[quote="4everAwake"]Fixed some minor stuff (UI / HUD elements). One HUD shader is linked to video phone screens so I isolated the video screen texture.[/quote]
Thanks for doing that :)
I was looking at the UI shader for the balance has shifted text as well and had started blacklisting non-UI textures, but decided since it isn't a UI shader (it's actually "Skar/FX/Additive Tint") and only affected a small amount of the UI that isn't usually displayed it didn't really seem worth while to me... Did you notice if it affects anything else in the UI, or is the balance text the only one?
I know it also affects the embers on the makeshift torch in chapter 2 (721527DA) as well as the glow around point lights, and it wouldn't surprise me if we will keep running into more and more things it affects.
Whitelisting the UI textures didn't seem to work unfortunately - it looks like the actual UI shader (10F9DBCC) is used to render the balance has shifted text and icon onto another surface in mono (you might have noticed the text moves to the right when adjusting the UI depth), which is then copied to the screen using this additive tint shader, and I wasn't able to match that surface.
Actually... I wonder if we can test the depth since the UI is drawn at screen depth and those other effects aren't - I had to do something similar in Montague's Mount and World of Diving to distinguish between lens flares and bloom... Hmmm, I'll have to try that when I get home.
[quote="4everAwake"]I see what you mean about the doubled reflections. IMHO, it doesn't look too too bad. Hopefully it's not a major issue later on in the game.[/quote]
I've worked out that the doubled image is due to the glass shader, which I fixed for stereo, but will now be broken when rendering to a mono render target like the reflection. Ideally I'd just force the reflection to be stereo, but failing that I think I might be able to use vPos in the pixel shader to fix that specific case (will try tonight).
More generally - is there any way to know inside a shader if the current render target is mono or stereo?
4everAwake said:Fixed some minor stuff (UI / HUD elements). One HUD shader is linked to video phone screens so I isolated the video screen texture.
Thanks for doing that :)
I was looking at the UI shader for the balance has shifted text as well and had started blacklisting non-UI textures, but decided since it isn't a UI shader (it's actually "Skar/FX/Additive Tint") and only affected a small amount of the UI that isn't usually displayed it didn't really seem worth while to me... Did you notice if it affects anything else in the UI, or is the balance text the only one?
I know it also affects the embers on the makeshift torch in chapter 2 (721527DA) as well as the glow around point lights, and it wouldn't surprise me if we will keep running into more and more things it affects.
Whitelisting the UI textures didn't seem to work unfortunately - it looks like the actual UI shader (10F9DBCC) is used to render the balance has shifted text and icon onto another surface in mono (you might have noticed the text moves to the right when adjusting the UI depth), which is then copied to the screen using this additive tint shader, and I wasn't able to match that surface.
Actually... I wonder if we can test the depth since the UI is drawn at screen depth and those other effects aren't - I had to do something similar in Montague's Mount and World of Diving to distinguish between lens flares and bloom... Hmmm, I'll have to try that when I get home.
4everAwake said:I see what you mean about the doubled reflections. IMHO, it doesn't look too too bad. Hopefully it's not a major issue later on in the game.
I've worked out that the doubled image is due to the glass shader, which I fixed for stereo, but will now be broken when rendering to a mono render target like the reflection. Ideally I'd just force the reflection to be stereo, but failing that I think I might be able to use vPos in the pixel shader to fix that specific case (will try tonight).
More generally - is there any way to know inside a shader if the current render target is mono or stereo?
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
Testing the depth for W=1 seems to be working for me - it adjusts the balance has shifted text and leaves the torch embers and bloom alone without needing to explicitly blacklist them:
https://github.com/DarkStarSword/3d-fixes/blob/master/Dreamfall%20Chapters/ShaderOverride/VertexShaders/30C93C97.txt
I've successfully removed the double reflection by using vPos. There were a couple of tricks to make it work - I had to multiply the XY by W to undo the perspective divide, and I wasn't able to use DefPSViewSizeConst from Helix mod because it is the size of the screen, not the current render target. Fortunately, the vertex shader had _ScreenParams, which did have the correct size, so I was able to pass it through to the pixel shader and use it there.
