Whenever I stop playing to do something I check back here, and am rewarded. You are amazing /thanks.gif' class='bbc_emoticon' alt=':thanks:' />
Nvidia should def. hook you up with free stuff then send you pre-release games(with waiver) as they get them. Just in case you are interested lol(unfortunately this will not happen)At least they optimized it so no fps dips.
I play the game and keep realizing Ive had a smile on my face the whole time.
Nvidia should def. hook you up with free stuff then send you pre-release games(with waiver) as they get them. Just in case you are interested lol(unfortunately this will not happen)At least they optimized it so no fps dips.
I play the game and keep realizing Ive had a smile on my face the whole time.
Not to sound demanding or ungrateful or anything but how is the DX10 fix coming Helix? Are we missing out on some graphical goodies by only using DX9 (talking about ME3 specifically)?
Regardless, I'll be loading up your fixes on ME3 first thing tonight. Many thanks, again!
Not to sound demanding or ungrateful or anything but how is the DX10 fix coming Helix? Are we missing out on some graphical goodies by only using DX9 (talking about ME3 specifically)?
Regardless, I'll be loading up your fixes on ME3 first thing tonight. Many thanks, again!
[quote name='eqzitara' date='06 March 2012 - 03:07 PM' timestamp='1331064448' post='1379497']
ME3 is only direct x 9.
[/quote]
I saw this quote and thought he was talking about ME3:
[quote name='-=HeliX=-' date='05 March 2012 - 07:04 AM' timestamp='1330949044' post='1378804']
It's still Dx9.
But i'm working on DX10 version.
[/quote]
@HeliX: I just had a chance to test and did get some preliminary good results!!! Really excited. I did notice however that the texture CRCs did change, I had to recapture them, then plugged them into DX9Settings.INI in defined slots 0 and 1 and reloaded with F8 and the value and if/else code did work for defined textures 0 and 1!!! So it does work, like you said just need to find out why some of the texture CRCs are changing.
A few possible leads for you that may help you figure out what's going on.
[list]
[*]1) I changed resolution to help debug in windowed mode
[*]2) I disabled SLI in order to view 3D in windowed mode. I noticed in Darksiders for example, disabling SLI breaks the fixes I made originally.
[/list]
I will try a more comprehensive fix with my default settings with SLI and 1080p, then put out a Beta for people to try and see if it works for them, but so far the results are VERY promising. Thanks again! /thanks.gif' class='bbc_emoticon' alt=':thanks:' />
Update: It looks like Skyrim is a game like you mentioned the texture CRCs change every time it loads, even same resolution with SLI etc. :(
@Arioch: LOL! That's really good. Maybe it can help HeliX come up with a name he prefers for his mod tools.
@pfipfo: we have mentioned it but for now HeliX has stated he would prefer not to take donations as he doesn't want to feel obligated to fix games according to the priorities of whomever donates etc. Maybe in the future he may change his mind and take some form of repayment for all his hard work! : /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
@HeliX: I just had a chance to test and did get some preliminary good results!!! Really excited. I did notice however that the texture CRCs did change, I had to recapture them, then plugged them into DX9Settings.INI in defined slots 0 and 1 and reloaded with F8 and the value and if/else code did work for defined textures 0 and 1!!! So it does work, like you said just need to find out why some of the texture CRCs are changing.
A few possible leads for you that may help you figure out what's going on.
1) I changed resolution to help debug in windowed mode
2) I disabled SLI in order to view 3D in windowed mode. I noticed in Darksiders for example, disabling SLI breaks the fixes I made originally.
I will try a more comprehensive fix with my default settings with SLI and 1080p, then put out a Beta for people to try and see if it works for them, but so far the results are VERY promising. Thanks again! /thanks.gif' class='bbc_emoticon' alt=':thanks:' />
Update: It looks like Skyrim is a game like you mentioned the texture CRCs change every time it loads, even same resolution with SLI etc. :(
@Arioch: LOL! That's really good. Maybe it can help HeliX come up with a name he prefers for his mod tools.
