How to fix/disable shaders in games(DLL,guide and fixes).
15 / 167
If any1 experiments and finds a better fix let me know. I was getting super frustrated with it lol(loaded game at least 20 times then takes 3 mins to get past intro) also I HAVE NOT TRIED THIS ONLINE. If you are going to try it online PLEASE make a new origin account before attempting.
Also a wierd bug(only happens sometimes) Game is 2d even with glasses on? It almost appears like glasses eyes are inverted. If you run into it just restart.This bug has nothing to do with the fix.
Update: Have tried this online and it works. Updated shader file.
If any1 experiments and finds a better fix let me know. I was getting super frustrated with it lol(loaded game at least 20 times then takes 3 mins to get past intro) also I HAVE NOT TRIED THIS ONLINE. If you are going to try it online PLEASE make a new origin account before attempting.
Also a wierd bug(only happens sometimes) Game is 2d even with glasses on? It almost appears like glasses eyes are inverted. If you run into it just restart.This bug has nothing to do with the fix.
Update: Have tried this online and it works. Updated shader file.
Hey guys got a nice treat for everyone with a game that was already a 3D Vision Classic that just needed a little bit extra attention: [u][b]Alice Madness Returns[/b][/u] new and improved with [i][b]HeliX mod[/b][/i]! /omg.gif' class='bbc_emoticon' alt=':omg:' />
[u][b]Alice Madness Returns Fix[/b][/u]
V1.1 -
-Fixed rose/menu one eye texture
-Fixed Memories texture fragment (right side)
[attachment=24328:AliceV1.1.zip]
I will attach some pics from 3D Vision Live in a sec, enjoy!!!
3D Vision Live is being slow to process, but here's a pic to give you an idea what to expect:
[attachment=24309:alicemadnessreturns05_50.jps]
Hey guys got a nice treat for everyone with a game that was already a 3D Vision Classic that just needed a little bit extra attention: Alice Madness Returns new and improved with HeliX mod! /omg.gif' class='bbc_emoticon' alt=':omg:' />
Alice Madness Returns Fix
V1.1 -
-Fixed rose/menu one eye texture
-Fixed Memories texture fragment (right side)
[attachment=24328:AliceV1.1.zip]
I will attach some pics from 3D Vision Live in a sec, enjoy!!!
3D Vision Live is being slow to process, but here's a pic to give you an idea what to expect:
[quote]Edit: Nope that didn't do it. I tried almost everything. Including registering the x,y,z coordinates. I thinks its alot more complex then the "sampler." Gratz on your results. I added Alice to list. [/quote]
Thanks, Alice is one of my favs in 3D Vision so it was definitely one I wanted to try to improve for all to enjoy. /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
What are you trying to move? Something thats already 3D? Also you already have r3 in the original code so you may need to change a different var for your custom code. That's why I was saying its hard to tell without seeing the clean code and exactly what you changed. Personally for a new game I try to start on the easiest shader, see if I get results, then try to tackle the harder shaders since this is all very new to me still, but its starting to make a lot more sense. I did spend about an hour reading through the GPU Gems article HeliX linked in his tutorial and while it won't give you specific code fixes, it will help you to understand things more conceptually, like the idea of transformations.
Also if you don't mind updating the Skyrim link on your wikipage to this, sorry I had to remake the mod page because comments were disabled on the original: http://skyrim.nexusmods.com/downloads/file.php?id=9718
Edit: Nope that didn't do it. I tried almost everything. Including registering the x,y,z coordinates. I thinks its alot more complex then the "sampler." Gratz on your results. I added Alice to list.
Thanks, Alice is one of my favs in 3D Vision so it was definitely one I wanted to try to improve for all to enjoy. /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
What are you trying to move? Something thats already 3D? Also you already have r3 in the original code so you may need to change a different var for your custom code. That's why I was saying its hard to tell without seeing the clean code and exactly what you changed. Personally for a new game I try to start on the easiest shader, see if I get results, then try to tackle the harder shaders since this is all very new to me still, but its starting to make a lot more sense. I did spend about an hour reading through the GPU Gems article HeliX linked in his tutorial and while it won't give you specific code fixes, it will help you to understand things more conceptually, like the idea of transformations.
Oh whoops ignore what I said about registering.(was thinking of the other code I was trying to get to work). You are right though Ill try something easier and reading that. Updated the wiki as well.