[code]dcl_texcoord6 v7 // _ScreenParams passed in from vertex shader
def c220, 256, 1, 0.0625, 0.5
dcl vPos.xy
// Compute XY from the vPos and render target size:
mov r11.xy, vPos.xy
rcp r11.z, v7.x
rcp r11.w, v7.y
mul r12.xy, r11.xy, r11.zw
// Multiply XY by W to undo the perspective divide:
mul r12.xy, r12.xy, v2.ww[/code]
I did try bo3b's suggestion of accessing the constant register it had been defined for in the vertex shader since that wasn't defined in the pixel shader, but unfortunately it didn't seem to work, so I had to add it as an extra output from the vertex shader.
Testing the depth for W=1 seems to be working for me - it adjusts the balance has shifted text and leaves the torch embers and bloom alone without needing to explicitly blacklist them:
I've successfully removed the double reflection by using vPos. There were a couple of tricks to make it work - I had to multiply the XY by W to undo the perspective divide, and I wasn't able to use DefPSViewSizeConst from Helix mod because it is the size of the screen, not the current render target. Fortunately, the vertex shader had _ScreenParams, which did have the correct size, so I was able to pass it through to the pixel shader and use it there.
dcl_texcoord6 v7 // _ScreenParams passed in from vertex shader
def c220, 256, 1, 0.0625, 0.5
dcl vPos.xy
// Compute XY from the vPos and render target size:
mov r11.xy, vPos.xy
rcp r11.z, v7.x
rcp r11.w, v7.y
mul r12.xy, r11.xy, r11.zw
// Multiply XY by W to undo the perspective divide:
mul r12.xy, r12.xy, v2.ww
I did try bo3b's suggestion of accessing the constant register it had been defined for in the vertex shader since that wasn't defined in the pixel shader, but unfortunately it didn't seem to work, so I had to add it as an extra output from the vertex shader.
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
Here's an updated WIP - Europolis is now fixed up and damn it looks good in 3D! This should also fix some remaining lighting related issues - notably the slight halo on objects in shadow when a directional light is active (noticeable in the intro cinematic).
https://s3.amazonaws.com/DarkStarSword/3Dfix-Dreamfall+Chapters-WIP-2014-11-13.zip
I've only spotted one minor issue in Europolis - a blemish in some spots of the pavement, but the game keeps crashing whenever I try to shader hunt it :(
The next major issue I've run into is that more volumetric ray-marched light shafts are in use in "The Hand That Feeds". I'll have to play around with these and see if I can work out how to fix them properly, otherwise I might have to disable them. These are at least a bit easier to work with and check the alignment since I have a clear window they are casting in from to line them up with (they are clearly mis-aligned at the moment).
U and P toggle two tweaks in these shafts - U toggles stereoisation of the light position in the Final Interpolation shaders, and P toggles it in the coords shaders. If they are both disabled the rays are drawn in 2D at screen depth. As I mentioned on the other thread, I tracked down the source code for these light shafts:
https://github.com/robertcupisz/LightShafts
Corresponding assembly for all the shaders is here:
http://darkstarsword.net/dreamfall-broken-shaders/LightShafts/
An odd thing I noticed about these is the one-eyed halo occurs on the yellow rays from the ceiling, but not the blue rays from the window (if the tweaks toggled with U and P don't match up you will get a two-eyed halo on both), which would seem to indicate that the coords.shader is being stereoised in some, but not all.
Here's an updated WIP - Europolis is now fixed up and damn it looks good in 3D! This should also fix some remaining lighting related issues - notably the slight halo on objects in shadow when a directional light is active (noticeable in the intro cinematic).
https://s3.amazonaws.com/DarkStarSword/3Dfix-Dreamfall+Chapters-WIP-2014-11-13.zip
I've only spotted one minor issue in Europolis - a blemish in some spots of the pavement, but the game keeps crashing whenever I try to shader hunt it :(
The next major issue I've run into is that more volumetric ray-marched light shafts are in use in "The Hand That Feeds". I'll have to play around with these and see if I can work out how to fix them properly, otherwise I might have to disable them. These are at least a bit easier to work with and check the alignment since I have a clear window they are casting in from to line them up with (they are clearly mis-aligned at the moment).
U and P toggle two tweaks in these shafts - U toggles stereoisation of the light position in the Final Interpolation shaders, and P toggles it in the coords shaders. If they are both disabled the rays are drawn in 2D at screen depth. As I mentioned on the other thread, I tracked down the source code for these light shafts:
https://github.com/robertcupisz/LightShafts
An odd thing I noticed about these is the one-eyed halo occurs on the yellow rays from the ceiling, but not the blue rays from the window (if the tweaks toggled with U and P don't match up you will get a two-eyed halo on both), which would seem to indicate that the coords.shader is being stereoised in some, but not all.
