[quote="lefuneste"]Hello,
I made some testings regarding my fix for DCS and discovered that changing the lines
[code] stereo_params = 125
ini_params = 120[/code]
to
[code] stereo_params = 78
ini_params = 77
[/code]
make fps going from 34 to 30 ...
directory shaderfixes is empty, all texture and resource copying also The d3dx.ini is just containing variable definitons and key mapping.
Unfortunately I had to change the values because the register 125 and 120 are used for some effects in the game, but what could be the reason of such impact on fps ? It seems that others values are giving the same fps lost...
Resources copying and texture filtering seems to have nearly no impact of fps... [/quote]
That doesn't make any sense, from how it is coded. It literally is only changing the parameter that is passed to the shaders, not changing any code paths.
Most likely your experiment is flawed, and you did not do a strict A:B:A type test. In other words, be strict and only change a single parameter (the register number), test, then put the parameter back, test. If that sort of strict test shows a problem, we can look into it.
Another thing to try would be to disable the register injection by setting the values to -1. That then skips the code that injects parameters.
lefuneste said:Hello,
I made some testings regarding my fix for DCS and discovered that changing the lines
stereo_params = 125
ini_params = 120
to
stereo_params = 78
ini_params = 77
make fps going from 34 to 30 ...
directory shaderfixes is empty, all texture and resource copying also The d3dx.ini is just containing variable definitons and key mapping.
Unfortunately I had to change the values because the register 125 and 120 are used for some effects in the game, but what could be the reason of such impact on fps ? It seems that others values are giving the same fps lost...
Resources copying and texture filtering seems to have nearly no impact of fps...
That doesn't make any sense, from how it is coded. It literally is only changing the parameter that is passed to the shaders, not changing any code paths.
Most likely your experiment is flawed, and you did not do a strict A:B:A type test. In other words, be strict and only change a single parameter (the register number), test, then put the parameter back, test. If that sort of strict test shows a problem, we can look into it.
Another thing to try would be to disable the register injection by setting the values to -1. That then skips the code that injects parameters.
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 know that it looks weird, but I reproduced the problem with three configurations (standard 1.44 distribution without SBS part, my DCS fix with only key mapping, my DCS fix with all shader fixes and resources copying).
I reproduced it by only changing the two params lines, and I did it multiple times.
As you are sure that it is not a bug in 3dmigoto, could it be an impact on a DCS shader ?
As register 120 and 125 are used by DCS and 3dmigoto is introducing corrupted effects on some shaders with theses values, maybe the affected shaders are crashing or only partially executed...So the game run faster...But unfortunately, no way to win fps in this case...
Anyway I will check with disabling register injection by setting to -1 stereo_params and ini_params.
If the gain is linked to weird shader behaviour with t120/t125 overwritting I should not have fps gain, unlike when I leave them to default value.
Edit: I set stereo_params and ini_params to -1 and had the same fps gain as when I set them to default value...And the shader is not corrupted...So I do not understand what is going on! (as usually).
But anyway, I will try to use StereoParams and IniParams resource injection for each shader (as in Akiba's Trip) and see if I keep the fps gain.
I know that it looks weird, but I reproduced the problem with three configurations (standard 1.44 distribution without SBS part, my DCS fix with only key mapping, my DCS fix with all shader fixes and resources copying).
I reproduced it by only changing the two params lines, and I did it multiple times.
As you are sure that it is not a bug in 3dmigoto, could it be an impact on a DCS shader ?
As register 120 and 125 are used by DCS and 3dmigoto is introducing corrupted effects on some shaders with theses values, maybe the affected shaders are crashing or only partially executed...So the game run faster...But unfortunately, no way to win fps in this case...
Anyway I will check with disabling register injection by setting to -1 stereo_params and ini_params.
If the gain is linked to weird shader behaviour with t120/t125 overwritting I should not have fps gain, unlike when I leave them to default value.
Edit: I set stereo_params and ini_params to -1 and had the same fps gain as when I set them to default value...And the shader is not corrupted...So I do not understand what is going on! (as usually).
But anyway, I will try to use StereoParams and IniParams resource injection for each shader (as in Akiba's Trip) and see if I keep the fps gain.
