I have no problem started the latest helixmod published version of my wrapper. My absolutely latest just released to my OneDrive works as well on Windows 8.1.
I have no problem started the latest helixmod published version of my wrapper. My absolutely latest just released to my OneDrive works as well on Windows 8.1.
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?
To DHR
I'm using 1920X1080, taht is 16:9, so I didn't change anything in the d3dx.ini ...
I tried with 1280*720, but that was the same problem :-P
And forgot, I've the latest nvidia drivers, 347.52 ....
I will try to send you a print screen ....thank you :-) but the point is, bad shadows :-(, otherwise, perfect :-)
To DHR
I'm using 1920X1080, taht is 16:9, so I didn't change anything in the d3dx.ini ...
I tried with 1280*720, but that was the same problem :-P
And forgot, I've the latest nvidia drivers, 347.52 ....
I will try to send you a print screen ....thank you :-) but the point is, bad shadows :-(, otherwise, perfect :-)
Win 10 64-bits 1809, ASUS Z87_AC2, Core I7 4770K, 3D Vision 2, 1 GTX MSI 1070 OC 8GB, 418.91 Nvidia driver, SSD Samsung 840 Evo 1 To, 2X8 GB DDR3 1866, ASUS VG278HR (2715*1527@144Mhz), Sound Blaster Z, Logitech Surround 5.1.
Remember people : the shadows in the menu are wrong and it's normal. The rest of the game is being fixed.
Also, make sure you update your game: earliest versions of the game didn't support modding accidentally.
Remember people : the shadows in the menu are wrong and it's normal. The rest of the game is being fixed.
Also, make sure you update your game: earliest versions of the game didn't support modding accidentally.
Latest flugan wrapper, fov +3, 1280*720, 347.25 drivers, 3DTV Play, Win. 8.1. Shadows 2D.
Screenshots attached.
edit: just noticed that not all shaders are compiling for some reason. 17 bin files and 113 .txt files.
@ForgottenProdigy
For some reason the fix don't kick in in your end.....even HUD and Crosshair is 2D. Be sure to extract the fix where DyingLightGame.exe is located.
Also i attach a version of flugan wrapper with all the .BIN files included. Please test with this version:
[url]https://s3.amazonaws.com/dhr/Dying.Light.3Dfix.Flugan_Wrapper.BIN.zip[/url]
@didierh/texxx74
You should test wit this version also.
@ForgottenProdigy
For some reason the fix don't kick in in your end.....even HUD and Crosshair is 2D. Be sure to extract the fix where DyingLightGame.exe is located.
Also i attach a version of flugan wrapper with all the .BIN files included. Please test with this version:
Thank you DHR, that seems better :-) ethen if it's not perfect ...
And thanks to all of you for the amazing work !!! 3D isn't dead, so much grateful ;-)
Thank you DHR, that seems better :-) ethen if it's not perfect ...
And thanks to all of you for the amazing work !!! 3D isn't dead, so much grateful ;-)
Win 10 64-bits 1809, ASUS Z87_AC2, Core I7 4770K, 3D Vision 2, 1 GTX MSI 1070 OC 8GB, 418.91 Nvidia driver, SSD Samsung 840 Evo 1 To, 2X8 GB DDR3 1866, ASUS VG278HR (2715*1527@144Mhz), Sound Blaster Z, Logitech Surround 5.1.
I just got a high number of CTD from the menu pretty much regardless of version number and ini settings. The BIN package seems to resolve the issue. Even though it became easy to replicate crashing behavior but that doesn't make it easy solve as it would crash with the same setting as it would run without crash.
I just got a high number of CTD from the menu pretty much regardless of version number and ini settings. The BIN package seems to resolve the issue. Even though it became easy to replicate crashing behavior but that doesn't make it easy solve as it would crash with the same setting as it would run without crash.
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"]@ForgottenProdigy
For some reason the fix don't kick in in your end.....even HUD and Crosshair is 2D. Be sure to extract the fix where DyingLightGame.exe is located.
Also I attach a version of flugan wrapper with all the .BIN files included. Please test with this version:
[url]https://s3.amazonaws.com/dhr/Dying.Light.3Dfix.Flugan_Wrapper.BIN.zip[/url]
[/quote]
No difference; same issue. Yep, it's extracted where the .exe is located.
DHR said:@ForgottenProdigy
For some reason the fix don't kick in in your end.....even HUD and Crosshair is 2D. Be sure to extract the fix where DyingLightGame.exe is located.
Also I attach a version of flugan wrapper with all the .BIN files included. Please test with this version:
[quote="DHR"]@ForgottenProdigy
For some reason the fix don't kick in in your end.....even HUD and Crosshair is 2D. Be sure to extract the fix where DyingLightGame.exe is located.
Also i attach a version of flugan wrapper with all the .BIN files included. Please test with this version:
[url]https://s3.amazonaws.com/dhr/Dying.Light.3Dfix.Flugan_Wrapper.BIN.zip[/url]
@didierh/texxx74
You should test wit this version also.[/quote]
Tried it but still have problems. Any other ideas?