@pfipfo: we have mentioned it but for now HeliX has stated he would prefer not to take donations as he doesn't want to feel obligated to fix games according to the priorities of whomever donates etc. Maybe in the future he may change his mind and take some form of repayment for all his hard work! : /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
Wierd apparently their is a 3d vision french fanbase. http://www.3dvisionfr.net/wp/2012/03/ameliorer-la-compatibilite-3d-vision-de-mass-effect-3/
Pretty cool.(Was looking at referring urls). If anyone speaks foreign languages and knows of any other sites like them. Would be cool to let them know.
Wierd apparently their is a 3d vision french fanbase. http://www.3dvisionfr.net/wp/2012/03/ameliorer-la-compatibilite-3d-vision-de-mass-effect-3/
Pretty cool.(Was looking at referring urls). If anyone speaks foreign languages and knows of any other sites like them. Would be cool to let them know.
I'm french and i follow nvidia's forum and 3d visionfr.net since i play in 3d vision.
Unfortunately it's the only french site who talk about 3d vision.
Had a chance to test your Mass Effect fixes and they are excellent as usual. There were only a few minor issues mainly with HUD elements. A pretty nice side-effect of the max separation crosshair fix I did for the demo is that it automatically pushes a lot of these markers to pseudo-proper depth, but the problem of course is it pushed other HUD elements to max depth which is not as desireable. I know your new DLLs allow for HUD element separation, but what I'm finding is there are so many textures for each vertex shader on some of these that it becomes very difficult to keep track of and debug them. It also creates a lot of additional if_else arguments in the shader code itself.
Is it possible to adjust your DLLs to accomodate multiple texture groups defined in the INI? For example:
This way you could group and apply different depth offsets for batches of textures, and would also make it much easier to debug as you could just drop a texture into the different buckets instead of constantly changing the values passed to the vertex shader and either adjusting the passed .x value or the offset you want to use for different .x values.
I know you're busy with ME3 fixes with what time you have so its no big deal, just something to consider maybe if you want to take another pass at the DLLs at some point.
Had a chance to test your Mass Effect fixes and they are excellent as usual. There were only a few minor issues mainly with HUD elements. A pretty nice side-effect of the max separation crosshair fix I did for the demo is that it automatically pushes a lot of these markers to pseudo-proper depth, but the problem of course is it pushed other HUD elements to max depth which is not as desireable. I know your new DLLs allow for HUD element separation, but what I'm finding is there are so many textures for each vertex shader on some of these that it becomes very difficult to keep track of and debug them. It also creates a lot of additional if_else arguments in the shader code itself.
Is it possible to adjust your DLLs to accomodate multiple texture groups defined in the INI? For example:
Would it be possible to organize and group them into batches this way instead?
[VS44D42C54]
CheckTexCRC = true
TexCounterReg = 251
DefinedTexturesVS.0 = 5DCBE194;954ADD3B;
DefinedTexturesVS.1 = 3606D4F3;91C86B9C;9CD760E4;
DefinedTexturesVS.2 = 6CF68AED;
or
[VS44D42C54]
CheckTexCRC = true
TexCounterReg = 251
DefinedTexturesVS = 5DCBE194;954ADD3B; /set all to 0
TexCounterReg = 252
DefinedTexturesVS = 3606D4F3;91C86B9C;9CD760E4;
TexCounterReg = 253
DefinedTexturesVS = 6CF68AED;
or
[VS44D42C54]
CheckTexCRC = true
TexCounterReg = 251.0
DefinedTexturesVS = 5DCBE194;954ADD3B;
TexCounterReg = 251.1
DefinedTexturesVS = 3606D4F3;91C86B9C;9CD760E4;
TexCounterReg = 251.2
DefinedTexturesVS = 6CF68AED;
This way you could group and apply different depth offsets for batches of textures, and would also make it much easier to debug as you could just drop a texture into the different buckets instead of constantly changing the values passed to the vertex shader and either adjusting the passed .x value or the offset you want to use for different .x values.
