Resident Evil Revelations 2
  5 / 5    
Game switch to 2D (first time for me), at Ep4 after you get the LV1 pass card (when you get though a coridor). 3D kicks back again for the final boss but again some shaders are bad. (about 15 min after it breaks) Anyway i've finished the game. Thanks guys.
Game switch to 2D (first time for me), at Ep4 after you get the LV1 pass card (when you get though a coridor).

3D kicks back again for the final boss but again some shaders are bad. (about 15 min after it breaks)

Anyway i've finished the game. Thanks guys.
Just started playing this and the shadows from the flashlight are not fixed. Im wondering if the fix is not activating or if that it wasnt fixed?
Just started playing this and the shadows from the flashlight are not fixed. Im wondering if the fix is not activating or if that it wasnt fixed?

Gigabyte Gtx 1070
i5 4690k
16 gb ram

#62
Posted 01/12/2017 09:15 PM   
[quote="castlemadeofsand"]Just started playing this and the shadows from the flashlight are not fixed. Im wondering if the fix is not activating or if that it wasnt fixed?[/quote] I just tested this with the fix installed, and I get the same problem, so I'd say the shadows from flashlight are not fixed. They are relatively subtle, not at screen depth. Not game breaking I think. They look like this: [img]http://www.sg.bo3b.net/re2/rerev203_50.jps[/img]
castlemadeofsand said:Just started playing this and the shadows from the flashlight are not fixed. Im wondering if the fix is not activating or if that it wasnt fixed?

I just tested this with the fix installed, and I get the same problem, so I'd say the shadows from flashlight are not fixed.

They are relatively subtle, not at screen depth. Not game breaking I think.

They look like this:

Image

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Bo3b's School for ShaderHackers

#63
Posted 01/13/2017 12:08 AM   
[quote="bo3b"][quote="castlemadeofsand"]Just started playing this and the shadows from the flashlight are not fixed. Im wondering if the fix is not activating or if that it wasnt fixed?[/quote] I just tested this with the fix installed, and I get the same problem, so I'd say the shadows from flashlight are not fixed. They are relatively subtle, not at screen depth. Not game breaking I think. They look like this: [img]http://www.sg.bo3b.net/re2/rerev203_50.jps[/img][/quote] Definitely playable, just wanted to be sure, thanks for checking
bo3b said:
castlemadeofsand said:Just started playing this and the shadows from the flashlight are not fixed. Im wondering if the fix is not activating or if that it wasnt fixed?

I just tested this with the fix installed, and I get the same problem, so I'd say the shadows from flashlight are not fixed.

They are relatively subtle, not at screen depth. Not game breaking I think.

They look like this:

