How to fix/disable shaders in games(DLL,guide and fixes).
26 / 167
@Helix and the other modders: Thank You so much for Your efforts /clap.gif' class='bbc_emoticon' alt=':clap:' /> Everytime I look at this thread there is a new nice surprise /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' />
@Helix: Sorry if I have missed it /blush.gif' class='bbc_emoticon' alt=':blush:' /> But You have mentioned new features of Your debug dll You wanted to describe later... Where can I find more information about these new features?
After my experiences with the dlls (e.g. with Alan Wake) I would like to suggest some features that would make sense to me:
- hotkey not only to switch to the next shader but to skip about 10 shaders. Searching for the best combination of deactivated shaders often meant that I had to switch through hundreds of shaders to de/reactivate a certain shader (PS 315, etc). To be able to skip several shaders with one keystroke could accelerate these procedure significantly...
- if possible a hotkey that allows to deactivate and reactivate the shader overrides while the game is running. E.g. in Alan Wake there are some situations I would prefer to deactivate the overrides and switch to 2D instead.
(- for iZ3D users a deactivation list for shaders based on their index numbers instead on their (variating) CRC32 value)
Maybe You can take it into consideration to include one of these features in future updates...
@Helix and mana84: Many games suffer from halos caused by water surfaces behind objects or characters (most UR3 engine games, GTA IV, etc.). Regarding the experiences You have made with water shaders - is there a way to remove these issues? If I remember correctly there had been these typical water issues in the demo version of Dark Void (UR 3 engine) but they were solved by a physx patch in the final version of Dark Void (see http://forums.nvidia.com/index.php?showtopic=155742&st=40 ). Maybe comparing the shaders used in the demo and the patched final version could help...?
@Helix and the other modders: Thank You so much for Your efforts /clap.gif' class='bbc_emoticon' alt=':clap:' /> Everytime I look at this thread there is a new nice surprise /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' />
@Helix: Sorry if I have missed it /blush.gif' class='bbc_emoticon' alt=':blush:' /> But You have mentioned new features of Your debug dll You wanted to describe later... Where can I find more information about these new features?
After my experiences with the dlls (e.g. with Alan Wake) I would like to suggest some features that would make sense to me:
- hotkey not only to switch to the next shader but to skip about 10 shaders. Searching for the best combination of deactivated shaders often meant that I had to switch through hundreds of shaders to de/reactivate a certain shader (PS 315, etc). To be able to skip several shaders with one keystroke could accelerate these procedure significantly...
- if possible a hotkey that allows to deactivate and reactivate the shader overrides while the game is running. E.g. in Alan Wake there are some situations I would prefer to deactivate the overrides and switch to 2D instead.
(- for iZ3D users a deactivation list for shaders based on their index numbers instead on their (variating) CRC32 value)
Maybe You can take it into consideration to include one of these features in future updates...
@Helix and mana84: Many games suffer from halos caused by water surfaces behind objects or characters (most UR3 engine games, GTA IV, etc.). Regarding the experiences You have made with water shaders - is there a way to remove these issues? If I remember correctly there had been these typical water issues in the demo version of Dark Void (UR 3 engine) but they were solved by a physx patch in the final version of Dark Void (see http://forums.nvidia.com/index.php?showtopic=155742&st=40 ). Maybe comparing the shaders used in the demo and the patched final version could help...?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
@Helix
I ve found some waters still broken in Skyrim with your last fix. It seems some puddle waters are not totally fixed. Here is my savegame, but others similar puddles are broken. Tested with and without water mod.
Edit: After moving around, I have sometimes a correct depht and sometimes not...Weird /turned.gif' class='bbc_emoticon' alt=':turned:' />
It appears that shaders are randomly broken, no matter the area or water type. After rebooting the game, it works fine but could be broken after some times. I have a user comment in Nexus confirming this. Any idea?
I ve found some waters still broken in Skyrim with your last fix. It seems some puddle waters are not totally fixed. Here is my savegame, but others similar puddles are broken. Tested with and without water mod.
Edit: After moving around, I have sometimes a correct depht and sometimes not...Weird /turned.gif' class='bbc_emoticon' alt=':turned:' />
It appears that shaders are randomly broken, no matter the area or water type. After rebooting the game, it works fine but could be broken after some times. I have a user comment in Nexus confirming this. Any idea?
[quote name='eqzitara' date='25 February 2012 - 01:35 AM' timestamp='1330130135' post='1374681']
I was right about something = ) (Not that I understand water at all) I had a feeling it was two different shaders. Will update the wiki. I look forward to your next game!