I know you're busy with ME3 fixes with what time you have so its no big deal, just something to consider maybe if you want to take another pass at the DLLs at some point.
[quote name='misterbambam' date='06 March 2012 - 11:42 PM' timestamp='1331077373' post='1379577']
I'm french and i follow nvidia's forum and 3d visionfr.net since i play in 3d vision.
Unfortunately it's the only french site who talk about 3d vision.
[/quote]
Ah, I actually mean other languages. Like if their is a french one. Maybe somewhere their is a german/etc.
Man does bioware LOVE those lightflares(lensflare).They even put them on emergency lighting(like air planes). I wasn't a huge fan of it in me2. They go crazy with it in me3, light a candle bam a lightflare will show. I think they hired a guy just for that and said go nuts.
[quote name='misterbambam' date='06 March 2012 - 11:42 PM' timestamp='1331077373' post='1379577']
I'm french and i follow nvidia's forum and 3d visionfr.net since i play in 3d vision.
Unfortunately it's the only french site who talk about 3d vision.
Ah, I actually mean other languages. Like if their is a french one. Maybe somewhere their is a german/etc.
Man does bioware LOVE those lightflares(lensflare).They even put them on emergency lighting(like air planes). I wasn't a huge fan of it in me2. They go crazy with it in me3, light a candle bam a lightflare will show. I think they hired a guy just for that and said go nuts.
ME3 is pretty sweet so far (thanks eqzitara!), I definitely like the combat more so far I think. Guns seem to handle a lot better and you get that dynamic contextual cursor.
Also, I went ahead and reverted to the 3D crosshairs I did for the demo because they are a little bit more compatible overall at high depth settings I think even though some HUD elements are pushed too far in.
I'll try to upload a video tonite on youtube if HeliX wants to embed something on his blogspot page more than welcome to use it ofc.
Here's a link to the 3D crosshair/HUD at max depth, same as the demo, for those who are interested: https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip
Its fully compatible with HeliX's comprehensive mod and only changes the depth of the HUD element depths, just copy them into \vertexshaders but I think you do have to delete or comment out the defined vertex shaders in DX9Settings.INI
ME3 is pretty sweet so far (thanks eqzitara!), I definitely like the combat more so far I think. Guns seem to handle a lot better and you get that dynamic contextual cursor.
Also, I went ahead and reverted to the 3D crosshairs I did for the demo because they are a little bit more compatible overall at high depth settings I think even though some HUD elements are pushed too far in.
I'll try to upload a video tonite on youtube if HeliX wants to embed something on his blogspot page more than welcome to use it ofc.
Here's a link to the 3D crosshair/HUD at max depth, same as the demo, for those who are interested: https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip
Its fully compatible with HeliX's comprehensive mod and only changes the depth of the HUD element depths, just copy them into \vertexshaders but I think you do have to delete or comment out the defined vertex shaders in DX9Settings.INI
I'm trying to check textures CRC'S with last debug dll.. so I created a "DX9Settings.ini" with i.e. "[VSE736CFA] CheckTexCRC = true" inside it, but, if I launch the game and press F12, my "TEXTURESLOG.txt" only contains "Start logging..". Am I missing something? :O
I'm trying to check textures CRC'S with last debug dll.. so I created a "DX9Settings.ini" with i.e. "[VSE736CFA] CheckTexCRC = true" inside it, but, if I launch the game and press F12, my "TEXTURESLOG.txt" only contains "Start logging..". Am I missing something? :O
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
@all: Mass Effect 3 vid up on Youtube, I let it process overnight so 720p HTML5 is avail now: http://www.youtube.com/watch?v=JydbI3sZmxI
I pushed all HUD to max depth in that vid so not sure if HeliX wants to embed on his ME3 page, but more than welcome to ofc. :)
@mana84: I think you are missing a char in that VS string? At the very least should be [VS0E736CFA] I think. Same for any texture CRCs you pull, same rules as original HeliX tools the CRC needs to be 8char.txt format so we need to plug 0 in for strings fewer than 8. Also something I've noticed as well, make sure to close TEXTURESLOG.txt between F12 dumps or you may not be able to write to the file. Similarly, sometimes you need to alt-tab a few times or the dll will still be reading/writing to the file and won't let you open it.
