[quote="Pirateguybrush"]It's not really a practical option for most games.[/quote]
I agree.
It might be possible to do the Screen inside the VR helmet and simulate a 3D screen inside VR.
Producing 3D Vision experience inside VR.
Just an idea but a bit pointless.
Pirateguybrush said:It's not really a practical option for most games.
I agree.
It might be possible to do the Screen inside the VR helmet and simulate a 3D screen inside VR.
Producing 3D Vision experience inside VR.
Just an idea but a bit pointless.
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="Flugan"]That is probably one of the most inaccurate graph possible.
It does not by any means represent my contribution to the project.[/quote]I get that, one code line, may be worth thousands.
Like I said:
[quote="Dugom"]you can't really understand you does what, even me, I don't get who do the job...[/quote]
.
FYI the true resolution of VR headsets come to light only recently , and it's a very dismal figure, around 11 pixels per degree and that's only in the center of the screen. Not to mention all that distortion they have to do, and that's not even the right way of doing distortion , it shouldn't be a post process step but a render target afaik.
So it's very different than usual display setups where resolution is king. They wanted to make "time resolution" the king in VR and call it "presence", but the price to be paid is too steep, with an effectively sub 1000 horizontal resolution per eye over 80 degrees, no amount of supersampling mojo can help that, and no wonder they complain so much.
Do your own kickstarter ,like Palmer did , stop thinking about 3D like there is binocular disparity (one picture for each eye) or not.
It's not a 0 or 1 thing. I have some ideas how to do it , shoot a pm if interested.
FYI the true resolution of VR headsets come to light only recently , and it's a very dismal figure, around 11 pixels per degree and that's only in the center of the screen. Not to mention all that distortion they have to do, and that's not even the right way of doing distortion , it shouldn't be a post process step but a render target afaik.
So it's very different than usual display setups where resolution is king. They wanted to make "time resolution" the king in VR and call it "presence", but the price to be paid is too steep, with an effectively sub 1000 horizontal resolution per eye over 80 degrees, no amount of supersampling mojo can help that, and no wonder they complain so much.
Do your own kickstarter ,like Palmer did , stop thinking about 3D like there is binocular disparity (one picture for each eye) or not.
It's not a 0 or 1 thing. I have some ideas how to do it , shoot a pm if interested.
Doing 3D vision for VR headsets is the thing in the upcoming HMD with better resolution. You should definitely go this way, Flugan.
There really is no need to test all DX12 games for 3D. So I would say it is not necessary to spend your money on this, except you also like to play them all for fun.
I see you really need to earn money. Let s be frank, there are so amazing many opportunities to earn money. Just stop focusing on this community to pay you big for some fixes or assembler. We are too small. So, what can you do to earn money:
- kickstarter for sure, if you like to bring up a project - yes, you need to finish it maybe
- affiliate links (amazon, key sellers, etc.) on your own webpage with your own products, on your steemit blog about tech or games
- youtube, twitch videos
- lets play streaming (you know have a lot of games) you have so much time, just stream every single day, you will earn money, keys and games
- drop shipping with shopify and ortella via amazon and alibaba
- invest in crypto currencies and start trading, write your own trading bot (high risk, but you can earn a lot from your warm nice home far away from real-life)
- make your own Flugan Coin with a nice ICO - you just promise decentralized immersive VR-3D vision gaming on the Fluganchain - people will buy-in
- invest in the stock market - also not very difficult; and you can make nice yields (what I do)
- I guess you are not allowed for real-life work, since your are pensioneer? but just take little jobs
- do programming for other people on a contractual basis
- make internet classes about hacking, programming, coding, etc. and sell them via youtube with affiliate links
and and and...
:)
Doing 3D vision for VR headsets is the thing in the upcoming HMD with better resolution. You should definitely go this way, Flugan.
There really is no need to test all DX12 games for 3D. So I would say it is not necessary to spend your money on this, except you also like to play them all for fun.
I see you really need to earn money. Let s be frank, there are so amazing many opportunities to earn money. Just stop focusing on this community to pay you big for some fixes or assembler. We are too small. So, what can you do to earn money:
- kickstarter for sure, if you like to bring up a project - yes, you need to finish it maybe
- affiliate links (amazon, key sellers, etc.) on your own webpage with your own products, on your steemit blog about tech or games
- youtube, twitch videos
- lets play streaming (you know have a lot of games) you have so much time, just stream every single day, you will earn money, keys and games
- drop shipping with shopify and ortella via amazon and alibaba
- invest in crypto currencies and start trading, write your own trading bot (high risk, but you can earn a lot from your warm nice home far away from real-life)
- make your own Flugan Coin with a nice ICO - you just promise decentralized immersive VR-3D vision gaming on the Fluganchain - people will buy-in
- invest in the stock market - also not very difficult; and you can make nice yields (what I do)
- I guess you are not allowed for real-life work, since your are pensioneer? but just take little jobs
- do programming for other people on a contractual basis
- make internet classes about hacking, programming, coding, etc. and sell them via youtube with affiliate links
I have to agree we are too small of a community to expect a lot of money from us, and in the past quite a few of the big time fixers where quite against it completely, it's I think a bit controversial.
It's really a shame that people just don't get how good this technology is.
I try to help where I can but I'm closing in on my 40's don't have alot of savings and very likely will have no job at the end of this month. It's getting close to panic time for me as it is.
I have to echo the sentiments of others here... (and I wish I didn't have too)
I have to agree we are too small of a community to expect a lot of money from us, and in the past quite a few of the big time fixers where quite against it completely, it's I think a bit controversial.
It's really a shame that people just don't get how good this technology is.
