Assassin's Creed 3 - real 3D game fix, beta release
  5 / 10    
[quote="Zappologist"]Hi Mike, Thanks for the reply. I tried to search the shader but it does not seem to work. With the little information you provided, I modified the following, in file d3dx.ini, from 0 to 1: [Logging] calls=1 input=1 debug=1 force_cpu_affinity=1 [Hunting] hunting=1 Started the game, it's slow but that's probably normal. But pressing num keys to hunt shaders does not seem to disable any. Please let me know if I need to toggle other lines from 0 to 1, or what I may be doing wrong. I'm ready to help. Thanks. EDIT - You mentioned "debugging" as well, just noticed that line. Will switch to 1 and try again, maybe that's what was missing. EDIT2 - Still nothing. Either I'm doing something wrong, or there are thousands of little shaders with very subtle appearance and I don't really see any disappearing.[/quote] Hi - that should have done it. Sorry my message earlier was really rushed, but you did all the right things. I'll send a PM later.
Zappologist said:Hi Mike,
Thanks for the reply.
I tried to search the shader but it does not seem to work.
With the little information you provided, I modified the following, in file d3dx.ini, from 0 to 1:
[Logging]
calls=1
input=1
debug=1
force_cpu_affinity=1
[Hunting]
hunting=1

Started the game, it's slow but that's probably normal. But pressing num keys to hunt shaders does not seem to disable any. Please let me know if I need to toggle other lines from 0 to 1, or what I may be doing wrong. I'm ready to help. Thanks.

EDIT - You mentioned "debugging" as well, just noticed that line. Will switch to 1 and try again, maybe that's what was missing.
EDIT2 - Still nothing. Either I'm doing something wrong, or there are thousands of little shaders with very subtle appearance and I don't really see any disappearing.


Hi - that should have done it. Sorry my message earlier was really rushed, but you did all the right things. I'll send a PM later.

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#61
Posted 04/16/2014 10:21 PM   
I'm on win 8.1 here and it doesn't crash for me, I can get into the game, but it doesn't look like it is replacing any shaders, as everything still looks broken to me. I'm running the newest beta drivers BTW, and compatibility mode works but when I toggle it off, all shadows are still broken. Any suggestions?
I'm on win 8.1 here and it doesn't crash for me, I can get into the game, but it doesn't look like it is replacing any shaders, as everything still looks broken to me. I'm running the newest beta drivers BTW, and compatibility mode works but when I toggle it off, all shadows are still broken. Any suggestions?

#62
Posted 04/16/2014 11:00 PM   
Wow. Excellent job, guys! A really impressive community effort. I feel the 3Dvision door has opened a crack and the hopeful light* of a new dawn has suddenly come through! Very exciting. *(correctly stereoscopically rendered godrays, of course)
Wow. Excellent job, guys! A really impressive community effort. I feel the 3Dvision door has opened a crack and the hopeful light* of a new dawn has suddenly come through! Very exciting.



*(correctly stereoscopically rendered godrays, of course)

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#63
Posted 04/17/2014 01:08 AM   
Thanks for all the kind words. It's been [i]really [/i]fun working with Mike to get this out the door. [quote="mindw0rk"]Just checked this out. And wow, game looks perfect. Thumbs up! Any hope we see same result with AC4 and Alan Wake?[/quote]Please don't hold your breath on AC4. As Mike noted earlier it's definitely the next on the list, and #2 on the Wishlist. There is currently a bug in 3Dmigoto that keeps us from being able to hunt shaders in AC4. I'm working as hard as I can, but this stuff is seriously mind breakingly hard.
Thanks for all the kind words. It's been really fun working with Mike to get this out the door.


mindw0rk said:Just checked this out. And wow, game looks perfect. Thumbs up!
Any hope we see same result with AC4 and Alan Wake?
Please don't hold your breath on AC4. As Mike noted earlier it's definitely the next on the list, and #2 on the Wishlist.

There is currently a bug in 3Dmigoto that keeps us from being able to hunt shaders in AC4.

I'm working as hard as I can, but this stuff is seriously mind breakingly hard.