Done. Now with Pretty pictures = )https://s3.amazonaws.com/Helixfix/skydrift.html
Maybe if you get a chance(if not no big deal) you can tell me how to fix the hud in masseffect(I uploaded it a few posts ago)Its a vs_1_1 and when I try to rewrite the syntax to vs_3_0 I have issues.
[/quote]
I've already started to fix 'insane 2'! ..I've almost done and could release it this night! :)
I missed your posts about me1... ok I'll take a look at it this evening.. I hope could be of help for you :)
@sammaz: I'm at the start of the level3 becouse I've got no time to play in this period.. but I should have more time by the end of next week. About the monitor I'm using an Asus VG278H (27 inches).. and you?
[quote name='eqzitara' date='25 February 2012 - 01:35 AM' timestamp='1330130135' post='1374681']
I was right about something = ) (Not that I understand water at all) I had a feeling it was two different shaders. Will update the wiki. I look forward to your next game!
Done. Now with Pretty pictures = )https://s3.amazonaws.com/Helixfix/skydrift.html
Maybe if you get a chance(if not no big deal) you can tell me how to fix the hud in masseffect(I uploaded it a few posts ago)Its a vs_1_1 and when I try to rewrite the syntax to vs_3_0 I have issues.
I've already started to fix 'insane 2'! ..I've almost done and could release it this night! :)
I missed your posts about me1... ok I'll take a look at it this evening.. I hope could be of help for you :)
@sammaz: I'm at the start of the level3 becouse I've got no time to play in this period.. but I should have more time by the end of next week. About the monitor I'm using an Asus VG278H (27 inches).. and you?
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
I looked into that Prototype HUD transparency issue for you (and I do remember that issue now with Plasma, thanks for reminding me). I was able to apply Mana84's fixes to Prototype HUD so this should work for you now, however your target box will also be 50% transparent as well. You need to copy that loose shader in \\shaderoverride and drop it into \\shaderoverride\PixelShaders
I've updated original post and file for Prototype here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1370558
I looked into that Prototype HUD transparency issue for you (and I do remember that issue now with Plasma, thanks for reminding me). I was able to apply Mana84's fixes to Prototype HUD so this should work for you now, however your target box will also be 50% transparent as well. You need to copy that loose shader in \\shaderoverride and drop it into \\shaderoverride\PixelShaders
[quote name='mana84' date='25 February 2012 - 02:36 PM' timestamp='1330180568' post='1374907']
I've already started to fix 'insane 2'! ..I've almost done and could release it this night! :)
I missed your posts about me1... ok I'll take a look at it this evening.. I hope could be of help for you :)
@sammaz: I'm at the start of the level3 becouse I've got no time to play in this period.. but I should have more time by the end of next week. About the monitor I'm using an Asus VG278H (27 inches).. and you?
[/quote]
@Mana84 Insane 2 fixed ? We are going to have some fun tonight! I cant wait...We are using a 50 in Panasonic playing at 720p60 getting solid 60fps in most games.
[quote name='mana84' date='25 February 2012 - 02:36 PM' timestamp='1330180568' post='1374907']
I've already started to fix 'insane 2'! ..I've almost done and could release it this night! :)
I missed your posts about me1... ok I'll take a look at it this evening.. I hope could be of help for you :)
@sammaz: I'm at the start of the level3 becouse I've got no time to play in this period.. but I should have more time by the end of next week. About the monitor I'm using an Asus VG278H (27 inches).. and you?
@Mana84 Insane 2 fixed ? We are going to have some fun tonight! I cant wait...We are using a 50 in Panasonic playing at 720p60 getting solid 60fps in most games.
Alright well this was probably my hardest project due to having to rewrite the shaders from the old format to the new. I did a 2D->3D change to most hud elements,targeting, and text. . Shadows are untouched but I believe(from what I remember that is sole issue). I wanted to do some more stuff but unfortunately you can tell this is biowares first direct x game....11,000 PIXEL SHADERS. So basically I could only work with vertex shaders. I tried but takes 10 mins just to get through like 1000 of them. Not sure how big of an improvement this is if any. Was really limited on what I could do. Yea... Anyone see's anything they want fixed hit me up(I cant fix shadows/water)/issue with my fixes/or want to improve it themselves(feel free) hit me up via PM
Alright well this was probably my hardest project due to having to rewrite the shaders from the old format to the new. I did a 2D->3D change to most hud elements,targeting, and text. . Shadows are untouched but I believe(from what I remember that is sole issue). I wanted to do some more stuff but unfortunately you can tell this is biowares first direct x game....11,000 PIXEL SHADERS. So basically I could only work with vertex shaders. I tried but takes 10 mins just to get through like 1000 of them. Not sure how big of an improvement this is if any. Was really limited on what I could do. Yea... Anyone see's anything they want fixed hit me up(I cant fix shadows/water)/issue with my fixes/or want to improve it themselves(feel free) hit me up via PM
Pictures here.
