[quote="dekgol"]So any breakthrough regarding this title ?
Does the new driver help to reduce the very long loading times?[/quote]
Loading time might never be shortened. I think it has to do something with Security System. Anyway lots of fixers are busy with other projects - Batman, Metal Gear and 3Dmigoto itself, so we have to be patient and wait for theirs info.
dekgol said:So any breakthrough regarding this title ?
Does the new driver help to reduce the very long loading times?
Loading time might never be shortened. I think it has to do something with Security System. Anyway lots of fixers are busy with other projects - Batman, Metal Gear and 3Dmigoto itself, so we have to be patient and wait for theirs info.
By the kind sponsorship of SKAUT! Thanks!!!
I want to give an update:
1) Shaders in this game are different, but the pattern somehow are similar. Main shadows, lights and reflections are in one shader....and the shader is a big one! (in Mad Max there are several shaders for those effects).
There is still a presumable decompiler issue in the part that manage the lights, there are some big squares in lights and lights in some angles goes off (bo3b is helping me with that)
2) Decals are different...in the VS now i don't have the matrices on sight in the shader, so i suppose i will have to look with frame analysis for this. if I have trouble with this i will need DSS to help me with this ones and frame analysis.
3) Others Lights/Soft shadows are the same than Mad Max.
4) There is some kind of DOF effect (even with DOF off) that affect some objects (not all) in the distance, they look 2D. VS and PS related have decompiler issues (bo3b is helping me with this also). Also this affect Cinematics.
So far, [u]i fixed[/u]:
- Shadows
- Lights (** decompiler issue)
- Soft shadows
- Halos in effects
[u]Pending:[/u]
- 2D Objects (** decompiler issue)
- Decals
- Crosshair and HUD
I'm playing MGSV:TPP and don't have to much time lately....i will try to take a look before i goes on vacation with my family (i travel to another country with only swimming pools, beaches and drinks...jeje)
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/68024/[/img]
1) Shaders in this game are different, but the pattern somehow are similar. Main shadows, lights and reflections are in one shader....and the shader is a big one! (in Mad Max there are several shaders for those effects).
There is still a presumable decompiler issue in the part that manage the lights, there are some big squares in lights and lights in some angles goes off (bo3b is helping me with that)
2) Decals are different...in the VS now i don't have the matrices on sight in the shader, so i suppose i will have to look with frame analysis for this. if I have trouble with this i will need DSS to help me with this ones and frame analysis.
3) Others Lights/Soft shadows are the same than Mad Max.
4) There is some kind of DOF effect (even with DOF off) that affect some objects (not all) in the distance, they look 2D. VS and PS related have decompiler issues (bo3b is helping me with this also). Also this affect Cinematics.
So far, i fixed:
- Shadows
- Lights (** decompiler issue)
- Soft shadows
- Halos in effects
I'm playing MGSV:TPP and don't have to much time lately....i will try to take a look before i goes on vacation with my family (i travel to another country with only swimming pools, beaches and drinks...jeje)
That screenshot looks great. If you have decompiler issues you can use the ASM shader. Having the HLSL helps you work out what is going on, then you do the fix in the asm. Might be worth a try :-)
That screenshot looks great. If you have decompiler issues you can use the ASM shader. Having the HLSL helps you work out what is going on, then you do the fix in the asm. Might be worth a try :-)
Great news DHR !!! It looks really good..
I got JC3 as a christmas present from my wife, she was very surprised/disapointed when I told her that it was unplayable, she knows that I only play games in 3D :)
[color="green"]DHR said:
(i travel to another country with only swimming pools, beaches and drinks...jeje)[/color]
Where to, if I may ask ? It sounds like a nice country =)
Anyway have a nice vacation, you have deffinetly deserved it !
I got JC3 as a christmas present from my wife, she was very surprised/disapointed when I told her that it was unplayable, she knows that I only play games in 3D :)
DHR said:
(i travel to another country with only swimming pools, beaches and drinks...jeje)
Where to, if I may ask ? It sounds like a nice country =)
Anyway have a nice vacation, you have deffinetly deserved it !
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
@mike
Thanks for tip!....but is easier and faster for me using HLSL. And all the fixes i have to use VS (traspase matrices to PS) and fix PS, and some PS in 2 spots...so using ASM will probably double my time fixing (ASM is not a confortable lenguague to use)
@Blacksmith56
Fixing decals and 2D objects and the game will see the light!