DHR said:@ForgottenProdigy
For some reason the fix don't kick in in your end.....even HUD and Crosshair is 2D. Be sure to extract the fix where DyingLightGame.exe is located.
Also i attach a version of flugan wrapper with all the .BIN files included. Please test with this version:
No problem. I dont want to play now anyway, busy with The Last Of Us. I was using Dying Light Manger to change graphics option, maybe it messed some configs. Probably I will delete and download the game again.
No problem. I dont want to play now anyway, busy with The Last Of Us. I was using Dying Light Manger to change graphics option, maybe it messed some configs. Probably I will delete and download the game again.
[quote="bo3b"][quote="DarkStarSword"]@DHR @Helifax 3Dmigoto stores the screen resolution in the StereoParams texture - you might be able to use that to automatically calculate the correct shadow correction factor inside the shaders.
I haven't tested this, but I think this is the way to access it:
float2 resolution = StereoParams.Load(int3(2,0,0)).xy;[/quote]
This is a really awesome idea. Should be possible to tweak the shaders to automatically calculate the right values.
I'm nearly certain that these monitor x/y are properly delivered to all shaders via StereoParams.[/quote]
I just tried this in Far Cry 4, and unfortunately found that it is currently broken, returning -1,-1 instead of the resolution. This depended on the DXGI support, which we had to drop to fix the crashes :(
DarkStarSword said:@DHR @Helifax 3Dmigoto stores the screen resolution in the StereoParams texture - you might be able to use that to automatically calculate the correct shadow correction factor inside the shaders.
I haven't tested this, but I think this is the way to access it:
This is a really awesome idea. Should be possible to tweak the shaders to automatically calculate the right values.
I'm nearly certain that these monitor x/y are properly delivered to all shaders via StereoParams.
I just tried this in Far Cry 4, and unfortunately found that it is currently broken, returning -1,-1 instead of the resolution. This depended on the DXGI support, which we had to drop to fix the crashes :(
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
[quote="DarkStarSword"][quote="bo3b"][quote="DarkStarSword"]@DHR @Helifax 3Dmigoto stores the screen resolution in the StereoParams texture - you might be able to use that to automatically calculate the correct shadow correction factor inside the shaders.
I haven't tested this, but I think this is the way to access it:
float2 resolution = StereoParams.Load(int3(2,0,0)).xy;[/quote]
This is a really awesome idea. Should be possible to tweak the shaders to automatically calculate the right values.
I'm nearly certain that these monitor x/y are properly delivered to all shaders via StereoParams.[/quote]I just tried this in Far Cry 4, and unfortunately found that it is currently broken, returning -1,-1 instead of the resolution. This depended on the DXGI support, which we had to drop to fix the crashes :([/quote]
Drat! That's another thing I broke when I excised DXGI from the builds.
It's a nasty bit there. I debugged it far enough to find that it was a change Microsoft made to a legitimate DXGI call that now returns an error. The other aspect is that if DXGI was enabled that would crash on Win7 machines that have the evil-update installed. I didn't try to figure out an alternate solution to the problem, but probability is low because SweetFX had the same problem and basically stopped doing the wrapper for 8.1 and suggest using the injector only.
We could conceivably get DXGI working again with some effort.
I did some study on an alternate path though, and it looks like we can get the dimensions without too much trouble. I won't be able to look at this for a week as I'll be out of town from dev machine, but my research suggests that we could call the nvapi version of NvAPI_D3D1x_CreateSwapChain. If I'm reading this correctly, we could call that in the nvapi wrapper at update, to create, then dispose a swapchain to fetch that info.
Doing it there is somewhat logical since that's where the texture values are assigned as well. I might also work to do the same thing with straight DXGI calls to create a swap chain.
And, the docs are sparse, but I think if we go this way that we'll get the right dimensions while using DSR.
DarkStarSword said:@DHR @Helifax 3Dmigoto stores the screen resolution in the StereoParams texture - you might be able to use that to automatically calculate the correct shadow correction factor inside the shaders.
I haven't tested this, but I think this is the way to access it:
This is a really awesome idea. Should be possible to tweak the shaders to automatically calculate the right values.
I'm nearly certain that these monitor x/y are properly delivered to all shaders via StereoParams.
I just tried this in Far Cry 4, and unfortunately found that it is currently broken, returning -1,-1 instead of the resolution. This depended on the DXGI support, which we had to drop to fix the crashes :(
Drat! That's another thing I broke when I excised DXGI from the builds.
It's a nasty bit there. I debugged it far enough to find that it was a change Microsoft made to a legitimate DXGI call that now returns an error. The other aspect is that if DXGI was enabled that would crash on Win7 machines that have the evil-update installed. I didn't try to figure out an alternate solution to the problem, but probability is low because SweetFX had the same problem and basically stopped doing the wrapper for 8.1 and suggest using the injector only.
We could conceivably get DXGI working again with some effort.
I did some study on an alternate path though, and it looks like we can get the dimensions without too much trouble. I won't be able to look at this for a week as I'll be out of town from dev machine, but my research suggests that we could call the nvapi version of NvAPI_D3D1x_CreateSwapChain. If I'm reading this correctly, we could call that in the nvapi wrapper at update, to create, then dispose a swapchain to fetch that info.
