I've uploaded my copy of XINPUT1_4.dll to my OneDrive. Place simplest in game directory.
This is untested as XInput1_4.dll comes with Windows 8. Not sure about deployment on Windows 7.
Changed XInput version to 9.1.0 instead of 1.4
I've uploaded my copy of XINPUT1_4.dll to my OneDrive. Place simplest in game directory.
This is untested as XInput1_4.dll comes with Windows 8. Not sure about deployment on Windows 7.
Changed XInput version to 9.1.0 instead of 1.4
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
@flugan
now i have this other error
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63479/[/img]
@bo3b
I have about 10-14fps more.
I suppose having in one DLL both debug and release may have some consequences. Maybe disabling hunting left some debugging stuff in background that produce that....This is why i suppose Helix made 2 version of the DLL: debug and release, to avoid this.
I suppose having in one DLL both debug and release may have some consequences. Maybe disabling hunting left some debugging stuff in background that produce that....This is why i suppose Helix made 2 version of the DLL: debug and release, to avoid this.
[quote="DHR"]@bo3b
I have about 10-14fps more.
I suppose having in one DLL both debug and release may have some consequences. Maybe disabling hunting left some debugging stuff in background that produce that....This is why i suppose Helix made 2 version of the DLL: debug and release, to avoid this.[/quote]
OK, thanks. That is a huge difference that definitely should not be happening. I built 3Dmigoto with a different philosophy than HelixMod, so that there is only one version not debug-vs-nondebug. I disable absolutely everything when hunting=0, so there is no expected difference between Flugan's wrapper and 3Dmigoto in terms of performance.
For a difference that large, my best guess here is that you left hunting=1 when you compared 3Dmigoto to Flugan's wrapper. I'll take a look with the performance profiler to be sure we didn't miss something.
I think you have been doing this already- but please be sure that hunting=0 in d3dx.ini for builds that you release for people to use.
I suppose having in one DLL both debug and release may have some consequences. Maybe disabling hunting left some debugging stuff in background that produce that....This is why i suppose Helix made 2 version of the DLL: debug and release, to avoid this.
OK, thanks. That is a huge difference that definitely should not be happening. I built 3Dmigoto with a different philosophy than HelixMod, so that there is only one version not debug-vs-nondebug. I disable absolutely everything when hunting=0, so there is no expected difference between Flugan's wrapper and 3Dmigoto in terms of performance.
For a difference that large, my best guess here is that you left hunting=1 when you compared 3Dmigoto to Flugan's wrapper. I'll take a look with the performance profiler to be sure we didn't miss something.
I think you have been doing this already- but please be sure that hunting=0 in d3dx.ini for builds that you release for people to use.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="Flugan"]It is indeed good to have two wrappers.
I just pushed version v1.3 to my OneDrive which includes my initial work on gettings keybindings to work.
INIParams changing still needs testing. I have some distance to cover but my goal is to be able to change multiple values at once in a hold type for instance.
To simplify things I read the values straight from d3dx.ini so no need to create and maintain two ini files.
Checking for keypresses all the time will probably affect performance but I refrain from premature optimizations. Just tried type=hold and type=toggle on convergence in Dying Light.[/quote]
For getting key bindings to work, a good approach would be to copy DarkStarSword's code. The two input files are input.cpp and override.cpp (plus .h). Those are object oriented and should work very well as standalone files in your project without needing any tweaks.
These also use GetAsyncKeyState and remove DirectInput altogether because DirectInput is not reliable on modern games.
Flugan said:It is indeed good to have two wrappers.
I just pushed version v1.3 to my OneDrive which includes my initial work on gettings keybindings to work.
INIParams changing still needs testing. I have some distance to cover but my goal is to be able to change multiple values at once in a hold type for instance.
To simplify things I read the values straight from d3dx.ini so no need to create and maintain two ini files.
Checking for keypresses all the time will probably affect performance but I refrain from premature optimizations. Just tried type=hold and type=toggle on convergence in Dying Light.
For getting key bindings to work, a good approach would be to copy DarkStarSword's code. The two input files are input.cpp and override.cpp (plus .h). Those are object oriented and should work very well as standalone files in your project without needing any tweaks.
These also use GetAsyncKeyState and remove DirectInput altogether because DirectInput is not reliable on modern games.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Keyboard is working great with GetAsyncKeyState finally.
I can change both convergance/separation as well as INIparams.
There is no problem changing multiple values with a single key.
At some point I might integrate XInput again.
Before that I believe having a cycling keybinding would be nice. One key instead of three for convergence.
Keyboard is working great with GetAsyncKeyState finally.
I can change both convergance/separation as well as INIparams.
There is no problem changing multiple values with a single key.
At some point I might integrate XInput again.
Before that I believe having a cycling keybinding would be nice. One key instead of three for convergence.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Flugan, I am definitely trying to work with your wrapper to get DAI working on Win 8.1. I did setup a dual boot partition for Win 7 but would prefer to stick to Win 8.1 if I could. And hopefully the work towards a wrapper working in 8.1 will be more likely to work in Win 10 (of course I could be completely wrong there).
