Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky /smile2.gif' class='bbc_emoticon' alt=':))' />.
So I've decided to make my own fix which should replace some game shaders and fix most annoying issues (by my opinion).
I did it for myself , but see that many people also suffer from game issues in 3D mode.
And I decide to share it with everyone :)
Now about the fix.
What does this fix do ?
Basically it's a wrapper under original d3d9.dll which wraps some DirectX interfaces.
It hooks shaders creation and replace some of them to fixed/changes shaders from "ShadersOverride" folder.
It does replace only once when creating shaders(game loading), so it shouldn't cause crashes(but can do!) or FPS penalty during gameplay.
What exactly does it fix:
- SkyBox moved to far plane
- Sun/Moon moved to far plane
- 3D Fog/Dust
- removes shadow blobs under NPC and main character(it's hard to fix them correctly, because pixel shader doesn't have some necessary information for correct calculation. So it's disabled for now)
- doesn't fix shadows in cut scenes, Just reduce them in some cut scenes. This can also cause other shadows issues in cut scenes.
if you don't want to use it just rename or remove "CutSceneShadowsFix" folder in "ShadersOverride" folder.
- moves HUD deeper in plane, useful for large convergence value. There are 3 variants of the fix: 1. HI_DEPTH_HUD - used by default; 2. LOW_DEPTH_HUD - lower deep value; 3. ORIGINAL_2D_HUD - original 2D HUD.
for example if you want to use original 2D hud just copy all files from ORIGINAL_2D_HUD to ShadersOverride folder with replace. for 3D hud copy and replace files from HI_DEPTH_HUD of LOW_DEPTH_HUD folders.
You can find comparsion screenshots here :
- [url="http://photos.3dvisionlive.com/HeliX666/album/4f1c0a06378501385b000037/ "]original screenshots without fix[/url]
- [url="http://photos.3dvisionlive.com/HeliX666/album/4f1c0d81378501e51400000b/"]screenshots with fixed shaders[/url]
Same convergence/depth values used in both cases.
You should put d3d9.dll and "ShadersOverride" folder in the game dir.
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky /smile2.gif' class='bbc_emoticon' alt=':))' />.
So I've decided to make my own fix which should replace some game shaders and fix most annoying issues (by my opinion).
I did it for myself , but see that many people also suffer from game issues in 3D mode.
And I decide to share it with everyone :)
Now about the fix.
What does this fix do ?
Basically it's a wrapper under original d3d9.dll which wraps some DirectX interfaces.
It hooks shaders creation and replace some of them to fixed/changes shaders from "ShadersOverride" folder.
It does replace only once when creating shaders(game loading), so it shouldn't cause crashes(but can do!) or FPS penalty during gameplay.
What exactly does it fix:
- SkyBox moved to far plane
- Sun/Moon moved to far plane
- 3D Fog/Dust
- removes shadow blobs under NPC and main character(it's hard to fix them correctly, because pixel shader doesn't have some necessary information for correct calculation. So it's disabled for now)
- doesn't fix shadows in cut scenes, Just reduce them in some cut scenes. This can also cause other shadows issues in cut scenes.
if you don't want to use it just rename or remove "CutSceneShadowsFix" folder in "ShadersOverride" folder.
- moves HUD deeper in plane, useful for large convergence value. There are 3 variants of the fix: 1. HI_DEPTH_HUD - used by default; 2. LOW_DEPTH_HUD - lower deep value; 3. ORIGINAL_2D_HUD - original 2D HUD.
for example if you want to use original 2D hud just copy all files from ORIGINAL_2D_HUD to ShadersOverride folder with replace. for 3D hud copy and replace files from HI_DEPTH_HUD of LOW_DEPTH_HUD folders.
You can find comparsion screenshots here :
- [url="http://photos.3dvisionlive.com/HeliX666/album/4f1c0a06378501385b000037/ "]original screenshots without fix[/url]
This was a pleasant surprize!
I'm using the iz3d-driver but it's in general plagued by the same issues as 3dv. I'm going to try your fix today and see if the hooking method of iz3d works with your d3d9.dll hook.
Thank you!
I'm using the iz3d-driver but it's in general plagued by the same issues as 3dv. I'm going to try your fix today and see if the hooking method of iz3d works with your d3d9.dll hook.
[quote name='-=HeliX=-' date='23 January 2012 - 06:02 AM' timestamp='1327316532' post='1359426']
Hi everyone,
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky /smile2.gif' class='bbc_emoticon' alt=':))' />.
So I've decided[/quote]
Wow, absolutely brilliant!!! /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
I don't have the game but checked your 3D Vision Live album and the game looks perfect! Does Revelations natively render the enemy icons and HUD elements in 3D (I know the previous AC games do not) or did you alter those draw calls as well?
