Except from the known issue with the skybox beeing too close TR4 runs fine. The hotkey for HUD depth works so the hashes should be the same for this game on Win 7 and Win 10.
Thank You for Your SC3 shaders! I had a first glimpse and compared the shaders for HUD text. They are almost identical. The only difference was in the ASM code:
Win 10:
[code]// Generated by Microsoft (R) HLSL Shader Compiler 10.1[/code]
Win 7:
[code]// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.18611[/code]
So there are different compiler versions used?
And in the ASM code only this line was different:
Win 10:
[code]mul_sat r0.xyzw, r0.xyzw, l(1.992188, 1.992188, 1.992188, 1.992188)[/code]
Win 7:
[code]mul_sat r0.xyzw, r0.xyzw, l(1.99218750, 1.99218750, 1.99218750, 1.99218750)[/code]
SC3 uses more PS than I had expected. So comparing them manually is too much work. I have to find a tool that compares them automatically. Does someone happen to know a tool that can be used for this? Or is there even a way to use the same compiler versions in Win 7 and 10 and get the same hashes?
BTW two shaders that are mentioned in Your d3dx.ini are not in Your uploaded SC3 shader cache: 55a087e935606394 and 93e62e585ed9a48e.
Except from the known issue with the skybox beeing too close TR4 runs fine. The hotkey for HUD depth works so the hashes should be the same for this game on Win 7 and Win 10.
Thank You for Your SC3 shaders! I had a first glimpse and compared the shaders for HUD text. They are almost identical. The only difference was in the ASM code:
Win 10:
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
Win 7:
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.18611
So there are different compiler versions used?
And in the ASM code only this line was different:
Win 10:
SC3 uses more PS than I had expected. So comparing them manually is too much work. I have to find a tool that compares them automatically. Does someone happen to know a tool that can be used for this? Or is there even a way to use the same compiler versions in Win 7 and 10 and get the same hashes?
BTW two shaders that are mentioned in Your d3dx.ini are not in Your uploaded SC3 shader cache: 55a087e935606394 and 93e62e585ed9a48e.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
for my setup,(win7, Latest version pcsx2 ) sky-background depth are worng in God of war 1&2,What information did I miss?
basically adjusted according to the blog instructions.
for my setup,(win7, Latest version pcsx2 ) sky-background depth are worng in God of war 1&2,What information did I miss?
basically adjusted according to the blog instructions.
First: are you using my "d3dx.ini" from github? It's the latest one. But you're using W7, which apparently needs different shader overrides (as you.tested before), so it may not be that important. The game probably needs fixes for orbs, some floor and little else.
Imagine that usually game geometry at sight has a 0-100 depth range (these are rand values for the explanation), and everything makes use of that for distances.
But then, God of War 1 and 2 have the same range but 99% of "useful" geometry is inside a tiny depth range of 20-20.5.
That's why there is a hotkey dedicated for these two games, to do a trick that expands the depth of that small range to normal levels, with very specific values of convergence.
As a result, some things can be a bit out of place if they don't follow the rest of geometry. Also, it looks like the game makes some distant backgrounds be just small and near the camera, instead of massive and distant (like the first time you see Ares).
First: are you using my "d3dx.ini" from github? It's the latest one. But you're using W7, which apparently needs different shader overrides (as you.tested before), so it may not be that important. The game probably needs fixes for orbs, some floor and little else.
Imagine that usually game geometry at sight has a 0-100 depth range (these are rand values for the explanation), and everything makes use of that for distances.
But then, God of War 1 and 2 have the same range but 99% of "useful" geometry is inside a tiny depth range of 20-20.5.
That's why there is a hotkey dedicated for these two games, to do a trick that expands the depth of that small range to normal levels, with very specific values of convergence.
As a result, some things can be a bit out of place if they don't follow the rest of geometry. Also, it looks like the game makes some distant backgrounds be just small and near the camera, instead of massive and distant (like the first time you see Ares).
do you mean GOD 1&2 Objects and scenes are like infinite scenes in tekken7 ? according to the camera they twisted together?
and maybe that the actual size of the background model made by the developer is very small, then stereo depth will have a problem.
It seems the only way is to ignore this problem.
do you mean GOD 1&2 Objects and scenes are like infinite scenes in tekken7 ? according to the camera they twisted together?
and maybe that the actual size of the background model made by the developer is very small, then stereo depth will have a problem.
