Dark Souls 2 Scholar of the First Sin Direct X11 version
  6 / 7    
Hi guys, Can someone please help me running this game :( I've tried running it just after I bought it and configured for 3D with the latest fix DS2_SOTFS_fix_1.4. But all I get when in-game is white all over the place. The menu still works ok though and I can see the health/stamina bars and all the hud elements, but no character and no environment ... everything is white. Looked all over the net and tried different tips and tricks but none seams to work. I've done a DDU and installed the latest drivers and started the game with and without controller and it worked OK...but 3D was not setup. After I've enabled 3D the and re-start the game, the image goes white again. Please help
Hi guys,
Can someone please help me running this game :(
I've tried running it just after I bought it and configured for 3D with the latest fix DS2_SOTFS_fix_1.4. But all I get when in-game is white all over the place. The menu still works ok though and I can see the health/stamina bars and all the hud elements, but no character and no environment ... everything is white.
Looked all over the net and tried different tips and tricks but none seams to work.
I've done a DDU and installed the latest drivers and started the game with and without controller and it worked OK...but 3D was not setup. After I've enabled 3D the and re-start the game, the image goes white again.
Please help

Intel i5 4690K
ASROCK Z97-EXTREME4
16GB CORSAIR VENGEANCE 2400MHz
GIGABYTE GEFORCE GTX 970 GAMING-4GD
Projector Optoma HD25e

#76
Posted 12/02/2015 02:08 PM   
I looks like you didn't import the profile. About the poison mist, I precisely noticed it yesterday. I'm going to try fixing it. When I "fixed" it, I was looking at the mist near the end, where it's taller. But it lools obviouly wrong at the start of the zone.
I looks like you didn't import the profile.

About the poison mist, I precisely noticed it yesterday. I'm going to try fixing it. When I "fixed" it, I was looking at the mist near the end, where it's taller. But it lools obviouly wrong at the start of the zone.

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
Donations account: masterotakusuko@gmail.com

#77
Posted 12/03/2015 07:00 AM   
thanks masterotaku, I think that was it. just tried on monitor and it works, though the 3D is anaglyph. I guess it should work on the projector as-well, but don't have the time to play now.
thanks masterotaku, I think that was it. just tried on monitor and it works, though the 3D is anaglyph. I guess it should work on the projector as-well, but don't have the time to play now.

Intel i5 4690K
ASROCK Z97-EXTREME4
16GB CORSAIR VENGEANCE 2400MHz
GIGABYTE GEFORCE GTX 970 GAMING-4GD
Projector Optoma HD25e

#78
Posted 12/03/2015 07:24 PM   
You've got 3D Vision Discover enabled, instead of 3D Vision. Drivers have been swapping them around on us a bit lately, just switch it in the nvidia control panel. It'll probably switch itself back periodically.
You've got 3D Vision Discover enabled, instead of 3D Vision. Drivers have been swapping them around on us a bit lately, just switch it in the nvidia control panel. It'll probably switch itself back periodically.

#79
Posted 12/04/2015 12:12 AM   
My conclusion about the poison mist: I had correctly fixed its position, but somehow the "collision" with the environment wasn't affected by the position fix. The vertex shader can't fix that, and I haven't identified it in the pixel shader yet :/. By the way, I was bored so I dumped the FXAA pixel shader and made a hotkey to change the edge detection value. Now FXAA can be a lot less blurry with the drawback of missing some edges. I'm running out of F keys :p. If I could somehow copy-paste SMAA into this shader... And I feel that the ambient occlusion isn't perfect. While its position didn't need any correction, the effect looks a bit different from one eye to the other, even at 0 convergence (unless I'm imagining things, which is a possibility). DarkStarSword fixed HBAO+ (https://forums.geforce.com/default/topic/897529/), but this game uses SSAO. If the defect is real, it is very far from being as bad as the HBAO+ example in that thread.
My conclusion about the poison mist: I had correctly fixed its position, but somehow the "collision" with the environment wasn't affected by the position fix. The vertex shader can't fix that, and I haven't identified it in the pixel shader yet :/.

