Bo3b's School For Shaderhackers
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[quote="helifax"]Something is definitely very wrong with Frostbite 3 + 3D Vision drivers. Made a quick test: [code] float4 stereo = StereoParams.Load(0); if (stereo.z > 0) // Do something A else if (stereo.z < 0) // Do something B [/code] Guess what.. stereo.z is ALWAYS positive! Right Eye. It never gets negative! Which explains why everything is fine in Right Eye but left eye has major issues. Not all the shaders are not being called for both eyes![/quote] I don't think that's specific to Frostbite, I've tried the same thing using stereo.z (or even stereo.x for that matter) for a positive or negative check in an if statement to try doing an adjustment on just one eye before on a couple different games, and each time it always affected both eyes when > 0, and no effect when < 0. I suspect that the + or - sign gets applied by the driver after the vertex shader in the pipeline, and before then it's just an absolute value. As such, I've never found a way to affect only one eye with an adjustment.
helifax said:Something is definitely very wrong with Frostbite 3 + 3D Vision drivers.
Made a quick test:

float4 stereo = StereoParams.Load(0);
if (stereo.z > 0)
// Do something A
else if (stereo.z < 0)
// Do something B


Guess what.. stereo.z is ALWAYS positive! Right Eye. It never gets negative! Which explains why everything is fine in Right Eye but left eye has major issues. Not all the shaders are not being called for both eyes!


I don't think that's specific to Frostbite, I've tried the same thing using stereo.z (or even stereo.x for that matter) for a positive or negative check in an if statement to try doing an adjustment on just one eye before on a couple different games, and each time it always affected both eyes when > 0, and no effect when < 0. I suspect that the + or - sign gets applied by the driver after the vertex shader in the pipeline, and before then it's just an absolute value. As such, I've never found a way to affect only one eye with an adjustment.

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Posted 04/23/2017 10:06 PM   
[quote="DJ-RK"][quote="helifax"]Something is definitely very wrong with Frostbite 3 + 3D Vision drivers. Made a quick test: [code] float4 stereo = StereoParams.Load(0); if (stereo.z > 0) // Do something A else if (stereo.z < 0) // Do something B [/code] Guess what.. stereo.z is ALWAYS positive! Right Eye. It never gets negative! Which explains why everything is fine in Right Eye but left eye has major issues. Not all the shaders are not being called for both eyes![/quote] I don't think that's specific to Frostbite, I've tried the same thing using stereo.z (or even stereo.x for that matter) for a positive or negative check in an if statement to try doing an adjustment on just one eye before on a couple different games, and each time it always affected both eyes when > 0, and no effect when < 0. I suspect that the + or - sign gets applied by the driver after the vertex shader in the pipeline, and before then it's just an absolute value. As such, I've never found a way to affect only one eye with an adjustment.[/quote] Thanks for the input! At least I know now to try other things... damn:(
DJ-RK said:
helifax said:Something is definitely very wrong with Frostbite 3 + 3D Vision drivers.
Made a quick test:

float4 stereo = StereoParams.Load(0);
if (stereo.z > 0)
// Do something A
else if (stereo.z < 0)
// Do something B


Guess what.. stereo.z is ALWAYS positive! Right Eye. It never gets negative! Which explains why everything is fine in Right Eye but left eye has major issues. Not all the shaders are not being called for both eyes!


I don't think that's specific to Frostbite, I've tried the same thing using stereo.z (or even stereo.x for that matter) for a positive or negative check in an if statement to try doing an adjustment on just one eye before on a couple different games, and each time it always affected both eyes when > 0, and no effect when < 0. I suspect that the + or - sign gets applied by the driver after the vertex shader in the pipeline, and before then it's just an absolute value. As such, I've never found a way to affect only one eye with an adjustment.


Thanks for the input!
At least I know now to try other things... damn:(

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etc


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Posted 04/24/2017 10:29 PM   
@helifax mike_ar69 offered to help you in this post, you talked to him ?? https://forums.geforce.com/default/topic/627896/3d-vision/elder-scrolls-online-3d-vision-compatibility/27/
@helifax

mike_ar69 offered to help you in this post, you talked to him ??


https://forums.geforce.com/default/topic/627896/3d-vision/elder-scrolls-online-3d-vision-compatibility/27/