http://photos.3dvisionlive.com/eqzitara/
If you want play with the configurations open them up in notepad
Not gonna lie, Im unhappy with how that turned out. May be better for certain people depending on their settings(high convergence). I was considering not posting it but spent to much time on it(I had to learn how to convert shader 1_1->3_0 then rewrite). Maybe some1 will figure out a better solution then what I did. Some hud elements were pixel shaders(among the 11,000..) Posting it in case someone wants to modify that into something better.
Not gonna lie, Im unhappy with how that turned out. May be better for certain people depending on their settings(high convergence). I was considering not posting it but spent to much time on it(I had to learn how to convert shader 1_1->3_0 then rewrite). Maybe some1 will figure out a better solution then what I did. Some hud elements were pixel shaders(among the 11,000..) Posting it in case someone wants to modify that into something better.
fix for 'insane 2':
-moved hud and indicators further into the screen
-mountains had wrong depth.. now should be rigth
@eqzitara: I've looked at mass effect 1 becouse I wanted to help you.. but my game has pixel/vertex shaders already in 3.0! :O Are you using latest Helix's dll? Did you updated the game to the latest patch? I've the boxed version of the game updated to the latest patch and it dumped 9468 pixel shaders and 407 vertex shaders in the 'AllShaders' folder. Why we got different shaders? :O ..I could try to fix this game in these days if you agree...
@eqzitara: I've looked at mass effect 1 becouse I wanted to help you.. but my game has pixel/vertex shaders already in 3.0! :O Are you using latest Helix's dll? Did you updated the game to the latest patch? I've the boxed version of the game updated to the latest patch and it dumped 9468 pixel shaders and 407 vertex shaders in the 'AllShaders' folder. Why we got different shaders? :O ..I could try to fix this game in these days if you agree...
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
No idea, thats wierd. Maybe cause i only updated to 1.01. Kind of sucks that I spent so much time rewriting it though if thats why.
Yea, you can give it a try to fix. I dont recommend it though just because parts of hud are among the 10k pixel shaders. Takes 30 mins to go through the list. I recommend doing a different game.
No idea, thats wierd. Maybe cause i only updated to 1.01. Kind of sucks that I spent so much time rewriting it though if thats why.
Yea, you can give it a try to fix. I dont recommend it though just because parts of hud are among the 10k pixel shaders. Takes 30 mins to go through the list. I recommend doing a different game.
[quote name='eqzitara' date='25 February 2012 - 08:00 PM' timestamp='1330218022' post='1375163']
No idea, thats wierd. Maybe cause i only updated to 1.01. Kind of sucks that I spent so much time rewriting it though if thats why.
Yea, you can give it a try to fix. I dont recommend it though just because parts of hud are among the 10k pixel shaders. Takes 30 mins to go through the list. I recommend doing a different game.
Ill add your game to wiki..done.
[/quote]
Might be a good idea for us to check and make sure that a particular game has the proper updates before we spend a lot of time on fixes. Especially for boxed copies of games because they aren't updated automatically like steam copies. Special and GOTY editions are a pain too because oftentimes they are given totally new updates but the original SKU doesn't get the same ones.
For example, the Batman AA GOTY edition is a totally different game from the original. In fact the GOTY copy is inferior because its missing a patch.
And I just tested two more games. Call of Pripyat which I could not get the debugger working but the game would run fine. And Command and Conquer Generals Zero Hour, which was the same case. No debugger overlay but the game ran fine.
Going to test Mirrors Edge here shortly, I have the dvd version and I want to see if I can get it to work. There's some problematic surface textures in that game that double in 3D.
[quote name='eqzitara' date='25 February 2012 - 08:00 PM' timestamp='1330218022' post='1375163']
No idea, thats wierd. Maybe cause i only updated to 1.01. Kind of sucks that I spent so much time rewriting it though if thats why.
Yea, you can give it a try to fix. I dont recommend it though just because parts of hud are among the 10k pixel shaders. Takes 30 mins to go through the list. I recommend doing a different game.