By the way, I was bored so I dumped the FXAA pixel shader and made a hotkey to change the edge detection value. Now FXAA can be a lot less blurry with the drawback of missing some edges. I'm running out of F keys :p. If I could somehow copy-paste SMAA into this shader...

And I feel that the ambient occlusion isn't perfect. While its position didn't need any correction, the effect looks a bit different from one eye to the other, even at 0 convergence (unless I'm imagining things, which is a possibility). DarkStarSword fixed HBAO+ (https://forums.geforce.com/default/topic/897529/), but this game uses SSAO. If the defect is real, it is very far from being as bad as the HBAO+ example in that thread.

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
Donations account: masterotakusuko@gmail.com

#80
Posted 12/08/2015 05:34 PM   
Hi guys, After waiting well over a year for this release, finally I have a little bit of time for some 3D gaming but unfortunately, after following the instructions to the letter, 3D doesn't kick in. Compatibility mode seems to work fine, as do the hotkeys using the fix. As soon as I press Ctl-Alt-F11 to disable compatibility mode, everything jumps into 2D, even though 3D glasses and emitter remain activated. I sometimes do see shadows being manipulated by Ctl+F6 however, so Automatic Stereo is trying to kick in. I have reimported the profile and deleted the .bin file multiple times now without luck. I have also tried disabling SLi and DSR. I am using the driver version: 358.87 Any ideas? Thanks!
Hi guys,

After waiting well over a year for this release, finally I have a little bit of time for some 3D gaming but unfortunately, after following the instructions to the letter, 3D doesn't kick in.

Compatibility mode seems to work fine, as do the hotkeys using the fix. As soon as I press Ctl-Alt-F11 to disable compatibility mode, everything jumps into 2D, even though 3D glasses and emitter remain activated.

I sometimes do see shadows being manipulated by Ctl+F6 however, so Automatic Stereo is trying to kick in.

I have reimported the profile and deleted the .bin file multiple times now without luck. I have also tried disabling SLi and DSR.

I am using the driver version: 358.87

Any ideas?

Thanks!

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#81
Posted 12/17/2015 06:57 AM   
Do you have other games to test if surround 3D works ok? It happened to me once after a driver update that all my games were only running in CM, not surround. I've tried a rollback but the issue remained. So I did a DDU and re-installed the GeForce Experience with the latest drivers and could run the games in surround 3D again. Hope it helps. For me DS2 looks great in 3D, and btw thanks a lot masterotaku for the fix.
Do you have other games to test if surround 3D works ok?
It happened to me once after a driver update that all my games were only running in CM, not surround. I've tried a rollback but the issue remained. So I did a DDU and re-installed the GeForce Experience with the latest drivers and could run the games in surround 3D again.
Hope it helps.

For me DS2 looks great in 3D, and btw thanks a lot masterotaku for the fix.

Intel i5 4690K
ASROCK Z97-EXTREME4
16GB CORSAIR VENGEANCE 2400MHz
GIGABYTE GEFORCE GTX 970 GAMING-4GD
Projector Optoma HD25e

#82
Posted 12/18/2015 07:37 PM   
As bbog_new said, RAGEdemon, please try reinstalling your drivers. I've seen some strange things too in the past that were corrected with DDU + reinstalling. And you are welcome, bbog_new :). I'm a bit afraid of starting a New Game + playthrough, in case someone sees a bug in the fix in a later part of the game and I have to play for 30 hours until that point (and I'll be honest, I'm addicted to farming titanite before New Game +). I guess I can make backups of my saves, as I did with the first Dark Souls...
As bbog_new said, RAGEdemon, please try reinstalling your drivers. I've seen some strange things too in the past that were corrected with DDU + reinstalling.

And you are welcome, bbog_new :).

I'm a bit afraid of starting a New Game + playthrough, in case someone sees a bug in the fix in a later part of the game and I have to play for 30 hours until that point (and I'll be honest, I'm addicted to farming titanite before New Game +). I guess I can make backups of my saves, as I did with the first Dark Souls...