@all: Mass Effect 3 vid up on Youtube, I let it process overnight so 720p HTML5 is avail now:
I pushed all HUD to max depth in that vid so not sure if HeliX wants to embed on his ME3 page, but more than welcome to ofc. :)
@mana84: I think you are missing a char in that VS string? At the very least should be [VS0E736CFA] I think. Same for any texture CRCs you pull, same rules as original HeliX tools the CRC needs to be 8char.txt format so we need to plug 0 in for strings fewer than 8. Also something I've noticed as well, make sure to close TEXTURESLOG.txt between F12 dumps or you may not be able to write to the file. Similarly, sometimes you need to alt-tab a few times or the dll will still be reading/writing to the file and won't let you open it.
Fixed two more broken shaders.
Edit:
One more shader was fixed.
ME3 fix reuploaded again
Fixed two more broken shaders.
Edit:
One more shader was fixed.
ME3 fix reuploaded again
Nvidia should def. hook you up with free stuff then send you pre-release games(with waiver) as they get them. Just in case you are interested lol(unfortunately this will not happen)At least they optimized it so no fps dips.
I play the game and keep realizing Ive had a smile on my face the whole time.
Nvidia should def. hook you up with free stuff then send you pre-release games(with waiver) as they get them. Just in case you are interested lol(unfortunately this will not happen)At least they optimized it so no fps dips.
I play the game and keep realizing Ive had a smile on my face the whole time.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Regardless, I'll be loading up your fixes on ME3 first thing tonight. Many thanks, again!
Regardless, I'll be loading up your fixes on ME3 first thing tonight. Many thanks, again!
i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
ME3 is only direct x 9.
[/quote]
I saw this quote and thought he was talking about ME3:
[quote name='-=HeliX=-' date='05 March 2012 - 07:04 AM' timestamp='1330949044' post='1378804']
It's still Dx9.
But i'm working on DX10 version.
[/quote]
ME3 is only direct x 9.
I saw this quote and thought he was talking about ME3:
[quote name='-=HeliX=-' date='05 March 2012 - 07:04 AM' timestamp='1330949044' post='1378804']
It's still Dx9.
But i'm working on DX10 version.
i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard
http://helixmod.blogspot.com/
A few possible leads for you that may help you figure out what's going on.
[list]
[*]1) I changed resolution to help debug in windowed mode
[*]2) I disabled SLI in order to view 3D in windowed mode. I noticed in Darksiders for example, disabling SLI breaks the fixes I made originally.
[/list]
I will try a more comprehensive fix with my default settings with SLI and 1080p, then put out a Beta for people to try and see if it works for them, but so far the results are VERY promising. Thanks again!
Update: It looks like Skyrim is a game like you mentioned the texture CRCs change every time it loads, even same resolution with SLI etc. :(
@Arioch: LOL! That's really good. Maybe it can help HeliX come up with a name he prefers for his mod tools.
@pfipfo: we have mentioned it but for now HeliX has stated he would prefer not to take donations as he doesn't want to feel obligated to fix games according to the priorities of whomever donates etc. Maybe in the future he may change his mind and take some form of repayment for all his hard work! :
A few possible leads for you that may help you figure out what's going on.
I will try a more comprehensive fix with my default settings with SLI and 1080p, then put out a Beta for people to try and see if it works for them, but so far the results are VERY promising. Thanks again!
Update: It looks like Skyrim is a game like you mentioned the texture CRCs change every time it loads, even same resolution with SLI etc. :(
@Arioch: LOL! That's really good. Maybe it can help HeliX come up with a name he prefers for his mod tools.