I try to help where I can but I'm closing in on my 40's don't have alot of savings and very likely will have no job at the end of this month. It's getting close to panic time for me as it is.
I have to echo the sentiments of others here... (and I wish I didn't have too)
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
This looks almost like the list I used to build the assembler:
f:\SteamApps\common\Alien Isolation
f:\SteamApps\common\Aliens vs Predator
f:\Ubisoft\Related Designs\ANNO 2070
F:\Glyph\Games\ArcheAge
f:\SteamApps\common\Arma 3
f:\SteamApps\common\Assassin's Creed 3
f:\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed Liberation HD
f:\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed IV Black Flag Asia
f:\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed Unity
f:\SteamApps\common\assettocorsa
f:\SteamApps\common\Batman Arkham City GOTY\Binaries\Win32
f:\SteamApps\common\Batman Arkham Origins\SinglePlayer\Binaries\Win32
f:\SteamApps\common\Batman Arkham Knight\Binaries\Win64
f:\Origin Games\Battlefield 3
f:\Origin Games\Battlefield 4
f:\Origin Games\Battlefield Bad Company 2
f:\SteamApps\common\BioShock Infinite\Binaries\Win32
f:\SteamApps\common\Call of Duty Black Ops II
f:\SteamApps\common\Call of Duty Ghosts
f:\SteamApps\common\Sid Meier's Civilization V
f:\SteamApps\common\Sid Meier's Civilization Beyond Earth
f:\SteamApps\common\Company of Heroes 2
f:\Origin Games\Crysis 2
f:\Origin Games\Crysis 3\Bin32
f:\SteamApps\common\Dark Souls II Scholar of the First Sin\Game
f:\SteamApps\common\Deus Ex - Human Revolution
f:\SteamApps\common\Deus Ex Human Revolution Director's Cut
f:\SteamApps\common\DiRT 3
f:\SteamApps\common\DiRT 3 Complete Edition
f:\SteamApps\common\DiRT Rally
f:\SteamApps\common\DiRT Showdown
f:\Origin Games\dragon Age Inquisition
f:\SteamApps\common\Dungeons and Dragons Online
f:\SteamApps\common\Dying Light
f:\SteamApps\common\F.E.A.R. 3
f:\Ubisoft\Ubisoft Game Launcher\games\Far Cry 3
f:\Ubisoft\Far Cry 3 Blood Dragon\bin
f:\Ubisoft\Ubisoft Game Launcher\games\Far Cry 4\bin
f:\Origin Games\FIFA 15 DEMO
f:\SteamApps\common\Grand Theft Auto V
f:\SteamApps\common\grid 2
f:\SteamApps\common\GRID Autosport
f:\SteamApps\common\Hitman Absolution
f:\SteamApps\common\HOMEFRONT\Binaries
f:\SteamApps\common\L.A.Noire
f:\SteamApps\common\Lords Of The Fallen
f:\SteamApps\common\Lost Planet 2
f:\SteamApps\common\Max Payne 3\Max Payne 3
f:\Origin Games\Medal of Honor\MP
f:\Origin Games\Medal of Honor Warfighter
f:\SteamApps\common\Metro 2033
f:\SteamApps\common\Metro 2033 Redux
f:\SteamApps\common\Metro Last Light
f:\SteamApps\common\Metro Last Light Redux
f:\SteamApps\common\ShadowOfMordor\x64
f:\SteamApps\common\MK10\Binaries\Retail
f:\SteamApps\common\Murdered Soul Suspect\Binaries\Win64
f:\SteamApps\common\Cryptic Studios\Neverwinter\Live
f:\SteamApps\common\Oil Rush\bin
f:\SteamApps\common\pCars
f:\SteamApps\common\red faction armageddon
f:\SteamApps\common\Red Faction Guerrilla
f:\SteamApps\common\Rise of Nations
f:\SteamApps\common\Ryse Son of Rome\Bin64
f:\SteamApps\common\Saints Row the Third
f:\SteamApps\common\Saints Row IV
f:\SteamApps\common\SleepingDogs
f:\SteamApps\common\SleepingDogsDefinitiveEdition
f:\SteamApps\common\Project Silverado
f:\SteamApps\common\strikesuitzero\pc\main\Binary
f:\SteamApps\common\SSZ Directors Cut\pc\main\Binary
f:\SteamApps\common\Star Trek Online\Star Trek Online\Live
f:\SteamApps\common\Lord of the Rings Online
f:\Games\The Secret World
f:\GOG Games\The Witcher 3 Wild Hunt\bin\x64
f:\SteamApps\common\Thief\Binaries2\Win64
f:\Origin Games\Titanfall
f:\Ubisoft\Tom Clancy's H.A.W.X. 2
f:\SteamApps\common\Tomb Raider
f:\SteamApps\common\Total War Rome II
f:\SteamApps\common\Total War SHOGUN 2
f:\SteamApps\common\ToyboxTurbos
f:\SteamApps\common\TrialsPC\datapack
f:\SteamApps\common\Trials Fusion\datapack
f:\Ubisoft\Ubisoft Game Launcher\games\Watch_Dogs\bin
f:\Games\World of Warcraft
f:\SteamApps\common\Tom Clancy's Splinter Cell Blacklist
f:\SteamApps\common\The Bureau\Binaries\Win32
f:\SteamApps\common\War of the Roses
f:\SteamApps\common\Shadow Warrior\dx11
f:\SteamApps\common\Age of Conan
f:\Ubisoft\Related Designs\ANNO 1404 - Gold Edition
f:\SteamApps\common\Assassins Creed
f:\SteamApps\common\Bioshock\Builds\Release
f:\SteamApps\common\BioShock 2\SP\Builds\Binaries
f:\SteamApps\common\BioShock 2\MP\Builds\Binaries
f:\SteamApps\common\Devil May Cry 4
f:\steamapps\common\Special Edition
f:\SteamApps\common\Far Cry 2\bin
f:\Ubisoft\James Cameron's AVATAR - THE GAME