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Posted 04/24/2017 10:50 PM   
[quote="helifax"]Yes! Thank you! I remembered last night and used it. The generated code was OK in most places. I had a few Tabs here and there and as a result those instructions where cut-out. I also managed to figure why it wouldn't work: - I had to put the declares in the declare section (apparently it didn't like it if I declared them later) - I had to sample t120 just before using it and not at the top of the header and also not inside loops ;) Thank you again! I digged some more into the one eye problem and believe more and more that is actually a 3D Vision driver problem. The obvious hint would be the 3D Vision overlay which only appears in one eye (you guessed it, the right eye where everything is working perfectly). The engine definitely cheats when is making the FBOs or rendertargets or something and this gets the 3D Vision Automatic driver confused on a fundamental level. As a result I think this is why we are missing some information in one eye. I found one master CS shader and hacking around I found: - I could replicate stuff that I see in the incomplete eye (left eye) by commenting different sections - This lead me to believe that code is never executed (or the buffer is zero) for the left eye. - I narrowed it down to g1-g4 buffers. - No matter what I tried didn't put new things back on the left eye, but removing stuff from the right eye. So, I think this is a driver problem fundamentally. Have you been able to find anything new on this front? Thank you again![/quote]I haven't had a chance to dig more deeply into this problem, but it's still on my agenda. For the problem of it being one-eye, unless I'm confused about what shader we are talking about, I think that is a red-herring. Because, when you turn lights off, then on, you get both eyes for a short time. If it were a fundamental problem like the game or the driver not stereoizing properly, it would be dead always.
helifax said:Yes! Thank you! I remembered last night and used it. The generated code was OK in most places. I had a few Tabs here and there and as a result those instructions where cut-out.
I also managed to figure why it wouldn't work:
- I had to put the declares in the declare section (apparently it didn't like it if I declared them later)
- I had to sample t120 just before using it and not at the top of the header and also not inside loops ;)

Thank you again!
I digged some more into the one eye problem and believe more and more that is actually a 3D Vision driver problem. The obvious hint would be the 3D Vision overlay which only appears in one eye (you guessed it, the right eye where everything is working perfectly).
The engine definitely cheats when is making the FBOs or rendertargets or something and this gets the 3D Vision Automatic driver confused on a fundamental level. As a result I think this is why we are missing some information in one eye.
I found one master CS shader and hacking around I found:
- I could replicate stuff that I see in the incomplete eye (left eye) by commenting different sections
- This lead me to believe that code is never executed (or the buffer is zero) for the left eye.
- I narrowed it down to g1-g4 buffers.
- No matter what I tried didn't put new things back on the left eye, but removing stuff from the right eye.
So, I think this is a driver problem fundamentally.

Have you been able to find anything new on this front?

Thank you again!
I haven't had a chance to dig more deeply into this problem, but it's still on my agenda.

For the problem of it being one-eye, unless I'm confused about what shader we are talking about, I think that is a red-herring. Because, when you turn lights off, then on, you get both eyes for a short time.

If it were a fundamental problem like the game or the driver not stereoizing properly, it would be dead always.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Bo3b's School for ShaderHackers

Posted 04/25/2017 12:31 AM   
OK I figured out at least I think I got it how to disable the Puddles from the shader I linked.. it was line #448 which was this code: [code] // r2.w = 0; [/code] Now I tried similar technique on the shadows that remain in the cave but so far have been unsuccesfull.. I will keep hammering at the gates .. ;) But if someone can look at the code I pated in Pastebin I would appreciate some help as to what I might do to disable shadows in the PS.. https://pastebin.com/xH0RZFnE I do not want to diable the entire shader as it also includes the fire lights in the cave ;)
OK I figured out at least I think I got it how to disable the Puddles from the shader I linked.. it was line #448 which was this code:


//  r2.w = 0;


Now I tried similar technique on the shadows that remain in the cave but so far have been unsuccesfull.. I will keep hammering at the gates .. ;)

But if someone can look at the code I pated in Pastebin I would appreciate some help as to what I might do to disable shadows in the PS..


https://pastebin.com/xH0RZFnE


I do not want to diable the entire shader as it also includes the fire lights in the cave ;)

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Posted 04/25/2017 12:46 AM   
Hey Guys, I answered my own question thnx as always.. ;) See Post #1130 ..
Hey Guys,

I answered my own question thnx as always.. ;)

See Post #1130 ..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/25/2017 02:55 AM   
Besides needing help with Post #1130, I have discovered a problem I been having with the other users having shadows return.. Well I was just checking the fix out and I was running along and to go Full speed you have to press SHIFT + W to go full speed well when I let go the fix got disabled and I am unsure why or how maybe you guys can shed some light on that and why that would happen?? I appreciate the help..
Besides needing help with Post #1130, I have discovered a problem I been having with the other users having shadows return..