@pfipfo: we have mentioned it but for now HeliX has stated he would prefer not to take donations as he doesn't want to feel obligated to fix games according to the priorities of whomever donates etc. Maybe in the future he may change his mind and take some form of repayment for all his hard work! :
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Pretty cool.(Was looking at referring urls). If anyone speaks foreign languages and knows of any other sites like them. Would be cool to let them know.
Pretty cool.(Was looking at referring urls). If anyone speaks foreign languages and knows of any other sites like them. Would be cool to let them know.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Unfortunately it's the only french site who talk about 3d vision.
Unfortunately it's the only french site who talk about 3d vision.
Had a chance to test your Mass Effect fixes and they are excellent as usual. There were only a few minor issues mainly with HUD elements. A pretty nice side-effect of the max separation crosshair fix I did for the demo is that it automatically pushes a lot of these markers to pseudo-proper depth, but the problem of course is it pushed other HUD elements to max depth which is not as desireable. I know your new DLLs allow for HUD element separation, but what I'm finding is there are so many textures for each vertex shader on some of these that it becomes very difficult to keep track of and debug them. It also creates a lot of additional if_else arguments in the shader code itself.
Is it possible to adjust your DLLs to accomodate multiple texture groups defined in the INI? For example:
Mass Effect 3 current:
[code]
[VS44D42C54]
CheckTexCRC = true
DefinedTexturesVS = 5DCBE194;954ADD3B;3606D4F3;91C86B9C;9CD760E4;6CF68AED;
[VS6D053316]
CheckTexCRC = true
DefinedTexturesVS = C335EB77;
[/code]
Would it be possible to organize and group them into batches this way instead?
[code]
[VS44D42C54]
CheckTexCRC = true
TexCounterReg = 251
DefinedTexturesVS.0 = 5DCBE194;954ADD3B;
DefinedTexturesVS.1 = 3606D4F3;91C86B9C;9CD760E4;
DefinedTexturesVS.2 = 6CF68AED;
or
[VS44D42C54]
CheckTexCRC = true
TexCounterReg = 251
DefinedTexturesVS = 5DCBE194;954ADD3B; /set all to 0
TexCounterReg = 252
DefinedTexturesVS = 3606D4F3;91C86B9C;9CD760E4;
TexCounterReg = 253
DefinedTexturesVS = 6CF68AED;
or
[VS44D42C54]
CheckTexCRC = true
TexCounterReg = 251.0
DefinedTexturesVS = 5DCBE194;954ADD3B;
TexCounterReg = 251.1
DefinedTexturesVS = 3606D4F3;91C86B9C;9CD760E4;
TexCounterReg = 251.2
DefinedTexturesVS = 6CF68AED;
[/code]
This way you could group and apply different depth offsets for batches of textures, and would also make it much easier to debug as you could just drop a texture into the different buckets instead of constantly changing the values passed to the vertex shader and either adjusting the passed .x value or the offset you want to use for different .x values.
I know you're busy with ME3 fixes with what time you have so its no big deal, just something to consider maybe if you want to take another pass at the DLLs at some point.
Had a chance to test your Mass Effect fixes and they are excellent as usual. There were only a few minor issues mainly with HUD elements. A pretty nice side-effect of the max separation crosshair fix I did for the demo is that it automatically pushes a lot of these markers to pseudo-proper depth, but the problem of course is it pushed other HUD elements to max depth which is not as desireable. I know your new DLLs allow for HUD element separation, but what I'm finding is there are so many textures for each vertex shader on some of these that it becomes very difficult to keep track of and debug them. It also creates a lot of additional if_else arguments in the shader code itself.
Is it possible to adjust your DLLs to accomodate multiple texture groups defined in the INI? For example:
Mass Effect 3 current:
Would it be possible to organize and group them into batches this way instead?
This way you could group and apply different depth offsets for batches of textures, and would also make it much easier to debug as you could just drop a texture into the different buckets instead of constantly changing the values passed to the vertex shader and either adjusting the passed .x value or the offset you want to use for different .x values.
