Yes it's seriously brilliant that you're doing all this dude. I hope you're getting an equivalent satisfaction level out of doing all this to what we are all getting in reaping the benefits of all your hard work and the fixes that derive from it, which obviously does rely on the efforts of others as well. Anyway, confusing sentence, hope you get the gist of it and thanks.
Yes it's seriously brilliant that you're doing all this dude. I hope you're getting an equivalent satisfaction level out of doing all this to what we are all getting in reaping the benefits of all your hard work and the fixes that derive from it, which obviously does rely on the efforts of others as well. Anyway, confusing sentence, hope you get the gist of it and thanks.
GTX 1070 SLI, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
From the Fire Watch thread https://forums.geforce.com/default/topic/914516/
[quote="Pirateguybrush"]Any differences between DX9 and DX11?[/quote]
[quote="DarkStarSword"]To answer this question, yes there are - at the very least light shafts only work in DX11.
The DX11 port of my Unity scripts is coming nicely. I've finished work on cmd_Decompiler and hooked it up to extract_unity_shaders.py to enable batch fixing of Unity shaders. hlsltool.py now has --auto-fix-vertex-halo and --fix-unity-lighting-ps implemented, so the DX11 version of the fix is getting closer to where the DX9 version was.[/quote]
So can I assume that Submerged, which uses both dx10 and dx11, will benefit from your recent Unity advancements and see a proper 3D fix eventually? If so, I'll move it up on my Wish List.
Pirateguybrush said:Any differences between DX9 and DX11?
DarkStarSword said:To answer this question, yes there are - at the very least light shafts only work in DX11.
The DX11 port of my Unity scripts is coming nicely. I've finished work on cmd_Decompiler and hooked it up to extract_unity_shaders.py to enable batch fixing of Unity shaders. hlsltool.py now has --auto-fix-vertex-halo and --fix-unity-lighting-ps implemented, so the DX11 version of the fix is getting closer to where the DX9 version was.
So can I assume that Submerged, which uses both dx10 and dx11, will benefit from your recent Unity advancements and see a proper 3D fix eventually? If so, I'll move it up on my Wish List.
Submerged is a UE4 game, so won't benefit from them directly. However, I've had a preliminary look and I believe it should be fairly straight forward once I get around to it.
Submerged is a UE4 game, so won't benefit from them directly. However, I've had a preliminary look and I believe it should be fairly straight forward once I get around to it.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Oh man, I saw D-Man11 refer to your Unity advancements, went to your Github and saw you have a new DX11 Unity template/autofix and got so excited. I decided to try that on Distance, which I've had issues with your previous DX9 autofix/DX11 template not fixing entirely, and I'm running into an issue with the new script, which I'm wondering if it's simply due to the engine or if I'm missing some sort of dependencies, etc.
Distance is currently running on Unity version 5.2.4, so I figured it would have been fine with it not being v5.3.
Anyways, running your autofix.sh in CYGWin, it seemingly runs the unity asset extractor fine, but looks like there's an issue with the extract unity shaders module, where for each item it gives the message:
Extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps.bin
cmd_Decompiler.exe not found, extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps_headers.txt instead...
And then the the final 2 lines in the console are:
Saving header index ShaderHeaders.json...
autofix.sh: line 31: cd: ShaderCRCs: No such file or directory
There is no ShaderCRCs folder created in the Extracted folder (obviously), so the script seems to just end there.
So does that mean I'm missing a required plugin in CYGWin (or elsewhere) that would have the cmd_Decompiler.exe? Any idea which? So far I've been unable to locate that (the only Google results for that filename all refer to 3DMigoto threads!). I even went as far as installing Visual Studio to see if that might provide it, but as far as I can tell, no go. Sorry if this should be common knowledge amongst programmers, but unfortunately I'm not able to find the answer on my own, so I'm hoping you can steer me in the right direction.
Oh man, I saw D-Man11 refer to your Unity advancements, went to your Github and saw you have a new DX11 Unity template/autofix and got so excited. I decided to try that on Distance, which I've had issues with your previous DX9 autofix/DX11 template not fixing entirely, and I'm running into an issue with the new script, which I'm wondering if it's simply due to the engine or if I'm missing some sort of dependencies, etc.
Distance is currently running on Unity version 5.2.4, so I figured it would have been fine with it not being v5.3.
Anyways, running your autofix.sh in CYGWin, it seemingly runs the unity asset extractor fine, but looks like there's an issue with the extract unity shaders module, where for each item it gives the message:
Extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps.bin
cmd_Decompiler.exe not found, extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps_headers.txt instead...
And then the the final 2 lines in the console are:
Saving header index ShaderHeaders.json...
autofix.sh: line 31: cd: ShaderCRCs: No such file or directory
There is no ShaderCRCs folder created in the Extracted folder (obviously), so the script seems to just end there.