Ill add your game to wiki..done.
Might be a good idea for us to check and make sure that a particular game has the proper updates before we spend a lot of time on fixes. Especially for boxed copies of games because they aren't updated automatically like steam copies. Special and GOTY editions are a pain too because oftentimes they are given totally new updates but the original SKU doesn't get the same ones.
For example, the Batman AA GOTY edition is a totally different game from the original. In fact the GOTY copy is inferior because its missing a patch.
And I just tested two more games. Call of Pripyat which I could not get the debugger working but the game would run fine. And Command and Conquer Generals Zero Hour, which was the same case. No debugger overlay but the game ran fine.
Going to test Mirrors Edge here shortly, I have the dvd version and I want to see if I can get it to work. There's some problematic surface textures in that game that double in 3D.
AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision
[quote name='mana84' date='26 February 2012 - 12:46 AM' timestamp='1330217193' post='1375158']
fix for 'insane 2':
-moved hud and indicators further into the screen
-mountains had wrong depth.. now should be rigth
@eqzitara: I've looked at mass effect 1 becouse I wanted to help you.. but my game has pixel/vertex shaders already in 3.0! :O Are you using latest Helix's dll? Did you updated the game to the latest patch? I've the boxed version of the game updated to the latest patch and it dumped 9468 pixel shaders and 407 vertex shaders in the 'AllShaders' folder. Why we got different shaders? :O ..I could try to fix this game in these days if you agree...
[/quote]
Just played an hour with the new Insane 2 fixes...Works perfect now. Really fun game.
[quote name='mana84' date='26 February 2012 - 12:46 AM' timestamp='1330217193' post='1375158']
fix for 'insane 2':
-moved hud and indicators further into the screen
-mountains had wrong depth.. now should be rigth
@eqzitara: I've looked at mass effect 1 becouse I wanted to help you.. but my game has pixel/vertex shaders already in 3.0! :O Are you using latest Helix's dll? Did you updated the game to the latest patch? I've the boxed version of the game updated to the latest patch and it dumped 9468 pixel shaders and 407 vertex shaders in the 'AllShaders' folder. Why we got different shaders? :O ..I could try to fix this game in these days if you agree...
Just played an hour with the new Insane 2 fixes...Works perfect now. Really fun game.
This is probably the easiest of the last 3 AC games with the fewest problems to fix. Fixes were easy overall using HeliX's code samples.
Fixes:
[list]
[*]UI 2D/3D - included a few presets, 90 actually makes enemy icons accurate but may be uncomfortable for HUD elements.
[*]Skybox Fix
[*]Ambient Occlusion Blob Shadows removed
[/list]
[attachment=24594:AC2v1-1.zip]
@HeliX not sure if you are adding other fixes to your posts but feel free to add/improve as you see fit. Otherwise can just have eqzitara update on wiki site.
This is probably the easiest of the last 3 AC games with the fewest problems to fix. Fixes were easy overall using HeliX's code samples.
Fixes:
UI 2D/3D - included a few presets, 90 actually makes enemy icons accurate but may be uncomfortable for HUD elements.
Skybox Fix
Ambient Occlusion Blob Shadows removed
[attachment=24594:AC2v1-1.zip]
@HeliX not sure if you are adding other fixes to your posts but feel free to add/improve as you see fit. Otherwise can just have eqzitara update on wiki site.
[u]Fixes:[/u]
[list]
[*]All Menu/HUD elements ID'd and converted 2D to 3D
[*]Skybox is fixed and pushed to proper depth
[*]Too close buildings are fixed and pushed to proper depth
[/list]
[u]Issues:[/u]
UI elements are rendered at different depths for elements drawn with the same vertex shader. For example, HP bar, Weapon selector, and crosshair are all at different depths with the crosshair having the least amount of separation. The game engine must be inputting different depth values to the shader for the HUD elements.
[b]@HeliX[/b]: maybe you can take a look at this and see if you can get better results with the crosshair. Perhaps forcing a clamp of some sort on only the depth portion of v0. I don't think we can force a constant or replace v0 because the crosshair moves dynamically so I think we need the x,y portions for sure? You may know a clever way to decouple the depths of the different UI elements. If we can at least get more depth on the crosshair, that would make this game even more amazing in 3D Vision.
