3Dmigoto now open-source...
  69 / 141    
I can confirm it's fixed the frame analysis issue with Ryse. Unfortunately that game is giving me a whole slew of trouble in other regards, but that's another matter that I won't go into right now. I have another, unrelated question regarding the hooking functionality. Could this be theoretically used/expanded to have compatibility between 3DMigoto and other DX11 wrappers like SweetFX/Reshade? Bo3b previously touched on this subject a while back in another discussion: [url]https://forums.geforce.com/default/topic/898318/3d-vision/-solved-how-to-get-reshade-working-with-3dmigoto-in-alien-isolation-/[/url] (post #8). I tried last night to get a SweetFX/Reshade profile to work alongside 3DMigoto with Dying Light last night, and was having the exact same issue as described in that thread I posted. I read Bo3b's comment about trying Flugan's wrapper which uses hooking, and realized that response was made prior to 3DMigoto imnplementing hooking, so I decided I'd experiment to see if I could get that to work, but had no luck. I tried all different combinations of options for the hook command, but the best I could achieve with it would get 3DMigoto to load via hooking, but the SweetFX profile wouldn't load. Again, should this theoretically even be possible, or is it pretty well a lost cause in any fashion? (and yes, I did try to use the old 3DMigoto 1.0.1, but couldn't even get that to load the game with DHR's fix with that version)
I can confirm it's fixed the frame analysis issue with Ryse. Unfortunately that game is giving me a whole slew of trouble in other regards, but that's another matter that I won't go into right now.

I have another, unrelated question regarding the hooking functionality. Could this be theoretically used/expanded to have compatibility between 3DMigoto and other DX11 wrappers like SweetFX/Reshade? Bo3b previously touched on this subject a while back in another discussion: https://forums.geforce.com/default/topic/898318/3d-vision/-solved-how-to-get-reshade-working-with-3dmigoto-in-alien-isolation-/ (post #8).

I tried last night to get a SweetFX/Reshade profile to work alongside 3DMigoto with Dying Light last night, and was having the exact same issue as described in that thread I posted. I read Bo3b's comment about trying Flugan's wrapper which uses hooking, and realized that response was made prior to 3DMigoto imnplementing hooking, so I decided I'd experiment to see if I could get that to work, but had no luck. I tried all different combinations of options for the hook command, but the best I could achieve with it would get 3DMigoto to load via hooking, but the SweetFX profile wouldn't load.

Again, should this theoretically even be possible, or is it pretty well a lost cause in any fashion? (and yes, I did try to use the old 3DMigoto 1.0.1, but couldn't even get that to load the game with DHR's fix with that version)