Amazing work, I'll have to buy this game now and try it out. Your implementation looks very similar to what Boris did with Skyrim. I couldn't help but notice all the shader gurus are Russian, great work! /clap.gif' class='bbc_emoticon' alt=':clap:' />
Is there any possibility you can port these fixes to the previous Assassin's Creed titles? If so, these games would vault to the top of my list as my favorite examples of 3D Vision. Hopefully the performance penalty is not too much, as the AC games still maintain 60FPS for me but at times can dip below that. Really excited to try this out though, thanks again!
Edit: Just checked your (without fix) pics and noticed the enemy icons and HUD are 2D, which makes your fixes even more impressive. Now we just need to forward these results to Nvidia and Devs to show them what 3D Vision can/should look like.
[quote name='-=HeliX=-' date='23 January 2012 - 06:02 AM' timestamp='1327316532' post='1359426']
Hi everyone,
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky /smile2.gif' class='bbc_emoticon' alt=':))' />.
I don't have the game but checked your 3D Vision Live album and the game looks perfect! Does Revelations natively render the enemy icons and HUD elements in 3D (I know the previous AC games do not) or did you alter those draw calls as well?
Amazing work, I'll have to buy this game now and try it out. Your implementation looks very similar to what Boris did with Skyrim. I couldn't help but notice all the shader gurus are Russian, great work! /clap.gif' class='bbc_emoticon' alt=':clap:' />
Is there any possibility you can port these fixes to the previous Assassin's Creed titles? If so, these games would vault to the top of my list as my favorite examples of 3D Vision. Hopefully the performance penalty is not too much, as the AC games still maintain 60FPS for me but at times can dip below that. Really excited to try this out though, thanks again!
Edit: Just checked your (without fix) pics and noticed the enemy icons and HUD are 2D, which makes your fixes even more impressive. Now we just need to forward these results to Nvidia and Devs to show them what 3D Vision can/should look like.
[quote name='Likay' date='23 January 2012 - 09:17 PM' timestamp='1327342637' post='1359590']
This was a pleasant surprize!
I'm using the iz3d-driver but it's in general plagued by the same issues as 3dv. I'm going to try your fix today and see if the hooking method of iz3d works with your d3d9.dll hook.
Thank you!
[/quote]
It'll not work with iz3d-driver :(
I've used nvapi for retrieving convergence and separation of the scene.
Also I've used nvidia stereo texture to pass correct values to shader (different for left and right eye).
I'll be not hard to make the same thing for iz3d-driver , but only if they have something similar winch give me ability to pass values to left and right eye separately.
[b]chiz[/b], icons moved with HUD. They're still at incorrect depth, but at least not so close to eyes.
I think it'll be possible to make same fix for previous titles(except first, i don't have it now - lost my dvd with the game), because engine almost doesn't have changes starts from AC2.
[quote name='Likay' date='23 January 2012 - 09:17 PM' timestamp='1327342637' post='1359590']
This was a pleasant surprize!
I'm using the iz3d-driver but it's in general plagued by the same issues as 3dv. I'm going to try your fix today and see if the hooking method of iz3d works with your d3d9.dll hook.
Thank you!
It'll not work with iz3d-driver :(
I've used nvapi for retrieving convergence and separation of the scene.
Also I've used nvidia stereo texture to pass correct values to shader (different for left and right eye).
I'll be not hard to make the same thing for iz3d-driver , but only if they have something similar winch give me ability to pass values to left and right eye separately.
chiz, icons moved with HUD. They're still at incorrect depth, but at least not so close to eyes.
I think it'll be possible to make same fix for previous titles(except first, i don't have it now - lost my dvd with the game), because engine almost doesn't have changes starts from AC2.
Naw crap. So correct and it crashes for me when the driver is activated. /sad.gif' class='bbc_emoticon' alt=':sad:' />
Amazing effort of you anyway. /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
[quote name='Likay' date='23 January 2012 - 11:01 PM' timestamp='1327348876' post='1359633']
Naw crap. So correct and it crashes for me when the driver is activated. /sad.gif' class='bbc_emoticon' alt=':sad:' /> Amazing effort of you anyway. /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
[/quote]
I tried to run empty wrapper(without any additional code, just original calls) , but iz3d-driver still crashes.
So i guess they also have problems when game using fake dll.
[quote name='Moggle69' date='24 January 2012 - 11:20 AM' timestamp='1327393256' post='1359844']
I downloaded the fix, but I can't find the dir. location to put the files in. Any ideas....?I have the steam version of the game.