The shader responsible for crosshair/main UI is [b]D70BA796.txt[/b], clean version you originally created for me here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1371139
[attachment=24595:darksidersWIP.zip]
If you can take a look when you get a chance, that'd be great! Thanks. /smile.gif' class='bbc_emoticon' alt=':smile:' />
Too close buildings are fixed and pushed to proper depth
Issues:
UI elements are rendered at different depths for elements drawn with the same vertex shader. For example, HP bar, Weapon selector, and crosshair are all at different depths with the crosshair having the least amount of separation. The game engine must be inputting different depth values to the shader for the HUD elements.
@HeliX: maybe you can take a look at this and see if you can get better results with the crosshair. Perhaps forcing a clamp of some sort on only the depth portion of v0. I don't think we can force a constant or replace v0 because the crosshair moves dynamically so I think we need the x,y portions for sure? You may know a clever way to decouple the depths of the different UI elements. If we can at least get more depth on the crosshair, that would make this game even more amazing in 3D Vision.
The shader responsible for crosshair/main UI is D70BA796.txt, clean version you originally created for me here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1371139
[attachment=24595:darksidersWIP.zip]
If you can take a look when you get a chance, that'd be great! Thanks. /smile.gif' class='bbc_emoticon' alt=':smile:' />
Ill make page for AC2 tommorrow and a link to darksiders till its done. If you got pics for AC2 just put on your 3dvisionlive account. Otherwise ill just put up a blank page with the vitals.
Ill make page for AC2 tommorrow and a link to darksiders till its done. If you got pics for AC2 just put on your 3dvisionlive account. Otherwise ill just put up a blank page with the vitals.
@Helix: Sorry if I have missed it
After my experiences with the dlls (e.g. with Alan Wake) I would like to suggest some features that would make sense to me:
- hotkey not only to switch to the next shader but to skip about 10 shaders. Searching for the best combination of deactivated shaders often meant that I had to switch through hundreds of shaders to de/reactivate a certain shader (PS 315, etc). To be able to skip several shaders with one keystroke could accelerate these procedure significantly...
- if possible a hotkey that allows to deactivate and reactivate the shader overrides while the game is running. E.g. in Alan Wake there are some situations I would prefer to deactivate the overrides and switch to 2D instead.
(- for iZ3D users a deactivation list for shaders based on their index numbers instead on their (variating) CRC32 value)
Maybe You can take it into consideration to include one of these features in future updates...
@Helix and mana84: Many games suffer from halos caused by water surfaces behind objects or characters (most UR3 engine games, GTA IV, etc.). Regarding the experiences You have made with water shaders - is there a way to remove these issues? If I remember correctly there had been these typical water issues in the demo version of Dark Void (UR 3 engine) but they were solved by a physx patch in the final version of Dark Void (see http://forums.nvidia.com/index.php?showtopic=155742&st=40 ). Maybe comparing the shaders used in the demo and the patched final version could help...?
@Helix: Sorry if I have missed it
After my experiences with the dlls (e.g. with Alan Wake) I would like to suggest some features that would make sense to me:
- hotkey not only to switch to the next shader but to skip about 10 shaders. Searching for the best combination of deactivated shaders often meant that I had to switch through hundreds of shaders to de/reactivate a certain shader (PS 315, etc). To be able to skip several shaders with one keystroke could accelerate these procedure significantly...
- if possible a hotkey that allows to deactivate and reactivate the shader overrides while the game is running. E.g. in Alan Wake there are some situations I would prefer to deactivate the overrides and switch to 2D instead.
(- for iZ3D users a deactivation list for shaders based on their index numbers instead on their (variating) CRC32 value)
Maybe You can take it into consideration to include one of these features in future updates...
@Helix and mana84: Many games suffer from halos caused by water surfaces behind objects or characters (most UR3 engine games, GTA IV, etc.). Regarding the experiences You have made with water shaders - is there a way to remove these issues? If I remember correctly there had been these typical water issues in the demo version of Dark Void (UR 3 engine) but they were solved by a physx patch in the final version of Dark Void (see http://forums.nvidia.com/index.php?showtopic=155742&st=40 ). Maybe comparing the shaders used in the demo and the patched final version could help...?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I ve found some waters still broken in Skyrim with your last fix. It seems some puddle waters are not totally fixed. Here is my savegame, but others similar puddles are broken. Tested with and without water mod.
Edit: After moving around, I have sometimes a correct depht and sometimes not...Weird
It appears that shaders are randomly broken, no matter the area or water type. After rebooting the game, it works fine but could be broken after some times. I have a user comment in Nexus confirming this. Any idea?
I ve found some waters still broken in Skyrim with your last fix. It seems some puddle waters are not totally fixed. Here is my savegame, but others similar puddles are broken. Tested with and without water mod.