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Posted 05/06/2016 10:21 PM   
I'm going to make a (hot)fix for The Secret World (Dx11) with 3Dmigoto-1.2.36. One of the issues is the skybox that is too close and needs to be pushed to more depth. As I have never made a fix for 3Dmigoto before I don't know how to do that :( I tried the method that is used to push the HUD to more depth e.g. in Dark Souls 3. The original VS looks like this: [code]// skybox cbuffer LocalConstants_s : register(b3) { struct { float4x4 WVPMat; float4 TextureOffset; float4 TextureScale; float4 SunDiskProjMat[3]; float4 SunDiskProjOffset; float4 SunRadialGradientProjection[2]; float4 TimeAspectRatio; float4 FogParams; } c : packoffset(c0); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_Position0, float2 v1 : texcoord0, out float4 o0 : SV_Position0, out float3 o1 : texcoord0, out float4 o2 : texcoord1, out float4 o3 : texcoord2, out float4 o4 : texcoord3, out float4 o5 : texcoord4) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; r0.x = dot(v0.xyzw, c.WVPMat._m00_m10_m20_m30); r0.y = dot(v0.xyzw, c.WVPMat._m01_m11_m21_m31); r0.z = dot(v0.xyzw, c.WVPMat._m03_m13_m23_m33); o0.xyzw = float4(9999.90039,9999.90039,9999.90039,9999.90039) * r0.xyzz; r0.w = v1.y; r1.xy = c.TextureOffset.xy + v1.xx; r0.xy = c.TextureScale.xy * r1.xy; r1.x = dot(v0.xyz, v0.xyz); r1.x = rsqrt(r1.x); r0.z = v0.y * r1.x; r1.x = -v0.y * r1.x + 1; r1.x = log2(r1.x); r1.x = 10 * r1.x; r1.x = exp2(r1.x); o1.xyz = r0.xwz; o2.x = r0.y; o2.z = dot(v0.xyzw, c.SunRadialGradientProjection[0].xyzw); o2.w = dot(v0.xyzw, c.SunRadialGradientProjection[1].xyzw); o2.y = v1.y; r0.x = dot(v0.xyzw, c.SunDiskProjMat[0].xyzw); r0.y = dot(v0.xyzw, c.SunDiskProjMat[1].xyzw); o3.xy = r0.xy * c.SunDiskProjOffset.xy + c.SunDiskProjOffset.zw; o3.z = dot(v0.xyzw, c.SunDiskProjMat[2].xyzw); o3.w = 1; r2.x = c.TimeAspectRatio.y * v1.x; r2.yz = v1.yy; o4.xyzw = c.TimeAspectRatio.xxxx * float4(1,1,-1,-1) + r2.xyxy; o5.yz = float2(10,10) * r2.xz; r0.x = log2(r0.z); r0.y = saturate(r0.z * c.FogParams.x + c.FogParams.y); r0.y = 1 + -r0.y; o5.x = c.FogParams.z * r0.y; r0.x = 10 * r0.x; r0.x = exp2(r0.x); r0.x = max(r0.x, r1.x); o5.w = 1 + -r0.x; return; }[/code] I have added the following code after line 77: [code]float4 stereo = StereoParams.Load(0); float4 iniParam = IniParams.Load(0); o0.x += stereo.x * iniParam.x;[/code] and in d3dx.ini [code][Constants] x = 0.3[/code] But whatever value I use for x (0.0-1.0) I can't observe any difference. I tried the same code with the VS for the HUD and also nothing happened. Did I miss a part of the code for depth correction when I tried to transfer the fix from DS3 to my game?
I'm going to make a (hot)fix for The Secret World (Dx11) with 3Dmigoto-1.2.36. One of the issues is the skybox that is too close and needs to be pushed to more depth. As I have never made a fix for 3Dmigoto before I don't know how to do that :( I tried the method that is used to push the HUD to more depth e.g. in Dark Souls 3.
The original VS looks like this:
// skybox

cbuffer LocalConstants_s : register(b3)
{

struct
{
float4x4 WVPMat;
float4 TextureOffset;
float4 TextureScale;
float4 SunDiskProjMat[3];
float4 SunDiskProjOffset;
float4 SunRadialGradientProjection[2];
float4 TimeAspectRatio;
float4 FogParams;
} c : packoffset(c0);

}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : SV_Position0,
float2 v1 : texcoord0,
out float4 o0 : SV_Position0,
out float3 o1 : texcoord0,
out float4 o2 : texcoord1,
out float4 o3 : texcoord2,
out float4 o4 : texcoord3,
out float4 o5 : texcoord4)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

