How to fix/disable shaders in games(DLL,guide and fixes).
44 / 167
Are you sure this doesnt have to do with your surround stuff? Its dead center for me.
Wow @ origin. Went from being charged twice for my collector's edition to being charged not at all and still have my game = ). Took 3 hours of speaking to their "support" though. But 90 bucks is kind of nice... Then multiplayer bug happened and I lost all unlocks.....
Are you sure this doesnt have to do with your surround stuff? Its dead center for me.
Wow @ origin. Went from being charged twice for my collector's edition to being charged not at all and still have my game = ). Took 3 hours of speaking to their "support" though. But 90 bucks is kind of nice... Then multiplayer bug happened and I lost all unlocks.....
[quote name='eqzitara' date='10 March 2012 - 07:35 PM' timestamp='1331404538' post='1381031']
Are you sure this doesnt have to do with your surround stuff? Its dead center for me.
[/quote]
Yes, indeed the offset is from the Surround fix... Interestingly enough..in 2D Surround is properly located. In 3D However is a different matter;)) I get it a little to the right:) Any easy way to increase the separation for only the crosshair?
[quote name='eqzitara' date='10 March 2012 - 07:35 PM' timestamp='1331404538' post='1381031']
Are you sure this doesnt have to do with your surround stuff? Its dead center for me.
Yes, indeed the offset is from the Surround fix... Interestingly enough..in 2D Surround is properly located. In 3D However is a different matter;)) I get it a little to the right:) Any easy way to increase the separation for only the crosshair?
Edit: Found out how to fix it;))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Move it further into depth?
Chiz uses one thats further into depth if you want to use it. Not sure what it will do for any offset. https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip but it includes hud. I havent really experimented at all with helixs new ini fix. You can use that to just seperate crosshair from hud then the set the depth on that alone(or just convergence). Just havent had time to experiment. Not sure how this will defeat an offset though. I havent really played around with convergence on any fixes. I am sure their is another way.
Also if you hit k+l it plays around with crosshair depth.
Chiz uses one thats further into depth if you want to use it. Not sure what it will do for any offset. https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip but it includes hud. I havent really experimented at all with helixs new ini fix. You can use that to just seperate crosshair from hud then the set the depth on that alone(or just convergence). Just havent had time to experiment. Not sure how this will defeat an offset though. I havent really played around with convergence on any fixes. I am sure their is another way.
Also if you hit k+l it plays around with crosshair depth.
[quote name='eqzitara' date='10 March 2012 - 08:52 PM' timestamp='1331409145' post='1381058']
Move it further into depth?
Chiz uses one thats further into depth if you want to use it. Not sure what it will do for any offset. [url="https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip"]https://s3.amazonaws...+XHAIR+ONLY.zip[/url] but it includes hud. I havent really experimented at all with helixs new ini fix. You can use that to just seperate crosshair from hud then the set the depth on that alone(or just convergence). Just havent had time to experiment. Not sure how this will defeat an offset though. I havent really played around with convergence on any fixes. I am sure their is another way.
Also if you hit k+l it plays around with crosshair depth.
How did you fix it?
[/quote]
Well, I developed the fix for multi monitors. In the fix I made the HUD 3screen_resolution/3 = 1 screen resolution and pushed it to the right with 1screen_Res+1_bezel_value. Although in 2D it was perfect in 3D the reticle was a bit to the right, due to changing the actual resolution of the HUD.
I fixed it by removing 20 pixels from the push. In my case the hud is a little to the left, but the reticle is perfectly aligned. I will look in the actual sshader to see how I can increase the depth/separation because I think that is all that I need;)) (by the looks of it).
Thank you again:D
Best Regards,
Helifax
Edit: Didnt have the time to get into shader programming yet..being busy with IRL stuff and fixing games for Surround/Eyefinity. So much to do so damn little time:))))
[quote name='eqzitara' date='10 March 2012 - 08:52 PM' timestamp='1331409145' post='1381058']
Move it further into depth?
