I used lefunste fix for Rise of Flight, but I had to change the CRCs as they were different for each of the shaders on my setup. I figured it was probably because I was running SLI. Now I have moved to a single GTX 1080, I noticed I get the same CRCs for shaders in IL2:Battle of Stalingrad as I did when I ran SLI and yet they are different from lefunste 3DVision fix. Its the same/similar engine as Rise of Flight.
I've never had this CRC variance between my machine and a 3DVision fix for any other games. Any clues as to why there might be such variance. Its very hard to match the shader fixes to my CRCs with IL2:BOS. (It was a lot easier with ROF).
I used lefunste fix for Rise of Flight, but I had to change the CRCs as they were different for each of the shaders on my setup. I figured it was probably because I was running SLI. Now I have moved to a single GTX 1080, I noticed I get the same CRCs for shaders in IL2:Battle of Stalingrad as I did when I ran SLI and yet they are different from lefunste 3DVision fix. Its the same/similar engine as Rise of Flight.
I've never had this CRC variance between my machine and a 3DVision fix for any other games. Any clues as to why there might be such variance. Its very hard to match the shader fixes to my CRCs with IL2:BOS. (It was a lot easier with ROF).
I'm not sure why but my CRC updating script(_uoe.bat/UpdateOverrideEngine) might work in a case like this but the ShaderHacker would need to supply an unedited Shader and both debug/release versions of HelixMod...
Fix:
ShaderSource\*\* <--- Unedited Copies of Fixed Shaders
ShaderOverride\*\* <--- Fixed Shaders
DX9Settings.ini <--- with DumpAll=true
d3d9.dll <--- debug (release in a folder?)
User:
Run Game, Creates Dumps\*
Run _uoe.bat, gets Code/CRCs from ShaderSource, finds Code/CRCs in Dumps\* and Updates them in the ShaderOverride and DX9Settings.ini
The only other thing would be to swap the dll out for the release version, it could be part of the script but honestly no one's shown any interest in using it... *shrug*
[url]https://forums.geforce.com/default/topic/610391/3d-vision/shaderdump2source-updateoverrideengine-updated-05-05-16-/post/4872628/#4872628[/url]
I'm not sure why but my CRC updating script(_uoe.bat/UpdateOverrideEngine) might work in a case like this but the ShaderHacker would need to supply an unedited Shader and both debug/release versions of HelixMod...
Fix:
ShaderSource\*\* <--- Unedited Copies of Fixed Shaders
ShaderOverride\*\* <--- Fixed Shaders
DX9Settings.ini <--- with DumpAll=true
d3d9.dll <--- debug (release in a folder?)
User:
Run Game, Creates Dumps\*
Run _uoe.bat, gets Code/CRCs from ShaderSource, finds Code/CRCs in Dumps\* and Updates them in the ShaderOverride and DX9Settings.ini
The only other thing would be to swap the dll out for the release version, it could be part of the script but honestly no one's shown any interest in using it... *shrug*
I've never had this CRC variance between my machine and a 3DVision fix for any other games. Any clues as to why there might be such variance. Its very hard to match the shader fixes to my CRCs with IL2:BOS. (It was a lot easier with ROF).
Fix:
ShaderSource\*\* <--- Unedited Copies of Fixed Shaders
ShaderOverride\*\* <--- Fixed Shaders
DX9Settings.ini <--- with DumpAll=true
d3d9.dll <--- debug (release in a folder?)
User:
Run Game, Creates Dumps\*
Run _uoe.bat, gets Code/CRCs from ShaderSource, finds Code/CRCs in Dumps\* and Updates them in the ShaderOverride and DX9Settings.ini
The only other thing would be to swap the dll out for the release version, it could be part of the script but honestly no one's shown any interest in using it... *shrug*
https://forums.geforce.com/default/topic/610391/3d-vision/shaderdump2source-updateoverrideengine-updated-05-05-16-/post/4872628/#4872628
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