f:\SteamApps\common\Just Cause 2
f:\SteamApps\common\lost planet extreme condition
f:\SteamApps\common\Stormrise
This looks almost like the list I used to build the assembler:
f:\SteamApps\common\Alien Isolation
f:\SteamApps\common\Aliens vs Predator
f:\Ubisoft\Related Designs\ANNO 2070
F:\Glyph\Games\ArcheAge
f:\SteamApps\common\Arma 3
f:\SteamApps\common\Assassin's Creed 3
f:\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed Liberation HD
f:\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed IV Black Flag Asia
f:\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed Unity
f:\SteamApps\common\assettocorsa
f:\SteamApps\common\Batman Arkham City GOTY\Binaries\Win32
f:\SteamApps\common\Batman Arkham Origins\SinglePlayer\Binaries\Win32
f:\SteamApps\common\Batman Arkham Knight\Binaries\Win64
f:\Origin Games\Battlefield 3
f:\Origin Games\Battlefield 4
f:\Origin Games\Battlefield Bad Company 2
f:\SteamApps\common\BioShock Infinite\Binaries\Win32
f:\SteamApps\common\Call of Duty Black Ops II
f:\SteamApps\common\Call of Duty Ghosts
f:\SteamApps\common\Sid Meier's Civilization V
f:\SteamApps\common\Sid Meier's Civilization Beyond Earth
f:\SteamApps\common\Company of Heroes 2
f:\Origin Games\Crysis 2
f:\Origin Games\Crysis 3\Bin32
f:\SteamApps\common\Dark Souls II Scholar of the First Sin\Game
f:\SteamApps\common\Deus Ex - Human Revolution
f:\SteamApps\common\Deus Ex Human Revolution Director's Cut
f:\SteamApps\common\DiRT 3
f:\SteamApps\common\DiRT 3 Complete Edition
f:\SteamApps\common\DiRT Rally
f:\SteamApps\common\DiRT Showdown
f:\Origin Games\dragon Age Inquisition
f:\SteamApps\common\Dungeons and Dragons Online
f:\SteamApps\common\Dying Light
f:\SteamApps\common\F.E.A.R. 3
f:\Ubisoft\Ubisoft Game Launcher\games\Far Cry 3
f:\Ubisoft\Far Cry 3 Blood Dragon\bin
f:\Ubisoft\Ubisoft Game Launcher\games\Far Cry 4\bin
f:\Origin Games\FIFA 15 DEMO
f:\SteamApps\common\Grand Theft Auto V
f:\SteamApps\common\grid 2
f:\SteamApps\common\GRID Autosport
f:\SteamApps\common\Hitman Absolution
f:\SteamApps\common\HOMEFRONT\Binaries
f:\SteamApps\common\L.A.Noire
f:\SteamApps\common\Lords Of The Fallen
f:\SteamApps\common\Lost Planet 2
f:\SteamApps\common\Max Payne 3\Max Payne 3
f:\Origin Games\Medal of Honor\MP
f:\Origin Games\Medal of Honor Warfighter
f:\SteamApps\common\Metro 2033
f:\SteamApps\common\Metro 2033 Redux
f:\SteamApps\common\Metro Last Light
f:\SteamApps\common\Metro Last Light Redux
f:\SteamApps\common\ShadowOfMordor\x64
f:\SteamApps\common\MK10\Binaries\Retail
f:\SteamApps\common\Murdered Soul Suspect\Binaries\Win64
f:\SteamApps\common\Cryptic Studios\Neverwinter\Live
f:\SteamApps\common\Oil Rush\bin
f:\SteamApps\common\pCars
f:\SteamApps\common\red faction armageddon
f:\SteamApps\common\Red Faction Guerrilla
f:\SteamApps\common\Rise of Nations
f:\SteamApps\common\Ryse Son of Rome\Bin64
f:\SteamApps\common\Saints Row the Third
f:\SteamApps\common\Saints Row IV
f:\SteamApps\common\SleepingDogs
f:\SteamApps\common\SleepingDogsDefinitiveEdition
f:\SteamApps\common\Project Silverado
f:\SteamApps\common\strikesuitzero\pc\main\Binary
f:\SteamApps\common\SSZ Directors Cut\pc\main\Binary
f:\SteamApps\common\Star Trek Online\Star Trek Online\Live
f:\SteamApps\common\Lord of the Rings Online
f:\Games\The Secret World
f:\GOG Games\The Witcher 3 Wild Hunt\bin\x64
f:\SteamApps\common\Thief\Binaries2\Win64
f:\Origin Games\Titanfall
f:\Ubisoft\Tom Clancy's H.A.W.X. 2
f:\SteamApps\common\Tomb Raider
f:\SteamApps\common\Total War Rome II
f:\SteamApps\common\Total War SHOGUN 2
f:\SteamApps\common\ToyboxTurbos
f:\SteamApps\common\TrialsPC\datapack
f:\SteamApps\common\Trials Fusion\datapack
f:\Ubisoft\Ubisoft Game Launcher\games\Watch_Dogs\bin
f:\Games\World of Warcraft
f:\SteamApps\common\Tom Clancy's Splinter Cell Blacklist
f:\SteamApps\common\The Bureau\Binaries\Win32
f:\SteamApps\common\War of the Roses
f:\SteamApps\common\Shadow Warrior\dx11
f:\SteamApps\common\Age of Conan
f:\Ubisoft\Related Designs\ANNO 1404 - Gold Edition
f:\SteamApps\common\Assassins Creed
f:\SteamApps\common\Bioshock\Builds\Release
f:\SteamApps\common\BioShock 2\SP\Builds\Binaries
f:\SteamApps\common\BioShock 2\MP\Builds\Binaries
f:\SteamApps\common\Devil May Cry 4
f:\steamapps\common\Special Edition
f:\SteamApps\common\Far Cry 2\bin
f:\Ubisoft\James Cameron's AVATAR - THE GAME
f:\SteamApps\common\Just Cause 2
f:\SteamApps\common\lost planet extreme condition
f:\SteamApps\common\Stormrise
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?