Image


Definitely playable, just wanted to be sure, thanks for checking

Gigabyte Gtx 1070
i5 4690k
16 gb ram

#64
Posted 01/13/2017 01:12 AM   
I have added an additional fix for Barry's rifle crosshair. The issue with the rifle's crosshair is that when playing with high convergence, the telescope is rendered very close to the camera and it is impossible to aim unless I manually turn off 3D, which is tedious during a fight. To fix this I added an additional preset to set convergence to 0.0 automatically whenever the rifle's crosshair is being rendered. The changes to DX9Settings.ini is as following: [code] [General] ... PresetsKeysList = 0; [KEY0] ; backslash "\" Key = 220 Presets = 0;1; Type = 1 [PRES0] UseSepSettings = true SaveSepSettings = true Convergence = 0x00000000 Separation = 0x42c80000 [PRES1] UseSepSettings = true SaveSepSettings = true Convergence = 0x42b40000 Separation = 0x42c80000 UseByDef = true [VSF0F61278] ; Shader for rifle crosshair CheckTexCRC = true UseDefinedOnly = false DefinedTexturesVS = D46E4624; [VSAF97ED24] ; Shader for rifle crosshair (episode 4) CheckTexCRC = true UseDefinedOnly = false DefinedTexturesVS = D46E4624; [TEXD46E4624] PresIndex = 0 [/code] Then just put the dumped shader F0F61278.txt and AF97ED24.txt (unchanged) to Shaderoverride\vertexshaders folder. Very simple fix but makes the rifle useful again. F0F61278.txt: [code] // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float4 CBSkinning__packed0; // sampler2D SSPoint__tMatrixMap; // float4 __tMatrixMap__invsize; // float2 fScreenHalfPixelOffset; // row_major float4x4 fViewProj; // // // Registers: // // Name Reg Size // ---------------------- ----- ---- // fViewProj c1 4 // fScreenHalfPixelOffset c5 1 // CBSkinning__packed0 c6 1 // __tMatrixMap__invsize c7 1 // SSPoint__tMatrixMap s0 1 // vs_3_0 def c0, 2, -1, 32768, -0 dcl_position v0 dcl_normal v1 dcl_binormal v2 dcl_2d s0 dcl_position o0 dcl_texcoord o1 dcl_texcoord1 o2 dcl_texcoord2 o3 mad o2.w, v1.w, c0.x, c0.y mov r0.zw, -c0.w mul r1.x, c0.z, v0.w frc r1.y, r1.x add r1.x, -r1.y, r1.x mad r1.x, r1.x, c6.x, c6.y mov r2.xyw, c0 mul r1.yzw, -r2.xyww, c6.z mad r0.xy, c7, -r2.ywzw, r1 texldl r0, r0, s0 mad r3.xyz, v1, c0.x, c0.y dp3 r4.y, r0, r3 mad r2.xy, c7, r2_abs.xwzw, r1 texldl r1, r1, s0 mov r2.zw, -c0.w texldl r2, r2, s0 dp3 r4.z, r2, r3 dp3 r4.x, r1, r3 dp3 r3.x, r4, r4 rsq r3.x, r3.x mul o2.xyz, r3.x, r4 mad r3, v0.xyzx, -c0.yyyw, -c0.wwwy dp4 r0.x, r0, r3 mul r0, r0.x, c2 dp4 r1.x, r1, r3 dp4 r1.y, r2, r3 mad r0, r1.x, c1, r0 mad r0, r1.y, c3, r0 add r0, r0, c4 mad o0.x, c5.x, -r0.w, r0.x mad o0.y, c5.y, r0.w, r0.y mov o0.zw, r0 mov o1, -c0.wwwy mov o3, v2.xyxy // approximately 37 instruction slots used (6 texture, 31 arithmetic) [/code] AF97ED24.txt: [code] // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float4 CBSkinning__packed0; // sampler2D SSPoint__tMatrixMap; // float4 __tMatrixMap__invsize; // float2 fScreenHalfPixelOffset; // row_major float4x4 fViewProj; // // // Registers: // // Name Reg Size // ---------------------- ----- ---- // fViewProj c1 4 // fScreenHalfPixelOffset c5 1 // CBSkinning__packed0 c6 1 // __tMatrixMap__invsize c7 1 // SSPoint__tMatrixMap s0 1 // vs_3_0 def c0, 2, -1, 32768, -0 dcl_position v0 dcl_normal v1 dcl_binormal v2 dcl_2d s0 dcl_position o0 dcl_texcoord o1 dcl_texcoord1 o2 dcl_texcoord2 o3 dcl_texcoord3 o4 mad o2.w, v1.w, c0.x, c0.y mov r0.zw, -c0.w mul r1.x, c0.z, v0.w frc r1.y, r1.x add r1.x, -r1.y, r1.x mad r1.x, r1.x, c6.x, c6.y mov r2.xyw, c0 mul r1.yzw, -r2.xyww, c6.z mad r0.xy, c7, -r2.ywzw, r1 texldl r0, r0, s0 mad r3.xyz, v1, c0.x, c0.y dp3 r4.y, r0, r3 mad r2.xy, c7, r2_abs.xwzw, r1 texldl r1, r1, s0 mov r2.zw, -c0.w texldl r2, r2, s0 dp3 r4.z, r2, r3 dp3 r4.x, r1, r3 dp3 r3.x, r4, r4 rsq r3.x, r3.x mul o2.xyz, r3.x, r4 mad r3, v0.xyzx, -c0.yyyw, -c0.wwwy dp4 r0.y, r0, r3 mul r4, r0.y, c2 dp4 r0.x, r1, r3 dp4 r0.z, r2, r3 mad r1, r0.x, c1, r4 mov o3.xyz, r0 mad r0, r0.z, c3, r1 add r0, r0, c4 mad o0.x, c5.x, -r0.w, r0.x mad o0.y, c5.y, r0.w, r0.y mov o0.zw, r0 mov o1, -c0.wwwy mov o3.w, -c0.w mov o4, v2.xyxy // approximately 39 instruction slots used (6 texture, 33 arithmetic) [/code] EDIT: Add texture filter. EDIT2: Found an updated version of the shader in episode 4.
I have added an additional fix for Barry's rifle crosshair. The issue with the rifle's crosshair is that when playing with high convergence, the telescope is rendered very close to the camera and it is impossible to aim unless I manually turn off 3D, which is tedious during a fight. To fix this I added an additional preset to set convergence to 0.0 automatically whenever the rifle's crosshair is being rendered. The changes to DX9Settings.ini is as following:

[General]
...
PresetsKeysList = 0;

[KEY0]
; backslash "\"
Key = 220
Presets = 0;1;
Type = 1

[PRES0]
UseSepSettings = true
SaveSepSettings = true
Convergence = 0x00000000
Separation = 0x42c80000

[PRES1]
UseSepSettings = true
SaveSepSettings = true
Convergence = 0x42b40000
Separation = 0x42c80000
UseByDef = true

[VSF0F61278]
; Shader for rifle crosshair
CheckTexCRC = true
UseDefinedOnly = false
DefinedTexturesVS = D46E4624;

[VSAF97ED24]
; Shader for rifle crosshair (episode 4)
CheckTexCRC = true
UseDefinedOnly = false
DefinedTexturesVS = D46E4624;

[TEXD46E4624]
PresIndex = 0


Then just put the dumped shader F0F61278.txt and AF97ED24.txt (unchanged) to Shaderoverride\vertexshaders folder.

Very simple fix but makes the rifle useful again.