So does that mean I'm missing a required plugin in CYGWin (or elsewhere) that would have the cmd_Decompiler.exe? Any idea which? So far I've been unable to locate that (the only Google results for that filename all refer to 3DMigoto threads!). I even went as far as installing Visual Studio to see if that might provide it, but as far as I can tell, no go. Sorry if this should be common knowledge amongst programmers, but unfortunately I'm not able to find the answer on my own, so I'm hoping you can steer me in the right direction.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
[quote="DJ-RK"]Extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps.bin
cmd_Decompiler.exe not found, extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps_headers.txt instead...[/quote]cmd_Decompiler is something new in 3DMigoto 1.2.30 and you can get it from a separate zip file on the 3DMigoto releases page. The idea is that it will be updated alongside 3DMigoto whenever we make any changes to the decompiler/assembler/disassembler. You need to drop it (and d3dcompiler_46.dll) in the same directory as extract_unity_shaders.py.
[quote]And then the the final 2 lines in the console are:
Saving header index ShaderHeaders.json...
autofix.sh: line 31: cd: ShaderCRCs: No such file or directory
There is no ShaderCRCs folder created in the Extracted folder (obviously), so the script seems to just end there.[/quote]Oops - fixed now (I did the extraction by hand so didn't notice) :)
DJ-RK said:Extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps.bin
cmd_Decompiler.exe not found, extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps_headers.txt instead...
cmd_Decompiler is something new in 3DMigoto 1.2.30 and you can get it from a separate zip file on the 3DMigoto releases page. The idea is that it will be updated alongside 3DMigoto whenever we make any changes to the decompiler/assembler/disassembler. You need to drop it (and d3dcompiler_46.dll) in the same directory as extract_unity_shaders.py.
And then the the final 2 lines in the console are:
Saving header index ShaderHeaders.json...
autofix.sh: line 31: cd: ShaderCRCs: No such file or directory
There is no ShaderCRCs folder created in the Extracted folder (obviously), so the script seems to just end there.
Oops - fixed now (I did the extraction by hand so didn't notice) :)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Great, thanks for that. With it, I was able to run through the full script without any errors... (actually, I first got an error about fxc.exe missing, but fortunately I was able to locate that, and then it ran fine)
... but (and you knew it was coming), there's some pretty serious issues with the output. When launching the game, I got so many double beep .ini errors it was basically like I was listening to a full length techno song! ;) Log basically said that all the resources in the shader overrides were unrecognized entries. Needless to say, the game wasn't fixed. In fact, it's hard to even get the game to launch, it seems to want to disable 3D like this.
Anyway, I'm gonna put this in the "Nice to have, but not a huge priority right now" bin. If you have any quick suggestions great, or if you're interested in working this out for the sake of improving your tool, by all means I can provide any data necessary... but if you don't have time for it, then I'm not gonna pester you on this one.
Great, thanks for that. With it, I was able to run through the full script without any errors... (actually, I first got an error about fxc.exe missing, but fortunately I was able to locate that, and then it ran fine)
... but (and you knew it was coming), there's some pretty serious issues with the output. When launching the game, I got so many double beep .ini errors it was basically like I was listening to a full length techno song! ;) Log basically said that all the resources in the shader overrides were unrecognized entries. Needless to say, the game wasn't fixed. In fact, it's hard to even get the game to launch, it seems to want to disable 3D like this.
Anyway, I'm gonna put this in the "Nice to have, but not a huge priority right now" bin. If you have any quick suggestions great, or if you're interested in working this out for the sake of improving your tool, by all means I can provide any data necessary... but if you don't have time for it, then I'm not gonna pester you on this one.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
[quote="DJ-RK"]... but (and you knew it was coming), there's some pretty serious issues with the output. When launching the game, I got so many double beep .ini errors it was basically like I was listening to a full length techno song! ;) Log basically said that all the resources in the shader overrides were unrecognized entries.[/quote]You will need to add the contents of d3dx-excerpts.txt to the d3dx.ini first. For the DX9 version I ship a full DX9Settings.ini because the base template for that never changes, but given that 3DMigoto is still under active development and gains new options fairly often it is best to start with the template in the latest 3DMigoto, add d3dx-excerpts.txt to the bottom then run the script. I could potentially have the script add that to d3dx.ini automatically, but the script is intended to be something that can be re-run any time a game gets an update and those parts need to be added exactly once, so adding them automatically would be a bit error prone.
By the sounds of it I should add some instructions :)
[quote]Needless to say, the game wasn't fixed. In fact, it's hard to even get the game to launch, it seems to want to disable 3D like this.[/quote]You may need to enable the full_screen and toggle_full_screen options for a lot of Unity games.