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
Sounds great! I'm holding off until you're done before I play past the intro, as I'd like to do it all in one sitting - but that's really good progress.
Sounds great! I'm holding off until you're done before I play past the intro, as I'd like to do it all in one sitting - but that's really good progress.
Is anyone here using the Steam version of the game? I pasted the latest WIP files into the game directory C:\Program Files (x86)\Steam\steamapps\common\Dreamfall Chapters but I am not able to enable 3D at all.
I have never had this problem with any other games. Any help would be much appreciated.
Is anyone here using the Steam version of the game? I pasted the latest WIP files into the game directory C:\Program Files (x86)\Steam\steamapps\common\Dreamfall Chapters but I am not able to enable 3D at all.
I have never had this problem with any other games. Any help would be much appreciated.
Nevermind, I figured out the problem. I had 3D Vision set to "Only When Fullscreen 3d Programs Run" So since this games runs in a pseudo fullscreen, it wasn't kicking in.
Your WIP tweaks are working great and the game looks incredible. I almost feel like I'm using one of the Dream Machines from the game, lol. I would be more than happy to send a small donation your way for all your work on this DarkStarSword, let me know if you've got a link. Keep up the great work!
Nevermind, I figured out the problem. I had 3D Vision set to "Only When Fullscreen 3d Programs Run" So since this games runs in a pseudo fullscreen, it wasn't kicking in.
Your WIP tweaks are working great and the game looks incredible. I almost feel like I'm using one of the Dream Machines from the game, lol. I would be more than happy to send a small donation your way for all your work on this DarkStarSword, let me know if you've got a link. Keep up the great work!
I've finished book 1 and released the fix on the blog:
http://helixmod.blogspot.com.au/2014/11/dreamfall-chapters.html
I played around with the light shafts, but I wasn't able to completely fix them and at the end of the day I was spending too long on them. You can press U to cycle between a partial stereo fix, mono and disabled.
If anyone wanted to take a look at how I was thinking I'd need to fix them I left comments in the shaders. Part of the difficulty is that the C# code doesn't pass in enough information to be useful (e.g. the X & Y screen coords for the light source are passed in, but not the depth), so I had to use some tricky vector maths to try to determine the missing information, but I just wasn't able to make it all work. I ended up just fudging values until it looked close enough for the partial fix, but that left some pretty nasty distorted halos while walking through them and clipping issues from a distance.
I played around with the light shafts, but I wasn't able to completely fix them and at the end of the day I was spending too long on them. You can press U to cycle between a partial stereo fix, mono and disabled.
If anyone wanted to take a look at how I was thinking I'd need to fix them I left comments in the shaders. Part of the difficulty is that the C# code doesn't pass in enough information to be useful (e.g. the X & Y screen coords for the light source are passed in, but not the depth), so I had to use some tricky vector maths to try to determine the missing information, but I just wasn't able to make it all work. I ended up just fudging values until it looked close enough for the partial fix, but that left some pretty nasty distorted halos while walking through them and clipping issues from a distance.
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
I seem to get a strange Issue in my game of Dreamfall Chapters. Here a picture to show you the strange ghosting I am getting in the same of the Zoe. I can set the Depth to 0 And still see a outline of that of the ghost.
http://imgur.com/TGLCBgb.jpg
The 3d in the game looks a lot better when I disable Shadows. But this makes people look dark faraway from Zoe.
http://i.imgur.com/y5U74Oi.jpg
Playing with shadow people is kind of scary.
How can I fix this?
I seem to get a strange Issue in my game of Dreamfall Chapters. Here a picture to show you the strange ghosting I am getting in the same of the Zoe. I can set the Depth to 0 And still see a outline of that of the ghost.
That looks like the fix on the surface shaders aren't working properly for some reason. Since you posted a 2D screenshot it's a bit hard for me to tell if that is the only issue - are the shadows correctly aligned with the ground? Does the ground itself look to be at the correct depth, or does it look like the bump map is at a different depth?
A couple of questions to help narrow down the problem:
- Are you using the fix posted on the blog, or one of the WIP fixes in this thread? You should be using this fix: http://helixmod.blogspot.com.au/2014/11/dreamfall-chapters.html
- Are you running the latest update of the game (if you are you will see the green text when you start the game since they added a real full screen mode)?