[/quote]
I also have Steam version.
You should put these files in \Steam\steamapps\common\assassin's creed revelations (where "Steam" is Steam folder by default located in program files)
[quote name='Likay' date='23 January 2012 - 11:01 PM' timestamp='1327348876' post='1359633']
Naw crap. So correct and it crashes for me when the driver is activated. /sad.gif' class='bbc_emoticon' alt=':sad:' /> Amazing effort of you anyway. /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
I tried to run empty wrapper(without any additional code, just original calls) , but iz3d-driver still crashes.
So i guess they also have problems when game using fake dll.
[quote name='Moggle69' date='24 January 2012 - 11:20 AM' timestamp='1327393256' post='1359844']
I downloaded the fix, but I can't find the dir. location to put the files in. Any ideas....?I have the steam version of the game.
I also have Steam version.
You should put these files in \Steam\steamapps\common\assassin's creed revelations (where "Steam" is Steam folder by default located in program files)
[quote name='SamLombardo' date='24 January 2012 - 01:26 PM' timestamp='1327400813' post='1359882']
Thats amazing news! Is the fix also working with Brotherhood? Has anyone tried yet?
Tanks, Sam
[/quote]
I doubt it.
Because it compare shaders by CRC32.
But it's not hard to make it work with Brotherhood, I'll try it later.
[quote name='-=HeliX=-' date='24 January 2012 - 11:44 AM' timestamp='1327401876' post='1359886']
I doubt it.
Because it compare shaders by CRC32.
But it's not hard to make it work with Brotherhood, I'll try it later.
[/quote]
Thanks so much! If it is not to much trouble for you. I would be really happy about it.
@-=HeliX=-: A little offtopic and more an unrelated question: Do you by chance know about any software that hooks dx9 and calculates shadercrc's? The iz3d-driver has a number of options to fix/manipulate shaders but only if their checksum is known. Iz3d themselves hasn't been willing to share such a software for copyright reasons but to be honest i don't understand the copyright vs crc shaderchecksums story (shaderprograms being copyrighted, yes i understand though).
I recall that iz3d at some point made their driver more 3'rd party software friendly but i need to scour through the configurationfiles if those entries still exists (don't remember their name exactly).
@-=HeliX=-: A little offtopic and more an unrelated question: Do you by chance know about any software that hooks dx9 and calculates shadercrc's? The iz3d-driver has a number of options to fix/manipulate shaders but only if their checksum is known. Iz3d themselves hasn't been willing to share such a software for copyright reasons but to be honest i don't understand the copyright vs crc shaderchecksums story (shaderprograms being copyrighted, yes i understand though).
I recall that iz3d at some point made their driver more 3'rd party software friendly but i need to scour through the configurationfiles if those entries still exists (don't remember their name exactly).
@[b]Likay[/b]: I do it in my dll when D3D calling CreatePixel(Vertex)Shader method. My code calculates crc32 for each shader also I can enumerate, disable and save disassembled shader into file.
But as I said my dll won't work when iz3d-driver is active, or it's better to say that it won't work properly from 5 tries only one was successful.
If you want I can share this version of dll, i just need to clean off nvapi code.
@Likay: I do it in my dll when D3D calling CreatePixel(Vertex)Shader method. My code calculates crc32 for each shader also I can enumerate, disable and save disassembled shader into file.
But as I said my dll won't work when iz3d-driver is active, or it's better to say that it won't work properly from 5 tries only one was successful.
If you want I can share this version of dll, i just need to clean off nvapi code.
[quote name='-=HeliX=-' date='23 January 2012 - 02:26 PM' timestamp='1327346788' post='1359624']
[b]chiz[/b], icons moved with HUD. They're still at incorrect depth, but at least not so close to eyes.
I think it'll be possible to make same fix for previous titles(except first, i don't have it now - lost my dvd with the game), because engine almost doesn't have changes starts from AC2.
[/quote]
Yes thanks for the reply, I did look at that first screen more closely and saw the icons for the courtesans were still incorrect but looked OK at first glance because they are closer in the scene. But still as you said, much better than original because they are not so close to our eyes. It would be very much appreciated if you were able to port these fixes to AC2/Brotherhood. Is this fix compatible with the Uplay versions of the game? I know some of the earlier texmods had issues with the Uplay version.
But these fixes are certainly apropos in this thread as a Revelation. /clap.gif' class='bbc_emoticon' alt=':clap:' />
How difficult do you think it would be to apply these fixes to other games with your dll? You could literally fix so many games by just pushing the 2D HUD elements back a bit and rendering them in 3D at a fixed depth, as you've done in Revelations (top down RTS games especially). If it can be applied to other games without changing your code, is there any way you could share your tools and procedure so that others could help produce fixes for other games? It sounds like you've mastered Nvidia's stereo texture fixes for 3D, I believe others have tried but given up in frustration.