[quote="lefuneste"]I know that it looks weird, but I reproduced the problem with three configurations (standard 1.44 distribution without SBS part, my DCS fix with only key mapping, my DCS fix with all shader fixes and resources copying).
I reproduced it by only changing the two params lines, and I did it multiple times.
As you are sure that it is not a bug in 3dmigoto, could it be an impact on a DCS shader ?
As register 120 and 125 are used by DCS and 3dmigoto is introducing corrupted effects on some shaders with theses values, maybe the affected shaders are crashing or only partially executed...So the game run faster...But unfortunately, no way to win fps in this case...
Anyway I will check with disabling register injection by setting to -1 stereo_params and ini_params.
If the gain is linked to weird shader behaviour with t120/t125 overwritting I should not have fps gain, unlike when I leave them to default value.
Edit: I set stereo_params and ini_params to -1 and had the same fps gain as when I set them to default value...And the shader is not corrupted...So I do not understand what is going on! (as usually).
But anyway, I will try to use StereoParams and IniParams resource injection for each shader (as in Akiba's Trip) and see if I keep the fps gain.[/quote]
OK, I took a look at the game to profile it myself, and I can reproduce what you are seeing.
It makes no sense, because I looked at the code, and the only thing that changes is the actual register in use, but I also see a dramatic slowdown when switching to 77,78.
[code]
No 3Dmigoto:
Frames, Time (ms), Min, Max, Avg
2904, 51854, 49, 63, 56.003
Defaults 3Dmigoto:
Frames, Time (ms), Min, Max, Avg
2290, 60000, 10, 49, 38.167
Set to 77,78:
Frames, Time (ms), Min, Max, Avg
1195, 60000, 9, 43, 19.917
Set to -1:
Frames, Time (ms), Min, Max, Avg
2195, 60000, 13, 50, 36.583[/code]
I'll take a look with the profiler to see if I can make sense of this.
lefuneste said:I know that it looks weird, but I reproduced the problem with three configurations (standard 1.44 distribution without SBS part, my DCS fix with only key mapping, my DCS fix with all shader fixes and resources copying).
I reproduced it by only changing the two params lines, and I did it multiple times.
As you are sure that it is not a bug in 3dmigoto, could it be an impact on a DCS shader ?
As register 120 and 125 are used by DCS and 3dmigoto is introducing corrupted effects on some shaders with theses values, maybe the affected shaders are crashing or only partially executed...So the game run faster...But unfortunately, no way to win fps in this case...
Anyway I will check with disabling register injection by setting to -1 stereo_params and ini_params.
If the gain is linked to weird shader behaviour with t120/t125 overwritting I should not have fps gain, unlike when I leave them to default value.
Edit: I set stereo_params and ini_params to -1 and had the same fps gain as when I set them to default value...And the shader is not corrupted...So I do not understand what is going on! (as usually).
But anyway, I will try to use StereoParams and IniParams resource injection for each shader (as in Akiba's Trip) and see if I keep the fps gain.
OK, I took a look at the game to profile it myself, and I can reproduce what you are seeing.
It makes no sense, because I looked at the code, and the only thing that changes is the actual register in use, but I also see a dramatic slowdown when switching to 77,78.
No 3Dmigoto:
Frames, Time (ms), Min, Max, Avg
2904, 51854, 49, 63, 56.003
Hello,
I wonder if this strange behaviour is not linked with the 3Dvision profile "Digital combat simulator:Black shark".
Previously I had to unlink DCS.exe to this profile in order to have some shader fixes working, but now it seems to me that setting stereo_params and ini_params to -1 and injecting theses resources for each shader make things work with this 3divison profile (and give also 1 fps more).
I have to check more deeply, but maybe this information could help you...
Edit: do not take that into account. Using akiba method make DCS world very unstable, with a lot of crash at start.
Hello,
I wonder if this strange behaviour is not linked with the 3Dvision profile "Digital combat simulator:Black shark".
Previously I had to unlink DCS.exe to this profile in order to have some shader fixes working, but now it seems to me that setting stereo_params and ini_params to -1 and injecting theses resources for each shader make things work with this 3divison profile (and give also 1 fps more).
I have to check more deeply, but maybe this information could help you...
Edit: do not take that into account. Using akiba method make DCS world very unstable, with a lot of crash at start.