DJ-RK said:... but (and you knew it was coming), there's some pretty serious issues with the output. When launching the game, I got so many double beep .ini errors it was basically like I was listening to a full length techno song! ;) Log basically said that all the resources in the shader overrides were unrecognized entries.
You will need to add the contents of d3dx-excerpts.txt to the d3dx.ini first. For the DX9 version I ship a full DX9Settings.ini because the base template for that never changes, but given that 3DMigoto is still under active development and gains new options fairly often it is best to start with the template in the latest 3DMigoto, add d3dx-excerpts.txt to the bottom then run the script. I could potentially have the script add that to d3dx.ini automatically, but the script is intended to be something that can be re-run any time a game gets an update and those parts need to be added exactly once, so adding them automatically would be a bit error prone.
By the sounds of it I should add some instructions :)
Needless to say, the game wasn't fixed. In fact, it's hard to even get the game to launch, it seems to want to disable 3D like this.
You may need to enable the full_screen and toggle_full_screen options for a lot of Unity games.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Holy crap, ShaderRegex Engine!!!
Someone has been busy...
[quote="DarkStarSword"]This release includes the new ShaderRegex engine, which is capable of patching shaders on the fly that match a given pattern.[/quote]
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5233042/#5233042[/url]
Awesome stuff, thanks DSS. As well as all shader hackers and/or coders
Great stuff.
Would this be applicable to games like Arkham Knight? I remember that game was kinda fixed but it kept changing shaders upon reboot or even for different graphic cards. Would ShaderRegex patch all these shaders on the fly?
thanks for all the hard work!
Would this be applicable to games like Arkham Knight? I remember that game was kinda fixed but it kept changing shaders upon reboot or even for different graphic cards. Would ShaderRegex patch all these shaders on the fly?
I too got a little excited when I saw helping with Arkham Knight listed as a high priority. I'm still hoping to play it in 3D someday and really appreciate any improvements made to that title. Thank you so much for looking into it.
I too got a little excited when I saw helping with Arkham Knight listed as a high priority. I'm still hoping to play it in 3D someday and really appreciate any improvements made to that title. Thank you so much for looking into it.
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
GTX 1070 SLI, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
So can I assume that Submerged, which uses both dx10 and dx11, will benefit from your recent Unity advancements and see a proper 3D fix eventually? If so, I'll move it up on my Wish List.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Distance is currently running on Unity version 5.2.4, so I figured it would have been fine with it not being v5.3.
Anyways, running your autofix.sh in CYGWin, it seemingly runs the unity asset extractor fine, but looks like there's an issue with the extract unity shaders module, where for each item it gives the message:
Extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps.bin
cmd_Decompiler.exe not found, extracting ./ShaderFNVs/Custom_LaserCut_Diffuse-Emit/e481f7ae48760647-ps_headers.txt instead...
And then the the final 2 lines in the console are:
Saving header index ShaderHeaders.json...
autofix.sh: line 31: cd: ShaderCRCs: No such file or directory
There is no ShaderCRCs folder created in the Extracted folder (obviously), so the script seems to just end there.
So does that mean I'm missing a required plugin in CYGWin (or elsewhere) that would have the cmd_Decompiler.exe? Any idea which? So far I've been unable to locate that (the only Google results for that filename all refer to 3DMigoto threads!). I even went as far as installing Visual Studio to see if that might provide it, but as far as I can tell, no go. Sorry if this should be common knowledge amongst programmers, but unfortunately I'm not able to find the answer on my own, so I'm hoping you can steer me in the right direction.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Oops - fixed now (I did the extraction by hand so didn't notice) :)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
... but (and you knew it was coming), there's some pretty serious issues with the output. When launching the game, I got so many double beep .ini errors it was basically like I was listening to a full length techno song! ;) Log basically said that all the resources in the shader overrides were unrecognized entries. Needless to say, the game wasn't fixed. In fact, it's hard to even get the game to launch, it seems to want to disable 3D like this.
Anyway, I'm gonna put this in the "Nice to have, but not a huge priority right now" bin. If you have any quick suggestions great, or if you're interested in working this out for the sake of improving your tool, by all means I can provide any data necessary... but if you don't have time for it, then I'm not gonna pester you on this one.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
By the sounds of it I should add some instructions :)
You may need to enable the full_screen and toggle_full_screen options for a lot of Unity games.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Someone has been busy...
https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5233042/#5233042
Awesome stuff, thanks DSS. As well as all shader hackers and/or coders
Would this be applicable to games like Arkham Knight? I remember that game was kinda fixed but it kept changing shaders upon reboot or even for different graphic cards. Would ShaderRegex patch all these shaders on the fly?
thanks for all the hard work!
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64