Again, amazing work and looking forward to more updates!
[quote name='-=HeliX=-' date='23 January 2012 - 02:26 PM' timestamp='1327346788' post='1359624']
chiz, icons moved with HUD. They're still at incorrect depth, but at least not so close to eyes.
I think it'll be possible to make same fix for previous titles(except first, i don't have it now - lost my dvd with the game), because engine almost doesn't have changes starts from AC2.
Yes thanks for the reply, I did look at that first screen more closely and saw the icons for the courtesans were still incorrect but looked OK at first glance because they are closer in the scene. But still as you said, much better than original because they are not so close to our eyes. It would be very much appreciated if you were able to port these fixes to AC2/Brotherhood. Is this fix compatible with the Uplay versions of the game? I know some of the earlier texmods had issues with the Uplay version.
But these fixes are certainly apropos in this thread as a Revelation. /clap.gif' class='bbc_emoticon' alt=':clap:' />
How difficult do you think it would be to apply these fixes to other games with your dll? You could literally fix so many games by just pushing the 2D HUD elements back a bit and rendering them in 3D at a fixed depth, as you've done in Revelations (top down RTS games especially). If it can be applied to other games without changing your code, is there any way you could share your tools and procedure so that others could help produce fixes for other games? It sounds like you've mastered Nvidia's stereo texture fixes for 3D, I believe others have tried but given up in frustration.
Again, amazing work and looking forward to more updates!
[quote name='-=HeliX=-' date='24 January 2012 - 06:23 PM' timestamp='1327425783' post='1359994']
@[b]Likay[/b]: I do it in my dll when D3D calling CreatePixel(Vertex)Shader method. My code calculates crc32 for each shader also I can enumerate, disable and save disassembled shader into file.
But as I said my dll won't work when iz3d-driver is active, or it's better to say that it won't work properly from 5 tries only one was successful.
If you want I can share this version of dll, i just need to clean off nvapi code.
[/quote]If you want and there isn't too much trouble i'm very interested! It isn't so important that the soft doesn't work when the iz3d-driver is active (maybe i can find the parameter for 3'rd party tools if newer drivers supports it) since such an app makes identifying possible without the driver. So identifying them and getting their crc-checksum will enable manipulation through the iz3d-driver config and baseprofile. I think more than i are interested in such an app so if you want to you're very welcome to crosspost the eventual shader id'fier at iz3d-forums too.
As Chiz also express desire for: Such an application could also help nvidiausers identifying shaders and apply their own fixes through your application. You "just" need to figure out a user interface for identifying and apply fixes. I don't know if such implementation will make the computer slow but it doesn't really matter. Once shaders are id'd and fixes applied they would be loaded through your modifyer and as you say won't impact on speed. I'm kinda brainstorming here because i don't really know exactly how these things work. Anyway i think such an application would create a storm of "3d-modders".
[quote name='-=HeliX=-' date='24 January 2012 - 06:23 PM' timestamp='1327425783' post='1359994']
@Likay: I do it in my dll when D3D calling CreatePixel(Vertex)Shader method. My code calculates crc32 for each shader also I can enumerate, disable and save disassembled shader into file.
But as I said my dll won't work when iz3d-driver is active, or it's better to say that it won't work properly from 5 tries only one was successful.
If you want I can share this version of dll, i just need to clean off nvapi code.
If you want and there isn't too much trouble i'm very interested! It isn't so important that the soft doesn't work when the iz3d-driver is active (maybe i can find the parameter for 3'rd party tools if newer drivers supports it) since such an app makes identifying possible without the driver. So identifying them and getting their crc-checksum will enable manipulation through the iz3d-driver config and baseprofile. I think more than i are interested in such an app so if you want to you're very welcome to crosspost the eventual shader id'fier at iz3d-forums too.
As Chiz also express desire for: Such an application could also help nvidiausers identifying shaders and apply their own fixes through your application. You "just" need to figure out a user interface for identifying and apply fixes. I don't know if such implementation will make the computer slow but it doesn't really matter. Once shaders are id'd and fixes applied they would be loaded through your modifyer and as you say won't impact on speed. I'm kinda brainstorming here because i don't really know exactly how these things work. Anyway i think such an application would create a storm of "3d-modders".
[quote name='-=HeliX=-' date='23 January 2012 - 04:02 AM' timestamp='1327316532' post='1359426']
Hi everyone,
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky /smile2.gif' class='bbc_emoticon' alt=':))' />.