Chiz uses one thats further into depth if you want to use it. Not sure what it will do for any offset. https://s3.amazonaws...+XHAIR+ONLY.zip but it includes hud. I havent really experimented at all with helixs new ini fix. You can use that to just seperate crosshair from hud then the set the depth on that alone(or just convergence). Just havent had time to experiment. Not sure how this will defeat an offset though. I havent really played around with convergence on any fixes. I am sure their is another way.
Also if you hit k+l it plays around with crosshair depth.
How did you fix it?
Well, I developed the fix for multi monitors. In the fix I made the HUD 3screen_resolution/3 = 1 screen resolution and pushed it to the right with 1screen_Res+1_bezel_value. Although in 2D it was perfect in 3D the reticle was a bit to the right, due to changing the actual resolution of the HUD.
I fixed it by removing 20 pixels from the push. In my case the hud is a little to the left, but the reticle is perfectly aligned. I will look in the actual sshader to see how I can increase the depth/separation because I think that is all that I need;)) (by the looks of it).
Thank you again:D
Best Regards,
Helifax
Edit: Didnt have the time to get into shader programming yet..being busy with IRL stuff and fixing games for Surround/Eyefinity. So much to do so damn little time:))))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Well increasing depth to a shader thats already been "fixed" is easy.
def c220, 0.15, 0, 0.0625, 0// we're define constant first parameter (x) is depth value, 3-d parameter coordinates for stereo texture(always the same).
Just change the x value. 0.15 raise it to higher number to push into depth.
[quote name='eqzitara' date='10 March 2012 - 11:19 PM' timestamp='1331417964' post='1381102']
Well increasing depth to a shader thats already been "fixed" is easy.
def c220, 0.15, 0, 0.0625, 0// we're define constant first parameter (x) is depth value, 3-d parameter coordinates for stereo texture(always the same).
Just change the x value. 0.15 raise it to higher number to push into depth.
[/quote]
AWESOME man!!! Big thanks!!! I feel such a noob:)) when it comes to shaders.... Funny a while ago I started looking into shader programming with Arcania - Gothic 4, but then bought my other 2 3D monitors and saw that most games lack surround capabilities... and started with that:))
The only problem is that I dont know what shader is responsible for the Reticle in the final release of the FIX:))
[quote name='eqzitara' date='10 March 2012 - 11:19 PM' timestamp='1331417964' post='1381102']
Well increasing depth to a shader thats already been "fixed" is easy.
def c220, 0.15, 0, 0.0625, 0// we're define constant first parameter (x) is depth value, 3-d parameter coordinates for stereo texture(always the same).
Just change the x value. 0.15 raise it to higher number to push into depth.
AWESOME man!!! Big thanks!!! I feel such a noob:)) when it comes to shaders.... Funny a while ago I started looking into shader programming with Arcania - Gothic 4, but then bought my other 2 3D monitors and saw that most games lack surround capabilities... and started with that:))
The only problem is that I dont know what shader is responsible for the Reticle in the final release of the FIX:))
Thanks again!!!
Best regards,
Helifax
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Hi everyone. I'm trying to contribute to this. One of my favourite 3d games is Sonic & Sega All-Stars Racing. It's practically 3d perfect except for the HUD interface, and so I'm trying to push it back. I attached my efforts so far. I found the vertex shader, it's the raw.txt. Then I converted it to VS 3.0 (as you can see in (2 to 3).txt), so far so good, it still works. I had rendering problems using the debug dll, but all is good with the release .dll, so that's working fine. Now I can't understand what I'm doing wrong when it comes to adding 3d code (see BACB0934.txt). Actually I thought it would be a matter of pasting the stuff in then fiddling with depth settings until I get what I want, but that's obviously not the case. Basically the shader simply disappears with the 3d code added, as if I had done the steps to delete it instead. If someone could take a look, see what I probably did wrong, maybe give me pointers as to what the proper form for the code would be. That would be really great. Cheers.