r0.x = dot(v0.xyzw, c.WVPMat._m00_m10_m20_m30);
r0.y = dot(v0.xyzw, c.WVPMat._m01_m11_m21_m31);
r0.z = dot(v0.xyzw, c.WVPMat._m03_m13_m23_m33);
o0.xyzw = float4(9999.90039,9999.90039,9999.90039,9999.90039) * r0.xyzz;
r0.w = v1.y;
r1.xy = c.TextureOffset.xy + v1.xx;
r0.xy = c.TextureScale.xy * r1.xy;
r1.x = dot(v0.xyz, v0.xyz);
r1.x = rsqrt(r1.x);
r0.z = v0.y * r1.x;
r1.x = -v0.y * r1.x + 1;
r1.x = log2(r1.x);
r1.x = 10 * r1.x;
r1.x = exp2(r1.x);
o1.xyz = r0.xwz;
o2.x = r0.y;
o2.z = dot(v0.xyzw, c.SunRadialGradientProjection[0].xyzw);
o2.w = dot(v0.xyzw, c.SunRadialGradientProjection[1].xyzw);
o2.y = v1.y;
r0.x = dot(v0.xyzw, c.SunDiskProjMat[0].xyzw);
r0.y = dot(v0.xyzw, c.SunDiskProjMat[1].xyzw);
o3.xy = r0.xy * c.SunDiskProjOffset.xy + c.SunDiskProjOffset.zw;
o3.z = dot(v0.xyzw, c.SunDiskProjMat[2].xyzw);
o3.w = 1;
r2.x = c.TimeAspectRatio.y * v1.x;
r2.yz = v1.yy;
o4.xyzw = c.TimeAspectRatio.xxxx * float4(1,1,-1,-1) + r2.xyxy;
o5.yz = float2(10,10) * r2.xz;
r0.x = log2(r0.z);
r0.y = saturate(r0.z * c.FogParams.x + c.FogParams.y);
r0.y = 1 + -r0.y;
o5.x = c.FogParams.z * r0.y;
r0.x = 10 * r0.x;
r0.x = exp2(r0.x);
r0.x = max(r0.x, r1.x);
o5.w = 1 + -r0.x;
return;
}

I have added the following code after line 77:
float4 stereo = StereoParams.Load(0);
float4 iniParam = IniParams.Load(0);
o0.x += stereo.x * iniParam.x;

and in d3dx.ini
[Constants]
x = 0.3

But whatever value I use for x (0.0-1.0) I can't observe any difference. I tried the same code with the VS for the HUD and also nothing happened. Did I miss a part of the code for depth correction when I tried to transfer the fix from DS3 to my game?

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 05/07/2016 03:19 PM   
[quote="3d4dd"]But whatever value I use for x (0.0-1.0)I can't observe any difference. I tried the same code with the VS for the HUD and also nothing happened. Did I miss a part of the code for depth correction when I tried to transfer the fix from DS3 to my game? [/quote] You may have to use a bigger value for x. Try 10, 100, 1000 or 10000.
3d4dd said:But whatever value I use for x (0.0-1.0)I can't observe any difference. I tried the same code with the VS for the HUD and also nothing happened. Did I miss a part of the code for depth correction when I tried to transfer the fix from DS3 to my game?


You may have to use a bigger value for x. Try 10, 100, 1000 or 10000.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 05/07/2016 03:38 PM   
Thank You for the hint! 10 works fine. I thought x would be a relative value between 0 and 1 so I didn't try higher values ;)
Thank You for the hint! 10 works fine. I thought x would be a relative value between 0 and 1 so I didn't try higher values ;)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 05/07/2016 03:53 PM   
For skyboxes you usually want to move it to infinity, independent of the separation, convergence and initial depth with this formula: [code] o0.x += stereo.x * stereo.y; [/code] But if it turns out to be a post-processed skybox or something else that might not work and you may need to find an alternate means of adjusting it (such as doing the adjustment earlier, or to a texcoord), or sometimes an alternate formula - if that's the case ask and I'll see if I can dig up some of my old notes.
For skyboxes you usually want to move it to infinity, independent of the separation, convergence and initial depth with this formula:
o0.x += stereo.x * stereo.y;

But if it turns out to be a post-processed skybox or something else that might not work and you may need to find an alternate means of adjusting it (such as doing the adjustment earlier, or to a texcoord), or sometimes an alternate formula - if that's the case ask and I'll see if I can dig up some of my old notes.