I am still having challenges getting your wrapper to work in Win 8.1 and stable with DAI (see my posts in that thread), but I am definitely interested in your wrapper and willing to test as much as possible if I have a game you are working on. Perhaps it would help if your fixes were also posted on the helixmod web site as I believe many go there looking for fixes.
To be honest it was not until you posted on the DAI thread about your wrapper that I even knew you were still actively working on a wrapper. I do realize I need to follow this board more now.
I do hope you keep up the work and hopefully the work on both wrappers and hopefully collaboration will ultimately benefit us all.
Flugan, I am definitely trying to work with your wrapper to get DAI working on Win 8.1. I did setup a dual boot partition for Win 7 but would prefer to stick to Win 8.1 if I could. And hopefully the work towards a wrapper working in 8.1 will be more likely to work in Win 10 (of course I could be completely wrong there).
I am still having challenges getting your wrapper to work in Win 8.1 and stable with DAI (see my posts in that thread), but I am definitely interested in your wrapper and willing to test as much as possible if I have a game you are working on. Perhaps it would help if your fixes were also posted on the helixmod web site as I believe many go there looking for fixes.
To be honest it was not until you posted on the DAI thread about your wrapper that I even knew you were still actively working on a wrapper. I do realize I need to follow this board more now.
I do hope you keep up the work and hopefully the work on both wrappers and hopefully collaboration will ultimately benefit us all.
CPU: i7 5930K, 4.5 (125x36) with Corsair H100i | MB: Asus Rampage V Extreme (1401 Bios) | GPU: NVIDIA Titan X (Pascal) & EVGA GTX 980 Ti ACX 2.0 | RAM: Corsair Vengeance 32 GB DDR4 2666MHz (4x8GB) | Storage: Crucial MX100 512 GB SSD (OS & Apps), 2 Seagate 1TB Serial ATA HD 7200/32MB/SATA-3G (Data - RAID 1) | PSU: Corsair HX1000W | Chassis: Cooler Master HAF X | OS: Win 10 Pro 1607
@Jason20910
When you have time to look at DA:I we could work together to nail down the most stable settings.
I work best if I can get quick feedback. There are loads of builds that are essentially the same thing with progression in both directions.
It is too early to tell where things will lead. Loadinig 3Dmigoto fixes has started recently.
I'm not too happy to duplicate work and hunting code inside 3Dmigoto is insanely complex.
With keyboard covered I should be able to get hunting mode off Xbox controller.
The method of hunting is completely different. And perhaps not in a good way.
My main focus is getting the games to run. Just thought it would be nice to be able to hunt while playing.
I've seen so many iterations of my wrapper that I'm not always up to date with myself.
@Jason20910
When you have time to look at DA:I we could work together to nail down the most stable settings.
I work best if I can get quick feedback. There are loads of builds that are essentially the same thing with progression in both directions.
It is too early to tell where things will lead. Loadinig 3Dmigoto fixes has started recently.
I'm not too happy to duplicate work and hunting code inside 3Dmigoto is insanely complex.
With keyboard covered I should be able to get hunting mode off Xbox controller.
The method of hunting is completely different. And perhaps not in a good way.
My main focus is getting the games to run. Just thought it would be nice to be able to hunt while playing.
I've seen so many iterations of my wrapper that I'm not always up to date with myself.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
@bo3b
Yes hunting is "0". Also always for release i put all loggin configs in "0" and cache_shaders=1.
Really i don't have an explanation, but run at higher fps. This is the first game i test with flugan wrapper and ShaderFixes.....maybe will be a good idea also test DA:I (i don't have that game, dont' like to much rpg)
@flugan
With the version of DA:I i don't have any issues....been playing with that.
Yes hunting is "0". Also always for release i put all loggin configs in "0" and cache_shaders=1.
Really i don't have an explanation, but run at higher fps. This is the first game i test with flugan wrapper and ShaderFixes.....maybe will be a good idea also test DA:I (i don't have that game, dont' like to much rpg)
@flugan
With the version of DA:I i don't have any issues....been playing with that.
That version is one of the more stable.
I'm currently writing on v1.3 to get keymappings primarily.
It looks like it has hunting as well and optionally loading d3dx.ini.
Changed XInput dependency from Windows 8 1.4 to earlier version.
@DHR
What version are you using?
Helifax has one version, HelixMod Another and finally I have a prepackaged build 0,8ish as well as many other versions including my latest.
I'm currently writing on v1.3 to get keymappings primarily.
It looks like it has hunting as well and optionally loading d3dx.ini.
Changed XInput dependency from Windows 8 1.4 to earlier version.
@DHR
What version are you using?
Helifax has one version, HelixMod Another and finally I have a prepackaged build 0,8ish as well as many other versions including my latest.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
[quote="DHR"]@bo3b
Yes hunting is "0". Also always for release i put all loggin configs in "0" and cache_shaders=1.