- Have you assigned the game to a profile with nVidia inspector? If so, remove it. The green text should say [s]something along the lines of it being unrated by nvidia.[/s] edit: it will say 3D-Hub Player (Sorry - I'd forgotten that I removed the profile switch on my machine, but haven't updated the fix on the blog yet since it has no other effect)
- It's possible Unity has selected fallback shaders for your system that are different from the ones I fixed - what graphics card are you using, and is it SLI or a single GPU?
- What graphics settings do you have the game set to? I played on the awesome quality, so you might want to try that if you have it set lower.
- You mentioned you still see the issue with depth set to 0. Can you clarify exactly what you mean by this - do you mean separation set to 0 but 3D on? Do you also see the issue if you turn 3D off entirely with ctrl+T or via the control panel?
That looks like the fix on the surface shaders aren't working properly for some reason. Since you posted a 2D screenshot it's a bit hard for me to tell if that is the only issue - are the shadows correctly aligned with the ground? Does the ground itself look to be at the correct depth, or does it look like the bump map is at a different depth?
A couple of questions to help narrow down the problem:
- Are you running the latest update of the game (if you are you will see the green text when you start the game since they added a real full screen mode)?
- Have you assigned the game to a profile with nVidia inspector? If so, remove it. The green text should say something along the lines of it being unrated by nvidia. edit: it will say 3D-Hub Player (Sorry - I'd forgotten that I removed the profile switch on my machine, but haven't updated the fix on the blog yet since it has no other effect)
- It's possible Unity has selected fallback shaders for your system that are different from the ones I fixed - what graphics card are you using, and is it SLI or a single GPU?
- What graphics settings do you have the game set to? I played on the awesome quality, so you might want to try that if you have it set lower.
- You mentioned you still see the issue with depth set to 0. Can you clarify exactly what you mean by this - do you mean separation set to 0 but 3D on? Do you also see the issue if you turn 3D off entirely with ctrl+T or via the control panel?
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
Yes it seems like the Shadows are correctly aligned on the ground.
The ground bumpmaping seems a bit off but I think it's due to the same ghost of zoe.
The file I downloaded is this one.
3Dfix-Dreamfall Chapters-2014-11-15.zip
Since I am on steam I am Re Verifying the integrity of game cache to make sure and selected it too auto update.
Yes the Green Text on the Bottom right says 3D-Hub Player. I also removed it in NI and retried the game. Same Issue.
I am on a GTX 970 Single Card No SLI or Physx card. On drivers 344.75
I tried the lowest, Med, and Awesome settings still the same issue.
When I set the Depth to 0 There is a out line around Zoe. Like some thing not aligned correctly. You can really See it on her Hair.
Yes Separation set to 0 and 3d ON.
http://i.imgur.com/X5fweOQ.jpg
here is one at 15% Depth
http://i.imgur.com/besxLCm.jpg
looks like a ghost of her.
Also I don't know how to take a proper 3D image.
The Issue goes away when I turn of the Nvidia 3D and comes back when I turn it back On.
[quote="BlueSkyDefender"]I am on a GTX 970 Single Card No SLI or Physx card. On drivers 344.75[/quote]That card should be fine - I'm pretty sure pirateguybrush is using a SLI 970s or 980s with no problems, and I'm on a single 680m with that same driver version.
By the look of those screenshots I don't think the fix has worked at all - that's pretty much what the game looked like before we fixed it.
Can you double check that the fix is extracted to the right place - if Steam is in the default location in program files you should have these files:
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\Dreamfall Chapters.exe
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\d3d9.dll
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\DX9Settings.ini
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\ShaderOverride\VertexShaders\*.txt
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\ShaderOverride\PixelShaders\*.txt
Assuming that is in the right place, can you replace the d3d9.dll with the one under DLLs\DEBUG\d3d9.dll in this zip file:
https://s3.amazonaws.com/-HeliX-/DLLS/DllsModPack1.zip
Then run the game and you should see some red text at the top of the screen. Load a save file in that starting area (ie skipping the intro cutscene) and quit. That should have created a LOG.txt file in the Dreamfall Chapters directory, which you can post here (after you make a post you can attach it with the paperclip icon in the top right next to the icons for edit and quote).
Hopefully that will provide some clues as to why the fix isn't working for you.
[quote]Also I don't know how to take a proper 3D image.[/quote]Press Alt+F1 to take a 3D screenshot, which will be placed under Documents\NVStereoscopic3D.IMG
Be aware - once you have taken 100 screenshots of a game it will keep saying that it has saved a new screenshot, but actually doesn't unless you move them out of that folder (I run a script that does this periodically).