I'm getting a crash on startup in Quantum Break with export_hlsl set as anything other than 0. Due to the complexity of the shaders in this game, it would be really useful to get the full HLSL dumps rather than just ASM. Is there anything that can be done? I've tried all the compatibility options and hooking methods in the System section of the d3dx.ini file.
Here's a debug log. Can anything be determined from this?
I'm getting a crash on startup in Quantum Break with export_hlsl set as anything other than 0. Due to the complexity of the shaders in this game, it would be really useful to get the full HLSL dumps rather than just ASM. Is there anything that can be done? I've tried all the compatibility options and hooking methods in the System section of the d3dx.ini file.
Here's a debug log. Can anything be determined from this?
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
The log seems OK.....this happens to me in a few games (forstbite3 engine for example) where the game crashes when dumping. You have to start the game a few times (like 5 or 6 until all the dumping process is complete) and then the game start normally.
The log seems OK.....this happens to me in a few games (forstbite3 engine for example) where the game crashes when dumping. You have to start the game a few times (like 5 or 6 until all the dumping process is complete) and then the game start normally.
Yeah, unfortunately I've tried that. If I clear my shadercache, then when I try launching it will take about 10 seconds before I get the crash, while it's dumping all the shaders, but now when I do it with the already dumped shaders in the shadercache the crash is almost immediate, and no additional shaders get dumped.
Yeah, unfortunately I've tried that. If I clear my shadercache, then when I try launching it will take about 10 seconds before I get the crash, while it's dumping all the shaders, but now when I do it with the already dumped shaders in the shadercache the crash is almost immediate, and no additional shaders get dumped.
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
For the debug logging, it's important to add the unbuffered=1. 'unbuffered' means that the log is dumped immediately, instead of buffering 100s of lines of text before writing the file. For a crash, those last 100s of lines are lost, and thus we miss the most interesting data.
So for this log, I can't say anything, because the crash itself is missing. Outside of that, it looks OK.
These crashes are intended to be caught by an exception handler I have for the Decompiler, but there are some cases like stack corruption where nothing can be done.
For this scenario, add unbuffered=1, and look for what shader it is working upon when it crashes. You can then just add a copy of any other file, but use the filename in question. That will get it to skip dumping that again, because it's already 'dumped.' The files in ShaderCache are not used in the game, so it's OK to have a mismatch.
For the debug logging, it's important to add the unbuffered=1. 'unbuffered' means that the log is dumped immediately, instead of buffering 100s of lines of text before writing the file. For a crash, those last 100s of lines are lost, and thus we miss the most interesting data.
So for this log, I can't say anything, because the crash itself is missing. Outside of that, it looks OK.
These crashes are intended to be caught by an exception handler I have for the Decompiler, but there are some cases like stack corruption where nothing can be done.
For this scenario, add unbuffered=1, and look for what shader it is working upon when it crashes. You can then just add a copy of any other file, but use the filename in question. That will get it to skip dumping that again, because it's already 'dumped.' The files in ShaderCache are not used in the game, so it's OK to have a mismatch.
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
Great, thanks bo3b, I was able to do that and proceed to get the rest of the shaders dumped. That might even help me with another game I tried looking at before and had some issues with, so I'm always grateful when I learn a new tool/technique. :)
There were actually 4 shaders in total that I ended up having to create dummy files for, 3 of them being CS' and one PS. That PS has some different ASM commands I've never seen before like sample_aoffimmi_indexable. I'll attach these offending files in case it might potentially help in tracking down an issue in the decompiler.
Great, thanks bo3b, I was able to do that and proceed to get the rest of the shaders dumped. That might even help me with another game I tried looking at before and had some issues with, so I'm always grateful when I learn a new tool/technique. :)
There were actually 4 shaders in total that I ended up having to create dummy files for, 3 of them being CS' and one PS. That PS has some different ASM commands I've never seen before like sample_aoffimmi_indexable. I'll attach these offending files in case it might potentially help in tracking down an issue in the decompiler.
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
We actually support all the instructions in the PS, including sample_aoffimmi_indexable. Pretty sure that we are no longer missing any ps_5_0 instructions. The CS are not very well supported.
The common element between those seems to be that big ass number: 340282346638528860000000000000000000000.000000 which is FLT_MAX.
I'll take a look at special casing FLT_MAX handling.