So I've decided to make my own fix which should replace some game shaders and fix most annoying issues (by my opinion).
[/quote]
This game was put in the dog house, penalty box etc...
Just tried out this fix and WOW.... this game looks really really good! Thank you for this fix! You are THE MAN!!!
[quote name='-=HeliX=-' date='23 January 2012 - 04:02 AM' timestamp='1327316532' post='1359426']
Hi everyone,
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky /smile2.gif' class='bbc_emoticon' alt=':))' />.
So I've decided to make my own fix which should replace some game shaders and fix most annoying issues (by my opinion).
This game was put in the dog house, penalty box etc...
Just tried out this fix and WOW.... this game looks really really good! Thank you for this fix! You are THE MAN!!!
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky
So I've decided to make my own fix which should replace some game shaders and fix most annoying issues (by my opinion).
I did it for myself , but see that many people also suffer from game issues in 3D mode.
And I decide to share it with everyone :)
Now about the fix.
What does this fix do ?
Basically it's a wrapper under original d3d9.dll which wraps some DirectX interfaces.
It hooks shaders creation and replace some of them to fixed/changes shaders from "ShadersOverride" folder.
It does replace only once when creating shaders(game loading), so it shouldn't cause crashes(but can do!) or FPS penalty during gameplay.
What exactly does it fix:
- SkyBox moved to far plane
- Sun/Moon moved to far plane
- 3D Fog/Dust
- removes shadow blobs under NPC and main character(it's hard to fix them correctly, because pixel shader doesn't have some necessary information for correct calculation. So it's disabled for now)
- doesn't fix shadows in cut scenes, Just reduce them in some cut scenes. This can also cause other shadows issues in cut scenes.
if you don't want to use it just rename or remove "CutSceneShadowsFix" folder in "ShadersOverride" folder.
- moves HUD deeper in plane, useful for large convergence value. There are 3 variants of the fix: 1. HI_DEPTH_HUD - used by default; 2. LOW_DEPTH_HUD - lower deep value; 3. ORIGINAL_2D_HUD - original 2D HUD.
for example if you want to use original 2D hud just copy all files from ORIGINAL_2D_HUD to ShadersOverride folder with replace. for 3D hud copy and replace files from HI_DEPTH_HUD of LOW_DEPTH_HUD folders.
You can find comparsion screenshots here :
- [url="http://photos.3dvisionlive.com/HeliX666/album/4f1c0a06378501385b000037/ "]original screenshots without fix[/url]
- [url="http://photos.3dvisionlive.com/HeliX666/album/4f1c0d81378501e51400000b/"]screenshots with fixed shaders[/url]
Same convergence/depth values used in both cases.
You should put d3d9.dll and "ShadersOverride" folder in the game dir.
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky
So I've decided to make my own fix which should replace some game shaders and fix most annoying issues (by my opinion).
I did it for myself , but see that many people also suffer from game issues in 3D mode.
And I decide to share it with everyone :)
Now about the fix.
What does this fix do ?
Basically it's a wrapper under original d3d9.dll which wraps some DirectX interfaces.
It hooks shaders creation and replace some of them to fixed/changes shaders from "ShadersOverride" folder.
It does replace only once when creating shaders(game loading), so it shouldn't cause crashes(but can do!) or FPS penalty during gameplay.
What exactly does it fix:
- SkyBox moved to far plane
- Sun/Moon moved to far plane
- 3D Fog/Dust
- removes shadow blobs under NPC and main character(it's hard to fix them correctly, because pixel shader doesn't have some necessary information for correct calculation. So it's disabled for now)
- doesn't fix shadows in cut scenes, Just reduce them in some cut scenes. This can also cause other shadows issues in cut scenes.
if you don't want to use it just rename or remove "CutSceneShadowsFix" folder in "ShadersOverride" folder.
- moves HUD deeper in plane, useful for large convergence value. There are 3 variants of the fix: 1. HI_DEPTH_HUD - used by default; 2. LOW_DEPTH_HUD - lower deep value; 3. ORIGINAL_2D_HUD - original 2D HUD.
for example if you want to use original 2D hud just copy all files from ORIGINAL_2D_HUD to ShadersOverride folder with replace. for 3D hud copy and replace files from HI_DEPTH_HUD of LOW_DEPTH_HUD folders.
You can find comparsion screenshots here :
- [url="http://photos.3dvisionlive.com/HeliX666/album/4f1c0a06378501385b000037/ "]original screenshots without fix[/url]
- screenshots with fixed shaders
Same convergence/depth values used in both cases.
You should put d3d9.dll and "ShadersOverride" folder in the game dir.