It seems the only way is to ignore this problem.
Your second guess. A camera trick to make you think small and near things are big and far away. Not fixable, unless by some chance that geometry has its own pixel shader (I haven't checked). If not, you'll have to ignore it.
Your second guess. A camera trick to make you think small and near things are big and far away. Not fixable, unless by some chance that geometry has its own pixel shader (I haven't checked). If not, you'll have to ignore it.
Am I able to use this feature in SBS mode if I don't have Nvidia 3D Vision enabled? I am attempting to us a virtual reality headset to play PS2 games in 3d.
Am I able to use this feature in SBS mode if I don't have Nvidia 3D Vision enabled? I am attempting to us a virtual reality headset to play PS2 games in 3d.
[quote="billyisms"]Am I able to use this feature in SBS mode if I don't have Nvidia 3D Vision enabled? I am attempting to us a virtual reality headset to play PS2 games in 3d.[/quote]
The SBS/TAB/etc shader doesn't do anything if 3D Vision isn't enabled in the first place. It converts the 3D Vision image to those other modes. Can you enable 3D Vision in a monitor and send the image to the VR headset at the same time?
For other solutions, last I heard was that bo3b was working on something related to VR to play all 3D Vision games.
As a last resort, you can use the old 3D GSdx plugin and not use my fix at all. But you'll be more limited in features and ease of use once you're ingame (aside from being an outdated plugin that can't play some games properly).
billyisms said:Am I able to use this feature in SBS mode if I don't have Nvidia 3D Vision enabled? I am attempting to us a virtual reality headset to play PS2 games in 3d.
The SBS/TAB/etc shader doesn't do anything if 3D Vision isn't enabled in the first place. It converts the 3D Vision image to those other modes. Can you enable 3D Vision in a monitor and send the image to the VR headset at the same time?
For other solutions, last I heard was that bo3b was working on something related to VR to play all 3D Vision games.
As a last resort, you can use the old 3D GSdx plugin and not use my fix at all. But you'll be more limited in features and ease of use once you're ingame (aside from being an outdated plugin that can't play some games properly).
After using DDU to enable 3D Vision, I was able to finally get this working in SBS mode. I am still setting it up and figuring out how to adjust everything.
The program called Virtual Desktop can send Full SBS instead of Half SBS directly to each eye, so I am guessing I will be able to add a custom resolution for exclusive fullscreen mode. Then, I should be able to send the SBS images directly to each eye in my headset.
After using DDU to enable 3D Vision, I was able to finally get this working in SBS mode. I am still setting it up and figuring out how to adjust everything.
The program called Virtual Desktop can send Full SBS instead of Half SBS directly to each eye, so I am guessing I will be able to add a custom resolution for exclusive fullscreen mode. Then, I should be able to send the SBS images directly to each eye in my headset.
Finally I had the time to "translate" Your Win 10 fix for Soul Calibur 3 to Win 7. The Win 10 shader cache was very usefull for this purpose as I didn't have to hunt the relevant Win 7 shaders by myself but could identify it by comparing the (almost identical) codes.
So it would be very useful if You could archive not only the hashes of the shaders but also their code (Win 10 version) in future fixes. This allows Win 7 users to transfer Your fixes much easier on their system ;)
Here are the changes in d3dx.ini for Win 7 users that have to be made to play SC3:
Hashes for the Regex VS:
[code];Regex vertex shaders.
[ShaderOverrideRegex1VS]
Hash=33168014181c98b9
x3=0
w3=0
[ShaderOverrideRegex2VS]
Hash=fcb601e0cfd0c31c
y3=0
[ShaderOverrideRegex3VS]
Hash=0bb348ba841e2646
z3=0[/code]
Specific hashes for SC3 (the original hashes for Win 10 are commented out):
[code];Dawn of Mana distance blur. Also some Soul Calibur 3 background geometry. 0 for SC3, 1 for Dawn of Mana.
[ShaderOverrideDoM_2]
;Hash=a0ff9316c42efaf5
Hash=29a29ab13455c275
x3=0
;Soul Calibur 3 HUD text.
[ShaderOverrideSC3_1]
;Hash=07a5bd42b3c12243
Hash=72c1ce6beaa0a098
x3=1
;Soul Calibur 3 screen selection background. Also Dawn of mana whip. Don't enable.
