Grim Dawn Official Release Tomorrow. (Near Perfect in 3dvision)
  2 / 2    
I have had this since it was first out under early access, played it a little and thought it was pretty cool. Would love to actually get to play it now, I actually stopped playing it to specifically wait for it's release, but just don't know if I'll have the time for it anytime soon. That's the thing about ARPG's: I love playing them (one of my fav genres actually), but they become such huge timesinks. :/ Good to know it's still quite playable in 3D (it was in EA too), and if there's anything I can do to help things along LMK and I'll see if I can take a look when I wrap up with Xcom 2! ;)
I have had this since it was first out under early access, played it a little and thought it was pretty cool. Would love to actually get to play it now, I actually stopped playing it to specifically wait for it's release, but just don't know if I'll have the time for it anytime soon. That's the thing about ARPG's: I love playing them (one of my fav genres actually), but they become such huge timesinks. :/ Good to know it's still quite playable in 3D (it was in EA too), and if there's anything I can do to help things along LMK and I'll see if I can take a look when I wrap up with Xcom 2! ;)

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#16
Posted 02/29/2016 10:27 PM   
I probably won't be looking into this game after all. Some reason it doesn't want to stay stable for me while shader hunting. You can actually have all settings on max including shaders, if you just turn post processing off and set convergence so the Portal circle images line up at the beginning of the game, Only came across one effect that's truly broken in the game so far like this. (in wardens laboratory)
I probably won't be looking into this game after all. Some reason it doesn't want to stay stable for me while shader hunting.

You can actually have all settings on max including shaders, if you just turn post processing off and set convergence so the Portal circle images line up at the beginning of the game, Only came across one effect that's truly broken in the game so far like this. (in wardens laboratory)

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Windows 10 pro 64x (Windows 7 Dual boot)

#17
Posted 02/29/2016 11:59 PM   
[quote="masterotaku"]I have looked at the shader file (not having the game). First, I saw that it's a vs_2_0 shader, so it needs to be converted to vs_3_0 with this tool: http://helixmod.blogspot.com.es/2013/05/vs11vs20-vs30-converter.html That flaw mentioned there happened in this case. "dcl_texcoord2 o2." needs to be renamed to "dcl_texcoord2 o2". If the problem is that the shader produces haloes with double depth (the halo figures showing more separation and being correct at screen depth), you probably need to correct that texcoord we renamed before. The resulting file: [code]// // Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000 // // Parameters: // // float3 cameraDirection; // float4x4 invObjectToWorldMatrix; // float4x4 objectToScreenMatrix; // float orientVertically; // // // Registers: // // Name Reg Size // ---------------------- ----- ---- // invObjectToWorldMatrix c0 3 // objectToScreenMatrix c3 4 // orientVertically c7 1 // cameraDirection c8 1 // vs_3_0 def c9, 6.28318548, -3.14159274, 1, 0 def c10, 1, 0.159154937, 0.5, 1.57000005 def c11, -1.55009923e-006, -2.17013894e-005, 0.00260416674, 0.00026041668 def c12, -0.020833334, -0.125, 1, 0.5 def c247, 0, 0, 0.0625, 0 dcl_2d s0 dcl_texcoord1 o1 dcl_position o10 dcl_texcoord2 o2 dcl_texcoord o0.xy dcl_color o8 dcl_position v0 dcl_texcoord v1 dcl_texcoord1 v2 dcl_texcoord2 v3 dcl_color v4 mad r0, v0.xyzx, c9.zzzw, c9.wwwz dp4 o1.x, r0, c3 dp3 r1.y, v2, c0 dp3 r1.z, v2, c1 dp3 r1.x, v2, c2 mov r2.xyz, c8 dp3 r3.x, r2, c0 dp3 r3.y, r2, c1 dp3 r3.z, r2, c2 nrm r2.xyz, r3 mov r3.w, c10.x add r1.w, r3.w, -c7.x mul r2.xz, r2, r1.w mad r2.w, r2.y, r1.w, c7.x dp4 o1.y, r0, c4 mul r3.xyz, r1, r2.wzxw dp4 o1.z, r0, c5 mad r1.xyz, r1.zxyw, r2.zxww, -r3 mul r1.yz, r1.w, r1 mad r1.w, r1.x, r1.w, c7.x dp4 o1.w, r0, c6 mul r0.xyz, r2.wzxw, r1.zwyw mad r0.xyz, r1.yzww, r2.zxww, -r0 nrm r2.xyz, r1.wyzw nrm r4.xyz, r0 add r0.w, v3.x, c10.w mad r1.w, v3.x, c10.y, c10.z mad r0.w, r0.w, c10.y, c10.z frc r1.w, r1.w frc r0.w, r0.w mad r1.w, r1.w, c9.x, c9.y mad r2.w, r0.w, c9.x, c9.y sincos r0.xy, r1.w, c11, c12 sincos r1.xy, r2.w, c11, c12 mul r3.xyz, r4, r0.y mul r4.xyz, r4, r1.y mad r1.xyz, -r2, r1.x, r4 mov r4.x, v2.w mad r0.w, r4.x, v3.z, r3.w mul r1.xyz, r1, r0.w add r4.xy, v1, -c10.z mad r0.xyz, -r2, r0.x, r3 mul r1.xyz, r1, r4.y mad r0.xyz, r4.x, r0, r1 add r0.w, v3.y, v3.y mad r1.xyz, r0, r0.w, v0 mov r1.w, c10.x dp4 r0.x, r1, c3 dp4 r0.y, r1, c4 dp4 r0.z, r1, c5 dp4 r0.w, r1, c6 mov o10, r0 texldl r24, c247.z, s0 add r24.w, r0.w, -r24.y mad r0.x, r24.w, r24.x, r0.x mov o2, r0 mov o0.xy, v1 mov o8, v4 // approximately 75 instruction slots used [/code] Please tell me if it works or if I did it wrong. I've never fixed a converted shader and something else may need to be removed or changed after the conversion. [/quote] Also, "sincos" function needs to have the two source registers at the end chopped off when converting to SM3 or you'll get an error in the log. [code]sincos r1.xy, r2.w //sincos r1.xy, r2.w, c11, c12-- old[/code] But other than that, your fix works. Thanks masterotaku!
masterotaku said:I have looked at the shader file (not having the game). First, I saw that it's a vs_2_0 shader, so it needs to be converted to vs_3_0 with this tool: http://helixmod.blogspot.com.es/2013/05/vs11vs20-vs30-converter.html