I'm using the iz3d-driver but it's in general plagued by the same issues as 3dv. I'm going to try your fix today and see if the hooking method of iz3d works with your d3d9.dll hook.
Thank you!
I'm using the iz3d-driver but it's in general plagued by the same issues as 3dv. I'm going to try your fix today and see if the hooking method of iz3d works with your d3d9.dll hook.
Thank you!
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
Hi everyone,
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky
So I've decided[/quote]
Wow, absolutely brilliant!!!
I don't have the game but checked your 3D Vision Live album and the game looks perfect! Does Revelations natively render the enemy icons and HUD elements in 3D (I know the previous AC games do not) or did you alter those draw calls as well?
Amazing work, I'll have to buy this game now and try it out. Your implementation looks very similar to what Boris did with Skyrim. I couldn't help but notice all the shader gurus are Russian, great work!
Is there any possibility you can port these fixes to the previous Assassin's Creed titles? If so, these games would vault to the top of my list as my favorite examples of 3D Vision. Hopefully the performance penalty is not too much, as the AC games still maintain 60FPS for me but at times can dip below that. Really excited to try this out though, thanks again!
Edit: Just checked your (without fix) pics and noticed the enemy icons and HUD are 2D, which makes your fixes even more impressive. Now we just need to forward these results to Nvidia and Devs to show them what 3D Vision can/should look like.
Hi everyone,
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky
So I've decided
Wow, absolutely brilliant!!!
I don't have the game but checked your 3D Vision Live album and the game looks perfect! Does Revelations natively render the enemy icons and HUD elements in 3D (I know the previous AC games do not) or did you alter those draw calls as well?
Amazing work, I'll have to buy this game now and try it out. Your implementation looks very similar to what Boris did with Skyrim. I couldn't help but notice all the shader gurus are Russian, great work!
Is there any possibility you can port these fixes to the previous Assassin's Creed titles? If so, these games would vault to the top of my list as my favorite examples of 3D Vision. Hopefully the performance penalty is not too much, as the AC games still maintain 60FPS for me but at times can dip below that. Really excited to try this out though, thanks again!
Edit: Just checked your (without fix) pics and noticed the enemy icons and HUD are 2D, which makes your fixes even more impressive. Now we just need to forward these results to Nvidia and Devs to show them what 3D Vision can/should look like.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
This was a pleasant surprize!
I'm using the iz3d-driver but it's in general plagued by the same issues as 3dv. I'm going to try your fix today and see if the hooking method of iz3d works with your d3d9.dll hook.
Thank you!
[/quote]
It'll not work with iz3d-driver :(
I've used nvapi for retrieving convergence and separation of the scene.
Also I've used nvidia stereo texture to pass correct values to shader (different for left and right eye).
I'll be not hard to make the same thing for iz3d-driver , but only if they have something similar winch give me ability to pass values to left and right eye separately.
[b]chiz[/b], icons moved with HUD. They're still at incorrect depth, but at least not so close to eyes.
I think it'll be possible to make same fix for previous titles(except first, i don't have it now - lost my dvd with the game), because engine almost doesn't have changes starts from AC2.
This was a pleasant surprize!
I'm using the iz3d-driver but it's in general plagued by the same issues as 3dv. I'm going to try your fix today and see if the hooking method of iz3d works with your d3d9.dll hook.
Thank you!
It'll not work with iz3d-driver :(
I've used nvapi for retrieving convergence and separation of the scene.
Also I've used nvidia stereo texture to pass correct values to shader (different for left and right eye).
I'll be not hard to make the same thing for iz3d-driver , but only if they have something similar winch give me ability to pass values to left and right eye separately.
chiz, icons moved with HUD. They're still at incorrect depth, but at least not so close to eyes.
I think it'll be possible to make same fix for previous titles(except first, i don't have it now - lost my dvd with the game), because engine almost doesn't have changes starts from AC2.
Amazing effort of you anyway.
Amazing effort of you anyway.
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
I have the steam version of the game.
I have the steam version of the game.
CASE: Alienwareâ„¢ Area-51 ALX
CPU: Intel® Core™ i7-980X 3.33GHz Six-Core 12MB
GPU: Dual 1.5GB NVIDIA Geforce GTX 480 SLI
RAM: 12GB Triple Channel 1333Mhz DDR3
MB: Alienware™ Approved Intel® X58 ATX Motherboard
PSU: Alienwareâ„¢ 1200 Watt Multi-GPU Approved Power Supply
HDD: Samsung 512GB RAID 0 (2x 256GB SSD)
SOUND: Creative Sound Blaster X-Fi Xtreme
DISPLAY: 4x Alienware OptXâ„¢ AW2310 23" 3D Full HD Widescreen
3D: NVIDIA® 3D Vision Surround™
Naw crap. So correct and it crashes for me when the driver is activated.