I travel to Brazil...i live in south america, so almost every summer i travel to a differents places (with beach, is a must) in that country. The beaches are amazing...and my kids love because the water is warmer, so they can play in the water for hours (in the meantime i drink caipirinha!)
@mike
Thanks for tip!....but is easier and faster for me using HLSL. And all the fixes i have to use VS (traspase matrices to PS) and fix PS, and some PS in 2 spots...so using ASM will probably double my time fixing (ASM is not a confortable lenguague to use)
@Blacksmith56
Fixing decals and 2D objects and the game will see the light!
I travel to Brazil...i live in south america, so almost every summer i travel to a differents places (with beach, is a must) in that country. The beaches are amazing...and my kids love because the water is warmer, so they can play in the water for hours (in the meantime i drink caipirinha!)
I would love to visit South America / Brazil, but it's way to expensive from Denmark !
We have miles and miles of Beach / coast but the wather is so f...... Cold, even in the summer :/
I would love to visit South America / Brazil, but it's way to expensive from Denmark !
We have miles and miles of Beach / coast but the wather is so f...... Cold, even in the summer :/
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
[quote="DHR"]@mike
Thanks for tip!....but is easier and faster for me using HLSL. And all the fixes i have to use VS (traspase matrices to PS) and fix PS, and some PS in 2 spots...so using ASM will probably double my time fixing (ASM is not a confortable lenguague to use)[/quote]Also if you do end up using asm keep in mind that you will have to use 3DMigoto's constant buffer copy support to copy any matrices from the VS to the PS, since we can't currently add new inputs/outputs to assembly shaders.
DHR said:@mike
Thanks for tip!....but is easier and faster for me using HLSL. And all the fixes i have to use VS (traspase matrices to PS) and fix PS, and some PS in 2 spots...so using ASM will probably double my time fixing (ASM is not a confortable lenguague to use)
Also if you do end up using asm keep in mind that you will have to use 3DMigoto's constant buffer copy support to copy any matrices from the VS to the PS, since we can't currently add new inputs/outputs to assembly shaders.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword"][quote="DHR"]@mike
Thanks for tip!....but is easier and faster for me using HLSL. And all the fixes i have to use VS (traspase matrices to PS) and fix PS, and some PS in 2 spots...so using ASM will probably double my time fixing (ASM is not a confortable lenguague to use)[/quote]Also if you do end up using asm keep in mind that you will have to use 3DMigoto's constant buffer copy support to copy any matrices from the VS to the PS, since we can't currently add new inputs/outputs to assembly shaders.
[/quote]
I did not know that actually. So I can't create a new "texcoord6 o8" variable in a VS and pick it up in a PS as "texcoord6 v8" like you can with the Helix wrapper? It's not a problem since I could use the CB copy approach, but it's good to know.
DHR said:@mike
Thanks for tip!....but is easier and faster for me using HLSL. And all the fixes i have to use VS (traspase matrices to PS) and fix PS, and some PS in 2 spots...so using ASM will probably double my time fixing (ASM is not a confortable lenguague to use)
Also if you do end up using asm keep in mind that you will have to use 3DMigoto's constant buffer copy support to copy any matrices from the VS to the PS, since we can't currently add new inputs/outputs to assembly shaders.
I did not know that actually. So I can't create a new "texcoord6 o8" variable in a VS and pick it up in a PS as "texcoord6 v8" like you can with the Helix wrapper? It's not a problem since I could use the CB copy approach, but it's good to know.
I tried to strip all binary blocks except the SHEX assembly binary. Batman knight had a hard crash. I might have made a mistake in the binary offsets or hash but my conclusion is that ISGN and OSGN is required. What makes it a bit tricky is that input and output signatures are stored on commented lines.
If you strip the comments the file no longer contains ISGN and OSGN and is no longer valid. Parsing input and output signatures and creating the binary blobs are a bit messy so without someone needing it. It is just something that can be done.
I have not tried passing along inputs/outputs without changing ISGN/OSGN to check the result only determined that I got a game to crash by not including them.
I find having important data stored in the comments to be a bit problematic as comments should not have any affect on the result. If changing ISGN/OSGN is required I guess it would be in the comments though.