We have been talking a lot about donations and attribution recently, and I think it's important to clarify some of the contributions. And emphasize that this has ALL been a team effort.
For background, I've worked as a professional software developer for 35 years, made my living at it. I've shipped 100,000 of lines of code, shipped software in MacOS, shipped email and camera programs for smartphones, long stints in technical support writing sample code, written a debugger, and on and on.
I'm not stating that to brag, I'm pointing out my wealth of experience required to successfully ship software, and a key skill- estimating how hard things are, and how long they take. The reason this is important, is because I want you to trust my judgment.
[quote="Dugom"][quote="Flugan"][quote="DarkStarSword"]This helps for 3DMigoto:
[url]https://darkstarsword.net/3Dmigoto-stats/authors.html[/url][/quote]That is probably one of the most inaccurate graph possible.
It does not by any means represent my contribution to the project.[/quote]I get that, one code line, may be worth thousands.[/quote][/quote]
This is a misleading set of statements. It's extremely rare that a single line of code is worth thousands. I've seen this maybe once in my career. However, it is fairly common that a key debugging insight can be worth this much, but not lines of code.
What really matters is consistency, and long term support. Even the best ideas crumble if they are not maintained and kept up to date. There are thousands and thousands of good ideas that languish because the original developer stopped caring.
The graph that DarkStarSword posted for contributions is fairly good. These sorts of graphs are always more rough sketches, more like order of magnitude comparisons. Same goes for counting number of lines of code. It's at best a rough estimation of complexity or value. If you stick with orders of magnitude (1, 10, 100, 1000,...) it's worth using.
It's a rough sketch, not a blueprint. DarkStarSword and I have both put in serious amounts of dedicated time, and this is reflected in the graph.
The added benefit is that he and I work together fairly well as a team. Working as a team is how you get really impressive results. No one person, no matter how smart, can be as effective as a team over time. That means for example that I haven't really worked on fixes directly, because other people do that job. Not many other people can refactor the entire code base, and improve the architecture, so that's where I put my time. DarkStarSword has demonstrated time and again his keen insight into shader code. It's his best use of time. Everyone contributing their best skills. Teamwork, not competition.
In my opinion as a professional software engineer, this graph is pretty good at reflecting the relative contributions of the different people who have worked on it, and their dedication, and the time spent.
If you look at Chiri's contribution for example, as the original author he is clearly a key contributor. He built an amazing base of code in a short period of time. And then he left. It wasn't actually done or usable, but that was its state. Big chunks of code are promising, but they don't make a product.
When I took over the project, the code base had a good start, but was not even close to being usable. Also, the architecture was a total wreck, with code in random places that made no sense. It took a long time to get it limping to being usable. This is where key work happened with mike_ar69, where he did all the DX11 shaderhacking, and I worked on getting the tool usable for him. Unlock his skill set. Teamwork.
For Flugan's contribution, the Assembler is a nice piece of work. In its current state it is a valuable piece of 3Dmigoto, but I caution that it is no more valuable than the Decompiler, or Frame Analysis, or RegEx which unlocks its usefulness.
Flugan added the Assembler early in the project, but did not do anything with it. It languished as a dead branch until mid 2015, when I connected it to the surrounding framework and made it live. We used Decompiler up to that point, and my motivation for connecting the Assembler was to get out of the business of updating the Decompiler.
If you want to see the actually changes to the code, look at the history of just the Assembler:
[url]https://github.com/bo3b/3Dmigoto/commits/master/D3D_Shaders[/url]
This is Teamwork, not a single individual contributor. I connected the Assembler to make it actually replace shaders in a game. Without that step it's useless, an academic exercise. Flugan put in some great work to flesh out instructions for ComputeShaders that we were most interested in. Using games to find these instructions is an unusual approach, because it's all documented on MSDN, but it worked fairly well and got the Assembler to be usable for actual fixes. Still not there though- DarkStarSword stepped in to finish the job by fixing key bugs in the Assembler and making it a real product. Without being able to successfully modify a given shader it was still useless. There is no value in academic code, only code that produces some valuable result, like a game fix. It is critical to focus upon results, not effort or time spent.
The Assembler is a nice piece of work, and even though it has a bizarre architecture like the Decompiler, it is now quite useful and valuable. It has no error handling, which is terrible, but like the Decompiler, that does not stop it from being useful, which is more important.
In terms of time spent by all of us, this is on the smaller side of the work done in 3Dmigoto. And in my opinion, the graph correctly demonstrates that. I've personally written an assembler from scratch in college, and have a lot of experience with assembly. DarkStarSword has also done a lot of ASM, and just recently debugged a critical bug in our Deviare hooking framework at the ASM level. Either DarkStarSword or I could write a new assembler using tools like Yacc/Bison in about a month.
I do not want to discount the value of the Assembler, it's a great tool, and well worth the time spent. But to compare this contribution of several months to the several [i]years [/i]that both DarkStarSword and I have spent is deeply insulting.