[/quote]
I tried to run empty wrapper(without any additional code, just original calls) , but iz3d-driver still crashes.
So i guess they also have problems when game using fake dll.
[quote name='Moggle69' date='24 January 2012 - 11:20 AM' timestamp='1327393256' post='1359844']
I downloaded the fix, but I can't find the dir. location to put the files in. Any ideas....?I have the steam version of the game.
[/quote]
I also have Steam version.
You should put these files in \Steam\steamapps\common\assassin's creed revelations (where "Steam" is Steam folder by default located in program files)
Naw crap. So correct and it crashes for me when the driver is activated.
I tried to run empty wrapper(without any additional code, just original calls) , but iz3d-driver still crashes.
So i guess they also have problems when game using fake dll.
[quote name='Moggle69' date='24 January 2012 - 11:20 AM' timestamp='1327393256' post='1359844']
I downloaded the fix, but I can't find the dir. location to put the files in. Any ideas....?I have the steam version of the game.
I also have Steam version.
You should put these files in \Steam\steamapps\common\assassin's creed revelations (where "Steam" is Steam folder by default located in program files)
Tanks, Sam
Tanks, Sam
Thats amazing news! Is the fix also working with Brotherhood? Has anyone tried yet?
Tanks, Sam
[/quote]
I doubt it.
Because it compare shaders by CRC32.
But it's not hard to make it work with Brotherhood, I'll try it later.
Thats amazing news! Is the fix also working with Brotherhood? Has anyone tried yet?
Tanks, Sam
I doubt it.
Because it compare shaders by CRC32.
But it's not hard to make it work with Brotherhood, I'll try it later.
I doubt it.
Because it compare shaders by CRC32.
But it's not hard to make it work with Brotherhood, I'll try it later.
[/quote]
Thanks so much! If it is not to much trouble for you. I would be really happy about it.
Bye Sam
I doubt it.
Because it compare shaders by CRC32.
But it's not hard to make it work with Brotherhood, I'll try it later.
Thanks so much! If it is not to much trouble for you. I would be really happy about it.
Bye Sam
I recall that iz3d at some point made their driver more 3'rd party software friendly but i need to scour through the configurationfiles if those entries still exists (don't remember their name exactly).
I recall that iz3d at some point made their driver more 3'rd party software friendly but i need to scour through the configurationfiles if those entries still exists (don't remember their name exactly).
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
But as I said my dll won't work when iz3d-driver is active, or it's better to say that it won't work properly from 5 tries only one was successful.
If you want I can share this version of dll, i just need to clean off nvapi code.
But as I said my dll won't work when iz3d-driver is active, or it's better to say that it won't work properly from 5 tries only one was successful.
If you want I can share this version of dll, i just need to clean off nvapi code.
[b]chiz[/b], icons moved with HUD. They're still at incorrect depth, but at least not so close to eyes.
I think it'll be possible to make same fix for previous titles(except first, i don't have it now - lost my dvd with the game), because engine almost doesn't have changes starts from AC2.
[/quote]
Yes thanks for the reply, I did look at that first screen more closely and saw the icons for the courtesans were still incorrect but looked OK at first glance because they are closer in the scene. But still as you said, much better than original because they are not so close to our eyes. It would be very much appreciated if you were able to port these fixes to AC2/Brotherhood. Is this fix compatible with the Uplay versions of the game? I know some of the earlier texmods had issues with the Uplay version.
But these fixes are certainly apropos in this thread as a Revelation.
How difficult do you think it would be to apply these fixes to other games with your dll? You could literally fix so many games by just pushing the 2D HUD elements back a bit and rendering them in 3D at a fixed depth, as you've done in Revelations (top down RTS games especially). If it can be applied to other games without changing your code, is there any way you could share your tools and procedure so that others could help produce fixes for other games? It sounds like you've mastered Nvidia's stereo texture fixes for 3D, I believe others have tried but given up in frustration.
Again, amazing work and looking forward to more updates!
chiz, icons moved with HUD. They're still at incorrect depth, but at least not so close to eyes.
I think it'll be possible to make same fix for previous titles(except first, i don't have it now - lost my dvd with the game), because engine almost doesn't have changes starts from AC2.
Yes thanks for the reply, I did look at that first screen more closely and saw the icons for the courtesans were still incorrect but looked OK at first glance because they are closer in the scene. But still as you said, much better than original because they are not so close to our eyes. It would be very much appreciated if you were able to port these fixes to AC2/Brotherhood. Is this fix compatible with the Uplay versions of the game? I know some of the earlier texmods had issues with the Uplay version.