Oh whoops ignore what I said about registering.(was thinking of the other code I was trying to get to work). You are right though Ill try something easier and reading that. Updated the wiki as well.
Great work on Alice, chiz.
I've just got a question - is there no way (and this is not only for Alice, but other titles as well) to separate the hud structure, so that the UI can have a negative convergence(pop-out) and crosshair or dialogue (Skyrim) can have positive convergence. I must confess that I haven't had the time to sit down and read Helix' guide and try things on my own, not to mention that I had forgotten what a visual boost 1080p SBS gives over 720p frame-packed (had to use iz3d for Dear Esther) and am now kind of sad we have to settle with hd-ready when using 3dtv play.
I've just got a question - is there no way (and this is not only for Alice, but other titles as well) to separate the hud structure, so that the UI can have a negative convergence(pop-out) and crosshair or dialogue (Skyrim) can have positive convergence. I must confess that I haven't had the time to sit down and read Helix' guide and try things on my own, not to mention that I had forgotten what a visual boost 1080p SBS gives over 720p frame-packed (had to use iz3d for Dear Esther) and am now kind of sad we have to settle with hd-ready when using 3dtv play.
[quote name='chiz' date='08 February 2012 - 12:12 AM' timestamp='1328656347' post='1366602']
Yes I tried this as well, it needs a more talented hand to move the individual shaders or at least, have them use the same matrix values. I think DDD has a built-in tool to accomplish this with the row major function. The problem with Space Marines appear to be this:
1) single images are a composite of multiple shader passes that all use different depth values, so when you increase separation in 3D, they split at different values.
2) blanking individual shaders is limited in success but also results in your objects becoming more and more transparent as they don't have all the composited layers to create the image.
So in order to fix this game, I think someone would need to either correct the shaders or combine them so they all draw using the same relative values. I don't have the skill to do this, but I'm pretty sure Helix does. I think he did some of this already with his Dead Space fixes looking over his code.
Having said all that, this game was a huge disappointment for me overall, so I'm not even sure its worth fixing.
[/quote]
Thanks a lot for your clarifying, now I understand the problem better at least. Unfortunately I don't have the skill to solve this problems too, I've got only some basic knowledge of 3d in opengl and I've not studied shaders yet.
I agree with you that this game is so bad, but I'd give it another chance if it was playable in 3d :)
[quote name='chiz' date='08 February 2012 - 12:12 AM' timestamp='1328656347' post='1366602']
Yes I tried this as well, it needs a more talented hand to move the individual shaders or at least, have them use the same matrix values. I think DDD has a built-in tool to accomplish this with the row major function. The problem with Space Marines appear to be this:
1) single images are a composite of multiple shader passes that all use different depth values, so when you increase separation in 3D, they split at different values.
2) blanking individual shaders is limited in success but also results in your objects becoming more and more transparent as they don't have all the composited layers to create the image.
So in order to fix this game, I think someone would need to either correct the shaders or combine them so they all draw using the same relative values. I don't have the skill to do this, but I'm pretty sure Helix does. I think he did some of this already with his Dead Space fixes looking over his code.
Having said all that, this game was a huge disappointment for me overall, so I'm not even sure its worth fixing.
Thanks a lot for your clarifying, now I understand the problem better at least. Unfortunately I don't have the skill to solve this problems too, I've got only some basic knowledge of 3d in opengl and I've not studied shaders yet.
I agree with you that this game is so bad, but I'd give it another chance if it was playable in 3d :)
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Can someone please help me. I cannot get any of the dll's to work. I tried both mass effect 3 demo and Kingdoms of Amalur. Everyone seems to be making this work with no problem but I am getting no effect whatsoever from the fixes. Both games are on Origin. I updated to the new beta drivers. I'm also running Windows 7 64 bit. I would really appreciate some help since I can't play either of these games in 3d at all.
Can someone please help me. I cannot get any of the dll's to work. I tried both mass effect 3 demo and Kingdoms of Amalur. Everyone seems to be making this work with no problem but I am getting no effect whatsoever from the fixes. Both games are on Origin. I updated to the new beta drivers. I'm also running Windows 7 64 bit. I would really appreciate some help since I can't play either of these games in 3d at all.
[quote name='Artox' date='16 February 2012 - 03:28 AM' timestamp='1329380881' post='1370187']
Great work on Alice, chiz.