Doing it there is somewhat logical since that's where the texture values are assigned as well. I might also work to do the same thing with straight DXGI calls to create a swap chain.
And, the docs are sparse, but I think if we go this way that we'll get the right dimensions while using DSR.
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'm also planning to implement support to pass the dimensions of the current render target to the shaders. In many cases this will match the screen resolution, but there have been a few times where I've really needed the render target resolution and not the screen resolution, so it may turn out to be more generally useful (Dreamfall & DreadOut are two games where this would have been nice to have...).
But there's probably going to be other times when we need the screen resolution and not the render target resolution, so eventually supporting both would probably be worthwhile...
I need one or the other to fix the nvidia god rays in Far Cry 4 without introducing a new halo (technically I need the render target width, but I happen to know it's 1/4 the screen width so I can use either), so I'll probably look into this sooner rather than later.
I'm also planning to implement support to pass the dimensions of the current render target to the shaders. In many cases this will match the screen resolution, but there have been a few times where I've really needed the render target resolution and not the screen resolution, so it may turn out to be more generally useful (Dreamfall & DreadOut are two games where this would have been nice to have...).
But there's probably going to be other times when we need the screen resolution and not the render target resolution, so eventually supporting both would probably be worthwhile...
I need one or the other to fix the nvidia god rays in Far Cry 4 without introducing a new halo (technically I need the render target width, but I happen to know it's 1/4 the screen width so I can use either), so I'll probably look into this sooner rather than later.
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
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'm using 1920X1080, taht is 16:9, so I didn't change anything in the d3dx.ini ...
I tried with 1280*720, but that was the same problem :-P
And forgot, I've the latest nvidia drivers, 347.52 ....
I will try to send you a print screen ....thank you :-) but the point is, bad shadows :-(, otherwise, perfect :-)
Win 10 64-bits 1809, ASUS Z87_AC2, Core I7 4770K, 3D Vision 2, 1 GTX MSI 1070 OC 8GB, 418.91 Nvidia driver, SSD Samsung 840 Evo 1 To, 2X8 GB DDR3 1866, ASUS VG278HR (2715*1527@144Mhz), Sound Blaster Z, Logitech Surround 5.1.
Also, make sure you update your game: earliest versions of the game didn't support modding accidentally.
Screenshots attached.
edit: just noticed that not all shaders are compiling for some reason. 17 bin files and 113 .txt files.
For some reason the fix don't kick in in your end.....even HUD and Crosshair is 2D. Be sure to extract the fix where DyingLightGame.exe is located.
Also i attach a version of flugan wrapper with all the .BIN files included. Please test with this version:
https://s3.amazonaws.com/dhr/Dying.Light.3Dfix.Flugan_Wrapper.BIN.zip
@didierh/texxx74
You should test wit this version also.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
And thanks to all of you for the amazing work !!! 3D isn't dead, so much grateful ;-)
Win 10 64-bits 1809, ASUS Z87_AC2, Core I7 4770K, 3D Vision 2, 1 GTX MSI 1070 OC 8GB, 418.91 Nvidia driver, SSD Samsung 840 Evo 1 To, 2X8 GB DDR3 1866, ASUS VG278HR (2715*1527@144Mhz), Sound Blaster Z, Logitech Surround 5.1.
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
No difference; same issue. Yep, it's extracted where the .exe is located.
Tried it but still have problems. Any other ideas?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I just tried this in Far Cry 4, and unfortunately found that it is currently broken, returning -1,-1 instead of the resolution. This depended on the DXGI support, which we had to drop to fix the crashes :(
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
Drat! That's another thing I broke when I excised DXGI from the builds.
It's a nasty bit there. I debugged it far enough to find that it was a change Microsoft made to a legitimate DXGI call that now returns an error. The other aspect is that if DXGI was enabled that would crash on Win7 machines that have the evil-update installed. I didn't try to figure out an alternate solution to the problem, but probability is low because SweetFX had the same problem and basically stopped doing the wrapper for 8.1 and suggest using the injector only.
We could conceivably get DXGI working again with some effort.
I did some study on an alternate path though, and it looks like we can get the dimensions without too much trouble. I won't be able to look at this for a week as I'll be out of town from dev machine, but my research suggests that we could call the nvapi version of NvAPI_D3D1x_CreateSwapChain. If I'm reading this correctly, we could call that in the nvapi wrapper at update, to create, then dispose a swapchain to fetch that info.
Doing it there is somewhat logical since that's where the texture values are assigned as well. I might also work to do the same thing with straight DXGI calls to create a swap chain.
And, the docs are sparse, but I think if we go this way that we'll get the right dimensions while using DSR.
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
But there's probably going to be other times when we need the screen resolution and not the render target resolution, so eventually supporting both would probably be worthwhile...
I need one or the other to fix the nvidia god rays in Far Cry 4 without introducing a new halo (technically I need the render target width, but I happen to know it's 1/4 the screen width so I can use either), so I'll probably look into this sooner rather than later.
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