[ShaderOverrideSC3_2]
;Hash=cc51d210520c1e7c
Hash=fdaf797722821efc
; was x3=0
x3=1
;Soul Calibur 3 and Star Ocean 3 screen selection buttons. Interferes with some effects.
;And Kingdom Hearts 2 shadows, but enabling this doesn't fix them. Use the commented skipping to disable them.
[ShaderOverrideSC3_3]
Hash=07ee058e5bed1e6b
x3=0
;Handling=skip
;Soul Calibur 3 screen selection black boxes.
;And geometry in Kingdom Hearts 2. Don't enable.
[ShaderOverrideSC3_4]
;Hash=49a277065b8f933a
Hash=34ce213621b15b71
; was x3=0
x3=1
;Soul Calibur 3 screen selection top background texture 1.
;And Star Ocean 3 shadows. Don't enable.
[ShaderOverrideSC3_5]
;Hash=3767280545536ee5
Hash=5dda31e8e0f6812a
; was x3=0
x3=1
;Soul Calibur 3 screen selection top background texture 2.
[ShaderOverrideSC3_6]
;Hash=5e2e7ab67e1320fc
Hash=118a7c368defda2e
x3=1
;Soul Calibur 3 battle HUD center icon.
[ShaderOverrideSC3_7]
;Hash=55a087e935606394
Hash=4b5051ae4303864a
x3=1
;Soul Calibur 3 battle HUD portraits.
[ShaderOverrideSC3_8]
;Hash=61ccb9419ec7aa4c
Hash=21444268370528f1
x3=1
;Soul Calibur 3 battle HUD life bars.
[ShaderOverrideSC3_9]
;Hash=93e62e585ed9a48e
Hash=cd4e2043ba66085b
x3=1
; win 7
[ShaderOverrideSC3_10]
; main menu txt
;Hash=07a5bd42b3c12243
Hash=72c1ce6beaa0a098
x3=1
; main menu txt, causes issues with Tira's hairs and some background objects
[ShaderOverrideSC3_11]
;Hash=07ee058e5bed1e6b
Hash=0c1c7c1ecdeab649
x3=1[/code]
I also had to change in some cases from x3=0 to x3=1 as the original d3dx.ini was adjusted to play other games with conflicting shaders.
Regarding [ShaderOverrideSC3_11] I personally prefer to set x3=0. This will break menu txt but doesn't cause issues with background objects, light effects etc. during battles. When using menus I just switch to 2D and then back to 3D during battles.
I have also discovered an issue with the character's eyelashes. They are plain 2D (which often is hard to notice, to check it choose Ivy in the character selection). When hunting I couldn't find a PS that is connected to them...?!
BTW: If You rename the program folder of the emulator then the 3DVision mode will not work any more until You remove the folder "logs". I usually make separate copies of the emulator folder for different games with their specific emulator settings. This didn't work any more with the 3DVision version. Until I noticed that the files inside the logs folder with the misleading path entry caused the problem and had to be removed.
Finally I had the time to "translate" Your Win 10 fix for Soul Calibur 3 to Win 7. The Win 10 shader cache was very usefull for this purpose as I didn't have to hunt the relevant Win 7 shaders by myself but could identify it by comparing the (almost identical) codes.
So it would be very useful if You could archive not only the hashes of the shaders but also their code (Win 10 version) in future fixes. This allows Win 7 users to transfer Your fixes much easier on their system ;)
Here are the changes in d3dx.ini for Win 7 users that have to be made to play SC3:
Hashes for the Regex VS:
Specific hashes for SC3 (the original hashes for Win 10 are commented out):
;Dawn of Mana distance blur. Also some Soul Calibur 3 background geometry. 0 for SC3, 1 for Dawn of Mana.
[ShaderOverrideDoM_2]
;Hash=a0ff9316c42efaf5
Hash=29a29ab13455c275
x3=0
;Soul Calibur 3 HUD text.
[ShaderOverrideSC3_1]
;Hash=07a5bd42b3c12243
Hash=72c1ce6beaa0a098
x3=1
;Soul Calibur 3 screen selection background. Also Dawn of mana whip. Don't enable.