That flaw mentioned there happened in this case. "dcl_texcoord2 o2." needs to be renamed to "dcl_texcoord2 o2".

If the problem is that the shader produces haloes with double depth (the halo figures showing more separation and being correct at screen depth), you probably need to correct that texcoord we renamed before.

The resulting file:

//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float3 cameraDirection;
// float4x4 invObjectToWorldMatrix;
// float4x4 objectToScreenMatrix;
// float orientVertically;
//
//
// Registers:
//
// Name Reg Size
// ---------------------- ----- ----
// invObjectToWorldMatrix c0 3
// objectToScreenMatrix c3 4
// orientVertically c7 1
// cameraDirection c8 1
//

vs_3_0
def c9, 6.28318548, -3.14159274, 1, 0
def c10, 1, 0.159154937, 0.5, 1.57000005
def c11, -1.55009923e-006, -2.17013894e-005, 0.00260416674, 0.00026041668
def c12, -0.020833334, -0.125, 1, 0.5
def c247, 0, 0, 0.0625, 0
dcl_2d s0
dcl_texcoord1 o1
dcl_position o10
dcl_texcoord2 o2
dcl_texcoord o0.xy
dcl_color o8
dcl_position v0
dcl_texcoord v1
dcl_texcoord1 v2
dcl_texcoord2 v3
dcl_color v4
mad r0, v0.xyzx, c9.zzzw, c9.wwwz
dp4 o1.x, r0, c3
dp3 r1.y, v2, c0
dp3 r1.z, v2, c1
dp3 r1.x, v2, c2
mov r2.xyz, c8
dp3 r3.x, r2, c0
dp3 r3.y, r2, c1
dp3 r3.z, r2, c2
nrm r2.xyz, r3
mov r3.w, c10.x
add r1.w, r3.w, -c7.x
mul r2.xz, r2, r1.w
mad r2.w, r2.y, r1.w, c7.x
dp4 o1.y, r0, c4
mul r3.xyz, r1, r2.wzxw
dp4 o1.z, r0, c5
mad r1.xyz, r1.zxyw, r2.zxww, -r3
mul r1.yz, r1.w, r1
mad r1.w, r1.x, r1.w, c7.x
dp4 o1.w, r0, c6
mul r0.xyz, r2.wzxw, r1.zwyw
mad r0.xyz, r1.yzww, r2.zxww, -r0
nrm r2.xyz, r1.wyzw
nrm r4.xyz, r0
add r0.w, v3.x, c10.w
mad r1.w, v3.x, c10.y, c10.z
mad r0.w, r0.w, c10.y, c10.z
frc r1.w, r1.w
frc r0.w, r0.w
mad r1.w, r1.w, c9.x, c9.y
mad r2.w, r0.w, c9.x, c9.y
sincos r0.xy, r1.w, c11, c12
sincos r1.xy, r2.w, c11, c12
mul r3.xyz, r4, r0.y
mul r4.xyz, r4, r1.y
mad r1.xyz, -r2, r1.x, r4
mov r4.x, v2.w
mad r0.w, r4.x, v3.z, r3.w
mul r1.xyz, r1, r0.w
add r4.xy, v1, -c10.z
mad r0.xyz, -r2, r0.x, r3
mul r1.xyz, r1, r4.y
mad r0.xyz, r4.x, r0, r1
add r0.w, v3.y, v3.y
mad r1.xyz, r0, r0.w, v0
mov r1.w, c10.x
dp4 r0.x, r1, c3
dp4 r0.y, r1, c4
dp4 r0.z, r1, c5
dp4 r0.w, r1, c6
mov o10, r0
texldl r24, c247.z, s0
add r24.w, r0.w, -r24.y
mad r0.x, r24.w, r24.x, r0.x
mov o2, r0
mov o0.xy, v1
mov o8, v4