I've just got a question - is there no way (and this is not only for Alice, but other titles as well) to separate the hud structure, so that the UI can have a negative convergence(pop-out) and crosshair or dialogue (Skyrim) can have positive convergence. I must confess that I haven't had the time to sit down and read Helix' guide and try things on my own, not to mention that I had forgotten what a visual boost 1080p SBS gives over 720p frame-packed (had to use iz3d for Dear Esther) and am now kind of sad we have to settle with hd-ready when using 3dtv play.
[/quote]
Sorry there's no way that I know of to change these settings individually as most of the time these UI elements are drawn with the same shader. Its good and bad of course because it greatly simplifies the process of ID'ing shaders and fixing them as one shader can be multiple HUD elements. There's also inter-shader dependencies that prevent you from drawing one shader at one depth and another at another depth, because they may overlay to create a single composite image, like the fill textures under the HP bar for example.
As for 720p FP vs. 1080 SBS, let's hope that's what Andrew has been so busy on amongst other things. Optimized for GeForce allows 1080 SBS right now on products that support that logo program, so there is hope on the horizon. My bet is they are going to bundle it with the new 300+ series drivers and/or Kepler, so we shouldn't have to wait too much longer.
[quote name='Artox' date='16 February 2012 - 03:28 AM' timestamp='1329380881' post='1370187']
Great work on Alice, chiz.
I've just got a question - is there no way (and this is not only for Alice, but other titles as well) to separate the hud structure, so that the UI can have a negative convergence(pop-out) and crosshair or dialogue (Skyrim) can have positive convergence. I must confess that I haven't had the time to sit down and read Helix' guide and try things on my own, not to mention that I had forgotten what a visual boost 1080p SBS gives over 720p frame-packed (had to use iz3d for Dear Esther) and am now kind of sad we have to settle with hd-ready when using 3dtv play.
Sorry there's no way that I know of to change these settings individually as most of the time these UI elements are drawn with the same shader. Its good and bad of course because it greatly simplifies the process of ID'ing shaders and fixing them as one shader can be multiple HUD elements. There's also inter-shader dependencies that prevent you from drawing one shader at one depth and another at another depth, because they may overlay to create a single composite image, like the fill textures under the HP bar for example.
As for 720p FP vs. 1080 SBS, let's hope that's what Andrew has been so busy on amongst other things. Optimized for GeForce allows 1080 SBS right now on products that support that logo program, so there is hope on the horizon. My bet is they are going to bundle it with the new 300+ series drivers and/or Kepler, so we shouldn't have to wait too much longer.
[quote name='mana84' date='16 February 2012 - 06:56 AM' timestamp='1329393389' post='1370251']
Thanks a lot for your clarifying, now I understand the problem better at least. Unfortunately I don't have the skill to solve this problems too, I've got only some basic knowledge of 3d in opengl and I've not studied shaders yet.
I agree with you that this game is so bad, but I'd give it another chance if it was playable in 3d :)
[/quote]
Yep np, if you are really bored I can attach the shaders I tagged and you can poke around with them.
[quote name='mallygees' date='16 February 2012 - 07:54 AM' timestamp='1329396840' post='1370260']
Can someone please help me. I cannot get any of the dll's to work. I tried both mass effect 3 demo and Kingdoms of Amalur. Everyone seems to be making this work with no problem but I am getting no effect whatsoever from the fixes. Both games are on Origin. I updated to the new beta drivers. I'm also running Windows 7 64 bit. I would really appreciate some help since I can't play either of these games in 3d at all.
[/quote]
Hi can you make sure:
1) The d3d9.dll and shaderoverride appear in your KoA directory wherever you installed Origin, should be :\\Origin Games\Kingdoms of Amalur
2) Make sure to disable AfterBurner/Precision overlay, or use the modified d3d9 library function in the rivatuner statistic server menu.
[quote name='mana84' date='16 February 2012 - 06:56 AM' timestamp='1329393389' post='1370251']
Thanks a lot for your clarifying, now I understand the problem better at least. Unfortunately I don't have the skill to solve this problems too, I've got only some basic knowledge of 3d in opengl and I've not studied shaders yet.
I agree with you that this game is so bad, but I'd give it another chance if it was playable in 3d :)
Yep np, if you are really bored I can attach the shaders I tagged and you can poke around with them.