I tried to strip all binary blocks except the SHEX assembly binary. Batman knight had a hard crash. I might have made a mistake in the binary offsets or hash but my conclusion is that ISGN and OSGN is required. What makes it a bit tricky is that input and output signatures are stored on commented lines.
If you strip the comments the file no longer contains ISGN and OSGN and is no longer valid. Parsing input and output signatures and creating the binary blobs are a bit messy so without someone needing it. It is just something that can be done.
I have not tried passing along inputs/outputs without changing ISGN/OSGN to check the result only determined that I got a game to crash by not including them.
I find having important data stored in the comments to be a bit problematic as comments should not have any affect on the result. If changing ISGN/OSGN is required I guess it would be in the comments though.
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?
Just to clarify what Flugan is saying - the ISGN & OSGN sections in the shader binary are used to map a register ("o0") to a semantic ("TEXCOORD0"), and the semantics are used by DirectX and the hardware to map outputs from one stage of the pipeline to inputs of the next stage (or "System Values" that have a special meaning).
In HLSL shaders the compiler generates these based on the "void main(this part)", so we can add or change them as needed, but in DX11 assembly the language lost what it needed to create them (dcl_texcoord2 oN became a generic dcl_output oN), so the assembler cannot generate them and instead reuses the sections from the original shader, which prevents us from adding new inputs and outputs.
The disassembler does create a comment that (I think) has enough information to create these, so we are thinking about turning that into a part of the language, but until someone needs it it has been a lower priority.
For copying anything from a constant buffer to the pixel shader it is easy enough to just use 3DMigoto's arbitrary resource copy support to do that instead. There are a couple of situations where we might still need the ISGN/OSGN sections to be modified, such as:
- Adding the SV_VertexID semantic to a vertex shader (or any other system value, but this is the main one I've used)
- Adding a new output to pass a value calculated in the vertex shader to the pixel shader
- Adding a new render target output to a pixel shader (in combination with 3DMigoto's ability to assign render targets as part of it's arbitrary resource copy support, which should still be considered alpha).
So far whenever I've needed these I've been able to use a HLSL shader, so for now the priority is still low, but if anyone else needs them in an assembly shader that would raise the priority.
Just to clarify what Flugan is saying - the ISGN & OSGN sections in the shader binary are used to map a register ("o0") to a semantic ("TEXCOORD0"), and the semantics are used by DirectX and the hardware to map outputs from one stage of the pipeline to inputs of the next stage (or "System Values" that have a special meaning).
In HLSL shaders the compiler generates these based on the "void main(this part)", so we can add or change them as needed, but in DX11 assembly the language lost what it needed to create them (dcl_texcoord2 oN became a generic dcl_output oN), so the assembler cannot generate them and instead reuses the sections from the original shader, which prevents us from adding new inputs and outputs.
The disassembler does create a comment that (I think) has enough information to create these, so we are thinking about turning that into a part of the language, but until someone needs it it has been a lower priority.
For copying anything from a constant buffer to the pixel shader it is easy enough to just use 3DMigoto's arbitrary resource copy support to do that instead. There are a couple of situations where we might still need the ISGN/OSGN sections to be modified, such as:
- Adding the SV_VertexID semantic to a vertex shader (or any other system value, but this is the main one I've used)
- Adding a new output to pass a value calculated in the vertex shader to the pixel shader
- Adding a new render target output to a pixel shader (in combination with 3DMigoto's ability to assign render targets as part of it's arbitrary resource copy support, which should still be considered alpha).
So far whenever I've needed these I've been able to use a HLSL shader, so for now the priority is still low, but if anyone else needs them in an assembly shader that would raise the priority.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Well - new DLC (Sky Fortress) is coming next month so he might jump back on it. Remember thou - they are players as well and we had some cool ass games recently. I bet he is working he`s ass off in Dying Light DLC.
Well - new DLC (Sky Fortress) is coming next month so he might jump back on it. Remember thou - they are players as well and we had some cool ass games recently. I bet he is working he`s ass off in Dying Light DLC.
Loading time might never be shortened. I think it has to do something with Security System. Anyway lots of fixers are busy with other projects - Batman, Metal Gear and 3Dmigoto itself, so we have to be patient and wait for theirs info.
https://steamcommunity.com/profiles/76561198014296177/
I want to give an update:
1) Shaders in this game are different, but the pattern somehow are similar. Main shadows, lights and reflections are in one shader....and the shader is a big one! (in Mad Max there are several shaders for those effects).