Hi everyone. I'm trying to contribute to this. One of my favourite 3d games is Sonic & Sega All-Stars Racing. It's practically 3d perfect except for the HUD interface, and so I'm trying to push it back. I attached my efforts so far. I found the vertex shader, it's the raw.txt. Then I converted it to VS 3.0 (as you can see in (2 to 3).txt), so far so good, it still works. I had rendering problems using the debug dll, but all is good with the release .dll, so that's working fine. Now I can't understand what I'm doing wrong when it comes to adding 3d code (see BACB0934.txt). Actually I thought it would be a matter of pasting the stuff in then fiddling with depth settings until I get what I want, but that's obviously not the case. Basically the shader simply disappears with the 3d code added, as if I had done the steps to delete it instead. If someone could take a look, see what I probably did wrong, maybe give me pointers as to what the proper form for the code would be. That would be really great. Cheers.
Well just looking at your 2-3 conversion you missed some stuff.
I explain it out [url="http://forums.nvidia.com/index.php?showtopic=222386&st=500&p=1377644&#entry1377644"]here[/url]
Ah crap typo. Redl it.
also everything is grouped.
You have dcl_texcoord1 v3 below registers
It goes
dcl_____ V#
dcl_____ o#
For the 2d->3d depth code it goes
vs_3_0
def c220, 0.15, 0, 0.0625, 0
dcl_____ V#
dcl_2d s0
dcl_____ o#
Don't know if it's something I've done wrong. This happens in both Kingdoms of Amalur and Skyrim so far with the applied Shaderfixes. I see a small transparent border on the left and right sides of the screen. And when I move I see white jagged anomolies on those borders (happens moreso when I move the camera). Wondering if this is because I'm running 1920x1080 and the creators of the fixes were running in a different res?
Don't know if it's something I've done wrong. This happens in both Kingdoms of Amalur and Skyrim so far with the applied Shaderfixes. I see a small transparent border on the left and right sides of the screen. And when I move I see white jagged anomolies on those borders (happens moreso when I move the camera). Wondering if this is because I'm running 1920x1080 and the creators of the fixes were running in a different res?
[quote name='eqzitara' date='09 March 2012 - 04:15 PM' timestamp='1331309747' post='1380595']
@3d4dd
ty for the link. Not sure if you want to move to make 3d and move to depth and make transparent or just make transparent.
...
[/quote]
I wanted to push the icons in Microsoft Flight to depth. But I have problems to even catch the shaders. I have switched several times through about 500 vertex and 500 pixel shaders but no one seems to affect the icons. Other surfaces are affected by disabling shaders so the debug dll works. Is it possible that there are HUD elements that don't use (detectable) shaders or did I simply miss the shader...?
[quote name='eqzitara' date='09 March 2012 - 04:15 PM' timestamp='1331309747' post='1380595']
@3d4dd
ty for the link. Not sure if you want to move to make 3d and move to depth and make transparent or just make transparent.
...
I wanted to push the icons in Microsoft Flight to depth. But I have problems to even catch the shaders. I have switched several times through about 500 vertex and 500 pixel shaders but no one seems to affect the icons. Other surfaces are affected by disabling shaders so the debug dll works. Is it possible that there are HUD elements that don't use (detectable) shaders or did I simply miss the shader...?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote name='3d4dd' date='11 March 2012 - 10:16 AM' timestamp='1331461012' post='1381237']
I wanted to push the icons in Microsoft Flight to depth. But I have problems to even catch the shaders. I have switched several times through about 500 vertex and 500 pixel shaders but no one seems to affect the icons. Other surfaces are affected by disabling shaders so the debug dll works. Is it possible that there are HUD elements that don't use (detectable) shaders or did I simply miss the shader...?
[/quote]
Try an older debug then if you still cant find it then we will see. http://helixmod.wikispot.org/oldvers try 2nd from the top.
[quote name='3d4dd' date='11 March 2012 - 10:16 AM' timestamp='1331461012' post='1381237']
I wanted to push the icons in Microsoft Flight to depth. But I have problems to even catch the shaders. I have switched several times through about 500 vertex and 500 pixel shaders but no one seems to affect the icons. Other surfaces are affected by disabling shaders so the debug dll works. Is it possible that there are HUD elements that don't use (detectable) shaders or did I simply miss the shader...?