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

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Posted 05/08/2016 02:49 AM   
[quote="3d4dd"]I'm going to make a (hot)fix for The Secret World (Dx11) with 3Dmigoto-1.2.36. [/quote] Awesome! The Secret World was one of the first games I bought after "upgrading" to a GTX 650Ti, because it said "3D Vision Ready"...
3d4dd said:I'm going to make a (hot)fix for The Secret World (Dx11) with 3Dmigoto-1.2.36.


Awesome! The Secret World was one of the first games I bought after "upgrading" to a GTX 650Ti, because it said "3D Vision Ready"...

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Display: Acer XB271HUA w/3D Vision 2 Kit

Posted 05/08/2016 04:50 AM   
@DarkStarSword: o0.x += stereo.x * stereo.y offers the best results, thank You! @NVicious: my hotfix is online now. But don't expect too much ;) https://forums.geforce.com/default/topic/935092/3d-vision/the-secret-world-dx11-hotfix/ Indeed it is obvious that TSW originally should support 3D Vision. E.g. the nameplates are not 2D but placed at depth. But they are using quite a strange method: the position of the nameplates is only affected by separation and not by convergence. So they feel a little bit strange. The nameplates also use the identical VS like other 2D HUD elements. But whereas these 2D HUD elements are pushed to depth when changing the VS the depth of the nameplates remains exactly the same...
@DarkStarSword: o0.x += stereo.x * stereo.y offers the best results, thank You!

@NVicious: my hotfix is online now. But don't expect too much ;) https://forums.geforce.com/default/topic/935092/3d-vision/the-secret-world-dx11-hotfix/


Indeed it is obvious that TSW originally should support 3D Vision. E.g. the nameplates are not 2D but placed at depth. But they are using quite a strange method: the position of the nameplates is only affected by separation and not by convergence. So they feel a little bit strange. The nameplates also use the identical VS like other 2D HUD elements. But whereas these 2D HUD elements are pushed to depth when changing the VS the depth of the nameplates remains exactly the same...

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 05/09/2016 07:56 PM   
Hey guys. Thanks to the help of Blacksmith testing my fix for S.T.A.L.K.E.R. Call of Pripyat, he's helped me to track down a particularly nasty conflict with 3DMigoto and that game. With 3DMigoto installed, the game refuses to load into DX11 mode. When you go into the options for the game, it has an option that allows you to select the renderer, and normally it will give you 5 settings in total, 3 of which are separate settings for Enhanced Dynamic Lighting (one each for DX9, DX10, DX11), but with 3DMigoto installed the game doesn't even provide the DX10 and DX11 options, and loads in DX9 as verified by Afterburner. Remove 3DMigoto, and game loads up with DX10/DX11 available. :/ I encountered this issue when I first started trying to fix the game, and was able to resolve it under Windows 7 by uninstalling the 'evil' Windows update KB2670838, however, to this day, I was never able to get it working on Windows 10 because there is no such update. In addition to that, I've also tried all the following things to fix this: -Trying using hooking, and all various options -force_stereo=1 and 0 -get_resolution_from = swap_chain and depth_stencil -automatic_mode=0 and 1 -force_no_nvapi=0 and 1 -use_criticalsection=0 and 1 -I've also disabled the Steam overlay by deleting the appropriate files from the Steam folder. -I've tried reinstalling DX11 runtimes So, with that said, is there anything you guys can think of that have 3DMigoto hooking/wrapping the d3d11 library and cause a game to not be able to load or recognize them? I'm attaching a debug log in case that will help, although I couldn't find anything notable in it (it's not very big). Hope this can get figured out. Log: [url]http://www.mediafire.com/download/0a6nnvz9dp8vqqo/d3d11_log.txt[/url]
Hey guys. Thanks to the help of Blacksmith testing my fix for S.T.A.L.K.E.R. Call of Pripyat, he's helped me to track down a particularly nasty conflict with 3DMigoto and that game. With 3DMigoto installed, the game refuses to load into DX11 mode. When you go into the options for the game, it has an option that allows you to select the renderer, and normally it will give you 5 settings in total, 3 of which are separate settings for Enhanced Dynamic Lighting (one each for DX9, DX10, DX11), but with 3DMigoto installed the game doesn't even provide the DX10 and DX11 options, and loads in DX9 as verified by Afterburner. Remove 3DMigoto, and game loads up with DX10/DX11 available. :/

I encountered this issue when I first started trying to fix the game, and was able to resolve it under Windows 7 by uninstalling the 'evil' Windows update KB2670838, however, to this day, I was never able to get it working on Windows 10 because there is no such update.