Edit: After moving around, I have sometimes a correct depht and sometimes not...Weird
It appears that shaders are randomly broken, no matter the area or water type. After rebooting the game, it works fine but could be broken after some times. I have a user comment in Nexus confirming this. Any idea?
I was right about something = ) (Not that I understand water at all) I had a feeling it was two different shaders. Will update the wiki. I look forward to your next game!
Done. Now with Pretty pictures = )https://s3.amazonaws.com/Helixfix/skydrift.html
Maybe if you get a chance(if not no big deal) you can tell me how to fix the hud in masseffect(I uploaded it a few posts ago)Its a vs_1_1 and when I try to rewrite the syntax to vs_3_0 I have issues.
[/quote]
I've already started to fix 'insane 2'! ..I've almost done and could release it this night! :)
I missed your posts about me1... ok I'll take a look at it this evening.. I hope could be of help for you :)
@sammaz: I'm at the start of the level3 becouse I've got no time to play in this period.. but I should have more time by the end of next week. About the monitor I'm using an Asus VG278H (27 inches).. and you?
I was right about something = ) (Not that I understand water at all) I had a feeling it was two different shaders. Will update the wiki. I look forward to your next game!
Done. Now with Pretty pictures = )https://s3.amazonaws.com/Helixfix/skydrift.html
Maybe if you get a chance(if not no big deal) you can tell me how to fix the hud in masseffect(I uploaded it a few posts ago)Its a vs_1_1 and when I try to rewrite the syntax to vs_3_0 I have issues.
I've already started to fix 'insane 2'! ..I've almost done and could release it this night! :)
I missed your posts about me1... ok I'll take a look at it this evening.. I hope could be of help for you :)
@sammaz: I'm at the start of the level3 becouse I've got no time to play in this period.. but I should have more time by the end of next week. About the monitor I'm using an Asus VG278H (27 inches).. and you?
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
I've tested you final fix for SkyDrift and it is just perfect, cheers
I've tested you final fix for SkyDrift and it is just perfect, cheers
http://helixmod.blogspot.com/
I looked into that Prototype HUD transparency issue for you (and I do remember that issue now with Plasma, thanks for reminding me). I was able to apply Mana84's fixes to Prototype HUD so this should work for you now, however your target box will also be 50% transparent as well. You need to copy that loose shader in \\shaderoverride and drop it into \\shaderoverride\PixelShaders
I've updated original post and file for Prototype here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1370558
I looked into that Prototype HUD transparency issue for you (and I do remember that issue now with Plasma, thanks for reminding me). I was able to apply Mana84's fixes to Prototype HUD so this should work for you now, however your target box will also be 50% transparent as well. You need to copy that loose shader in \\shaderoverride and drop it into \\shaderoverride\PixelShaders
I've updated original post and file for Prototype here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1370558
-=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
I've already started to fix 'insane 2'! ..I've almost done and could release it this night! :)
I missed your posts about me1... ok I'll take a look at it this evening.. I hope could be of help for you :)
@sammaz: I'm at the start of the level3 becouse I've got no time to play in this period.. but I should have more time by the end of next week. About the monitor I'm using an Asus VG278H (27 inches).. and you?
[/quote]
@Mana84 Insane 2 fixed ? We are going to have some fun tonight! I cant wait...We are using a 50 in Panasonic playing at 720p60 getting solid 60fps in most games.
I've already started to fix 'insane 2'! ..I've almost done and could release it this night! :)
I missed your posts about me1... ok I'll take a look at it this evening.. I hope could be of help for you :)
@sammaz: I'm at the start of the level3 becouse I've got no time to play in this period.. but I should have more time by the end of next week. About the monitor I'm using an Asus VG278H (27 inches).. and you?
@Mana84 Insane 2 fixed ? We are going to have some fun tonight! I cant wait...We are using a 50 in Panasonic playing at 720p60 getting solid 60fps in most games.