@3d4dd:
If you cant find shader, then it doesn't exist.
DX9 render pipeline doesn't require shaders as a necessarily render stage.
I.e. you can render object/plane with texture without any shaders.
Btw, Mass Effect 3 fix updated.
Fixed most of the issues (I believe for every level).
So I can say that it is almost complete, but I'm planning to fix some minor issues (separete flares and boxes and etc.).
@eqzitara: I figured out that for some reason there was some kind of protection in the game folder. I had to run jzip as administrator to get DEBUG to work.
So now it is working in game and it found at least 3 shaders out of 694 that I hit "6" for. One of them is pretty major, so I wanted it to stay "off" before I continue looking for others. I loaded the game back up and they are running again, not being disabled.
Where are they saving to when I hit "6"?
What exactly is the "skip list"?
Do I need to save or load something to get it to regularly disable the ones I "6"ed?
My current understanding from you instructions earlier is that I am looking for problem shaders with 4 and 5. Then I hit 6 to save any problem ones.
Forgive me if I seem dense. I assure you, I only have trouble until I get the concept of something. You won't have to teach me the same thing twice. :)
Edit: I also have been able to better understand what the issues are. Many shadows have halo's around them. They almost seem to float or are being made to seem 3d themselves? Are shadows are in actuality 2d? Also, some objects have a shine on them (as if maybe from a bright light shining on them) on one side in one eye and then from another side in the other eye. This makes a similar effect the the halo around the shadows. It just makes the object hard to look at.
If there are shaders that cause flashing of shadows I want to remove, should I disable them? I mean, there may be a couple that each cause flashing of shadows I want gone, but neither outright remove them on their own.
I have not touched the pixel shaders yet per your suggestion. I have only messed with 4, 5, and 6. When I better understand what I am doing with those, I will branch out.
One more thing. What if the DEBUG hotkey has some ingame effect being a game hotkey as well? An example is that f10 brings up the game menu.
@eqzitara: I figured out that for some reason there was some kind of protection in the game folder. I had to run jzip as administrator to get DEBUG to work.
So now it is working in game and it found at least 3 shaders out of 694 that I hit "6" for. One of them is pretty major, so I wanted it to stay "off" before I continue looking for others. I loaded the game back up and they are running again, not being disabled.
Where are they saving to when I hit "6"?
What exactly is the "skip list"?
Do I need to save or load something to get it to regularly disable the ones I "6"ed?
My current understanding from you instructions earlier is that I am looking for problem shaders with 4 and 5. Then I hit 6 to save any problem ones.
Forgive me if I seem dense. I assure you, I only have trouble until I get the concept of something. You won't have to teach me the same thing twice. :)
Edit: I also have been able to better understand what the issues are. Many shadows have halo's around them. They almost seem to float or are being made to seem 3d themselves? Are shadows are in actuality 2d? Also, some objects have a shine on them (as if maybe from a bright light shining on them) on one side in one eye and then from another side in the other eye. This makes a similar effect the the halo around the shadows. It just makes the object hard to look at.
If there are shaders that cause flashing of shadows I want to remove, should I disable them? I mean, there may be a couple that each cause flashing of shadows I want gone, but neither outright remove them on their own.
I have not touched the pixel shaders yet per your suggestion. I have only messed with 4, 5, and 6. When I better understand what I am doing with those, I will branch out.
One more thing. What if the DEBUG hotkey has some ingame effect being a game hotkey as well? An example is that f10 brings up the game menu.
Wow @ origin. Went from being charged twice for my collector's edition to being charged not at all and still have my game = ). Took 3 hours of speaking to their "support" though. But 90 bucks is kind of nice... Then multiplayer bug happened and I lost all unlocks.....
Wow @ origin. Went from being charged twice for my collector's edition to being charged not at all and still have my game = ). Took 3 hours of speaking to their "support" though. But 90 bucks is kind of nice... Then multiplayer bug happened and I lost all unlocks.....
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Are you sure this doesnt have to do with your surround stuff? Its dead center for me.