In addition to that, I've also tried all the following things to fix this:

-Trying using hooking, and all various options
-force_stereo=1 and 0
-get_resolution_from = swap_chain and depth_stencil
-automatic_mode=0 and 1
-force_no_nvapi=0 and 1
-use_criticalsection=0 and 1
-I've also disabled the Steam overlay by deleting the appropriate files from the Steam folder.
-I've tried reinstalling DX11 runtimes

So, with that said, is there anything you guys can think of that have 3DMigoto hooking/wrapping the d3d11 library and cause a game to not be able to load or recognize them? I'm attaching a debug log in case that will help, although I couldn't find anything notable in it (it's not very big).

Hope this can get figured out.

Log: http://www.mediafire.com/download/0a6nnvz9dp8vqqo/d3d11_log.txt

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

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Posted 05/13/2016 09:31 PM   
It's very likely due to the fact that 3DMigoto rejects any attempts of games to use feature levels it doesn't support to avoid crashes in some games (supporting every possible feature level gets very complicated very quickly). There's now a few games impacted by this though (CoH2 is affected, and Shadows of Mordor looks like it might be as well, but that uses an older version of 3DMigoto that isn't affected), so perhaps it is time to revisit this.
It's very likely due to the fact that 3DMigoto rejects any attempts of games to use feature levels it doesn't support to avoid crashes in some games (supporting every possible feature level gets very complicated very quickly). There's now a few games impacted by this though (CoH2 is affected, and Shadows of Mordor looks like it might be as well, but that uses an older version of 3DMigoto that isn't affected), so perhaps it is time to revisit this.

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

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Posted 05/14/2016 01:53 PM   
Don't know if it's right place to ask, but I'll ask anyway: is there any way to switch between customizable convergence/separation presets, not fixed ones? I mean - adjust conv/sep, save them (ctrl+f7), switch to another preset, adjust conv/sep, save, and then freely switch between to presets. IIRC, d3d9-wrapper was able to do so, but in 3Dmigoto I was only able to switch between hardcoded values or 1 customizable preset and 1 hardcoded. I'm using that [code][KeyToggleView] key = tilde convergence = 1.2 separation = 46 type = toggle[/code] or that [code][KeyCycleView] key = tilde convergence = 7.389518, 1.2 separation = 46, 46 type = cycle[/code]
Don't know if it's right place to ask, but I'll ask anyway: is there any way to switch between customizable convergence/separation presets, not fixed ones?
I mean - adjust conv/sep, save them (ctrl+f7), switch to another preset, adjust conv/sep, save, and then freely switch between to presets. IIRC, d3d9-wrapper was able to do so, but in 3Dmigoto I was only able to switch between hardcoded values or 1 customizable preset and 1 hardcoded.
I'm using that
[KeyToggleView]
key = tilde
convergence = 1.2
separation = 46
type = toggle

or that
[KeyCycleView]
key = tilde
convergence = 7.389518, 1.2
separation = 46, 46
type = cycle