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
Donations account: masterotakusuko@gmail.com

#83
Posted 12/18/2015 11:25 PM   
Thank you masterotaku and bbog_new. The ever useful DDU did not solve the problem but it turns out to be a custom resolution problem specifically in DS2 DX11 edition. DX9 edition works fine. I have reverted back to a standard resolution and everything works great in DX11 + DSR. SSJ2 masterotaku, thank you. As with all the 3D coders on this board, I really appreciate your hard work! :)
Thank you masterotaku and bbog_new. The ever useful DDU did not solve the problem but it turns out to be a custom resolution problem specifically in DS2 DX11 edition. DX9 edition works fine.

I have reverted back to a standard resolution and everything works great in DX11 + DSR.

SSJ2 masterotaku, thank you. As with all the 3D coders on this board, I really appreciate your hard work! :)

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#84
Posted 12/20/2015 06:42 AM   
I've resumed my work with this game in part because of the Dark Souls 3 hype. I've finally identified what was wrong with the green poison mist. I had already fixed the general effect before, which was at screen depth. The remaining effect was the collision of the mist with the environment, also at screen depth. I have reached a not perfect but pretty good approximation fix. Right now I managed to make it perfect at 0 convergence, and hard to notice the imperfection at the usual playable convergences. The vertex shader (I copied that register from another shader to see of its depth information would help): [code]//Poison mist inside VS. It's a 2D effect that covers the screen. Giving depth cuts the mist at the sides. cbuffer cbLightAccBase : register(b6) { row_major float4x4 g_InvProjMatrixT : packoffset(c0); row_major float3x4 g_ViewMatrixT : packoffset(c4); float4 g_ScreenSize : packoffset(c7); float4 g_DepthRange : packoffset(c8); float4 g_ViewportScaleOffset[6] : packoffset(c9); } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : POSITION0, float4 v1 : TEXCOORD0, float2 v2 : TEXCOORD1, out float4 o0 : SV_Position0, out float2 o1 : TEXCOORD0, out float2 p1 : TEXCOORD1) { float4 iniparams = IniParams.Load(0); float4 stereo = StereoParams.Load(0); float separation = stereo.x; float convergence = stereo.y; float depth; depth=dot(g_InvProjMatrixT._m30_m31_m32_m33, v1.xyzw); o0.xyzw = v0.xyzw; //Uncomment to push the mist to depth when the 2D fullscreen effect appears. //o0.x+=separation*0.5; o1.xy = v1.xy; p1.xy = v2.xy; //Environment collision fix. Uncomment the condition to toggle with F1. //if (iniparams.w==1) //{ o1.x+=separation*(depth*convergence+convergence*0.0125-0.5); //} return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.6 on Sat Oct 31 16:51:11 2015 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 xy 2 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_input v0.xyzw dcl_input v1.xy dcl_input v2.xy dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output o1.zw mov o0.xyzw, v0.xyzw mov o1.xy, v1.xyxx mov o1.zw, v2.xxxy ret // Approximately 4 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] The key is the "o1.x+=separation*(depth*convergence+convergence*0.0125-0.5);" line, which isn't the correct formula. It works the same at 0 convergence with just "o1.x+=separation*(-0.5)" because the other parts would be 0. If someone is about to play in that zone of the game and/or doesn't want to wait for the next release (preferably when this is fixed completely), here is the shader: https://www.dropbox.com/s/bvx9jnqiaagjo0p/46853964568f213b-vs_replace.txt?dl=0 Another problem I found is that in some locations (the start of the Undead Crypt for example), if you place the character very near the camera (being near a wall) weird and small flashing artifacts appear floating around the character. But NOT in 2D or 1 convergence in 3D. It wasn't a previous shader I touched, it isn't 3Dmigoto's fault, and I can't seem to find a guilty shader (that isn't related to the character model, of course. I'll have to take a look at that just in case). Character model shader, or driver problems perhaps? We'll see tomorrow. Edit: other than that, setting the "rasterizer_disable_scissor" in 3Dmigoto to 0 disables text overflowing in merchants' interface. There is however a bit of clipping in the item description windows if you push the HUD to depth, but it's a minor issue.
I've resumed my work with this game in part because of the Dark Souls 3 hype.

I've finally identified what was wrong with the green poison mist. I had already fixed the general effect before, which was at screen depth. The remaining effect was the collision of the mist with the environment, also at screen depth.