For the other contributors, the graph also correctly reflects their modest contributions. Some interesting and useful features, but no extensive changes.
In terms of extremely valuable changes, I think there is no real question that DarkStarSword has done the most impressive work. He's added numerous features and techniques that have cracked open new games that we were previously unable to approach. That's the very essence of adding key value. Results.
I'm not going to discount my work out some false modesty or insecurity however. Changing the code base from a wreck into something usable is work that is extremely difficult and time consuming. Destroy the entire thing, then rebuild it and make it work like before. I've done that twice now. The reason this is important is because it gave DarkStarSword a decent framework to hang his work upon, which is otherwise a spaghetti festival. I've added a couple of nice features like the Overlay, and made some nice contributions to making a clean and simple workflow for shaderhackers. The Decompiler has taken a ton of time, and still to this day I'm surprised by how useful it is, for such a bizarre approach.
It is worth noting some outside of the graph contributions though. This is partly why the graph is only a rough estimate, a sketch, an order of magnitude.
It doesn't show any of the sharing and cracking of hard game problems made by people like mike_ar69, DHR, Helifax, Helix, DarkStarSword, and some other super old timers. It doesn't show anything about original Helix contributions, who contributed the original idea, and hundreds of game fixes with his original Lua based regex type fixing. It doesn't include Flugan's use of 100s of games to find all the opcodes. It doesn't include my School for ShaderHackers, which has given a start to some 20 different ShaderHackers. DHR's universal RegEx for game engines. DarkStarSwords offline python scripts for Unity. It doesn't include Helifax's OpenGL wrapper or game fixes.
Teamwork, right? We all build on the successes of the past, and sharing and learning from each other is 100x more valuable than who did what. In my humble opinion, of course.
We have been talking a lot about donations and attribution recently, and I think it's important to clarify some of the contributions. And emphasize that this has ALL been a team effort.
For background, I've worked as a professional software developer for 35 years, made my living at it. I've shipped 100,000 of lines of code, shipped software in MacOS, shipped email and camera programs for smartphones, long stints in technical support writing sample code, written a debugger, and on and on.
I'm not stating that to brag, I'm pointing out my wealth of experience required to successfully ship software, and a key skill- estimating how hard things are, and how long they take. The reason this is important, is because I want you to trust my judgment.
That is probably one of the most inaccurate graph possible.
It does not by any means represent my contribution to the project.
I get that, one code line, may be worth thousands.
This is a misleading set of statements. It's extremely rare that a single line of code is worth thousands. I've seen this maybe once in my career. However, it is fairly common that a key debugging insight can be worth this much, but not lines of code.
What really matters is consistency, and long term support. Even the best ideas crumble if they are not maintained and kept up to date. There are thousands and thousands of good ideas that languish because the original developer stopped caring.
The graph that DarkStarSword posted for contributions is fairly good. These sorts of graphs are always more rough sketches, more like order of magnitude comparisons. Same goes for counting number of lines of code. It's at best a rough estimation of complexity or value. If you stick with orders of magnitude (1, 10, 100, 1000,...) it's worth using.
It's a rough sketch, not a blueprint. DarkStarSword and I have both put in serious amounts of dedicated time, and this is reflected in the graph.
The added benefit is that he and I work together fairly well as a team. Working as a team is how you get really impressive results. No one person, no matter how smart, can be as effective as a team over time. That means for example that I haven't really worked on fixes directly, because other people do that job. Not many other people can refactor the entire code base, and improve the architecture, so that's where I put my time. DarkStarSword has demonstrated time and again his keen insight into shader code. It's his best use of time. Everyone contributing their best skills. Teamwork, not competition.
In my opinion as a professional software engineer, this graph is pretty good at reflecting the relative contributions of the different people who have worked on it, and their dedication, and the time spent.
If you look at Chiri's contribution for example, as the original author he is clearly a key contributor. He built an amazing base of code in a short period of time. And then he left. It wasn't actually done or usable, but that was its state. Big chunks of code are promising, but they don't make a product.
When I took over the project, the code base had a good start, but was not even close to being usable. Also, the architecture was a total wreck, with code in random places that made no sense. It took a long time to get it limping to being usable. This is where key work happened with mike_ar69, where he did all the DX11 shaderhacking, and I worked on getting the tool usable for him. Unlock his skill set. Teamwork.
For Flugan's contribution, the Assembler is a nice piece of work. In its current state it is a valuable piece of 3Dmigoto, but I caution that it is no more valuable than the Decompiler, or Frame Analysis, or RegEx which unlocks its usefulness.
Flugan added the Assembler early in the project, but did not do anything with it. It languished as a dead branch until mid 2015, when I connected it to the surrounding framework and made it live. We used Decompiler up to that point, and my motivation for connecting the Assembler was to get out of the business of updating the Decompiler.
This is Teamwork, not a single individual contributor. I connected the Assembler to make it actually replace shaders in a game. Without that step it's useless, an academic exercise. Flugan put in some great work to flesh out instructions for ComputeShaders that we were most interested in. Using games to find these instructions is an unusual approach, because it's all documented on MSDN, but it worked fairly well and got the Assembler to be usable for actual fixes. Still not there though- DarkStarSword stepped in to finish the job by fixing key bugs in the Assembler and making it a real product. Without being able to successfully modify a given shader it was still useless. There is no value in academic code, only code that produces some valuable result, like a game fix. It is critical to focus upon results, not effort or time spent.
The Assembler is a nice piece of work, and even though it has a bizarre architecture like the Decompiler, it is now quite useful and valuable. It has no error handling, which is terrible, but like the Decompiler, that does not stop it from being useful, which is more important.