[/quote]
Yes, indeed the offset is from the Surround fix... Interestingly enough..in 2D Surround is properly located. In 3D However is a different matter;)) I get it a little to the right:) Any easy way to increase the separation for only the crosshair?
Edit: Found out how to fix it;))
Are you sure this doesnt have to do with your surround stuff? Its dead center for me.
Yes, indeed the offset is from the Surround fix... Interestingly enough..in 2D Surround is properly located. In 3D However is a different matter;)) I get it a little to the right:) Any easy way to increase the separation for only the crosshair?
Edit: Found out how to fix it;))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Chiz uses one thats further into depth if you want to use it. Not sure what it will do for any offset. https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip but it includes hud. I havent really experimented at all with helixs new ini fix. You can use that to just seperate crosshair from hud then the set the depth on that alone(or just convergence). Just havent had time to experiment. Not sure how this will defeat an offset though. I havent really played around with convergence on any fixes. I am sure their is another way.
Also if you hit k+l it plays around with crosshair depth.
How did you fix it?
Chiz uses one thats further into depth if you want to use it. Not sure what it will do for any offset. https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip but it includes hud. I havent really experimented at all with helixs new ini fix. You can use that to just seperate crosshair from hud then the set the depth on that alone(or just convergence). Just havent had time to experiment. Not sure how this will defeat an offset though. I havent really played around with convergence on any fixes. I am sure their is another way.
Also if you hit k+l it plays around with crosshair depth.
How did you fix it?
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Move it further into depth?
Chiz uses one thats further into depth if you want to use it. Not sure what it will do for any offset. [url="https://s3.amazonaws.com/chiz/ME3+3D+HUD+XHAIR+ONLY.zip"]https://s3.amazonaws...+XHAIR+ONLY.zip[/url] but it includes hud. I havent really experimented at all with helixs new ini fix. You can use that to just seperate crosshair from hud then the set the depth on that alone(or just convergence). Just havent had time to experiment. Not sure how this will defeat an offset though. I havent really played around with convergence on any fixes. I am sure their is another way.
Also if you hit k+l it plays around with crosshair depth.
How did you fix it?
[/quote]
Well, I developed the fix for multi monitors. In the fix I made the HUD 3screen_resolution/3 = 1 screen resolution and pushed it to the right with 1screen_Res+1_bezel_value. Although in 2D it was perfect in 3D the reticle was a bit to the right, due to changing the actual resolution of the HUD.
I fixed it by removing 20 pixels from the push. In my case the hud is a little to the left, but the reticle is perfectly aligned. I will look in the actual sshader to see how I can increase the depth/separation because I think that is all that I need;)) (by the looks of it).
Thank you again:D
Best Regards,
Helifax
Edit: Didnt have the time to get into shader programming yet..being busy with IRL stuff and fixing games for Surround/Eyefinity. So much to do so damn little time:))))
Move it further into depth?
Chiz uses one thats further into depth if you want to use it. Not sure what it will do for any offset. https://s3.amazonaws...+XHAIR+ONLY.zip but it includes hud. I havent really experimented at all with helixs new ini fix. You can use that to just seperate crosshair from hud then the set the depth on that alone(or just convergence). Just havent had time to experiment. Not sure how this will defeat an offset though. I havent really played around with convergence on any fixes. I am sure their is another way.
Also if you hit k+l it plays around with crosshair depth.
How did you fix it?
Well, I developed the fix for multi monitors. In the fix I made the HUD 3screen_resolution/3 = 1 screen resolution and pushed it to the right with 1screen_Res+1_bezel_value. Although in 2D it was perfect in 3D the reticle was a bit to the right, due to changing the actual resolution of the HUD.
I fixed it by removing 20 pixels from the push. In my case the hud is a little to the left, but the reticle is perfectly aligned. I will look in the actual sshader to see how I can increase the depth/separation because I think that is all that I need;)) (by the looks of it).