Really i don't have an explanation, but run at higher fps. This is the first game i test with flugan wrapper and ShaderFixes.....[/quote]
Good deal, thanks. I just double-checked your latest fix, and the settings look right for best performance.
Also, I just did a comprehensive test of performance, ([url]https://forums.geforce.com/default/topic/806582/3d-vision/dying-light/post/4457833/#4457833[/url]) and I'm nearly certain that you had hunting=1 for your performance test, because that 10 fps drop is what I also see when hunting=1.
This is untested as XInput1_4.dll comes with Windows 8. Not sure about deployment on Windows 7.
Changed XInput version to 9.1.0 instead of 1.4
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
now i have this other error
@bo3b
I have about 10-14fps more.
I suppose having in one DLL both debug and release may have some consequences. Maybe disabling hunting left some debugging stuff in background that produce that....This is why i suppose Helix made 2 version of the DLL: debug and release, to avoid this.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Please get in touch you are getting very weird errors.
Should be able to try a few different builds if it is a consistent CTD.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
OK, thanks. That is a huge difference that definitely should not be happening. I built 3Dmigoto with a different philosophy than HelixMod, so that there is only one version not debug-vs-nondebug. I disable absolutely everything when hunting=0, so there is no expected difference between Flugan's wrapper and 3Dmigoto in terms of performance.
For a difference that large, my best guess here is that you left hunting=1 when you compared 3Dmigoto to Flugan's wrapper. I'll take a look with the performance profiler to be sure we didn't miss something.
I think you have been doing this already- but please be sure that hunting=0 in d3dx.ini for builds that you release for people to use.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
For getting key bindings to work, a good approach would be to copy DarkStarSword's code. The two input files are input.cpp and override.cpp (plus .h). Those are object oriented and should work very well as standalone files in your project without needing any tweaks.
These also use GetAsyncKeyState and remove DirectInput altogether because DirectInput is not reliable on modern games.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I can change both convergance/separation as well as INIparams.
There is no problem changing multiple values with a single key.
At some point I might integrate XInput again.
Before that I believe having a cycling keybinding would be nice. One key instead of three for convergence.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
I am still having challenges getting your wrapper to work in Win 8.1 and stable with DAI (see my posts in that thread), but I am definitely interested in your wrapper and willing to test as much as possible if I have a game you are working on. Perhaps it would help if your fixes were also posted on the helixmod web site as I believe many go there looking for fixes.
To be honest it was not until you posted on the DAI thread about your wrapper that I even knew you were still actively working on a wrapper. I do realize I need to follow this board more now.
I do hope you keep up the work and hopefully the work on both wrappers and hopefully collaboration will ultimately benefit us all.
CPU: i7 5930K, 4.5 (125x36) with Corsair H100i | MB: Asus Rampage V Extreme (1401 Bios) | GPU: NVIDIA Titan X (Pascal) & EVGA GTX 980 Ti ACX 2.0 | RAM: Corsair Vengeance 32 GB DDR4 2666MHz (4x8GB) | Storage: Crucial MX100 512 GB SSD (OS & Apps), 2 Seagate 1TB Serial ATA HD 7200/32MB/SATA-3G (Data - RAID 1) | PSU: Corsair HX1000W | Chassis: Cooler Master HAF X | OS: Win 10 Pro 1607
When you have time to look at DA:I we could work together to nail down the most stable settings.
I work best if I can get quick feedback. There are loads of builds that are essentially the same thing with progression in both directions.
It is too early to tell where things will lead. Loadinig 3Dmigoto fixes has started recently.
I'm not too happy to duplicate work and hunting code inside 3Dmigoto is insanely complex.
With keyboard covered I should be able to get hunting mode off Xbox controller.
The method of hunting is completely different. And perhaps not in a good way.
My main focus is getting the games to run. Just thought it would be nice to be able to hunt while playing.
I've seen so many iterations of my wrapper that I'm not always up to date with myself.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Yes hunting is "0". Also always for release i put all loggin configs in "0" and cache_shaders=1.
Really i don't have an explanation, but run at higher fps. This is the first game i test with flugan wrapper and ShaderFixes.....maybe will be a good idea also test DA:I (i don't have that game, dont' like to much rpg)
@flugan
With the version of DA:I i don't have any issues....been playing with that.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I'm currently writing on v1.3 to get keymappings primarily.
It looks like it has hunting as well and optionally loading d3dx.ini.
Changed XInput dependency from Windows 8 1.4 to earlier version.
@DHR
What version are you using?
Helifax has one version, HelixMod Another and finally I have a prepackaged build 0,8ish as well as many other versions including my latest.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Like the newest.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
I dont' test any other version.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Good deal, thanks. I just double-checked your latest fix, and the settings look right for best performance.
Also, I just did a comprehensive test of performance, (https://forums.geforce.com/default/topic/806582/3d-vision/dying-light/post/4457833/#4457833) and I'm nearly certain that you had hunting=1 for your performance test, because that 10 fps drop is what I also see when hunting=1.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers