AppData\Local\Temp\3DMxxxx.tmp The specified module could not be found.[/code] A workaround is to run the game as admin once, but hopefully I'll have a solution shortly (once I understand what is going on... it worked fine when I built the DLL with vs2015 yesterday, just not with vs2013 for the released build, and this only seems to be an issue on Windows 10...)
Just a heads up that there seems to be an issue installing the profiles on Windows 10 in some specific circumstances (space in the filename, game installed on a drive without short filenames) that I'm investigating, that throws the following error message:

RunDLL

There was a problem starting
C:\Users\<username>\AppData\Local\Temp\3DMxxxx.tmp

The specified module could not be found.


A workaround is to run the game as admin once, but hopefully I'll have a solution shortly (once I understand what is going on... it worked fine when I built the DLL with vs2015 yesterday, just not with vs2013 for the released build, and this only seems to be an issue on Windows 10...)

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Posted 12/03/2016 08:57 PM   
[s]This might be a conflict with the Oculus runtime... for some reason, rundll is looking for this: R:\Oculus\Support\oculus-runtime\c:ziprel~1bad.dll When it thinks it is looking for this: C:\ziprel~1\bad.dll ... What ... the ... fuck ... Oculus?[/s] Ok, that Oculus redirect is really weird and will probably cause all sorts of headaches for random developers other than Oculus (because we have seen this before every time a developer thinks they should hook into something system wide), but I think in this case the actual answer lies in failing to locate one of the d3dcompiler DLLs
This might be a conflict with the Oculus runtime... for some reason, rundll is looking for this:

R:\Oculus\Support\oculus-runtime\c:ziprel~1bad.dll

When it thinks it is looking for this:

C:\ziprel~1\bad.dll

... What ... the ... fuck ... Oculus?


Ok, that Oculus redirect is really weird and will probably cause all sorts of headaches for random developers other than Oculus (because we have seen this before every time a developer thinks they should hook into something system wide), but I think in this case the actual answer lies in failing to locate one of the d3dcompiler DLLs

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

Posted 12/03/2016 10:08 PM   
This issue is now fixed in 3DMigoto 1.2.50 - please use this version instead of 1.2.49 :)
This issue is now fixed in 3DMigoto 1.2.50 - please use this version instead of 1.2.49 :)

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

Posted 12/03/2016 11:13 PM   
[quote="DarkStarSword"]This issue is now fixed in 3DMigoto 1.2.50 - please use this version instead of 1.2.49 :)[/quote] Awesome! Thanks for this! I'll update my fixes to include this version;)) ^_^ Big thank you again!
DarkStarSword said:This issue is now fixed in 3DMigoto 1.2.50 - please use this version instead of 1.2.49 :)


Awesome!
Thanks for this! I'll update my fixes to include this version;)) ^_^

Big thank you again!

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Posted 12/03/2016 11:18 PM   
[quote="DarkStarSword"]This issue is now fixed in 3DMigoto 1.2.50 - please use this version instead of 1.2.49 :)[/quote] Dude, that was fast! And a huge [u][size="L"]Thank You[/size][/u] for implementing this feature.
DarkStarSword said:This issue is now fixed in 3DMigoto 1.2.50 - please use this version instead of 1.2.49 :)

Dude, that was fast!

And a huge Thank You for implementing this feature.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
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Posted 12/03/2016 11:19 PM   
[quote="DarkStarSword"]This issue is now fixed in 3DMigoto 1.2.50 - please use this version instead of 1.2.49 :)[/quote] Done! Thank you for the quick update. [quote="Wolfmeister101"]Anyone having any luck getting 3dmigoto to work with Dishonored 2?[/quote] DarkStarSword didn't mention anything about it, so I guess not. Some new things need to work in 3Dmigoto that didn't before.
DarkStarSword said:This issue is now fixed in 3DMigoto 1.2.50 - please use this version instead of 1.2.49 :)


Done! Thank you for the quick update.

Wolfmeister101 said:Anyone having any luck getting 3dmigoto to work with Dishonored 2?