Well I was just checking the fix out and I was running along and to go Full speed you have to press SHIFT + W to go full speed well when I let go the fix got disabled and I am unsure why or how maybe you guys can shed some light on that and why that would happen??

I appreciate the help..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/25/2017 08:29 AM   
[quote="The_Nephilim"]Besides needing help with Post #1130, I have discovered a problem I been having with the other users having shadows return.. Well I was just checking the fix out and I was running along and to go Full speed you have to press SHIFT + W to go full speed well when I let go the fix got disabled and I am unsure why or how maybe you guys can shed some light on that and why that would happen?? I appreciate the help..[/quote] For the problem in #1130, that shader is too big for anyone to understand well enough just by reading it. To solve that problem, hack around in that shader by experimentation. Comment out sections of it that make sense, like an entire loop, or an if block. Try inverting the if statements, so that it forces a different path. Like "if (x < 1)" make it "if (x > 1) If you hack around there, you'll be able to narrow down which chunks of that shader are responsible for torches, and which are shadows, and then can just comment out the section you don't want. For the Shift-W problem: I have no idea why that would happen. Unless W, or Shift-W is associated with a d3dx.ini key setup, there should be no effect. Nothing in 3Dmigoto or 3D Vision itself would do this, some other software is either using that key sequence, or it's a bug.
The_Nephilim said:Besides needing help with Post #1130, I have discovered a problem I been having with the other users having shadows return..

Well I was just checking the fix out and I was running along and to go Full speed you have to press SHIFT + W to go full speed well when I let go the fix got disabled and I am unsure why or how maybe you guys can shed some light on that and why that would happen??

I appreciate the help..

For the problem in #1130, that shader is too big for anyone to understand well enough just by reading it.

To solve that problem, hack around in that shader by experimentation. Comment out sections of it that make sense, like an entire loop, or an if block. Try inverting the if statements, so that it forces a different path. Like "if (x < 1)" make it "if (x > 1)

If you hack around there, you'll be able to narrow down which chunks of that shader are responsible for torches, and which are shadows, and then can just comment out the section you don't want.


For the Shift-W problem: I have no idea why that would happen. Unless W, or Shift-W is associated with a d3dx.ini key setup, there should be no effect. Nothing in 3Dmigoto or 3D Vision itself would do this, some other software is either using that key sequence, or it's a bug.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 04/28/2017 06:50 AM   
Well while I can comment out sections, that is how I found the Puddles outside and disabled them ;) I just thought someone with more knowledge then myself could make sence of that huge file .. OK Other then commenting out lines and changing some code, which sounds good but I am still learning so I guess I can't break anything .. I will try messing with this and that.. I was just hoping for some more knowledge on what code to use and whatnot.. but I can start with what you just shared here As always Thank you Bo3b ;)
Well while I can comment out sections, that is how I found the Puddles outside and disabled them ;)

I just thought someone with more knowledge then myself could make sence of that huge file ..

OK Other then commenting out lines and changing some code, which sounds good but I am still learning so I guess I can't break anything ..

I will try messing with this and that.. I was just hoping for some more knowledge on what code to use and whatnot.. but I can start with what you just shared here

As always Thank you Bo3b ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/28/2017 06:10 PM   
You might bookmark this, it was recently uploaded by DJ-RK "Collection of bookmarked posts related to shader hacking" http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html
You might bookmark this, it was recently uploaded by DJ-RK

"Collection of bookmarked posts related to shader hacking"

http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html

Posted 04/28/2017 06:19 PM   
Wow thank you for that D-Man11 looks like I have some reading to do..
Wow thank you for that D-Man11 looks like I have some reading to do..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/29/2017 12:30 AM   
You mean, thanks DJ-RK :) That was really nice of him to do that.
You mean, thanks DJ-RK :)

That was really nice of him to do that.

Posted 04/29/2017 01:21 AM   
Well Umm yes thnk you DJ_RK for putting the links together and D-Man11 for giving me the link to those links ;) LOL!!
Well Umm yes thnk you DJ_RK for putting the links together and D-Man11 for giving me the link to those links ;) LOL!!