I have reached a not perfect but pretty good approximation fix. Right now I managed to make it perfect at 0 convergence, and hard to notice the imperfection at the usual playable convergences.


The vertex shader (I copied that register from another shader to see of its depth information would help):

//Poison mist inside VS. It's a 2D effect that covers the screen. Giving depth cuts the mist at the sides.
cbuffer cbLightAccBase : register(b6)
{
row_major float4x4 g_InvProjMatrixT : packoffset(c0);
row_major float3x4 g_ViewMatrixT : packoffset(c4);
float4 g_ScreenSize : packoffset(c7);
float4 g_DepthRange : packoffset(c8);
float4 g_ViewportScaleOffset[6] : packoffset(c9);
}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
float2 v2 : TEXCOORD1,
out float4 o0 : SV_Position0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD1)
{

float4 iniparams = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
float separation = stereo.x;
float convergence = stereo.y;
float depth;
depth=dot(g_InvProjMatrixT._m30_m31_m32_m33, v1.xyzw);
o0.xyzw = v0.xyzw;
//Uncomment to push the mist to depth when the 2D fullscreen effect appears.
//o0.x+=separation*0.5;
o1.xy = v1.xy;
p1.xy = v2.xy;
//Environment collision fix. Uncomment the condition to toggle with F1.
//if (iniparams.w==1)
//{
o1.x+=separation*(depth*convergence+convergence*0.0125-0.5);
//}
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.6 on Sat Oct 31 16:51:11 2015
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xy 2 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
mov o0.xyzw, v0.xyzw
mov o1.xy, v1.xyxx
mov o1.zw, v2.xxxy
ret
// Approximately 4 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


The key is the "o1.x+=separation*(depth*convergence+convergence*0.0125-0.5);" line, which isn't the correct formula. It works the same at 0 convergence with just "o1.x+=separation*(-0.5)" because the other parts would be 0.

If someone is about to play in that zone of the game and/or doesn't want to wait for the next release (preferably when this is fixed completely), here is the shader:
https://www.dropbox.com/s/bvx9jnqiaagjo0p/46853964568f213b-vs_replace.txt?dl=0


Another problem I found is that in some locations (the start of the Undead Crypt for example), if you place the character very near the camera (being near a wall) weird and small flashing artifacts appear floating around the character. But NOT in 2D or 1 convergence in 3D.

It wasn't a previous shader I touched, it isn't 3Dmigoto's fault, and I can't seem to find a guilty shader (that isn't related to the character model, of course. I'll have to take a look at that just in case). Character model shader, or driver problems perhaps?

We'll see tomorrow.

Edit: other than that, setting the "rasterizer_disable_scissor" in 3Dmigoto to 0 disables text overflowing in merchants' interface. There is however a bit of clipping in the item description windows if you push the HUD to depth, but it's a minor issue.

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
Donations account: masterotakusuko@gmail.com