BlueSkyDefender said:I am on a GTX 970 Single Card No SLI or Physx card. On drivers 344.75
That card should be fine - I'm pretty sure pirateguybrush is using a SLI 970s or 980s with no problems, and I'm on a single 680m with that same driver version.
By the look of those screenshots I don't think the fix has worked at all - that's pretty much what the game looked like before we fixed it.
Can you double check that the fix is extracted to the right place - if Steam is in the default location in program files you should have these files:
Then run the game and you should see some red text at the top of the screen. Load a save file in that starting area (ie skipping the intro cutscene) and quit. That should have created a LOG.txt file in the Dreamfall Chapters directory, which you can post here (after you make a post you can attach it with the paperclip icon in the top right next to the icons for edit and quote).
Hopefully that will provide some clues as to why the fix isn't working for you.
Also I don't know how to take a proper 3D image.
Press Alt+F1 to take a 3D screenshot, which will be placed under Documents\NVStereoscopic3D.IMG
Be aware - once you have taken 100 screenshots of a game it will keep saying that it has saved a new screenshot, but actually doesn't unless you move them out of that folder (I run a script that does this periodically).
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
The location of my game is on a other Drive.
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\Dreamfall Chapters.exe
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\d3d9.dll
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\DX9Settings.ini
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\Dreamfall Chapters_Data\ <--A few folders and other stuff
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\steam_api.dll
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\steam_api.txt
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\ShaderOverride\ <-- two folders called PixelShaders and VertexShaders
should I move this game to the C: Drive?
I did replace the d3d9.dll with the one under DLLs\DEBUG\d3d9.dll and did as followed. I did see the red text.
It didn't allow me to post a text doc so I put it on my sky drive.
LOG.txt [url]http://1drv.ms/1x3Wubd[/url]
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\Dreamfall Chapters.exe
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\d3d9.dll
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\DX9Settings.ini
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\Dreamfall Chapters_Data\ <--A few folders and other stuff
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\steam_api.dll
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\steam_api.txt
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\ShaderOverride\ <-- two folders called PixelShaders and VertexShaders
should I move this game to the C: Drive?
I did replace the d3d9.dll with the one under DLLs\DEBUG\d3d9.dll and did as followed. I did see the red text.
It didn't allow me to post a text doc so I put it on my sky drive.
Should work fine in that location, mine's on the E drive.
Ignore these questions if they've already been asked/answered, but:
Do other fixes work for you?
Have you tried a full driver reinstall with display driver uninstaller?
Should work fine in that location, mine's on the E drive.
Ignore these questions if they've already been asked/answered, but:
Do other fixes work for you?
Have you tried a full driver reinstall with display driver uninstaller?
Hmmm, I'm not sure what's happening here. The LOG.txt shows that helix mod is running and I'm seeing shader CRCs that are in the fix that it *should* be overriding, but for some reason it isn't. It doesn't even look like it's attempting to override them - there are no success or failure messages on any of the shaders.
My best guess is that for some reason Helix mod isn't able to find the shaders in the ShaderOverride directory, but I'm not sure why - perhaps there is a permission issue?
Can you confirm that this file exists and you are able to open it without any UAC prompts appearing (it should be about 250 lines long):
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\ShaderOverride\VertexShaders\92E51A17.txt
It might also be worth running the game directly by double clicking on Dreamfall Chapters.exe instead of through Steam (or through Steam if you were previously trying to run it directly). FWIW I'm running it from Steam.
Another thing that might be worth trying, is adding this line in the DX9Settings.ini just under [General], just in case something has caused the game to change to a different working directory after launch:
GetCurDirAtLoad = true
Hmmm, I'm not sure what's happening here. The LOG.txt shows that helix mod is running and I'm seeing shader CRCs that are in the fix that it *should* be overriding, but for some reason it isn't. It doesn't even look like it's attempting to override them - there are no success or failure messages on any of the shaders.
My best guess is that for some reason Helix mod isn't able to find the shaders in the ShaderOverride directory, but I'm not sure why - perhaps there is a permission issue?
Can you confirm that this file exists and you are able to open it without any UAC prompts appearing (it should be about 250 lines long):
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\ShaderOverride\VertexShaders\92E51A17.txt
It might also be worth running the game directly by double clicking on Dreamfall Chapters.exe instead of through Steam (or through Steam if you were previously trying to run it directly). FWIW I'm running it from Steam.