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/29/2017 01:52 AM   
Can the keys be changed in the debugger from Helix, because I'm having this issue where the keys conflict. Odd thing is, the keys are not listed in the keybindings. They seem to be from controller support that was added as an afterthought and use 1,2,3,4,5,6 in their binding scheme. I've tried to find a way to unbind things, with no luck. Plus the are no DLLs I could remove like xinput. I see where bo3b asked this question on the blog Can he change the keys by using the presets in the DX9Settings.ini file, as described in Helix's first post in the forum? Like: VSPREVKEY=number VSNEXTKEY=number By default they are numpad, but he set it up so you can reassign those I think. Might no longer work in latest dll though. I searched the forums and Google and came up with nothing. I tried reassigning them, but if it's possible. I must be doing it wrong. As is, I can currently only cycle the same PS or VS and not progress through them. Convergence and depth change on screen with Nvidia's keys, a log and dump folders are generated, so everything else seems fine.
Can the keys be changed in the debugger from Helix, because I'm having this issue where the keys conflict. Odd thing is, the keys are not listed in the keybindings. They seem to be from controller support that was added as an afterthought and use 1,2,3,4,5,6 in their binding scheme. I've tried to find a way to unbind things, with no luck. Plus the are no DLLs I could remove like xinput.



I see where bo3b asked this question on the blog

Can he change the keys by using the presets in the DX9Settings.ini file, as described in Helix's first post in the forum? Like:
VSPREVKEY=number

VSNEXTKEY=number

By default they are numpad, but he set it up so you can reassign those I think. Might no longer work in latest dll though.



I searched the forums and Google and came up with nothing. I tried reassigning them, but if it's possible. I must be doing it wrong. As is, I can currently only cycle the same PS or VS and not progress through them. Convergence and depth change on screen with Nvidia's keys, a log and dump folders are generated, so everything else seems fine.

Posted 04/29/2017 04:32 PM   
[quote="D-Man11"]Can the keys be changed in the debugger from Helix, because I'm having this issue where the keys conflict. Odd thing is, the keys are not listed in the keybindings. They seem to be from controller support that was added as an afterthought and use 1,2,3,4,5,6 in their binding scheme. I've tried to find a way to unbind things, with no luck. Plus the are no DLLs I could remove like xinput. I see where bo3b asked this question on the blog Can he change the keys by using the presets in the DX9Settings.ini file, as described in Helix's first post in the forum? Like: VSPREVKEY=number VSNEXTKEY=number By default they are numpad, but he set it up so you can reassign those I think. Might no longer work in latest dll though. I searched the forums and Google and came up with nothing. I tried reassigning them, but if it's possible. I must be doing it wrong. As is, I can currently only cycle the same PS or VS and not progress through them. Convergence and depth change on screen with Nvidia's keys, a log and dump folders are generated, so everything else seems fine. [/quote]When you are using the debug version of HelixMod, this should work. Take a look at the list of HelixMod .ini parameters here: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#PSPREVKEY[/url] Those are the names, and the variables defined. Given this is HelixMod, there are probably some goofball thing to do, like set the key as a hex number or decimal number of something. My best guess would be it has to be in decimal, like the [Key*] sections.
D-Man11 said:Can the keys be changed in the debugger from Helix, because I'm having this issue where the keys conflict. Odd thing is, the keys are not listed in the keybindings. They seem to be from controller support that was added as an afterthought and use 1,2,3,4,5,6 in their binding scheme. I've tried to find a way to unbind things, with no luck. Plus the are no DLLs I could remove like xinput.



I see where bo3b asked this question on the blog

Can he change the keys by using the presets in the DX9Settings.ini file, as described in Helix's first post in the forum? Like:
VSPREVKEY=number

VSNEXTKEY=number

By default they are numpad, but he set it up so you can reassign those I think. Might no longer work in latest dll though.



I searched the forums and Google and came up with nothing. I tried reassigning them, but if it's possible. I must be doing it wrong. As is, I can currently only cycle the same PS or VS and not progress through them. Convergence and depth change on screen with Nvidia's keys, a log and dump folders are generated, so everything else seems fine.
When you are using the debug version of HelixMod, this should work.

Take a look at the list of HelixMod .ini parameters here: http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#PSPREVKEY


Those are the names, and the variables defined. Given this is HelixMod, there are probably some goofball thing to do, like set the key as a hex number or decimal number of something. My best guess would be it has to be in decimal, like the [Key*] sections.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 04/29/2017 11:33 PM   
  76 / 87    
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