We actually support all the instructions in the PS, including sample_aoffimmi_indexable. Pretty sure that we are no longer missing any ps_5_0 instructions. The CS are not very well supported.
The common element between those seems to be that big ass number: 340282346638528860000000000000000000000.000000 which is FLT_MAX.
I'll take a look at special casing FLT_MAX handling.
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
Hey bo3b, any chance I could get help with a hand fix on a shader? This is for the screen space reflections in Quantum Break, which is one of the last remaining issues for getting it almost completely 3D ready. Problem is that I'd like to try to do an "if" case to isolate the fix for certain scenarios, but when I try doing anything other than an "if_nz" test in the ASM code I get a crash, so being able to use HLSL would be great here.
Here's the shader code:
// ---- Created with 3Dmigoto v1.2.43 on Mon Oct 03 21:54:36 2016
Also, game is crashing with the wrapper installed during gameplay. Happened a lot while I was running in hunting mode, basically could count on a crash every 10-15 minutes. Sometimes the textures would turn black, and the 3DMigoto overlay would disappear or flicker for a bit shorly prior to it crashing. Just started playing in release mode, and still facing crashes. Haven't grasped how often it happens here as of yet, but I'll do more testing and report back if I see any patterns. For the time being, here's a copy of the log file when running in hunting mode, debug=0, unbuffered=1 (tried running with debug on but it loaded too slowly and crashed while loading, so wasn't sure how useful that would be).
Thanks in advance for (hopefully) looking into these.
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
@DJ-RK: OK, here is that shader with a hand fix for the ld_structured instructions, plus a weird constant that converted wrong. This compiles, and looks decent. Cannot guarantee it works however, so try using F9 for Show Original to be sure it's not damaging the image.
[url]https://raw.githubusercontent.com/bo3b/3Dmigoto/master/QB/354dab5cc3c12c86-ps.txt[/url]
Based on what I've learned from fixing Just Cause 3, the crashes are likely to be related to bad Decompiler code. Are these TDR crashes? Driver hang?
Try narrowing down the crash to a specific shader using a binary search.
@DJ-RK: OK, here is that shader with a hand fix for the ld_structured instructions, plus a weird constant that converted wrong. This compiles, and looks decent. Cannot guarantee it works however, so try using F9 for Show Original to be sure it's not damaging the image.
Hmm... If I might intervene. Not sure how helpful this will be, but nevertheless:
- The game crashed for me on start-up with those exports enabled (Sorry can't remember them). They were all related to shaders and HLSL in a way.
- Debug was set to zero (which puzzled me even more).
Since I put those back to zero (in Release mode) I had zero crashes. I literally just played ACT1 and ACT2 continuously without any issues (But I did have some other hacks in-place for Surround, not sure if this matters as it only has to do with Aspect Ratios and Resolutions). Last session was over 3hours long.
@DJ-RK: I am still running the original version with the modified ini. If you want I can make a Zip or can send you the ini file. Maybe I did change something else and I can't see? (A "Beyond Compare" would show it ^_^).
Then again, I played the whole game over the weekend with the original fix and I didn't get any crashes or texture corruption either, so I am not sure what to say...
Hmm... If I might intervene. Not sure how helpful this will be, but nevertheless:
- The game crashed for me on start-up with those exports enabled (Sorry can't remember them). They were all related to shaders and HLSL in a way.
- Debug was set to zero (which puzzled me even more).
Since I put those back to zero (in Release mode) I had zero crashes. I literally just played ACT1 and ACT2 continuously without any issues (But I did have some other hacks in-place for Surround, not sure if this matters as it only has to do with Aspect Ratios and Resolutions). Last session was over 3hours long.
@DJ-RK: I am still running the original version with the modified ini. If you want I can make a Zip or can send you the ini file. Maybe I did change something else and I can't see? (A "Beyond Compare" would show it ^_^).
Then again, I played the whole game over the weekend with the original fix and I didn't get any crashes or texture corruption either, so I am not sure what to say...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
@bo3b: Thank you very kindly sir. That fixed shader seems to work. Haven't tried playing around with it yet, but I'm hopeful it will help me fix the brokeness. I'll go ahead and try your suggestion of doing a binary approach to removing the shaders and see if that helps. Thanks again for that.