Another thing that might be worth trying, is adding this line in the DX9Settings.ini just under [General], just in case something has caused the game to change to a different working directory after launch:
GetCurDirAtLoad = true
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
I used DUU To do a clean Driver Uninstall of all Video Card Drivers before installing This Video Card.
Also did a clean Nvidia driver install.
As for other Fixes for other games. Here is a small list on what I have Tried.
-------------------------------------------------------------------------------------------------------
Among the Sleep: Dose not work.
I keeped crashing the game. In the log file it said it lacked Elevated permission. So I used admin mode and the game started. But, still no 3D.
Door Ways 1 & 2: Dose not work.
The game Starts No 3d Then Crashed when I exit. When I run the game in Admin Mode the game start No 3d. no crash on exit.
DMC-DevilMayCry: Works.
The game Starts with 3d no crash on exit some elements seem off not perfect.
Started the game in Admin mode the game starts but I have to enable 3D Game ran fine and no elements seemed off. This game looked alot better in 3D with admin mode on.
The Game I moved to the other Drive C: anyways to test.
DreamFall Chapters: Works now.
Started the game with out Admin mode it start and 3D started. But It Crashes when loading a save.
Started the Game with Admin mode it starts and 3D Starts. No Crash game works.
-------------------------------------------------------------------------------------------------------
So since DreamFall works when I moved it, I moved Door Ways 1&2 over to the C: Drive to test it.
This is what happen.
Door Ways 1 & 2: Dose not work.
The game Starts No 3D Then Crashed when I exit. When I run the game in Admin Mode the game start No 3D. no crash on exit.
I keeped crashing the game. In the log file it said it lacked Elevated permission. So I used admin mode and the game started. But, still no 3D.
Door Ways 1 & 2: Dose not work.
The game Starts No 3d Then Crashed when I exit. When I run the game in Admin Mode the game start No 3d. no crash on exit.
DMC-DevilMayCry: Works.
The game Starts with 3d no crash on exit some elements seem off not perfect.
Started the game in Admin mode the game starts but I have to enable 3D Game ran fine and no elements seemed off. This game looked alot better in 3D with admin mode on.
The Game I moved to the other Drive C: anyways to test.
DreamFall Chapters: Works now.
Started the game with out Admin mode it start and 3D started. But It Crashes when loading a save.
Started the Game with Admin mode it starts and 3D Starts. No Crash game works.
Thanks for doing that :)
I was looking at the UI shader for the balance has shifted text as well and had started blacklisting non-UI textures, but decided since it isn't a UI shader (it's actually "Skar/FX/Additive Tint") and only affected a small amount of the UI that isn't usually displayed it didn't really seem worth while to me... Did you notice if it affects anything else in the UI, or is the balance text the only one?
I know it also affects the embers on the makeshift torch in chapter 2 (721527DA) as well as the glow around point lights, and it wouldn't surprise me if we will keep running into more and more things it affects.
Whitelisting the UI textures didn't seem to work unfortunately - it looks like the actual UI shader (10F9DBCC) is used to render the balance has shifted text and icon onto another surface in mono (you might have noticed the text moves to the right when adjusting the UI depth), which is then copied to the screen using this additive tint shader, and I wasn't able to match that surface.
Actually... I wonder if we can test the depth since the UI is drawn at screen depth and those other effects aren't - I had to do something similar in Montague's Mount and World of Diving to distinguish between lens flares and bloom... Hmmm, I'll have to try that when I get home.
I've worked out that the doubled image is due to the glass shader, which I fixed for stereo, but will now be broken when rendering to a mono render target like the reflection. Ideally I'd just force the reflection to be stereo, but failing that I think I might be able to use vPos in the pixel shader to fix that specific case (will try tonight).
More generally - is there any way to know inside a shader if the current render target is mono or stereo?
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
https://github.com/DarkStarSword/3d-fixes/blob/master/Dreamfall%20Chapters/ShaderOverride/VertexShaders/30C93C97.txt
I've successfully removed the double reflection by using vPos. There were a couple of tricks to make it work - I had to multiply the XY by W to undo the perspective divide, and I wasn't able to use DefPSViewSizeConst from Helix mod because it is the size of the screen, not the current render target. Fortunately, the vertex shader had _ScreenParams, which did have the correct size, so I was able to pass it through to the pixel shader and use it there.
I did try bo3b's suggestion of accessing the constant register it had been defined for in the vertex shader since that wasn't defined in the pixel shader, but unfortunately it didn't seem to work, so I had to add it as an extra output from the vertex shader.