Thank you again:D
Best Regards,
Helifax
Edit: Didnt have the time to get into shader programming yet..being busy with IRL stuff and fixing games for Surround/Eyefinity. So much to do so damn little time:))))
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
def c220, 0.15, 0, 0.0625, 0// we're define constant first parameter (x) is depth value, 3-d parameter coordinates for stereo texture(always the same).
Just change the x value. 0.15 raise it to higher number to push into depth.
def c220, 0.15, 0, 0.0625, 0// we're define constant first parameter (x) is depth value, 3-d parameter coordinates for stereo texture(always the same).
Just change the x value. 0.15 raise it to higher number to push into depth.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Well increasing depth to a shader thats already been "fixed" is easy.
def c220, 0.15, 0, 0.0625, 0// we're define constant first parameter (x) is depth value, 3-d parameter coordinates for stereo texture(always the same).
Just change the x value. 0.15 raise it to higher number to push into depth.
[/quote]
AWESOME man!!! Big thanks!!! I feel such a noob:)) when it comes to shaders.... Funny a while ago I started looking into shader programming with Arcania - Gothic 4, but then bought my other 2 3D monitors and saw that most games lack surround capabilities... and started with that:))
The only problem is that I dont know what shader is responsible for the Reticle in the final release of the FIX:))
Thanks again!!!
Best regards,
Helifax
Well increasing depth to a shader thats already been "fixed" is easy.
def c220, 0.15, 0, 0.0625, 0// we're define constant first parameter (x) is depth value, 3-d parameter coordinates for stereo texture(always the same).
Just change the x value. 0.15 raise it to higher number to push into depth.
AWESOME man!!! Big thanks!!! I feel such a noob:)) when it comes to shaders.... Funny a while ago I started looking into shader programming with Arcania - Gothic 4, but then bought my other 2 3D monitors and saw that most games lack surround capabilities... and started with that:))
The only problem is that I dont know what shader is responsible for the Reticle in the final release of the FIX:))
Thanks again!!!
Best regards,
Helifax
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I explain it out [url="http://forums.nvidia.com/index.php?showtopic=222386&st=500&p=1377644&#entry1377644"]here[/url]
Ah crap typo. Redl it.
also everything is grouped.
You have dcl_texcoord1 v3 below registers
It goes
dcl_____ V#
dcl_____ o#
For the 2d->3d depth code it goes
vs_3_0
def c220, 0.15, 0, 0.0625, 0
dcl_____ V#
dcl_2d s0
dcl_____ o#
I explain it out here
Ah crap typo. Redl it.
also everything is grouped.
You have dcl_texcoord1 v3 below registers
It goes
dcl_____ V#
dcl_____ o#
For the 2d->3d depth code it goes
vs_3_0
def c220, 0.15, 0, 0.0625, 0
dcl_____ V#
dcl_2d s0
dcl_____ o#
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@3d4dd
ty for the link. Not sure if you want to move to make 3d and move to depth and make transparent or just make transparent.
...
[/quote]
I wanted to push the icons in Microsoft Flight to depth. But I have problems to even catch the shaders. I have switched several times through about 500 vertex and 500 pixel shaders but no one seems to affect the icons. Other surfaces are affected by disabling shaders so the debug dll works. Is it possible that there are HUD elements that don't use (detectable) shaders or did I simply miss the shader...?
@3d4dd
ty for the link. Not sure if you want to move to make 3d and move to depth and make transparent or just make transparent.
...
I wanted to push the icons in Microsoft Flight to depth. But I have problems to even catch the shaders. I have switched several times through about 500 vertex and 500 pixel shaders but no one seems to affect the icons. Other surfaces are affected by disabling shaders so the debug dll works. Is it possible that there are HUD elements that don't use (detectable) shaders or did I simply miss the shader...?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I wanted to push the icons in Microsoft Flight to depth. But I have problems to even catch the shaders. I have switched several times through about 500 vertex and 500 pixel shaders but no one seems to affect the icons. Other surfaces are affected by disabling shaders so the debug dll works. Is it possible that there are HUD elements that don't use (detectable) shaders or did I simply miss the shader...?
[/quote]
Try an older debug then if you still cant find it then we will see. http://helixmod.wikispot.org/oldvers try 2nd from the top.