#85
Posted 04/17/2016 10:26 PM   
Many thanks for resuming this one, I never had the time to play it in the first place, so I'll be looking forward to a final fix :)
Many thanks for resuming this one, I never had the time to play it in the first place, so I'll be looking forward to a final fix :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#86
Posted 04/18/2016 08:01 AM   
[quote="masterotaku"]I've resumed my work with this game in part because of the Dark Souls 3 hype. I've finally identified what was wrong with the green poison mist. I had already fixed the general effect before, which was at screen depth. The remaining effect was the collision of the mist with the environment, also at screen depth. I have reached a not perfect but pretty good approximation fix. Right now I managed to make it perfect at 0 convergence, and hard to notice the imperfection at the usual playable convergences. The vertex shader (I copied that register from another shader to see of its depth information would help): [code]//Poison mist inside VS. It's a 2D effect that covers the screen. Giving depth cuts the mist at the sides. cbuffer cbLightAccBase : register(b6) { row_major float4x4 g_InvProjMatrixT : packoffset(c0); row_major float3x4 g_ViewMatrixT : packoffset(c4); float4 g_ScreenSize : packoffset(c7); float4 g_DepthRange : packoffset(c8); float4 g_ViewportScaleOffset[6] : packoffset(c9); } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : POSITION0, float4 v1 : TEXCOORD0, float2 v2 : TEXCOORD1, out float4 o0 : SV_Position0, out float2 o1 : TEXCOORD0, out float2 p1 : TEXCOORD1) { float4 iniparams = IniParams.Load(0); float4 stereo = StereoParams.Load(0); float separation = stereo.x; float convergence = stereo.y; float depth; depth=dot(g_InvProjMatrixT._m30_m31_m32_m33, v1.xyzw); o0.xyzw = v0.xyzw; //Uncomment to push the mist to depth when the 2D fullscreen effect appears. //o0.x+=separation*0.5; o1.xy = v1.xy; p1.xy = v2.xy; //Environment collision fix. Uncomment the condition to toggle with F1. //if (iniparams.w==1) //{ o1.x+=separation*(depth*convergence+convergence*0.0125-0.5); //} return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.6 on Sat Oct 31 16:51:11 2015 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 xy 2 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_input v0.xyzw dcl_input v1.xy dcl_input v2.xy dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output o1.zw mov o0.xyzw, v0.xyzw mov o1.xy, v1.xyxx mov o1.zw, v2.xxxy ret // Approximately 4 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] The key is the "o1.x+=separation*(depth*convergence+convergence*0.0125-0.5);" line, which isn't the correct formula. It works the same at 0 convergence with just "o1.x+=separation*(-0.5)" because the other parts would be 0. If someone is about to play in that zone of the game and/or doesn't want to wait for the next release (preferably when this is fixed completely), here is the shader: https://www.dropbox.com/s/bvx9jnqiaagjo0p/46853964568f213b-vs_replace.txt?dl=0 Another problem I found is that in some locations (the start of the Undead Crypt for example), if you place the character very near the camera (being near a wall) weird and small flashing artifacts appear floating around the character. But NOT in 2D or 1 convergence in 3D. It wasn't a previous shader I touched, it isn't 3Dmigoto's fault, and I can't seem to find a guilty shader (that isn't related to the character model, of course. I'll have to take a look at that just in case). Character model shader, or driver problems perhaps? We'll see tomorrow. Edit: other than that, setting the "rasterizer_disable_scissor" in 3Dmigoto to 0 disables text overflowing in merchants' interface. There is however a bit of clipping in the item description windows if you push the HUD to depth, but it's a minor issue.[/quote] I don't have DS2 Softfs (only DS2 - Dx9 version), but based on my work on Dark Souls 3 fix I want to share what I have learned:) What I fixed in VS: - HUD depth position - Halo around spells (an additional TexCoord needed either adding or removing stereorization - standard formula) What I fixed in DS: - Different Halos were I had to add another Stereo formula (standard). - USE ASM shaders! HLSL doesn't work What I fixed in PS: - Lights (around 30+ shaders) - Shadows - One Pixel shader - Again USE ASM Shaders! HLSL will simply corrupt the rendering (I think this is the problem you are seeing above) Formula here was the one that you developed: [code] // Use this depth ONLY if the register is multiplied with the InvProjMatrix depth = dot(g_InvProjMatrixT._m30_m31_m32_m33, v1.xyzw); // Otherwise use r1.w or r1.z; r1.x += stereo * (depth * convergence -1); [/code] In the above shader it will not work! For reasons: - Is a vertex shader! You need to find the pixel shader associated with that shader and correct there - the DEPTH is not necessarily the right one as "o1.xy = v1.xy;" which is basically a pass-through! - If the effect is 2D then you don't need to do anything in this VS. If is in 3D but wrong, first make it 2D in VS and then in the PS add the correct 3D. One thing I know for a fact! Is that if the formula for stereo correction is not simple and requires weird hardcoded number, it means the correction SPOT is wrong and we need to find a different one;) Hope this little feedback and experience will help;)
masterotaku said:I've resumed my work with this game in part because of the Dark Souls 3 hype.

I've finally identified what was wrong with the green poison mist. I had already fixed the general effect before, which was at screen depth. The remaining effect was the collision of the mist with the environment, also at screen depth.

I have reached a not perfect but pretty good approximation fix. Right now I managed to make it perfect at 0 convergence, and hard to notice the imperfection at the usual playable convergences.