@helifax: We already know why it was crashing with the exports on. bo3b provided me with a workaround for that crash back in post #1105. That's not the same thing as the crashes being reported here, but thanks for your input and offer to help. Glad to hear you're not getting any crashes. Only one other person reported crashing as well, and I'd expect more people would be chiming in if it was a widespread issue. I wonder if it has something to do with corrupted files of the game rather than the fix itself, every time I verify the integrity of the game cache it always says 9 files need to be redownloaded, which is a little fishy.
@bo3b: Thank you very kindly sir. That fixed shader seems to work. Haven't tried playing around with it yet, but I'm hopeful it will help me fix the brokeness. I'll go ahead and try your suggestion of doing a binary approach to removing the shaders and see if that helps. Thanks again for that.
@helifax: We already know why it was crashing with the exports on. bo3b provided me with a workaround for that crash back in post #1105. That's not the same thing as the crashes being reported here, but thanks for your input and offer to help. Glad to hear you're not getting any crashes. Only one other person reported crashing as well, and I'd expect more people would be chiming in if it was a widespread issue. I wonder if it has something to do with corrupted files of the game rather than the fix itself, every time I verify the integrity of the game cache it always says 9 files need to be redownloaded, which is a little fishy.
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"]@bo3b: Thank you very kindly sir. That fixed shader seems to work. Haven't tried playing around with it yet, but I'm hopeful it will help me fix the brokeness. I'll go ahead and try your suggestion of doing a binary approach to removing the shaders and see if that helps. Thanks again for that.
@helifax: We already know why it was crashing with the exports on. bo3b provided me with a workaround for that crash back in post #1105. That's not the same thing as the crashes being reported here, but thanks for your input and offer to help. Glad to hear you're not getting any crashes. Only one other person reported crashing as well, and I'd expect more people would be chiming in if it was a widespread issue. I wonder if it has something to do with corrupted files of the game rather than the fix itself, every time I verify the integrity of the game cache it always says 9 files need to be redownloaded, which is a little fishy.[/quote]
My mistake;) wasn't aware of post #1105.
Yes something is fishy there. If I verify (and wait till oblivion takes me) I never download any other file...
DJ-RK said:@bo3b: Thank you very kindly sir. That fixed shader seems to work. Haven't tried playing around with it yet, but I'm hopeful it will help me fix the brokeness. I'll go ahead and try your suggestion of doing a binary approach to removing the shaders and see if that helps. Thanks again for that.
@helifax: We already know why it was crashing with the exports on. bo3b provided me with a workaround for that crash back in post #1105. That's not the same thing as the crashes being reported here, but thanks for your input and offer to help. Glad to hear you're not getting any crashes. Only one other person reported crashing as well, and I'd expect more people would be chiming in if it was a widespread issue. I wonder if it has something to do with corrupted files of the game rather than the fix itself, every time I verify the integrity of the game cache it always says 9 files need to be redownloaded, which is a little fishy.
My mistake;) wasn't aware of post #1105.
Yes something is fishy there. If I verify (and wait till oblivion takes me) I never download any other file...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
That doesn't make any sense, from how it is coded. It literally is only changing the parameter that is passed to the shaders, not changing any code paths.
Most likely your experiment is flawed, and you did not do a strict A:B:A type test. In other words, be strict and only change a single parameter (the register number), test, then put the parameter back, test. If that sort of strict test shows a problem, we can look into it.
Another thing to try would be to disable the register injection by setting the values to -1. That then skips the code that injects parameters.
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 reproduced it by only changing the two params lines, and I did it multiple times.
As you are sure that it is not a bug in 3dmigoto, could it be an impact on a DCS shader ?
As register 120 and 125 are used by DCS and 3dmigoto is introducing corrupted effects on some shaders with theses values, maybe the affected shaders are crashing or only partially executed...So the game run faster...But unfortunately, no way to win fps in this case...
Anyway I will check with disabling register injection by setting to -1 stereo_params and ini_params.
If the gain is linked to weird shader behaviour with t120/t125 overwritting I should not have fps gain, unlike when I leave them to default value.
Edit: I set stereo_params and ini_params to -1 and had the same fps gain as when I set them to default value...And the shader is not corrupted...So I do not understand what is going on! (as usually).