// approximately 75 instruction slots used


Please tell me if it works or if I did it wrong. I've never fixed a converted shader and something else may need to be removed or changed after the conversion.


Also, "sincos" function needs to have the two source registers at the end chopped off when converting to SM3 or you'll get an error in the log.

sincos r1.xy, r2.w
//sincos r1.xy, r2.w, c11, c12-- old


But other than that, your fix works. Thanks masterotaku!

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#18
Posted 03/01/2016 10:44 AM   
I haven't played much of this game yet, so I don't know if there is any other issues. But I just added convergence presets to masterotaku's previous fix. Also, some shaders aren't dumping (I tried with the oldest & newest DLLs and disabled all VS simultaneously.. but no dice). So I'm unable to fix NPC pictures with too much convergence. WIP: https://s3.amazonaws.com/4everAwake/WIP_Grim_Dawn.zip What this does: - Fixes heat haze refraction - Adds 2 convergence presets on the 'Tab' key. Use the lower preset for the main menu & when talking to NPCs. Also, this key can be changed in the Dx9Settings.ini file. Remaining Issues so far: - NPC pictures at the bottom of the screen have too much convergence. Instructions: 1) Download the above WIP & extract it into the game's directory. 2) Delete "GameOverlayRenderer.dll" in the Steam Directory.
I haven't played much of this game yet, so I don't know if there is any other issues. But I just added convergence presets to masterotaku's previous fix. Also, some shaders aren't dumping (I tried with the oldest & newest DLLs and disabled all VS simultaneously.. but no dice). So I'm unable to fix NPC pictures with too much convergence.


WIP: https://s3.amazonaws.com/4everAwake/WIP_Grim_Dawn.zip

What this does:
- Fixes heat haze refraction
- Adds 2 convergence presets on the 'Tab' key. Use the lower preset for the main menu & when talking to NPCs. Also, this key can be changed in the Dx9Settings.ini file.

Remaining Issues so far:
- NPC pictures at the bottom of the screen have too much convergence.

Instructions:
1) Download the above WIP & extract it into the game's directory.
2) Delete "GameOverlayRenderer.dll" in the Steam Directory.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#19
Posted 03/01/2016 10:58 AM   
Always appreciate your work mate - thanks for this one as well.
Always appreciate your work mate - thanks for this one as well.
[quote="4everAwake"] Also, "sincos" function needs to have the two source registers at the end chopped off when converting to SM3 or you'll get an error in the log.[/quote] Thank you, I'll try to remember that for future shaders. I'll have to give Ys Origin a go again. [quote="4everAwake"]But other than that, your fix works. Thanks masterotaku! [/quote] You taught me well, master >:D (thank you for the Giana Sisters example that served me well for other games like RE5 Gold Edition (I'll post about that at a later date)).
4everAwake said:
Also, "sincos" function needs to have the two source registers at the end chopped off when converting to SM3 or you'll get an error in the log.


Thank you, I'll try to remember that for future shaders. I'll have to give Ys Origin a go again.


4everAwake said:But other than that, your fix works. Thanks masterotaku!


You taught me well, master >:D (thank you for the Giana Sisters example that served me well for other games like RE5 Gold Edition (I'll post about that at a later date)).

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Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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#21
Posted 03/01/2016 08:18 PM   
Is the best fix available today still that of 4everawake?
Is the best fix available today still that of 4everawake?

#22
Posted 07/03/2017 12:53 PM   
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