But these fixes are certainly apropos in this thread as a Revelation.
How difficult do you think it would be to apply these fixes to other games with your dll? You could literally fix so many games by just pushing the 2D HUD elements back a bit and rendering them in 3D at a fixed depth, as you've done in Revelations (top down RTS games especially). If it can be applied to other games without changing your code, is there any way you could share your tools and procedure so that others could help produce fixes for other games? It sounds like you've mastered Nvidia's stereo texture fixes for 3D, I believe others have tried but given up in frustration.
Again, amazing work and looking forward to more updates!
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
@[b]Likay[/b]: I do it in my dll when D3D calling CreatePixel(Vertex)Shader method. My code calculates crc32 for each shader also I can enumerate, disable and save disassembled shader into file.
But as I said my dll won't work when iz3d-driver is active, or it's better to say that it won't work properly from 5 tries only one was successful.
If you want I can share this version of dll, i just need to clean off nvapi code.
[/quote]If you want and there isn't too much trouble i'm very interested! It isn't so important that the soft doesn't work when the iz3d-driver is active (maybe i can find the parameter for 3'rd party tools if newer drivers supports it) since such an app makes identifying possible without the driver. So identifying them and getting their crc-checksum will enable manipulation through the iz3d-driver config and baseprofile. I think more than i are interested in such an app so if you want to you're very welcome to crosspost the eventual shader id'fier at iz3d-forums too.
As Chiz also express desire for: Such an application could also help nvidiausers identifying shaders and apply their own fixes through your application. You "just" need to figure out a user interface for identifying and apply fixes. I don't know if such implementation will make the computer slow but it doesn't really matter. Once shaders are id'd and fixes applied they would be loaded through your modifyer and as you say won't impact on speed. I'm kinda brainstorming here because i don't really know exactly how these things work. Anyway i think such an application would create a storm of "3d-modders".
Cheers!
@Likay: I do it in my dll when D3D calling CreatePixel(Vertex)Shader method. My code calculates crc32 for each shader also I can enumerate, disable and save disassembled shader into file.
But as I said my dll won't work when iz3d-driver is active, or it's better to say that it won't work properly from 5 tries only one was successful.
If you want I can share this version of dll, i just need to clean off nvapi code.
If you want and there isn't too much trouble i'm very interested! It isn't so important that the soft doesn't work when the iz3d-driver is active (maybe i can find the parameter for 3'rd party tools if newer drivers supports it) since such an app makes identifying possible without the driver. So identifying them and getting their crc-checksum will enable manipulation through the iz3d-driver config and baseprofile. I think more than i are interested in such an app so if you want to you're very welcome to crosspost the eventual shader id'fier at iz3d-forums too.
As Chiz also express desire for: Such an application could also help nvidiausers identifying shaders and apply their own fixes through your application. You "just" need to figure out a user interface for identifying and apply fixes. I don't know if such implementation will make the computer slow but it doesn't really matter. Once shaders are id'd and fixes applied they would be loaded through your modifyer and as you say won't impact on speed. I'm kinda brainstorming here because i don't really know exactly how these things work. Anyway i think such an application would create a storm of "3d-modders".
Cheers!
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
Hi everyone,
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky
So I've decided to make my own fix which should replace some game shaders and fix most annoying issues (by my opinion).
[/quote]
This game was put in the dog house, penalty box etc...
Just tried out this fix and WOW.... this game looks really really good! Thank you for this fix! You are THE MAN!!!
Hi everyone,
Some time ago I also searched fix for this game and didn't find anything suitable (I saw the texture removing fix, but it's not an option for me. I wanted to play with sky
So I've decided to make my own fix which should replace some game shaders and fix most annoying issues (by my opinion).
This game was put in the dog house, penalty box etc...
Just tried out this fix and WOW.... this game looks really really good! Thank you for this fix! You are THE MAN!!!
CASE: Alienwareâ„¢ Area-51 ALX
CPU: Intel® Core™ i7-980X 3.33GHz Six-Core 12MB
GPU: Dual 1.5GB NVIDIA Geforce GTX 480 SLI
RAM: 12GB Triple Channel 1333Mhz DDR3
MB: Alienware™ Approved Intel® X58 ATX Motherboard
PSU: Alienwareâ„¢ 1200 Watt Multi-GPU Approved Power Supply
HDD: Samsung 512GB RAID 0 (2x 256GB SSD)
SOUND: Creative Sound Blaster X-Fi Xtreme
DISPLAY: 4x Alienware OptXâ„¢ AW2310 23" 3D Full HD Widescreen
3D: NVIDIA® 3D Vision Surround™