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
Alright well this was probably my hardest project due to having to rewrite the shaders from the old format to the new. I did a 2D->3D change to most hud elements,targeting, and text. . Shadows are untouched but I believe(from what I remember that is sole issue). I wanted to do some more stuff but unfortunately you can tell this is biowares first direct x game....11,000 PIXEL SHADERS. So basically I could only work with vertex shaders. I tried but takes 10 mins just to get through like 1000 of them. Not sure how big of an improvement this is if any. Was really limited on what I could do. Yea... Anyone see's anything they want fixed hit me up(I cant fix shadows/water)/issue with my fixes/or want to improve it themselves(feel free) hit me up via PM
Pictures here.
http://photos.3dvisionlive.com/eqzitara/
If you want play with the configurations open them up in notepad
def c220, 0.15, 0, 0.0625, 0
Change the .15 value
Alright well this was probably my hardest project due to having to rewrite the shaders from the old format to the new. I did a 2D->3D change to most hud elements,targeting, and text. . Shadows are untouched but I believe(from what I remember that is sole issue). I wanted to do some more stuff but unfortunately you can tell this is biowares first direct x game....11,000 PIXEL SHADERS. So basically I could only work with vertex shaders. I tried but takes 10 mins just to get through like 1000 of them. Not sure how big of an improvement this is if any. Was really limited on what I could do. Yea... Anyone see's anything they want fixed hit me up(I cant fix shadows/water)/issue with my fixes/or want to improve it themselves(feel free) hit me up via PM
Pictures here.
http://photos.3dvisionlive.com/eqzitara/
If you want play with the configurations open them up in notepad
def c220, 0.15, 0, 0.0625, 0
Change the .15 value
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
-moved hud and indicators further into the screen
-mountains had wrong depth.. now should be rigth
@eqzitara: I've looked at mass effect 1 becouse I wanted to help you.. but my game has pixel/vertex shaders already in 3.0! :O Are you using latest Helix's dll? Did you updated the game to the latest patch? I've the boxed version of the game updated to the latest patch and it dumped 9468 pixel shaders and 407 vertex shaders in the 'AllShaders' folder. Why we got different shaders? :O ..I could try to fix this game in these days if you agree...
-moved hud and indicators further into the screen
-mountains had wrong depth.. now should be rigth
@eqzitara: I've looked at mass effect 1 becouse I wanted to help you.. but my game has pixel/vertex shaders already in 3.0! :O Are you using latest Helix's dll? Did you updated the game to the latest patch? I've the boxed version of the game updated to the latest patch and it dumped 9468 pixel shaders and 407 vertex shaders in the 'AllShaders' folder. Why we got different shaders? :O ..I could try to fix this game in these days if you agree...
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Yea, you can give it a try to fix. I dont recommend it though just because parts of hud are among the 10k pixel shaders. Takes 30 mins to go through the list. I recommend doing a different game.
Ill add your game to wiki..done.
Yea, you can give it a try to fix. I dont recommend it though just because parts of hud are among the 10k pixel shaders. Takes 30 mins to go through the list. I recommend doing a different game.
Ill add your game to wiki..done.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
No idea, thats wierd. Maybe cause i only updated to 1.01. Kind of sucks that I spent so much time rewriting it though if thats why.
Yea, you can give it a try to fix. I dont recommend it though just because parts of hud are among the 10k pixel shaders. Takes 30 mins to go through the list. I recommend doing a different game.
Ill add your game to wiki..done.
[/quote]
Might be a good idea for us to check and make sure that a particular game has the proper updates before we spend a lot of time on fixes. Especially for boxed copies of games because they aren't updated automatically like steam copies. Special and GOTY editions are a pain too because oftentimes they are given totally new updates but the original SKU doesn't get the same ones.
For example, the Batman AA GOTY edition is a totally different game from the original. In fact the GOTY copy is inferior because its missing a patch.
And I just tested two more games. Call of Pripyat which I could not get the debugger working but the game would run fine. And Command and Conquer Generals Zero Hour, which was the same case. No debugger overlay but the game ran fine.
Going to test Mirrors Edge here shortly, I have the dvd version and I want to see if I can get it to work. There's some problematic surface textures in that game that double in 3D.
No idea, thats wierd. Maybe cause i only updated to 1.01. Kind of sucks that I spent so much time rewriting it though if thats why.
Yea, you can give it a try to fix. I dont recommend it though just because parts of hud are among the 10k pixel shaders. Takes 30 mins to go through the list. I recommend doing a different game.
Ill add your game to wiki..done.
Might be a good idea for us to check and make sure that a particular game has the proper updates before we spend a lot of time on fixes. Especially for boxed copies of games because they aren't updated automatically like steam copies. Special and GOTY editions are a pain too because oftentimes they are given totally new updates but the original SKU doesn't get the same ones.
For example, the Batman AA GOTY edition is a totally different game from the original. In fact the GOTY copy is inferior because its missing a patch.