[quote name='mallygees' date='16 February 2012 - 07:54 AM' timestamp='1329396840' post='1370260']
Can someone please help me. I cannot get any of the dll's to work. I tried both mass effect 3 demo and Kingdoms of Amalur. Everyone seems to be making this work with no problem but I am getting no effect whatsoever from the fixes. Both games are on Origin. I updated to the new beta drivers. I'm also running Windows 7 64 bit. I would really appreciate some help since I can't play either of these games in 3d at all.
Hi can you make sure:
1) The d3d9.dll and shaderoverride appear in your KoA directory wherever you installed Origin, should be :\\Origin Games\Kingdoms of Amalur
2) Make sure to disable AfterBurner/Precision overlay, or use the modified d3d9 library function in the rivatuner statistic server menu.
[quote name='hypercone' date='14 February 2012 - 03:43 PM' timestamp='1329234203' post='1369381']
I am also an iz3D user and tried the mod with different games. I have the same problem as 3d4dd and Likay: The games have changing CRCs for both vertex- and pixelshader, but, as 3d4dd said earlier, the indices always stay the same, even when iz3D is activated. It would be very kind of you to implement an option to at least disable specific vertex / pixel shader by index. At the moment, I can play games using the skip list and it works, but I have to recreate this (identical!) skip list every time I run a game. So all we need is some kind of permanent skip list you can put in the ini file and use with the release DLL.
[/quote]
[quote name='eqzitara' date='15 February 2012 - 07:56 PM' timestamp='1329335786' post='1369919']
Mass Effect 3 Demo
...
"Hard way"(not recommended because crcs keep changing, I hope its a glitch just for demo)
The game uses multiple shaders of the same crc. So unfortunately normal fix method doesnt work.
...
Now you need to open mass effect 3 start playing a game and once you are able to control your character disable the following Vortex Shaders
136,148,149,152,183(write it down/print)These codes may not work but they should all be in that area.
[/quote]
Sounds to me that similar issues with changing CRC32s we observed with iZ3D now also appear using 3DVision? And in these cases the index # for the problematic shaders seems to be constant, too. So I guess that the skip list suggested by hypercone also could be usefull for 3DVision users...?
[quote name='hypercone' date='14 February 2012 - 03:43 PM' timestamp='1329234203' post='1369381']
I am also an iz3D user and tried the mod with different games. I have the same problem as 3d4dd and Likay: The games have changing CRCs for both vertex- and pixelshader, but, as 3d4dd said earlier, the indices always stay the same, even when iz3D is activated. It would be very kind of you to implement an option to at least disable specific vertex / pixel shader by index. At the moment, I can play games using the skip list and it works, but I have to recreate this (identical!) skip list every time I run a game. So all we need is some kind of permanent skip list you can put in the ini file and use with the release DLL.
[quote name='eqzitara' date='15 February 2012 - 07:56 PM' timestamp='1329335786' post='1369919']
Mass Effect 3 Demo
...
"Hard way"(not recommended because crcs keep changing, I hope its a glitch just for demo)
The game uses multiple shaders of the same crc. So unfortunately normal fix method doesnt work.
...
Now you need to open mass effect 3 start playing a game and once you are able to control your character disable the following Vortex Shaders
136,148,149,152,183(write it down/print)These codes may not work but they should all be in that area.
Sounds to me that similar issues with changing CRC32s we observed with iZ3D now also appear using 3DVision? And in these cases the index # for the problematic shaders seems to be constant, too. So I guess that the skip list suggested by hypercone also could be usefull for 3DVision users...?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Also a wierd bug(only happens sometimes) Game is 2d even with glasses on? It almost appears like glasses eyes are inverted. If you run into it just restart.This bug has nothing to do with the fix.
Update: Have tried this online and it works. Updated shader file.
Also a wierd bug(only happens sometimes) Game is 2d even with glasses on? It almost appears like glasses eyes are inverted. If you run into it just restart.This bug has nothing to do with the fix.
Update: Have tried this online and it works. Updated shader file.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
[u][b]Alice Madness Returns Fix[/b][/u]
V1.1 -
-Fixed rose/menu one eye texture
-Fixed Memories texture fragment (right side)
[attachment=24328:AliceV1.1.zip]
I will attach some pics from 3D Vision Live in a sec, enjoy!!!