[ShaderOverrideSC3_2]
;Hash=cc51d210520c1e7c
Hash=fdaf797722821efc
; was x3=0
x3=1
;Soul Calibur 3 and Star Ocean 3 screen selection buttons. Interferes with some effects.
;And Kingdom Hearts 2 shadows, but enabling this doesn't fix them. Use the commented skipping to disable them.
[ShaderOverrideSC3_3]
Hash=07ee058e5bed1e6b
x3=0
;Handling=skip
;Soul Calibur 3 screen selection black boxes.
;And geometry in Kingdom Hearts 2. Don't enable.
[ShaderOverrideSC3_4]
;Hash=49a277065b8f933a
Hash=34ce213621b15b71
; was x3=0
x3=1
;Soul Calibur 3 screen selection top background texture 1.
;And Star Ocean 3 shadows. Don't enable.
[ShaderOverrideSC3_5]
;Hash=3767280545536ee5
Hash=5dda31e8e0f6812a
; was x3=0
x3=1
;Soul Calibur 3 screen selection top background texture 2.
[ShaderOverrideSC3_6]
;Hash=5e2e7ab67e1320fc
Hash=118a7c368defda2e
x3=1
;Soul Calibur 3 battle HUD center icon.
[ShaderOverrideSC3_7]
;Hash=55a087e935606394
Hash=4b5051ae4303864a
x3=1
;Soul Calibur 3 battle HUD portraits.
[ShaderOverrideSC3_8]
;Hash=61ccb9419ec7aa4c
Hash=21444268370528f1
x3=1
;Soul Calibur 3 battle HUD life bars.
[ShaderOverrideSC3_9]
;Hash=93e62e585ed9a48e
Hash=cd4e2043ba66085b
x3=1
; win 7
[ShaderOverrideSC3_10]
; main menu txt
;Hash=07a5bd42b3c12243
Hash=72c1ce6beaa0a098
x3=1
; main menu txt, causes issues with Tira's hairs and some background objects
[ShaderOverrideSC3_11]
;Hash=07ee058e5bed1e6b
Hash=0c1c7c1ecdeab649
x3=1
I also had to change in some cases from x3=0 to x3=1 as the original d3dx.ini was adjusted to play other games with conflicting shaders.
Regarding [ShaderOverrideSC3_11] I personally prefer to set x3=0. This will break menu txt but doesn't cause issues with background objects, light effects etc. during battles. When using menus I just switch to 2D and then back to 3D during battles.
I have also discovered an issue with the character's eyelashes. They are plain 2D (which often is hard to notice, to check it choose Ivy in the character selection). When hunting I couldn't find a PS that is connected to them...?!
BTW: If You rename the program folder of the emulator then the 3DVision mode will not work any more until You remove the folder "logs". I usually make separate copies of the emulator folder for different games with their specific emulator settings. This didn't work any more with the 3DVision version. Until I noticed that the files inside the logs folder with the misleading path entry caused the problem and had to be removed.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I have just uploaded a new version of the fix. Uninstall the previous one and remember to also delete "d3d9.dll" and "d3dx.ini" if they aren't deleted automatically. SpecialK doesn't seem to be needed anymore (meaning that games can be booted without doing weird tricks and you won't get more crashes when switching renderers, opening config dialogs, etc). But I don't know why. It isn't the PCSX2 version nor the 3Dmigoto version I'm using now. It was either drivers or Windows updates. Now PCSX2 in fullscreen triggers 3D Vision without problems. My fix is still needed to properly stereoize shaders.
And now it's also compatible with ReShade, thanks to the new 3Dmigoto version (1.3.6. The old one was 1.2.70). And SBS/TAB now works fine as in any other PC game.
I still left a link for the old fix just in case.
I have just uploaded a new version of the fix. Uninstall the previous one and remember to also delete "d3d9.dll" and "d3dx.ini" if they aren't deleted automatically. SpecialK doesn't seem to be needed anymore (meaning that games can be booted without doing weird tricks and you won't get more crashes when switching renderers, opening config dialogs, etc). But I don't know why. It isn't the PCSX2 version nor the 3Dmigoto version I'm using now. It was either drivers or Windows updates. Now PCSX2 in fullscreen triggers 3D Vision without problems. My fix is still needed to properly stereoize shaders.