In terms of time spent by all of us, this is on the smaller side of the work done in 3Dmigoto. And in my opinion, the graph correctly demonstrates that. I've personally written an assembler from scratch in college, and have a lot of experience with assembly. DarkStarSword has also done a lot of ASM, and just recently debugged a critical bug in our Deviare hooking framework at the ASM level. Either DarkStarSword or I could write a new assembler using tools like Yacc/Bison in about a month.
I do not want to discount the value of the Assembler, it's a great tool, and well worth the time spent. But to compare this contribution of several months to the several years that both DarkStarSword and I have spent is deeply insulting.
For the other contributors, the graph also correctly reflects their modest contributions. Some interesting and useful features, but no extensive changes.
In terms of extremely valuable changes, I think there is no real question that DarkStarSword has done the most impressive work. He's added numerous features and techniques that have cracked open new games that we were previously unable to approach. That's the very essence of adding key value. Results.
I'm not going to discount my work out some false modesty or insecurity however. Changing the code base from a wreck into something usable is work that is extremely difficult and time consuming. Destroy the entire thing, then rebuild it and make it work like before. I've done that twice now. The reason this is important is because it gave DarkStarSword a decent framework to hang his work upon, which is otherwise a spaghetti festival. I've added a couple of nice features like the Overlay, and made some nice contributions to making a clean and simple workflow for shaderhackers. The Decompiler has taken a ton of time, and still to this day I'm surprised by how useful it is, for such a bizarre approach.
It is worth noting some outside of the graph contributions though. This is partly why the graph is only a rough estimate, a sketch, an order of magnitude.
It doesn't show any of the sharing and cracking of hard game problems made by people like mike_ar69, DHR, Helifax, Helix, DarkStarSword, and some other super old timers. It doesn't show anything about original Helix contributions, who contributed the original idea, and hundreds of game fixes with his original Lua based regex type fixing. It doesn't include Flugan's use of 100s of games to find all the opcodes. It doesn't include my School for ShaderHackers, which has given a start to some 20 different ShaderHackers. DHR's universal RegEx for game engines. DarkStarSwords offline python scripts for Unity. It doesn't include Helifax's OpenGL wrapper or game fixes.
Teamwork, right? We all build on the successes of the past, and sharing and learning from each other is 100x more valuable than who did what. In my humble opinion, of course.
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I agree.
It might be possible to do the Screen inside the VR helmet and simulate a 3D screen inside VR.
Producing 3D Vision experience inside VR.
Just an idea but a bit pointless.
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 I said:
.
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Just click:
My 3D videos and crosstalk test pattern
3DVision Fixes:
HelixMod Site
Universal fix for UnrealEngine 4 Games
Universal fix for Unity Games
Universal fix for FrostBite 3 Games
Universal fix for TellTales Games
Compability Mode Unleashed
Please donate if you can:
-----> Donations to 3DVision Fixers
.
So it's very different than usual display setups where resolution is king. They wanted to make "time resolution" the king in VR and call it "presence", but the price to be paid is too steep, with an effectively sub 1000 horizontal resolution per eye over 80 degrees, no amount of supersampling mojo can help that, and no wonder they complain so much.
Do your own kickstarter ,like Palmer did , stop thinking about 3D like there is binocular disparity (one picture for each eye) or not.
It's not a 0 or 1 thing. I have some ideas how to do it , shoot a pm if interested.
There really is no need to test all DX12 games for 3D. So I would say it is not necessary to spend your money on this, except you also like to play them all for fun.
I see you really need to earn money. Let s be frank, there are so amazing many opportunities to earn money. Just stop focusing on this community to pay you big for some fixes or assembler. We are too small. So, what can you do to earn money:
- kickstarter for sure, if you like to bring up a project - yes, you need to finish it maybe
- affiliate links (amazon, key sellers, etc.) on your own webpage with your own products, on your steemit blog about tech or games
- youtube, twitch videos
- lets play streaming (you know have a lot of games) you have so much time, just stream every single day, you will earn money, keys and games
- drop shipping with shopify and ortella via amazon and alibaba
- invest in crypto currencies and start trading, write your own trading bot (high risk, but you can earn a lot from your warm nice home far away from real-life)
- make your own Flugan Coin with a nice ICO - you just promise decentralized immersive VR-3D vision gaming on the Fluganchain - people will buy-in
- invest in the stock market - also not very difficult; and you can make nice yields (what I do)
- I guess you are not allowed for real-life work, since your are pensioneer? but just take little jobs
- do programming for other people on a contractual basis
- make internet classes about hacking, programming, coding, etc. and sell them via youtube with affiliate links
and and and...
:)
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
It's really a shame that people just don't get how good this technology is.
I try to help where I can but I'm closing in on my 40's don't have alot of savings and very likely will have no job at the end of this month. It's getting close to panic time for me as it is.
I have to echo the sentiments of others here... (and I wish I didn't have too)
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Obutto R3volution.