3D Vision Live is being slow to process, but here's a pic to give you an idea what to expect:
[attachment=24309:alicemadnessreturns05_50.jps]
3D Vision Live Gallery now online:
http://photos.3dvisionlive.com/chizow/album/4f3c7f85378501e56e000004/
Alice Madness Returns Fix
V1.1 -
-Fixed rose/menu one eye texture
-Fixed Memories texture fragment (right side)
[attachment=24328:AliceV1.1.zip]
I will attach some pics from 3D Vision Live in a sec, enjoy!!!
3D Vision Live is being slow to process, but here's a pic to give you an idea what to expect:
[attachment=24309:alicemadnessreturns05_50.jps]
3D Vision Live Gallery now online:
http://photos.3dvisionlive.com/chizow/album/4f3c7f85378501e56e000004/
-=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
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
this:
*mov o3, r3
should be this:
*mov o4, r3
this:
*mov o3, r3
should be this:
*mov o4, r3
-=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
Thanks, Alice is one of my favs in 3D Vision so it was definitely one I wanted to try to improve for all to enjoy.
What are you trying to move? Something thats already 3D? Also you already have r3 in the original code so you may need to change a different var for your custom code. That's why I was saying its hard to tell without seeing the clean code and exactly what you changed. Personally for a new game I try to start on the easiest shader, see if I get results, then try to tackle the harder shaders since this is all very new to me still, but its starting to make a lot more sense. I did spend about an hour reading through the GPU Gems article HeliX linked in his tutorial and while it won't give you specific code fixes, it will help you to understand things more conceptually, like the idea of transformations.
Also if you don't mind updating the Skyrim link on your wikipage to this, sorry I had to remake the mod page because comments were disabled on the original: http://skyrim.nexusmods.com/downloads/file.php?id=9718
Thanks, Alice is one of my favs in 3D Vision so it was definitely one I wanted to try to improve for all to enjoy.
What are you trying to move? Something thats already 3D? Also you already have r3 in the original code so you may need to change a different var for your custom code. That's why I was saying its hard to tell without seeing the clean code and exactly what you changed. Personally for a new game I try to start on the easiest shader, see if I get results, then try to tackle the harder shaders since this is all very new to me still, but its starting to make a lot more sense. I did spend about an hour reading through the GPU Gems article HeliX linked in his tutorial and while it won't give you specific code fixes, it will help you to understand things more conceptually, like the idea of transformations.
Also if you don't mind updating the Skyrim link on your wikipage to this, sorry I had to remake the mod page because comments were disabled on the original: http://skyrim.nexusmods.com/downloads/file.php?id=9718
-=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
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I've just got a question - is there no way (and this is not only for Alice, but other titles as well) to separate the hud structure, so that the UI can have a negative convergence(pop-out) and crosshair or dialogue (Skyrim) can have positive convergence. I must confess that I haven't had the time to sit down and read Helix' guide and try things on my own, not to mention that I had forgotten what a visual boost 1080p SBS gives over 720p frame-packed (had to use iz3d for Dear Esther) and am now kind of sad we have to settle with hd-ready when using 3dtv play.
I've just got a question - is there no way (and this is not only for Alice, but other titles as well) to separate the hud structure, so that the UI can have a negative convergence(pop-out) and crosshair or dialogue (Skyrim) can have positive convergence. I must confess that I haven't had the time to sit down and read Helix' guide and try things on my own, not to mention that I had forgotten what a visual boost 1080p SBS gives over 720p frame-packed (had to use iz3d for Dear Esther) and am now kind of sad we have to settle with hd-ready when using 3dtv play.
http://helixmod.blogspot.com/
Yes I tried this as well, it needs a more talented hand to move the individual shaders or at least, have them use the same matrix values. I think DDD has a built-in tool to accomplish this with the row major function. The problem with Space Marines appear to be this:
1) single images are a composite of multiple shader passes that all use different depth values, so when you increase separation in 3D, they split at different values.
2) blanking individual shaders is limited in success but also results in your objects becoming more and more transparent as they don't have all the composited layers to create the image.
So in order to fix this game, I think someone would need to either correct the shaders or combine them so they all draw using the same relative values. I don't have the skill to do this, but I'm pretty sure Helix does. I think he did some of this already with his Dead Space fixes looking over his code.
Having said all that, this game was a huge disappointment for me overall, so I'm not even sure its worth fixing.
[/quote]
Thanks a lot for your clarifying, now I understand the problem better at least. Unfortunately I don't have the skill to solve this problems too, I've got only some basic knowledge of 3d in opengl and I've not studied shaders yet.