And now it's also compatible with ReShade, thanks to the new 3Dmigoto version (1.3.6. The old one was 1.2.70). And SBS/TAB now works fine as in any other PC game.
also, i don't need reshade do i..? cause i didn't see it in the 4 step instructions but i read this: "updated for 3Dmigoto 1.3.6, now compatible with ReShade without needing extra steps unrelated to ReShade"
also, i don't need reshade do i..? cause i didn't see it in the 4 step instructions but i read this: "updated for 3Dmigoto 1.3.6, now compatible with ReShade without needing extra steps unrelated to ReShade"
Thank You for Your SC3 shaders! I had a first glimpse and compared the shaders for HUD text. They are almost identical. The only difference was in the ASM code:
Win 10:
Win 7:
So there are different compiler versions used?
And in the ASM code only this line was different:
Win 10:
Win 7:
SC3 uses more PS than I had expected. So comparing them manually is too much work. I have to find a tool that compares them automatically. Does someone happen to know a tool that can be used for this? Or is there even a way to use the same compiler versions in Win 7 and 10 and get the same hashes?
BTW two shaders that are mentioned in Your d3dx.ini are not in Your uploaded SC3 shader cache: 55a087e935606394 and 93e62e585ed9a48e.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
basically adjusted according to the blog instructions.
Imagine that usually game geometry at sight has a 0-100 depth range (these are rand values for the explanation), and everything makes use of that for distances.
But then, God of War 1 and 2 have the same range but 99% of "useful" geometry is inside a tiny depth range of 20-20.5.
That's why there is a hotkey dedicated for these two games, to do a trick that expands the depth of that small range to normal levels, with very specific values of convergence.
As a result, some things can be a bit out of place if they don't follow the rest of geometry. Also, it looks like the game makes some distant backgrounds be just small and near the camera, instead of massive and distant (like the first time you see Ares).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
and maybe that the actual size of the background model made by the developer is very small, then stereo depth will have a problem.
It seems the only way is to ignore this problem.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
The SBS/TAB/etc shader doesn't do anything if 3D Vision isn't enabled in the first place. It converts the 3D Vision image to those other modes. Can you enable 3D Vision in a monitor and send the image to the VR headset at the same time?
For other solutions, last I heard was that bo3b was working on something related to VR to play all 3D Vision games.
As a last resort, you can use the old 3D GSdx plugin and not use my fix at all. But you'll be more limited in features and ease of use once you're ingame (aside from being an outdated plugin that can't play some games properly).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
The program called Virtual Desktop can send Full SBS instead of Half SBS directly to each eye, so I am guessing I will be able to add a custom resolution for exclusive fullscreen mode. Then, I should be able to send the SBS images directly to each eye in my headset.
So it would be very useful if You could archive not only the hashes of the shaders but also their code (Win 10 version) in future fixes. This allows Win 7 users to transfer Your fixes much easier on their system ;)
Here are the changes in d3dx.ini for Win 7 users that have to be made to play SC3:
Hashes for the Regex VS:
Specific hashes for SC3 (the original hashes for Win 10 are commented out):
I also had to change in some cases from x3=0 to x3=1 as the original d3dx.ini was adjusted to play other games with conflicting shaders.
Regarding [ShaderOverrideSC3_11] I personally prefer to set x3=0. This will break menu txt but doesn't cause issues with background objects, light effects etc. during battles. When using menus I just switch to 2D and then back to 3D during battles.
I have also discovered an issue with the character's eyelashes. They are plain 2D (which often is hard to notice, to check it choose Ivy in the character selection). When hunting I couldn't find a PS that is connected to them...?!
BTW: If You rename the program folder of the emulator then the 3DVision mode will not work any more until You remove the folder "logs". I usually make separate copies of the emulator folder for different games with their specific emulator settings. This didn't work any more with the 3DVision version. Until I noticed that the files inside the logs folder with the misleading path entry caused the problem and had to be removed.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
And now it's also compatible with ReShade, thanks to the new 3Dmigoto version (1.3.6. The old one was 1.2.70). And SBS/TAB now works fine as in any other PC game.
I still left a link for the old fix just in case.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Using win7 x64
Ryzen 1700X 3.9GHz | Asrock X370 Taichi | 16GB G.Skill
GTX 1080 Ti SLI | 850W EVGA P2 | Win7x64
Asus VG278HR | Panasonic TX-58EX750B 4K Active 3D
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com