There is still a presumable decompiler issue in the part that manage the lights, there are some big squares in lights and lights in some angles goes off (bo3b is helping me with that)
2) Decals are different...in the VS now i don't have the matrices on sight in the shader, so i suppose i will have to look with frame analysis for this. if I have trouble with this i will need DSS to help me with this ones and frame analysis.
3) Others Lights/Soft shadows are the same than Mad Max.
4) There is some kind of DOF effect (even with DOF off) that affect some objects (not all) in the distance, they look 2D. VS and PS related have decompiler issues (bo3b is helping me with this also). Also this affect Cinematics.
So far, i fixed:
- Shadows
- Lights (** decompiler issue)
- Soft shadows
- Halos in effects
Pending:
- 2D Objects (** decompiler issue)
- Decals
- Crosshair and HUD
I'm playing MGSV:TPP and don't have to much time lately....i will try to take a look before i goes on vacation with my family (i travel to another country with only swimming pools, beaches and drinks...jeje)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
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/
I got JC3 as a christmas present from my wife, she was very surprised/disapointed when I told her that it was unplayable, she knows that I only play games in 3D :)
DHR said:
(i travel to another country with only swimming pools, beaches and drinks...jeje)
Where to, if I may ask ? It sounds like a nice country =)
Anyway have a nice vacation, you have deffinetly deserved it !
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Thanks for tip!....but is easier and faster for me using HLSL. And all the fixes i have to use VS (traspase matrices to PS) and fix PS, and some PS in 2 spots...so using ASM will probably double my time fixing (ASM is not a confortable lenguague to use)
@Blacksmith56
Fixing decals and 2D objects and the game will see the light!
I travel to Brazil...i live in south america, so almost every summer i travel to a differents places (with beach, is a must) in that country. The beaches are amazing...and my kids love because the water is warmer, so they can play in the water for hours (in the meantime i drink caipirinha!)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
We have miles and miles of Beach / coast but the wather is so f...... Cold, even in the summer :/
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
I did not know that actually. So I can't create a new "texcoord6 o8" variable in a VS and pick it up in a PS as "texcoord6 v8" like you can with the Helix wrapper? It's not a problem since I could use the CB copy approach, but it's good to know.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
If you strip the comments the file no longer contains ISGN and OSGN and is no longer valid. Parsing input and output signatures and creating the binary blobs are a bit messy so without someone needing it. It is just something that can be done.
I have not tried passing along inputs/outputs without changing ISGN/OSGN to check the result only determined that I got a game to crash by not including them.
I find having important data stored in the comments to be a bit problematic as comments should not have any affect on the result. If changing ISGN/OSGN is required I guess it would be in the comments though.
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
In HLSL shaders the compiler generates these based on the "void main(this part)", so we can add or change them as needed, but in DX11 assembly the language lost what it needed to create them (dcl_texcoord2 oN became a generic dcl_output oN), so the assembler cannot generate them and instead reuses the sections from the original shader, which prevents us from adding new inputs and outputs.
The disassembler does create a comment that (I think) has enough information to create these, so we are thinking about turning that into a part of the language, but until someone needs it it has been a lower priority.
For copying anything from a constant buffer to the pixel shader it is easy enough to just use 3DMigoto's arbitrary resource copy support to do that instead. There are a couple of situations where we might still need the ISGN/OSGN sections to be modified, such as:
- Adding the SV_VertexID semantic to a vertex shader (or any other system value, but this is the main one I've used)
- Adding a new output to pass a value calculated in the vertex shader to the pixel shader
- Adding a new render target output to a pixel shader (in combination with 3DMigoto's ability to assign render targets as part of it's arbitrary resource copy support, which should still be considered alpha).
So far whenever I've needed these I've been able to use a HLSL shader, so for now the priority is still low, but if anyone else needs them in an assembly shader that would raise the priority.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Now only need to wait till DHR will return from his vacation + week or 2 for finish his fix.
Thanks !!!!!!!!!!!!
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
Any updates regarding this lovely title?
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
https://steamcommunity.com/profiles/76561198014296177/