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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
f:\SteamApps\common\Alien Isolation
f:\SteamApps\common\Aliens vs Predator
f:\Ubisoft\Related Designs\ANNO 2070
F:\Glyph\Games\ArcheAge
f:\SteamApps\common\Arma 3
f:\SteamApps\common\Assassin's Creed 3
f:\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed Liberation HD
f:\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed IV Black Flag Asia
f:\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed Unity
f:\SteamApps\common\assettocorsa
f:\SteamApps\common\Batman Arkham City GOTY\Binaries\Win32
f:\SteamApps\common\Batman Arkham Origins\SinglePlayer\Binaries\Win32
f:\SteamApps\common\Batman Arkham Knight\Binaries\Win64
f:\Origin Games\Battlefield 3
f:\Origin Games\Battlefield 4
f:\Origin Games\Battlefield Bad Company 2
f:\SteamApps\common\BioShock Infinite\Binaries\Win32
f:\SteamApps\common\Call of Duty Black Ops II
f:\SteamApps\common\Call of Duty Ghosts
f:\SteamApps\common\Sid Meier's Civilization V
f:\SteamApps\common\Sid Meier's Civilization Beyond Earth
f:\SteamApps\common\Company of Heroes 2
f:\Origin Games\Crysis 2
f:\Origin Games\Crysis 3\Bin32
f:\SteamApps\common\Dark Souls II Scholar of the First Sin\Game
f:\SteamApps\common\Deus Ex - Human Revolution
f:\SteamApps\common\Deus Ex Human Revolution Director's Cut
f:\SteamApps\common\DiRT 3
f:\SteamApps\common\DiRT 3 Complete Edition
f:\SteamApps\common\DiRT Rally
f:\SteamApps\common\DiRT Showdown
f:\Origin Games\dragon Age Inquisition
f:\SteamApps\common\Dungeons and Dragons Online
f:\SteamApps\common\Dying Light
f:\SteamApps\common\F.E.A.R. 3
f:\Ubisoft\Ubisoft Game Launcher\games\Far Cry 3
f:\Ubisoft\Far Cry 3 Blood Dragon\bin
f:\Ubisoft\Ubisoft Game Launcher\games\Far Cry 4\bin
f:\Origin Games\FIFA 15 DEMO
f:\SteamApps\common\Grand Theft Auto V
f:\SteamApps\common\grid 2
f:\SteamApps\common\GRID Autosport
f:\SteamApps\common\Hitman Absolution
f:\SteamApps\common\HOMEFRONT\Binaries
f:\SteamApps\common\L.A.Noire
f:\SteamApps\common\Lords Of The Fallen
f:\SteamApps\common\Lost Planet 2
f:\SteamApps\common\Max Payne 3\Max Payne 3
f:\Origin Games\Medal of Honor\MP
f:\Origin Games\Medal of Honor Warfighter
f:\SteamApps\common\Metro 2033
f:\SteamApps\common\Metro 2033 Redux
f:\SteamApps\common\Metro Last Light
f:\SteamApps\common\Metro Last Light Redux
f:\SteamApps\common\ShadowOfMordor\x64
f:\SteamApps\common\MK10\Binaries\Retail
f:\SteamApps\common\Murdered Soul Suspect\Binaries\Win64
f:\SteamApps\common\Cryptic Studios\Neverwinter\Live
f:\SteamApps\common\Oil Rush\bin
f:\SteamApps\common\pCars
f:\SteamApps\common\red faction armageddon
f:\SteamApps\common\Red Faction Guerrilla
f:\SteamApps\common\Rise of Nations
f:\SteamApps\common\Ryse Son of Rome\Bin64
f:\SteamApps\common\Saints Row the Third
f:\SteamApps\common\Saints Row IV
f:\SteamApps\common\SleepingDogs
f:\SteamApps\common\SleepingDogsDefinitiveEdition
f:\SteamApps\common\Project Silverado
f:\SteamApps\common\strikesuitzero\pc\main\Binary
f:\SteamApps\common\SSZ Directors Cut\pc\main\Binary
f:\SteamApps\common\Star Trek Online\Star Trek Online\Live
f:\SteamApps\common\Lord of the Rings Online
f:\Games\The Secret World
f:\GOG Games\The Witcher 3 Wild Hunt\bin\x64
f:\SteamApps\common\Thief\Binaries2\Win64
f:\Origin Games\Titanfall
f:\Ubisoft\Tom Clancy's H.A.W.X. 2
f:\SteamApps\common\Tomb Raider
f:\SteamApps\common\Total War Rome II
f:\SteamApps\common\Total War SHOGUN 2
f:\SteamApps\common\ToyboxTurbos
f:\SteamApps\common\TrialsPC\datapack
f:\SteamApps\common\Trials Fusion\datapack
f:\Ubisoft\Ubisoft Game Launcher\games\Watch_Dogs\bin
f:\Games\World of Warcraft
f:\SteamApps\common\Tom Clancy's Splinter Cell Blacklist
f:\SteamApps\common\The Bureau\Binaries\Win32
f:\SteamApps\common\War of the Roses
f:\SteamApps\common\Shadow Warrior\dx11
f:\SteamApps\common\Age of Conan
f:\Ubisoft\Related Designs\ANNO 1404 - Gold Edition
f:\SteamApps\common\Assassins Creed
f:\SteamApps\common\Bioshock\Builds\Release
f:\SteamApps\common\BioShock 2\SP\Builds\Binaries
f:\SteamApps\common\BioShock 2\MP\Builds\Binaries
f:\SteamApps\common\Devil May Cry 4
f:\steamapps\common\Special Edition
f:\SteamApps\common\Far Cry 2\bin
f:\Ubisoft\James Cameron's AVATAR - THE GAME
f:\SteamApps\common\Just Cause 2
f:\SteamApps\common\lost planet extreme condition
f:\SteamApps\common\Stormrise
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
For background, I've worked as a professional software developer for 35 years, made my living at it. I've shipped 100,000 of lines of code, shipped software in MacOS, shipped email and camera programs for smartphones, long stints in technical support writing sample code, written a debugger, and on and on.
I'm not stating that to brag, I'm pointing out my wealth of experience required to successfully ship software, and a key skill- estimating how hard things are, and how long they take. The reason this is important, is because I want you to trust my judgment.