I agree with you that this game is so bad, but I'd give it another chance if it was playable in 3d :)
Yes I tried this as well, it needs a more talented hand to move the individual shaders or at least, have them use the same matrix values. I think DDD has a built-in tool to accomplish this with the row major function. The problem with Space Marines appear to be this:
1) single images are a composite of multiple shader passes that all use different depth values, so when you increase separation in 3D, they split at different values.
2) blanking individual shaders is limited in success but also results in your objects becoming more and more transparent as they don't have all the composited layers to create the image.
So in order to fix this game, I think someone would need to either correct the shaders or combine them so they all draw using the same relative values. I don't have the skill to do this, but I'm pretty sure Helix does. I think he did some of this already with his Dead Space fixes looking over his code.
Having said all that, this game was a huge disappointment for me overall, so I'm not even sure its worth fixing.
Thanks a lot for your clarifying, now I understand the problem better at least. Unfortunately I don't have the skill to solve this problems too, I've got only some basic knowledge of 3d in opengl and I've not studied shaders yet.
I agree with you that this game is so bad, but I'd give it another chance if it was playable in 3d :)
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Great work on Alice, chiz.
I've just got a question - is there no way (and this is not only for Alice, but other titles as well) to separate the hud structure, so that the UI can have a negative convergence(pop-out) and crosshair or dialogue (Skyrim) can have positive convergence. I must confess that I haven't had the time to sit down and read Helix' guide and try things on my own, not to mention that I had forgotten what a visual boost 1080p SBS gives over 720p frame-packed (had to use iz3d for Dear Esther) and am now kind of sad we have to settle with hd-ready when using 3dtv play.
[/quote]
Sorry there's no way that I know of to change these settings individually as most of the time these UI elements are drawn with the same shader. Its good and bad of course because it greatly simplifies the process of ID'ing shaders and fixing them as one shader can be multiple HUD elements. There's also inter-shader dependencies that prevent you from drawing one shader at one depth and another at another depth, because they may overlay to create a single composite image, like the fill textures under the HP bar for example.
As for 720p FP vs. 1080 SBS, let's hope that's what Andrew has been so busy on amongst other things. Optimized for GeForce allows 1080 SBS right now on products that support that logo program, so there is hope on the horizon. My bet is they are going to bundle it with the new 300+ series drivers and/or Kepler, so we shouldn't have to wait too much longer.
Great work on Alice, chiz.
I've just got a question - is there no way (and this is not only for Alice, but other titles as well) to separate the hud structure, so that the UI can have a negative convergence(pop-out) and crosshair or dialogue (Skyrim) can have positive convergence. I must confess that I haven't had the time to sit down and read Helix' guide and try things on my own, not to mention that I had forgotten what a visual boost 1080p SBS gives over 720p frame-packed (had to use iz3d for Dear Esther) and am now kind of sad we have to settle with hd-ready when using 3dtv play.
Sorry there's no way that I know of to change these settings individually as most of the time these UI elements are drawn with the same shader. Its good and bad of course because it greatly simplifies the process of ID'ing shaders and fixing them as one shader can be multiple HUD elements. There's also inter-shader dependencies that prevent you from drawing one shader at one depth and another at another depth, because they may overlay to create a single composite image, like the fill textures under the HP bar for example.
As for 720p FP vs. 1080 SBS, let's hope that's what Andrew has been so busy on amongst other things. Optimized for GeForce allows 1080 SBS right now on products that support that logo program, so there is hope on the horizon. My bet is they are going to bundle it with the new 300+ series drivers and/or Kepler, so we shouldn't have to wait too much longer.
-=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
Thanks a lot for your clarifying, now I understand the problem better at least. Unfortunately I don't have the skill to solve this problems too, I've got only some basic knowledge of 3d in opengl and I've not studied shaders yet.
I agree with you that this game is so bad, but I'd give it another chance if it was playable in 3d :)
[/quote]
Yep np, if you are really bored I can attach the shaders I tagged and you can poke around with them.
[quote name='mallygees' date='16 February 2012 - 07:54 AM' timestamp='1329396840' post='1370260']
Can someone please help me. I cannot get any of the dll's to work. I tried both mass effect 3 demo and Kingdoms of Amalur. Everyone seems to be making this work with no problem but I am getting no effect whatsoever from the fixes. Both games are on Origin. I updated to the new beta drivers. I'm also running Windows 7 64 bit. I would really appreciate some help since I can't play either of these games in 3d at all.