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
https://s3.amazonaws.com/DarkStarSword/3Dfix-Dreamfall+Chapters-WIP-2014-11-13.zip
I've only spotted one minor issue in Europolis - a blemish in some spots of the pavement, but the game keeps crashing whenever I try to shader hunt it :(
The next major issue I've run into is that more volumetric ray-marched light shafts are in use in "The Hand That Feeds". I'll have to play around with these and see if I can work out how to fix them properly, otherwise I might have to disable them. These are at least a bit easier to work with and check the alignment since I have a clear window they are casting in from to line them up with (they are clearly mis-aligned at the moment).
U and P toggle two tweaks in these shafts - U toggles stereoisation of the light position in the Final Interpolation shaders, and P toggles it in the coords shaders. If they are both disabled the rays are drawn in 2D at screen depth. As I mentioned on the other thread, I tracked down the source code for these light shafts:
https://github.com/robertcupisz/LightShafts
Corresponding assembly for all the shaders is here:
http://darkstarsword.net/dreamfall-broken-shaders/LightShafts/
An odd thing I noticed about these is the one-eyed halo occurs on the yellow rays from the ceiling, but not the blue rays from the window (if the tweaks toggled with U and P don't match up you will get a two-eyed halo on both), which would seem to indicate that the coords.shader is being stereoised in some, but not all.
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
I have never had this problem with any other games. Any help would be much appreciated.
Your WIP tweaks are working great and the game looks incredible. I almost feel like I'm using one of the Dream Machines from the game, lol. I would be more than happy to send a small donation your way for all your work on this DarkStarSword, let me know if you've got a link. Keep up the great work!
http://helixmod.blogspot.com.au/2014/11/dreamfall-chapters.html
I played around with the light shafts, but I wasn't able to completely fix them and at the end of the day I was spending too long on them. You can press U to cycle between a partial stereo fix, mono and disabled.
If anyone wanted to take a look at how I was thinking I'd need to fix them I left comments in the shaders. Part of the difficulty is that the C# code doesn't pass in enough information to be useful (e.g. the X & Y screen coords for the light source are passed in, but not the depth), so I had to use some tricky vector maths to try to determine the missing information, but I just wasn't able to make it all work. I ended up just fudging values until it looked close enough for the partial fix, but that left some pretty nasty distorted halos while walking through them and clipping issues from a distance.
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
http://imgur.com/TGLCBgb.jpg
The 3d in the game looks a lot better when I disable Shadows. But this makes people look dark faraway from Zoe.
http://i.imgur.com/y5U74Oi.jpg
Playing with shadow people is kind of scary.
How can I fix this?
A couple of questions to help narrow down the problem:
- Are you using the fix posted on the blog, or one of the WIP fixes in this thread? You should be using this fix: http://helixmod.blogspot.com.au/2014/11/dreamfall-chapters.html
- Are you running the latest update of the game (if you are you will see the green text when you start the game since they added a real full screen mode)?
- Have you assigned the game to a profile with nVidia inspector? If so, remove it. The green text should say
something along the lines of it being unrated by nvidia.edit: it will say 3D-Hub Player (Sorry - I'd forgotten that I removed the profile switch on my machine, but haven't updated the fix on the blog yet since it has no other effect)- It's possible Unity has selected fallback shaders for your system that are different from the ones I fixed - what graphics card are you using, and is it SLI or a single GPU?
- What graphics settings do you have the game set to? I played on the awesome quality, so you might want to try that if you have it set lower.
- You mentioned you still see the issue with depth set to 0. Can you clarify exactly what you mean by this - do you mean separation set to 0 but 3D on? Do you also see the issue if you turn 3D off entirely with ctrl+T or via the control panel?
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
The ground bumpmaping seems a bit off but I think it's due to the same ghost of zoe.
The file I downloaded is this one.
3Dfix-Dreamfall Chapters-2014-11-15.zip
Since I am on steam I am Re Verifying the integrity of game cache to make sure and selected it too auto update.
Yes the Green Text on the Bottom right says 3D-Hub Player. I also removed it in NI and retried the game. Same Issue.
I am on a GTX 970 Single Card No SLI or Physx card. On drivers 344.75
I tried the lowest, Med, and Awesome settings still the same issue.
When I set the Depth to 0 There is a out line around Zoe. Like some thing not aligned correctly. You can really See it on her Hair.