DarkStarSword didn't mention anything about it, so I guess not. Some new things need to work in 3Dmigoto that didn't before.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
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Posted 12/03/2016 11:55 PM   
[quote="DarkStarSword"][b][center][color="orange"][size="XL"]3DMigoto 1.2.[s]49[/s] 50[/size] [size="M"]Update: 1.2.50 includes an important bug fix for this feature[/size][/color] [size="M"][url]https://github.com/bo3b/3Dmigoto/releases[/url][/size] [/center][/b][/quote] Wow. This is a major update! Thanks DarkStarSword! The profile feature is really neat. I makes me want to convert some of my DX9 fixes to DX11 Also big thanks to Bo3b & Flugan for their continued work on 3Dmigoto.
DarkStarSword said:
3DMigoto 1.2.49 50
Update: 1.2.50 includes an important bug fix for this feature

https://github.com/bo3b/3Dmigoto/releases


Wow. This is a major update! Thanks DarkStarSword! The profile feature is really neat. I makes me want to convert some of my DX9 fixes to DX11 Also big thanks to Bo3b & Flugan for their continued work on 3Dmigoto.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 12/04/2016 11:46 AM   
[quote="DarkStarSword"] Ok, that Oculus redirect is really weird and will probably cause all sorts of headaches for random developers other than Oculus (because we have seen this before every time a developer thinks they should hook into something system wide), but I think in this case the actual answer lies in failing to locate one of the d3dcompiler DLLs[/quote] Hello. Even with the last 1.2.5 release, I can no more load 3Dmigoto with SteamVR+OSVR (I made a no3DVIsion 3dmigoto mod to allow bightness increase and zoom features). The weird thing is that it as worked for days, and it is still working on the PC on another guy using what looks like the same config than me. I tried a lot of things (restoring an old backup without steamVR and re install all VR stuff, re install steam,...) but nothing allow me to have the 3Dmigoto being called again by DCS world when in VR mode. Even the log files are not created. And it works flawlessly when called out of VR mode (that is OSVR server not running, so steamVR launched by DCS falled in error). As it looks like you have an Oculus, maybe you may have an idea of what is going on ?
DarkStarSword said:
Ok, that Oculus redirect is really weird and will probably cause all sorts of headaches for random developers other than Oculus (because we have seen this before every time a developer thinks they should hook into something system wide), but I think in this case the actual answer lies in failing to locate one of the d3dcompiler DLLs

Hello. Even with the last 1.2.5 release, I can no more load 3Dmigoto with SteamVR+OSVR (I made a no3DVIsion 3dmigoto mod to allow bightness increase and zoom features).
The weird thing is that it as worked for days, and it is still working on the PC on another guy using what looks like the same config than me. I tried a lot of things (restoring an old backup without steamVR and re install all VR stuff, re install steam,...) but nothing allow me to have the 3Dmigoto being called again by DCS world when in VR mode. Even the log files are not created. And it works flawlessly when called out of VR mode (that is OSVR server not running, so steamVR launched by DCS falled in error). As it looks like you have an Oculus, maybe you may have an idea of what is going on ?

Posted 12/04/2016 03:06 PM   
I have a Rift and a Vive. What's a good way to test that problem - just try to load 3DMigoto with any VR game? BTW I trust you know that in version numbers 1.2.5 and 1.2.50 are very different things (1.2.50 is 45 versions higher than 1.2.5 ;-)
I have a Rift and a Vive. What's a good way to test that problem - just try to load 3DMigoto with any VR game?

BTW I trust you know that in version numbers 1.2.5 and 1.2.50 are very different things (1.2.50 is 45 versions higher than 1.2.5 ;-)

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

Posted 12/04/2016 03:18 PM   
Yes, I made my tests with the 1.2.50, not the 1.2.5. I think that the problem should occured with any game. And, as it is with steam, it should be better to test with the Vive. If it is working with a default game, maybe you can test it in DCS (DCS world only is free)? Using the 1.250 by default is enough, I could not have the green text for shaders hunting appears in DCS when in VR.
Yes, I made my tests with the 1.2.50, not the 1.2.5.
I think that the problem should occured with any game. And, as it is with steam, it should be better to test with the Vive.
If it is working with a default game, maybe you can test it in DCS (DCS world only is free)?
Using the 1.250 by default is enough, I could not have the green text for shaders hunting appears in DCS when in VR.