I wanted to push the icons in Microsoft Flight to depth. But I have problems to even catch the shaders. I have switched several times through about 500 vertex and 500 pixel shaders but no one seems to affect the icons. Other surfaces are affected by disabling shaders so the debug dll works. Is it possible that there are HUD elements that don't use (detectable) shaders or did I simply miss the shader...?
Try an older debug then if you still cant find it then we will see. http://helixmod.wikispot.org/oldvers try 2nd from the top.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
If you cant find shader, then it doesn't exist.
DX9 render pipeline doesn't require shaders as a necessarily render stage.
I.e. you can render object/plane with texture without any shaders.
Btw, Mass Effect 3 fix updated.
Fixed most of the issues (I believe for every level).
So I can say that it is almost complete, but I'm planning to fix some minor issues (separete flares and boxes and etc.).
If you cant find shader, then it doesn't exist.
DX9 render pipeline doesn't require shaders as a necessarily render stage.
I.e. you can render object/plane with texture without any shaders.
Btw, Mass Effect 3 fix updated.
Fixed most of the issues (I believe for every level).
So I can say that it is almost complete, but I'm planning to fix some minor issues (separete flares and boxes and etc.).
So now it is working in game and it found at least 3 shaders out of 694 that I hit "6" for. One of them is pretty major, so I wanted it to stay "off" before I continue looking for others. I loaded the game back up and they are running again, not being disabled.
Where are they saving to when I hit "6"?
What exactly is the "skip list"?
Do I need to save or load something to get it to regularly disable the ones I "6"ed?
My current understanding from you instructions earlier is that I am looking for problem shaders with 4 and 5. Then I hit 6 to save any problem ones.
Forgive me if I seem dense. I assure you, I only have trouble until I get the concept of something. You won't have to teach me the same thing twice. :)
Edit: I also have been able to better understand what the issues are. Many shadows have halo's around them. They almost seem to float or are being made to seem 3d themselves? Are shadows are in actuality 2d? Also, some objects have a shine on them (as if maybe from a bright light shining on them) on one side in one eye and then from another side in the other eye. This makes a similar effect the the halo around the shadows. It just makes the object hard to look at.
If there are shaders that cause flashing of shadows I want to remove, should I disable them? I mean, there may be a couple that each cause flashing of shadows I want gone, but neither outright remove them on their own.
I have not touched the pixel shaders yet per your suggestion. I have only messed with 4, 5, and 6. When I better understand what I am doing with those, I will branch out.
One more thing. What if the DEBUG hotkey has some ingame effect being a game hotkey as well? An example is that f10 brings up the game menu.
So now it is working in game and it found at least 3 shaders out of 694 that I hit "6" for. One of them is pretty major, so I wanted it to stay "off" before I continue looking for others. I loaded the game back up and they are running again, not being disabled.
Where are they saving to when I hit "6"?
What exactly is the "skip list"?
Do I need to save or load something to get it to regularly disable the ones I "6"ed?
My current understanding from you instructions earlier is that I am looking for problem shaders with 4 and 5. Then I hit 6 to save any problem ones.
Forgive me if I seem dense. I assure you, I only have trouble until I get the concept of something. You won't have to teach me the same thing twice. :)
Edit: I also have been able to better understand what the issues are. Many shadows have halo's around them. They almost seem to float or are being made to seem 3d themselves? Are shadows are in actuality 2d? Also, some objects have a shine on them (as if maybe from a bright light shining on them) on one side in one eye and then from another side in the other eye. This makes a similar effect the the halo around the shadows. It just makes the object hard to look at.
If there are shaders that cause flashing of shadows I want to remove, should I disable them? I mean, there may be a couple that each cause flashing of shadows I want gone, but neither outright remove them on their own.
I have not touched the pixel shaders yet per your suggestion. I have only messed with 4, 5, and 6. When I better understand what I am doing with those, I will branch out.
One more thing. What if the DEBUG hotkey has some ingame effect being a game hotkey as well? An example is that f10 brings up the game menu.