The vertex shader (I copied that register from another shader to see of its depth information would help):

//Poison mist inside VS. It's a 2D effect that covers the screen. Giving depth cuts the mist at the sides.
cbuffer cbLightAccBase : register(b6)
{
row_major float4x4 g_InvProjMatrixT : packoffset(c0);
row_major float3x4 g_ViewMatrixT : packoffset(c4);
float4 g_ScreenSize : packoffset(c7);
float4 g_DepthRange : packoffset(c8);
float4 g_ViewportScaleOffset[6] : packoffset(c9);
}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
float2 v2 : TEXCOORD1,
out float4 o0 : SV_Position0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD1)
{

float4 iniparams = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
float separation = stereo.x;
float convergence = stereo.y;
float depth;
depth=dot(g_InvProjMatrixT._m30_m31_m32_m33, v1.xyzw);
o0.xyzw = v0.xyzw;
//Uncomment to push the mist to depth when the 2D fullscreen effect appears.
//o0.x+=separation*0.5;
o1.xy = v1.xy;
p1.xy = v2.xy;
//Environment collision fix. Uncomment the condition to toggle with F1.
//if (iniparams.w==1)
//{
o1.x+=separation*(depth*convergence+convergence*0.0125-0.5);
//}
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.6 on Sat Oct 31 16:51:11 2015
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xy 2 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
mov o0.xyzw, v0.xyzw
mov o1.xy, v1.xyxx
mov o1.zw, v2.xxxy
ret
// Approximately 4 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


The key is the "o1.x+=separation*(depth*convergence+convergence*0.0125-0.5);" line, which isn't the correct formula. It works the same at 0 convergence with just "o1.x+=separation*(-0.5)" because the other parts would be 0.

If someone is about to play in that zone of the game and/or doesn't want to wait for the next release (preferably when this is fixed completely), here is the shader:

https://www.dropbox.com/s/bvx9jnqiaagjo0p/46853964568f213b-vs_replace.txt?dl=0



Another problem I found is that in some locations (the start of the Undead Crypt for example), if you place the character very near the camera (being near a wall) weird and small flashing artifacts appear floating around the character. But NOT in 2D or 1 convergence in 3D.

It wasn't a previous shader I touched, it isn't 3Dmigoto's fault, and I can't seem to find a guilty shader (that isn't related to the character model, of course. I'll have to take a look at that just in case). Character model shader, or driver problems perhaps?

We'll see tomorrow.

Edit: other than that, setting the "rasterizer_disable_scissor" in 3Dmigoto to 0 disables text overflowing in merchants' interface. There is however a bit of clipping in the item description windows if you push the HUD to depth, but it's a minor issue.


I don't have DS2 Softfs (only DS2 - Dx9 version), but based on my work on Dark Souls 3 fix I want to share what I have learned:)

What I fixed in VS:
- HUD depth position
- Halo around spells (an additional TexCoord needed either adding or removing stereorization - standard formula)

What I fixed in DS:
- Different Halos were I had to add another Stereo formula (standard).
- USE ASM shaders! HLSL doesn't work

What I fixed in PS:
- Lights (around 30+ shaders)
- Shadows - One Pixel shader
- Again USE ASM Shaders! HLSL will simply corrupt the rendering (I think this is the problem you are seeing above)

Formula here was the one that you developed:
// Use this depth ONLY if the register is multiplied with the InvProjMatrix
depth = dot(g_InvProjMatrixT._m30_m31_m32_m33, v1.xyzw);
// Otherwise use r1.w or r1.z;

r1.x += stereo * (depth * convergence -1);


In the above shader it will not work! For reasons:
- Is a vertex shader! You need to find the pixel shader associated with that shader and correct there
- the DEPTH is not necessarily the right one as "o1.xy = v1.xy;" which is basically a pass-through!
- If the effect is 2D then you don't need to do anything in this VS. If is in 3D but wrong, first make it 2D in VS and then in the PS add the correct 3D.