This is a misleading set of statements. It's extremely rare that a single line of code is worth thousands. I've seen this maybe once in my career. However, it is fairly common that a key debugging insight can be worth this much, but not lines of code.
What really matters is consistency, and long term support. Even the best ideas crumble if they are not maintained and kept up to date. There are thousands and thousands of good ideas that languish because the original developer stopped caring.
The graph that DarkStarSword posted for contributions is fairly good. These sorts of graphs are always more rough sketches, more like order of magnitude comparisons. Same goes for counting number of lines of code. It's at best a rough estimation of complexity or value. If you stick with orders of magnitude (1, 10, 100, 1000,...) it's worth using.
It's a rough sketch, not a blueprint. DarkStarSword and I have both put in serious amounts of dedicated time, and this is reflected in the graph.
The added benefit is that he and I work together fairly well as a team. Working as a team is how you get really impressive results. No one person, no matter how smart, can be as effective as a team over time. That means for example that I haven't really worked on fixes directly, because other people do that job. Not many other people can refactor the entire code base, and improve the architecture, so that's where I put my time. DarkStarSword has demonstrated time and again his keen insight into shader code. It's his best use of time. Everyone contributing their best skills. Teamwork, not competition.
In my opinion as a professional software engineer, this graph is pretty good at reflecting the relative contributions of the different people who have worked on it, and their dedication, and the time spent.
If you look at Chiri's contribution for example, as the original author he is clearly a key contributor. He built an amazing base of code in a short period of time. And then he left. It wasn't actually done or usable, but that was its state. Big chunks of code are promising, but they don't make a product.
When I took over the project, the code base had a good start, but was not even close to being usable. Also, the architecture was a total wreck, with code in random places that made no sense. It took a long time to get it limping to being usable. This is where key work happened with mike_ar69, where he did all the DX11 shaderhacking, and I worked on getting the tool usable for him. Unlock his skill set. Teamwork.
For Flugan's contribution, the Assembler is a nice piece of work. In its current state it is a valuable piece of 3Dmigoto, but I caution that it is no more valuable than the Decompiler, or Frame Analysis, or RegEx which unlocks its usefulness.
Flugan added the Assembler early in the project, but did not do anything with it. It languished as a dead branch until mid 2015, when I connected it to the surrounding framework and made it live. We used Decompiler up to that point, and my motivation for connecting the Assembler was to get out of the business of updating the Decompiler.
If you want to see the actually changes to the code, look at the history of just the Assembler:
https://github.com/bo3b/3Dmigoto/commits/master/D3D_Shaders
This is Teamwork, not a single individual contributor. I connected the Assembler to make it actually replace shaders in a game. Without that step it's useless, an academic exercise. Flugan put in some great work to flesh out instructions for ComputeShaders that we were most interested in. Using games to find these instructions is an unusual approach, because it's all documented on MSDN, but it worked fairly well and got the Assembler to be usable for actual fixes. Still not there though- DarkStarSword stepped in to finish the job by fixing key bugs in the Assembler and making it a real product. Without being able to successfully modify a given shader it was still useless. There is no value in academic code, only code that produces some valuable result, like a game fix. It is critical to focus upon results, not effort or time spent.
The Assembler is a nice piece of work, and even though it has a bizarre architecture like the Decompiler, it is now quite useful and valuable. It has no error handling, which is terrible, but like the Decompiler, that does not stop it from being useful, which is more important.
In terms of time spent by all of us, this is on the smaller side of the work done in 3Dmigoto. And in my opinion, the graph correctly demonstrates that. I've personally written an assembler from scratch in college, and have a lot of experience with assembly. DarkStarSword has also done a lot of ASM, and just recently debugged a critical bug in our Deviare hooking framework at the ASM level. Either DarkStarSword or I could write a new assembler using tools like Yacc/Bison in about a month.
I do not want to discount the value of the Assembler, it's a great tool, and well worth the time spent. But to compare this contribution of several months to the several years that both DarkStarSword and I have spent is deeply insulting.
For the other contributors, the graph also correctly reflects their modest contributions. Some interesting and useful features, but no extensive changes.
In terms of extremely valuable changes, I think there is no real question that DarkStarSword has done the most impressive work. He's added numerous features and techniques that have cracked open new games that we were previously unable to approach. That's the very essence of adding key value. Results.
I'm not going to discount my work out some false modesty or insecurity however. Changing the code base from a wreck into something usable is work that is extremely difficult and time consuming. Destroy the entire thing, then rebuild it and make it work like before. I've done that twice now. The reason this is important is because it gave DarkStarSword a decent framework to hang his work upon, which is otherwise a spaghetti festival. I've added a couple of nice features like the Overlay, and made some nice contributions to making a clean and simple workflow for shaderhackers. The Decompiler has taken a ton of time, and still to this day I'm surprised by how useful it is, for such a bizarre approach.
It is worth noting some outside of the graph contributions though. This is partly why the graph is only a rough estimate, a sketch, an order of magnitude.
It doesn't show any of the sharing and cracking of hard game problems made by people like mike_ar69, DHR, Helifax, Helix, DarkStarSword, and some other super old timers. It doesn't show anything about original Helix contributions, who contributed the original idea, and hundreds of game fixes with his original Lua based regex type fixing. It doesn't include Flugan's use of 100s of games to find all the opcodes. It doesn't include my School for ShaderHackers, which has given a start to some 20 different ShaderHackers. DHR's universal RegEx for game engines. DarkStarSwords offline python scripts for Unity. It doesn't include Helifax's OpenGL wrapper or game fixes.
Teamwork, right? We all build on the successes of the past, and sharing and learning from each other is 100x more valuable than who did what. In my humble opinion, of course.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/