Yes Separation set to 0 and 3d ON.
http://i.imgur.com/X5fweOQ.jpg
here is one at 15% Depth
http://i.imgur.com/besxLCm.jpg
looks like a ghost of her.
Also I don't know how to take a proper 3D image.
The Issue goes away when I turn of the Nvidia 3D and comes back when I turn it back On.
By the look of those screenshots I don't think the fix has worked at all - that's pretty much what the game looked like before we fixed it.
Can you double check that the fix is extracted to the right place - if Steam is in the default location in program files you should have these files:
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\Dreamfall Chapters.exe
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\d3d9.dll
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\DX9Settings.ini
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\ShaderOverride\VertexShaders\*.txt
C:\Program Files (x86)\Steam\SteamApps\common\Dreamfall Chapters\ShaderOverride\PixelShaders\*.txt
Assuming that is in the right place, can you replace the d3d9.dll with the one under DLLs\DEBUG\d3d9.dll in this zip file:
https://s3.amazonaws.com/-HeliX-/DLLS/DllsModPack1.zip
Then run the game and you should see some red text at the top of the screen. Load a save file in that starting area (ie skipping the intro cutscene) and quit. That should have created a LOG.txt file in the Dreamfall Chapters directory, which you can post here (after you make a post you can attach it with the paperclip icon in the top right next to the icons for edit and quote).
Hopefully that will provide some clues as to why the fix isn't working for you.
Press Alt+F1 to take a 3D screenshot, which will be placed under Documents\NVStereoscopic3D.IMG
Be aware - once you have taken 100 screenshots of a game it will keep saying that it has saved a new screenshot, but actually doesn't unless you move them out of that folder (I run a script that does this periodically).
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
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\Dreamfall Chapters.exe
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\d3d9.dll
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\DX9Settings.ini
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\Dreamfall Chapters_Data\ <--A few folders and other stuff
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\steam_api.dll
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\steam_api.txt
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\ShaderOverride\ <-- two folders called PixelShaders and VertexShaders
should I move this game to the C: Drive?
I did replace the d3d9.dll with the one under DLLs\DEBUG\d3d9.dll and did as followed. I did see the red text.
It didn't allow me to post a text doc so I put it on my sky drive.
LOG.txt http://1drv.ms/1x3Wubd
Ignore these questions if they've already been asked/answered, but:
Do other fixes work for you?
Have you tried a full driver reinstall with display driver uninstaller?
My best guess is that for some reason Helix mod isn't able to find the shaders in the ShaderOverride directory, but I'm not sure why - perhaps there is a permission issue?
Can you confirm that this file exists and you are able to open it without any UAC prompts appearing (it should be about 250 lines long):
D:\SteamLibrary\SteamApps\common\Dreamfall Chapters\ShaderOverride\VertexShaders\92E51A17.txt
It might also be worth running the game directly by double clicking on Dreamfall Chapters.exe instead of through Steam (or through Steam if you were previously trying to run it directly). FWIW I'm running it from Steam.
Another thing that might be worth trying, is adding this line in the DX9Settings.ini just under [General], just in case something has caused the game to change to a different working directory after launch:
GetCurDirAtLoad = true
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
Also did a clean Nvidia driver install.
As for other Fixes for other games. Here is a small list on what I have Tried.
-------------------------------------------------------------------------------------------------------
Among the Sleep: Dose not work.
I keeped crashing the game. In the log file it said it lacked Elevated permission. So I used admin mode and the game started. But, still no 3D.
Door Ways 1 & 2: Dose not work.
The game Starts No 3d Then Crashed when I exit. When I run the game in Admin Mode the game start No 3d. no crash on exit.
DMC-DevilMayCry: Works.
The game Starts with 3d no crash on exit some elements seem off not perfect.
Started the game in Admin mode the game starts but I have to enable 3D Game ran fine and no elements seemed off. This game looked alot better in 3D with admin mode on.
The Game I moved to the other Drive C: anyways to test.
DreamFall Chapters: Works now.
Started the game with out Admin mode it start and 3D started. But It Crashes when loading a save.
Started the Game with Admin mode it starts and 3D Starts. No Crash game works.
-------------------------------------------------------------------------------------------------------
So since DreamFall works when I moved it, I moved Door Ways 1&2 over to the C: Drive to test it.
This is what happen.
Door Ways 1 & 2: Dose not work.
The game Starts No 3D Then Crashed when I exit. When I run the game in Admin Mode the game start No 3D. no crash on exit.