One thing I know for a fact! Is that if the formula for stereo correction is not simple and requires weird hardcoded number, it means the correction SPOT is wrong and we need to find a different one;)

Hope this little feedback and experience will help;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#87
Posted 04/25/2016 10:28 AM   
I have updated the fix: 7z: https://s3.amazonaws.com/masterotaku/Dark+Souls+2+SOTFS/DS2_SOTFS_fix_1.7.7z zip: https://s3.amazonaws.com/masterotaku/Dark+Souls+2+SOTFS/DS2_SOTFS_fix_1.7.zip Changelog: - Importing a Nvidia profile isn't needed anymore thanks to the 3Dmigoto 1.2.49 version. - Disabled the convergence 1 and convergence 0 hotkeys (F6 and F7). - Did a "more or less" fix for the green fog. It doesn't look bad now. - Fixed shadows and lighting from the "Shadows Low" setting, mostly. I had to disable certain shadows that I didn't know how to fix. Everyone should use shadows on High anyway. New hotkeys: - F6: Weapon attack blur toggle. Using it also disables all motion blur if it is enabled. Don't toggle it off while the blur effect is on screen (it will get stuck there until you toggle it on again). Not disabled by default. - F8: FXAA edge detection presets to modify the blurriness. 0.05 was the default value. Now it's 0.15 (a lot less blurry, but still detecting most edges), and pressing the hotkey will cycle though the 0.2, 0.05, 0.1 and 0.15 values. Obviously this hotkey only works if antialiasing is enabled ingame. Can someone update the download link, installation instructions and hotkeys section on the blog? Unless someone can give me write permission (so both oneup03 and I can edit it).
I have updated the fix:

7z: https://s3.amazonaws.com/masterotaku/Dark+Souls+2+SOTFS/DS2_SOTFS_fix_1.7.7z
zip: https://s3.amazonaws.com/masterotaku/Dark+Souls+2+SOTFS/DS2_SOTFS_fix_1.7.zip

Changelog:

- Importing a Nvidia profile isn't needed anymore thanks to the 3Dmigoto 1.2.49 version.
- Disabled the convergence 1 and convergence 0 hotkeys (F6 and F7).
- Did a "more or less" fix for the green fog. It doesn't look bad now.
- Fixed shadows and lighting from the "Shadows Low" setting, mostly. I had to disable certain shadows that I didn't know how to fix. Everyone should use shadows on High anyway.

New hotkeys:

- F6: Weapon attack blur toggle. Using it also disables all motion blur if it is enabled. Don't toggle it off while the blur effect is on screen (it will get stuck there until you toggle it on again). Not disabled by default.
- F8: FXAA edge detection presets to modify the blurriness. 0.05 was the default value. Now it's 0.15 (a lot less blurry, but still detecting most edges), and pressing the hotkey will cycle though the 0.2, 0.05, 0.1 and 0.15 values. Obviously this hotkey only works if antialiasing is enabled ingame.


Can someone update the download link, installation instructions and hotkeys section on the blog? Unless someone can give me write permission (so both oneup03 and I can edit it).

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
Donations account: masterotakusuko@gmail.com

#88
Posted 12/03/2016 06:40 PM   
Updated to 3Dmigoto 1.2.50. 7z: https://s3.amazonaws.com/masterotaku/Dark+Souls+2+SOTFS/DS2_SOTFS_fix_1.8.7z zip: https://s3.amazonaws.com/masterotaku/Dark+Souls+2+SOTFS/DS2_SOTFS_fix_1.8.zip

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
Donations account: masterotakusuko@gmail.com

#89
Posted 12/03/2016 11:49 PM   
[quote="masterotaku"]Can someone update the download link, installation instructions and hotkeys section on the blog? Unless someone can give me write permission (so both oneup03 and I can edit it).[/quote] I looked this up, and it's not possible to even change permissions or owner for a given blog post in blogger. I'd say either PM oneup03 to have him update it, or create a new page with the same title, which will sort in the list as the newest fix for the game.
masterotaku said:Can someone update the download link, installation instructions and hotkeys section on the blog? Unless someone can give me write permission (so both oneup03 and I can edit it).

I looked this up, and it's not possible to even change permissions or owner for a given blog post in blogger.

I'd say either PM oneup03 to have him update it, or create a new page with the same title, which will sort in the list as the newest fix for the game.

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

#90
Posted 12/04/2016 12:27 AM   
  6 / 7    
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