[/quote]
Hi can you make sure:
1) The d3d9.dll and shaderoverride appear in your KoA directory wherever you installed Origin, should be :\\Origin Games\Kingdoms of Amalur
2) Make sure to disable AfterBurner/Precision overlay, or use the modified d3d9 library function in the rivatuner statistic server menu.
Thanks a lot for your clarifying, now I understand the problem better at least. Unfortunately I don't have the skill to solve this problems too, I've got only some basic knowledge of 3d in opengl and I've not studied shaders yet.
I agree with you that this game is so bad, but I'd give it another chance if it was playable in 3d :)
Yep np, if you are really bored I can attach the shaders I tagged and you can poke around with them.
[quote name='mallygees' date='16 February 2012 - 07:54 AM' timestamp='1329396840' post='1370260']
Can someone please help me. I cannot get any of the dll's to work. I tried both mass effect 3 demo and Kingdoms of Amalur. Everyone seems to be making this work with no problem but I am getting no effect whatsoever from the fixes. Both games are on Origin. I updated to the new beta drivers. I'm also running Windows 7 64 bit. I would really appreciate some help since I can't play either of these games in 3d at all.
Hi can you make sure:
1) The d3d9.dll and shaderoverride appear in your KoA directory wherever you installed Origin, should be :\\Origin Games\Kingdoms of Amalur
2) Make sure to disable AfterBurner/Precision overlay, or use the modified d3d9 library function in the rivatuner statistic server menu.
-=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 am also an iz3D user and tried the mod with different games. I have the same problem as 3d4dd and Likay: The games have changing CRCs for both vertex- and pixelshader, but, as 3d4dd said earlier, the indices always stay the same, even when iz3D is activated. It would be very kind of you to implement an option to at least disable specific vertex / pixel shader by index. At the moment, I can play games using the skip list and it works, but I have to recreate this (identical!) skip list every time I run a game. So all we need is some kind of permanent skip list you can put in the ini file and use with the release DLL.
[/quote]
[quote name='eqzitara' date='15 February 2012 - 07:56 PM' timestamp='1329335786' post='1369919']
Mass Effect 3 Demo
...
"Hard way"(not recommended because crcs keep changing, I hope its a glitch just for demo)
The game uses multiple shaders of the same crc. So unfortunately normal fix method doesnt work.
...
Now you need to open mass effect 3 start playing a game and once you are able to control your character disable the following Vortex Shaders
136,148,149,152,183(write it down/print)These codes may not work but they should all be in that area.
[/quote]
Sounds to me that similar issues with changing CRC32s we observed with iZ3D now also appear using 3DVision? And in these cases the index # for the problematic shaders seems to be constant, too. So I guess that the skip list suggested by hypercone also could be usefull for 3DVision users...?
I am also an iz3D user and tried the mod with different games. I have the same problem as 3d4dd and Likay: The games have changing CRCs for both vertex- and pixelshader, but, as 3d4dd said earlier, the indices always stay the same, even when iz3D is activated. It would be very kind of you to implement an option to at least disable specific vertex / pixel shader by index. At the moment, I can play games using the skip list and it works, but I have to recreate this (identical!) skip list every time I run a game. So all we need is some kind of permanent skip list you can put in the ini file and use with the release DLL.
[quote name='eqzitara' date='15 February 2012 - 07:56 PM' timestamp='1329335786' post='1369919']
Mass Effect 3 Demo
...
"Hard way"(not recommended because crcs keep changing, I hope its a glitch just for demo)
The game uses multiple shaders of the same crc. So unfortunately normal fix method doesnt work.
...
Now you need to open mass effect 3 start playing a game and once you are able to control your character disable the following Vortex Shaders
136,148,149,152,183(write it down/print)These codes may not work but they should all be in that area.
Sounds to me that similar issues with changing CRC32s we observed with iZ3D now also appear using 3DVision? And in these cases the index # for the problematic shaders seems to be constant, too. So I guess that the skip list suggested by hypercone also could be usefull for 3DVision users...?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Log into origin. Go into settings. Disable origin in game.
Origin causes the fixes to break.
Log into origin. Go into settings. Disable origin in game.
Origin causes the fixes to break.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918