i5-2500k, 16GB RAM, gtx 980, driver version 365.10, win7 x64

Posted 05/14/2016 07:08 PM   
[quote="GreatZar"]Don't know if it's right place to ask, but I'll ask anyway: is there any way to switch between customizable convergence/separation presets, not fixed ones? I mean - adjust conv/sep, save them (ctrl+f7), switch to another preset, adjust conv/sep, save, and then freely switch between to presets. [/quote] Currently no. But what you can do is: 1) In the d3dx.ini file, set "Hunting = 1" 2) Run the game and at the bottom of the screen, you'll see separation & convergence values. 3) Adjust the separation & convergence to your liking & make note of the values. 4) Alt-Tab out of the game and in the d3dx.ini file, enter the new separation & convergence values (under [KeyToggleView] or [KeyCycleView] ) and save the file. 5) Alt-Tab back into the game and press F10 key to reload the d3dx.ini file. Now the tilde key should reflect the new values. 6) When finished, set "Hunting" back to 0.
GreatZar said:Don't know if it's right place to ask, but I'll ask anyway: is there any way to switch between customizable convergence/separation presets, not fixed ones?
I mean - adjust conv/sep, save them (ctrl+f7), switch to another preset, adjust conv/sep, save, and then freely switch between to presets.

Currently no. But what you can do is:

1) In the d3dx.ini file, set "Hunting = 1"
2) Run the game and at the bottom of the screen, you'll see separation & convergence values.
3) Adjust the separation & convergence to your liking & make note of the values.
4) Alt-Tab out of the game and in the d3dx.ini file, enter the new separation & convergence values (under [KeyToggleView] or [KeyCycleView] ) and save the file.
5) Alt-Tab back into the game and press F10 key to reload the d3dx.ini file. Now the tilde key should reflect the new values.
6) When finished, set "Hunting" back to 0.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 05/15/2016 05:24 AM   
Thanks, forgot that hunting mode displays current convergence/separation. By the way, what can possibly fix the game freeze at alt+tab (it happens only in with s3d, with wrapper)? That happens with FFX - the game screen turns bright gray and stop responds to controls (including atlt+f4).
Thanks, forgot that hunting mode displays current convergence/separation.
By the way, what can possibly fix the game freeze at alt+tab (it happens only in with s3d, with wrapper)? That happens with FFX - the game screen turns bright gray and stop responds to controls (including atlt+f4).

i5-2500k, 16GB RAM, gtx 980, driver version 365.10, win7 x64

Posted 05/15/2016 06:18 AM   
It's a bit convoluted, but to Alt-tab out without crashing the game: 1) In the d3dx.ini file, under [Devices], add the line [color="orange"][i]toggle_full_screen = VK_F7[/i][/color] and save. 2) When in-game, press F7 3) Press Alt-Enter to switch to windowed mode. Now you can Alt-Tab out. To get back to the game: 1) Alt-Tab back (or click on the game window). 2) Press F7 3) Then press Alt-Enter to switch back to fullscreen.
It's a bit convoluted, but to Alt-tab out without crashing the game:
1) In the d3dx.ini file, under [Devices], add the line toggle_full_screen = VK_F7 and save.
2) When in-game, press F7
3) Press Alt-Enter to switch to windowed mode. Now you can Alt-Tab out.

To get back to the game:
1) Alt-Tab back (or click on the game window).
2) Press F7
3) Then press Alt-Enter to switch back to fullscreen.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 05/15/2016 08:00 AM   
Thanks again. In my case (FFX) I just needed [i]allow_windowcommands=1[/i] and then press alt+enter (i.e. without F7 trick).
Thanks again. In my case (FFX) I just needed allow_windowcommands=1 and then press alt+enter (i.e. without F7 trick).

i5-2500k, 16GB RAM, gtx 980, driver version 365.10, win7 x64

Posted 05/15/2016 09:39 AM   
Can I set separation to 0 somehow (i.e. disable stereo effect without switching s3d off)? Or at least lower then 1? I think that was possible in dx9 wrapper.
Can I set separation to 0 somehow (i.e. disable stereo effect without switching s3d off)? Or at least lower then 1? I think that was possible in dx9 wrapper.

i5-2500k, 16GB RAM, gtx 980, driver version 365.10, win7 x64

Posted 05/15/2016 11:25 AM   
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