F0F61278.txt:
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4 CBSkinning__packed0;
// sampler2D SSPoint__tMatrixMap;
// float4 __tMatrixMap__invsize;
// float2 fScreenHalfPixelOffset;
// row_major float4x4 fViewProj;
//
//
// Registers:
//
// Name Reg Size
// ---------------------- ----- ----
// fViewProj c1 4
// fScreenHalfPixelOffset c5 1
// CBSkinning__packed0 c6 1
// __tMatrixMap__invsize c7 1
// SSPoint__tMatrixMap s0 1
//

vs_3_0
def c0, 2, -1, 32768, -0
dcl_position v0
dcl_normal v1
dcl_binormal v2
dcl_2d s0
dcl_position o0
dcl_texcoord o1
dcl_texcoord1 o2
dcl_texcoord2 o3
mad o2.w, v1.w, c0.x, c0.y
mov r0.zw, -c0.w
mul r1.x, c0.z, v0.w
frc r1.y, r1.x
add r1.x, -r1.y, r1.x
mad r1.x, r1.x, c6.x, c6.y
mov r2.xyw, c0
mul r1.yzw, -r2.xyww, c6.z
mad r0.xy, c7, -r2.ywzw, r1
texldl r0, r0, s0
mad r3.xyz, v1, c0.x, c0.y
dp3 r4.y, r0, r3
mad r2.xy, c7, r2_abs.xwzw, r1
texldl r1, r1, s0
mov r2.zw, -c0.w
texldl r2, r2, s0
dp3 r4.z, r2, r3
dp3 r4.x, r1, r3
dp3 r3.x, r4, r4
rsq r3.x, r3.x
mul o2.xyz, r3.x, r4
mad r3, v0.xyzx, -c0.yyyw, -c0.wwwy
dp4 r0.x, r0, r3
mul r0, r0.x, c2
dp4 r1.x, r1, r3
dp4 r1.y, r2, r3
mad r0, r1.x, c1, r0
mad r0, r1.y, c3, r0
add r0, r0, c4
mad o0.x, c5.x, -r0.w, r0.x
mad o0.y, c5.y, r0.w, r0.y
mov o0.zw, r0
mov o1, -c0.wwwy
mov o3, v2.xyxy

// approximately 37 instruction slots used (6 texture, 31 arithmetic)


AF97ED24.txt:
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4 CBSkinning__packed0;
// sampler2D SSPoint__tMatrixMap;
// float4 __tMatrixMap__invsize;
// float2 fScreenHalfPixelOffset;
// row_major float4x4 fViewProj;
//
//
// Registers:
//
// Name Reg Size
// ---------------------- ----- ----
// fViewProj c1 4
// fScreenHalfPixelOffset c5 1
// CBSkinning__packed0 c6 1
// __tMatrixMap__invsize c7 1
// SSPoint__tMatrixMap s0 1
//

vs_3_0
def c0, 2, -1, 32768, -0
dcl_position v0
dcl_normal v1
dcl_binormal v2
dcl_2d s0
dcl_position o0
dcl_texcoord o1
dcl_texcoord1 o2
dcl_texcoord2 o3
dcl_texcoord3 o4
mad o2.w, v1.w, c0.x, c0.y
mov r0.zw, -c0.w
mul r1.x, c0.z, v0.w
frc r1.y, r1.x
add r1.x, -r1.y, r1.x
mad r1.x, r1.x, c6.x, c6.y
mov r2.xyw, c0
mul r1.yzw, -r2.xyww, c6.z
mad r0.xy, c7, -r2.ywzw, r1
texldl r0, r0, s0
mad r3.xyz, v1, c0.x, c0.y
dp3 r4.y, r0, r3
mad r2.xy, c7, r2_abs.xwzw, r1
texldl r1, r1, s0
mov r2.zw, -c0.w
texldl r2, r2, s0
dp3 r4.z, r2, r3
dp3 r4.x, r1, r3
dp3 r3.x, r4, r4
rsq r3.x, r3.x
mul o2.xyz, r3.x, r4
mad r3, v0.xyzx, -c0.yyyw, -c0.wwwy
dp4 r0.y, r0, r3
mul r4, r0.y, c2
dp4 r0.x, r1, r3
dp4 r0.z, r2, r3
mad r1, r0.x, c1, r4
mov o3.xyz, r0
mad r0, r0.z, c3, r1
add r0, r0, c4
mad o0.x, c5.x, -r0.w, r0.x
mad o0.y, c5.y, r0.w, r0.y
mov o0.zw, r0
mov o1, -c0.wwwy
mov o3.w, -c0.w
mov o4, v2.xyxy

// approximately 39 instruction slots used (6 texture, 33 arithmetic)



EDIT: Add texture filter.
EDIT2: Found an updated version of the shader in episode 4.

#65
Posted 06/19/2017 03:59 PM   
I have just finished the game, and confirmed that the sniper rifle fix also works for the grenade launcher.
I have just finished the game, and confirmed that the sniper rifle fix also works for the grenade launcher.

#66
Posted 06/21/2017 04:27 PM   
  5 / 5    
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