I know you're busy with ME3 fixes with what time you have so its no big deal, just something to consider maybe if you want to take another pass at the DLLs at some point.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
I'm french and i follow nvidia's forum and 3d visionfr.net since i play in 3d vision.
Unfortunately it's the only french site who talk about 3d vision.
[/quote]
Ah, I actually mean other languages. Like if their is a french one. Maybe somewhere their is a german/etc.
Man does bioware LOVE those lightflares(lensflare).They even put them on emergency lighting(like air planes). I wasn't a huge fan of it in me2. They go crazy with it in me3, light a candle bam a lightflare will show. I think they hired a guy just for that and said go nuts.
I'm french and i follow nvidia's forum and 3d visionfr.net since i play in 3d vision.
Unfortunately it's the only french site who talk about 3d vision.
Ah, I actually mean other languages. Like if their is a french one. Maybe somewhere their is a german/etc.
Man does bioware LOVE those lightflares(lensflare).They even put them on emergency lighting(like air planes). I wasn't a huge fan of it in me2. They go crazy with it in me3, light a candle bam a lightflare will show. I think they hired a guy just for that and said go nuts.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Also, I went ahead and reverted to the 3D crosshairs I did for the demo because they are a little bit more compatible overall at high depth settings I think even though some HUD elements are pushed too far in.
I'll try to upload a video tonite on youtube if HeliX wants to embed something on his blogspot page more than welcome to use it ofc.
Here's a link to the 3D crosshair/HUD at max depth, same as the demo, for those who are interested: https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip
Its fully compatible with HeliX's comprehensive mod and only changes the depth of the HUD element depths, just copy them into \vertexshaders but I think you do have to delete or comment out the defined vertex shaders in DX9Settings.INI
Also, I went ahead and reverted to the 3D crosshairs I did for the demo because they are a little bit more compatible overall at high depth settings I think even though some HUD elements are pushed too far in.
I'll try to upload a video tonite on youtube if HeliX wants to embed something on his blogspot page more than welcome to use it ofc.
Here's a link to the 3D crosshair/HUD at max depth, same as the demo, for those who are interested: https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip
Its fully compatible with HeliX's comprehensive mod and only changes the depth of the HUD element depths, just copy them into \vertexshaders but I think you do have to delete or comment out the defined vertex shaders in DX9Settings.INI
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Intel i5 2500K @ 4.5GHz
Asus P8P67 PRO
Corsair XMS3 DDR3 8GB
nVidia GTX 660 SLI + nVidia 3D Vision
Asus Xonar Essence ST with AKG K601/Sennheiser HD 595
Corsair Force GT 120GB SSD + 5TB HDD Storage
Corsair AX 850 PSU
Coolermaster HAF 932 Case
HELIX MOD - A must for any 3D Vision gamer
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
I pushed all HUD to max depth in that vid so not sure if HeliX wants to embed on his ME3 page, but more than welcome to ofc. :)
@mana84: I think you are missing a char in that VS string? At the very least should be [VS0E736CFA] I think. Same for any texture CRCs you pull, same rules as original HeliX tools the CRC needs to be 8char.txt format so we need to plug 0 in for strings fewer than 8. Also something I've noticed as well, make sure to close TEXTURESLOG.txt between F12 dumps or you may not be able to write to the file. Similarly, sometimes you need to alt-tab a few times or the dll will still be reading/writing to the file and won't let you open it.
I pushed all HUD to max depth in that vid so not sure if HeliX wants to embed on his ME3 page, but more than welcome to ofc. :)
@mana84: I think you are missing a char in that VS string? At the very least should be [VS0E736CFA] I think. Same for any texture CRCs you pull, same rules as original HeliX tools the CRC needs to be 8char.txt format so we need to plug 0 in for strings fewer than 8. Also something I've noticed as well, make sure to close TEXTURESLOG.txt between F12 dumps or you may not be able to write to the file. Similarly, sometimes you need to alt-tab a few times or the dll will still be reading/writing to the file and won't let you open it.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W