And I just tested two more games. Call of Pripyat which I could not get the debugger working but the game would run fine. And Command and Conquer Generals Zero Hour, which was the same case. No debugger overlay but the game ran fine.
Going to test Mirrors Edge here shortly, I have the dvd version and I want to see if I can get it to work. There's some problematic surface textures in that game that double in 3D.
AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision
fix for 'insane 2':
-moved hud and indicators further into the screen
-mountains had wrong depth.. now should be rigth
@eqzitara: I've looked at mass effect 1 becouse I wanted to help you.. but my game has pixel/vertex shaders already in 3.0! :O Are you using latest Helix's dll? Did you updated the game to the latest patch? I've the boxed version of the game updated to the latest patch and it dumped 9468 pixel shaders and 407 vertex shaders in the 'AllShaders' folder. Why we got different shaders? :O ..I could try to fix this game in these days if you agree...
[/quote]
Just played an hour with the new Insane 2 fixes...Works perfect now. Really fun game.
Thanks again!
fix for 'insane 2':
-moved hud and indicators further into the screen
-mountains had wrong depth.. now should be rigth
@eqzitara: I've looked at mass effect 1 becouse I wanted to help you.. but my game has pixel/vertex shaders already in 3.0! :O Are you using latest Helix's dll? Did you updated the game to the latest patch? I've the boxed version of the game updated to the latest patch and it dumped 9468 pixel shaders and 407 vertex shaders in the 'AllShaders' folder. Why we got different shaders? :O ..I could try to fix this game in these days if you agree...
Just played an hour with the new Insane 2 fixes...Works perfect now. Really fun game.
Thanks again!
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
This is probably the easiest of the last 3 AC games with the fewest problems to fix. Fixes were easy overall using HeliX's code samples.
Fixes:
[list]
[*]UI 2D/3D - included a few presets, 90 actually makes enemy icons accurate but may be uncomfortable for HUD elements.
[*]Skybox Fix
[*]Ambient Occlusion Blob Shadows removed
[/list]
[attachment=24594:AC2v1-1.zip]
@HeliX not sure if you are adding other fixes to your posts but feel free to add/improve as you see fit. Otherwise can just have eqzitara update on wiki site.
This is probably the easiest of the last 3 AC games with the fewest problems to fix. Fixes were easy overall using HeliX's code samples.
Fixes:
[attachment=24594:AC2v1-1.zip]
@HeliX not sure if you are adding other fixes to your posts but feel free to add/improve as you see fit. Otherwise can just have eqzitara update on wiki site.
-=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
[u]Fixes:[/u]
[list]
[*]All Menu/HUD elements ID'd and converted 2D to 3D
[*]Skybox is fixed and pushed to proper depth
[*]Too close buildings are fixed and pushed to proper depth
[/list]
[u]Issues:[/u]
UI elements are rendered at different depths for elements drawn with the same vertex shader. For example, HP bar, Weapon selector, and crosshair are all at different depths with the crosshair having the least amount of separation. The game engine must be inputting different depth values to the shader for the HUD elements.
[b]@HeliX[/b]: maybe you can take a look at this and see if you can get better results with the crosshair. Perhaps forcing a clamp of some sort on only the depth portion of v0. I don't think we can force a constant or replace v0 because the crosshair moves dynamically so I think we need the x,y portions for sure? You may know a clever way to decouple the depths of the different UI elements. If we can at least get more depth on the crosshair, that would make this game even more amazing in 3D Vision.
The shader responsible for crosshair/main UI is [b]D70BA796.txt[/b], clean version you originally created for me here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1371139
[attachment=24595:darksidersWIP.zip]
If you can take a look when you get a chance, that'd be great! Thanks.
Fixes:
Issues:
UI elements are rendered at different depths for elements drawn with the same vertex shader. For example, HP bar, Weapon selector, and crosshair are all at different depths with the crosshair having the least amount of separation. The game engine must be inputting different depth values to the shader for the HUD elements.
@HeliX: maybe you can take a look at this and see if you can get better results with the crosshair. Perhaps forcing a clamp of some sort on only the depth portion of v0. I don't think we can force a constant or replace v0 because the crosshair moves dynamically so I think we need the x,y portions for sure? You may know a clever way to decouple the depths of the different UI elements. If we can at least get more depth on the crosshair, that would make this game even more amazing in 3D Vision.
The shader responsible for crosshair/main UI is D70BA796.txt, clean version you originally created for me here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1371139
[attachment=24595:darksidersWIP.zip]
If you can take a look when you get a chance, that'd be great! Thanks.
-=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
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918