Posted 12/04/2016 06:10 PM   
Question. I just had to redo my KillingFloor 2 fix since one of the updates broke the previous one entirely. This time I decided to try using bytecode shader hashes, since my interpretation of the description is that it might possible future proof a fix from being broken by updates (guess my first question is whether this is a correct assumption or not?). I did a full HLSL dump (as far as I can tell) and then fixed a whole bunch of shaders using an offline approach. Got the game entirely fixed, and released the fix. Since then, tehace reported in the thread for the game that shadows were broken for him. He actually managed to hunt for and find what appears to be the correct shader. The strange thing is that the hash for the shader does not match any of the shaders that were dumped for me. Is this a potential quirk or bug of using bytecode? Is it possible for different configurations to generate different hashes for the same shaders? As far as I'm aware, we were both using the same settings: 1080P, all different levels of shadows settings, etc, so I'm at a complete loss for why I didn't have that shader hash generated at all.
Question. I just had to redo my KillingFloor 2 fix since one of the updates broke the previous one entirely. This time I decided to try using bytecode shader hashes, since my interpretation of the description is that it might possible future proof a fix from being broken by updates (guess my first question is whether this is a correct assumption or not?).

I did a full HLSL dump (as far as I can tell) and then fixed a whole bunch of shaders using an offline approach. Got the game entirely fixed, and released the fix. Since then, tehace reported in the thread for the game that shadows were broken for him. He actually managed to hunt for and find what appears to be the correct shader. The strange thing is that the hash for the shader does not match any of the shaders that were dumped for me. Is this a potential quirk or bug of using bytecode? Is it possible for different configurations to generate different hashes for the same shaders? As far as I'm aware, we were both using the same settings: 1080P, all different levels of shadows settings, etc, so I'm at a complete loss for why I didn't have that shader hash generated at all.

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Posted 12/04/2016 09:09 PM   
[quote="lefuneste"]Yes, I made my tests with the 1.2.50, not the 1.2.5. I think that the problem should occured with any game. And, as it is with steam, it should be better to test with the Vive. If it is working with a default game, maybe you can test it in DCS (DCS world only is free)? Using the 1.250 by default is enough, I could not have the green text for shaders hunting appears in DCS when in VR. [/quote] I tested a couple of games in VR. It's a more complicated launch, and the bin directory is not as clear. There also seems to be some potential incompatibilities between our hooking and hooking like Oculus is doing. A test case that worked is running GunJack (Unreal 4 engine) using SteamVR. This loads and runs without any problems, including 3Dmigoto 1.2.50. Shader hunting works, including being visible in the Rift headset. This is also with 3D Vision disabled in the control panel. So, this successful test case demonstrates with assurance that there is no fundamental reason why 3Dmigoto cannot run against VR games, even with 3D Vision disabled. I also tried DCS World, because I had it installed. It's free, 25G. I could not get DCS World to work correctly when 3Dmigoto was installed. It didn't crash, but there is some incompatibility. If 3Dmigoto is installed, that breaks their UI somehow, forcing the normal VR headset back to mouse mode. Using hooking did not help. DCS World does some weird things with the VR settings. There are launch options that seem to be completely ignored. I have the option to use Oculus or SteamVR launch, but unless the setting in-game is set to VR, they don't work. If the setting in-game is set, then launch in desktop mode no longer works. I tried 1.2.47 and that had the same behavior.
lefuneste said:Yes, I made my tests with the 1.2.50, not the 1.2.5.
I think that the problem should occured with any game. And, as it is with steam, it should be better to test with the Vive.
If it is working with a default game, maybe you can test it in DCS (DCS world only is free)?
Using the 1.250 by default is enough, I could not have the green text for shaders hunting appears in DCS when in VR.

I tested a couple of games in VR. It's a more complicated launch, and the bin directory is not as clear. There also seems to be some potential incompatibilities between our hooking and hooking like Oculus is doing.

A test case that worked is running GunJack (Unreal 4 engine) using SteamVR. This loads and runs without any problems, including 3Dmigoto 1.2.50. Shader hunting works, including being visible in the Rift headset. This is also with 3D Vision disabled in the control panel.

So, this successful test case demonstrates with assurance that there is no fundamental reason why 3Dmigoto cannot run against VR games, even with 3D Vision disabled.


I also tried DCS World, because I had it installed. It's free, 25G.

I could not get DCS World to work correctly when 3Dmigoto was installed. It didn't crash, but there is some incompatibility. If 3Dmigoto is installed, that breaks their UI somehow, forcing the normal VR headset back to mouse mode. Using hooking did not help.

DCS World does some weird things with the VR settings. There are launch options that seem to be completely ignored. I have the option to use Oculus or SteamVR launch, but unless the setting in-game is set to VR, they don't work. If the setting in-game is set, then launch in desktop mode no longer works.

I tried 1.2.47 and that had the same behavior.

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

Posted 12/04/2016 11:06 PM   
  78 / 143    
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