But anyway, I will try to use StereoParams and IniParams resource injection for each shader (as in Akiba's Trip) and see if I keep the fps gain.
OK, I took a look at the game to profile it myself, and I can reproduce what you are seeing.
It makes no sense, because I looked at the code, and the only thing that changes is the actual register in use, but I also see a dramatic slowdown when switching to 77,78.
I'll take a look with the profiler to see if I can make sense of this.
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 wonder if this strange behaviour is not linked with the 3Dvision profile "Digital combat simulator:Black shark".
Previously I had to unlink DCS.exe to this profile in order to have some shader fixes working, but now it seems to me that setting stereo_params and ini_params to -1 and injecting theses resources for each shader make things work with this 3divison profile (and give also 1 fps more).
I have to check more deeply, but maybe this information could help you...
Edit: do not take that into account. Using akiba method make DCS world very unstable, with a lot of crash at start.
Here's a debug log. Can anything be determined from this?
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
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
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
So for this log, I can't say anything, because the crash itself is missing. Outside of that, it looks OK.
These crashes are intended to be caught by an exception handler I have for the Decompiler, but there are some cases like stack corruption where nothing can be done.
For this scenario, add unbuffered=1, and look for what shader it is working upon when it crashes. You can then just add a copy of any other file, but use the filename in question. That will get it to skip dumping that again, because it's already 'dumped.' The files in ShaderCache are not used in the game, so it's OK to have a mismatch.
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
There were actually 4 shaders in total that I ended up having to create dummy files for, 3 of them being CS' and one PS. That PS has some different ASM commands I've never seen before like sample_aoffimmi_indexable. I'll attach these offending files in case it might potentially help in tracking down an issue in the decompiler.
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
The common element between those seems to be that big ass number: 340282346638528860000000000000000000000.000000 which is FLT_MAX.
I'll take a look at special casing FLT_MAX handling.
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
Here's the shader code:
Also, game is crashing with the wrapper installed during gameplay. Happened a lot while I was running in hunting mode, basically could count on a crash every 10-15 minutes. Sometimes the textures would turn black, and the 3DMigoto overlay would disappear or flicker for a bit shorly prior to it crashing. Just started playing in release mode, and still facing crashes. Haven't grasped how often it happens here as of yet, but I'll do more testing and report back if I see any patterns. For the time being, here's a copy of the log file when running in hunting mode, debug=0, unbuffered=1 (tried running with debug on but it loaded too slowly and crashed while loading, so wasn't sure how useful that would be).
Thanks in advance for (hopefully) looking into these.
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
https://raw.githubusercontent.com/bo3b/3Dmigoto/master/QB/354dab5cc3c12c86-ps.txt
Based on what I've learned from fixing Just Cause 3, the crashes are likely to be related to bad Decompiler code. Are these TDR crashes? Driver hang?
Try narrowing down the crash to a specific shader using a binary search.
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
- The game crashed for me on start-up with those exports enabled (Sorry can't remember them). They were all related to shaders and HLSL in a way.
- Debug was set to zero (which puzzled me even more).
Since I put those back to zero (in Release mode) I had zero crashes. I literally just played ACT1 and ACT2 continuously without any issues (But I did have some other hacks in-place for Surround, not sure if this matters as it only has to do with Aspect Ratios and Resolutions). Last session was over 3hours long.
@DJ-RK: I am still running the original version with the modified ini. If you want I can make a Zip or can send you the ini file. Maybe I did change something else and I can't see? (A "Beyond Compare" would show it ^_^).
Then again, I played the whole game over the weekend with the original fix and I didn't get any crashes or texture corruption either, so I am not sure what to say...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
@helifax: We already know why it was crashing with the exports on. bo3b provided me with a workaround for that crash back in post #1105. That's not the same thing as the crashes being reported here, but thanks for your input and offer to help. Glad to hear you're not getting any crashes. Only one other person reported crashing as well, and I'd expect more people would be chiming in if it was a widespread issue. I wonder if it has something to do with corrupted files of the game rather than the fix itself, every time I verify the integrity of the game cache it always says 9 files need to be redownloaded, which is a little fishy.
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
My mistake;) wasn't aware of post #1105.
Yes something is fishy there. If I verify (and wait till oblivion takes me) I never download any other file...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)