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#64
Posted 04/17/2014 02:48 AM   
[quote="Zappologist"]Hi Mike, Thanks for the reply. I tried to search the shader but it does not seem to work. With the little information you provided, I modified the following, in file d3dx.ini, from 0 to 1: [Logging] calls=1 input=1 debug=1 force_cpu_affinity=1 [Hunting] hunting=1 Started the game, it's slow but that's probably normal. But pressing num keys to hunt shaders does not seem to disable any. Please let me know if I need to toggle other lines from 0 to 1, or what I may be doing wrong. I'm ready to help. Thanks. EDIT - You mentioned "debugging" as well, just noticed that line. Will switch to 1 and try again, maybe that's what was missing. EDIT2 - Still nothing. Either I'm doing something wrong, or there are thousands of little shaders with very subtle appearance and I don't really see any disappearing.[/quote]No, that should work. There should only be about 100 shaders for any given scene, so cycling through them should be fast. They are dramatically different, you'll see big stuff disappear. What language do you run? If your computer uses anything other than English, you'll also need to change the keys settings in the .ini file. [url]https://github.com/bo3b/3Dmigoto/wiki/Switching-to-keyboard-for-shader-hunting#if-you-are-using-a-localized-system-you-will-want-to-change-the-names-in-the-text-to-match-your-language-in-spanish-for-example-you-need[/url] It's presently set up to use the numeric keypad for hunting. If you look at the first part of d3d11_log.txt, you can see what it thinks is going to used for hunting, and what might be happening. You can also set the line for debug=0, to make it faster, as verbose debug is not needed here.
Zappologist said:Hi Mike,
Thanks for the reply.
I tried to search the shader but it does not seem to work.
With the little information you provided, I modified the following, in file d3dx.ini, from 0 to 1:
[Logging]
calls=1
input=1
debug=1
force_cpu_affinity=1
[Hunting]
hunting=1

Started the game, it's slow but that's probably normal. But pressing num keys to hunt shaders does not seem to disable any. Please let me know if I need to toggle other lines from 0 to 1, or what I may be doing wrong. I'm ready to help. Thanks.

EDIT - You mentioned "debugging" as well, just noticed that line. Will switch to 1 and try again, maybe that's what was missing.
EDIT2 - Still nothing. Either I'm doing something wrong, or there are thousands of little shaders with very subtle appearance and I don't really see any disappearing.
No, that should work. There should only be about 100 shaders for any given scene, so cycling through them should be fast. They are dramatically different, you'll see big stuff disappear.

What language do you run? If your computer uses anything other than English, you'll also need to change the keys settings in the .ini file.

https://github.com/bo3b/3Dmigoto/wiki/Switching-to-keyboard-for-shader-hunting#if-you-are-using-a-localized-system-you-will-want-to-change-the-names-in-the-text-to-match-your-language-in-spanish-for-example-you-need

It's presently set up to use the numeric keypad for hunting. If you look at the first part of d3d11_log.txt, you can see what it thinks is going to used for hunting, and what might be happening.

You can also set the line for debug=0, to make it faster, as verbose debug is not needed here.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Latest 3Dmigoto Release
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#65
Posted 04/17/2014 02:55 AM   
[quote="Wozman420"]I'm on win 8.1 here and it doesn't crash for me, I can get into the game, but it doesn't look like it is replacing any shaders, as everything still looks broken to me. I'm running the newest beta drivers BTW, and compatibility mode works but when I toggle it off, all shadows are still broken. Any suggestions?[/quote]It sounds like 3Dmigoto itself is not loading, and hence the shaders are not fixed. Might be a different variant of the bad API problem. Set the .ini file to enable logging by setting the calls=1 and debug=1 at the top, then try launching again. That should generate a set of log files. Let me know what you see, or send them to me at <3Dmigoto@bo3b.net>.
Wozman420 said:I'm on win 8.1 here and it doesn't crash for me, I can get into the game, but it doesn't look like it is replacing any shaders, as everything still looks broken to me. I'm running the newest beta drivers BTW, and compatibility mode works but when I toggle it off, all shadows are still broken. Any suggestions?
It sounds like 3Dmigoto itself is not loading, and hence the shaders are not fixed. Might be a different variant of the bad API problem.

Set the .ini file to enable logging by setting the calls=1 and debug=1 at the top, then try launching again. That should generate a set of log files. Let me know what you see, or send them to me at <3Dmigoto@bo3b.net>.

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

#66
Posted 04/17/2014 02:58 AM   
This silliness must stop :-)) My wife saw me hunched over my keyboard doing silly stuff and when I told her what I was doing she said "Ok hun, you go hump some shaders, sure..." I said I was "hunting" them , Jeez! Anyway, thanks Mike and Bob for the tips. It was the language indeed, but since my Win7 is in English I did not know what I had to change. So in "Region and Language" I changed Formats, Location, Keyboards and in Administrative tab I changed System Locale to be sure (which required rebooting) - all to English US. This was the only thing that made the debug work. All my previous attempts to change the keys to their French version (like "2 (NUM VER.)" instead of "2") or to change the input to "Clavier" instead of "Keyboard" failed miserably. The problem I have now is that I cannot for the life of me see where the market shader is, in the 1.5mb d3d11_log.txt file that was created. The file seems to contain all the repaired shaders, loaded then deleted probably as the game closes. It's very long and it's not clear where the section with the user input is. If you can explain, I will single out the marked shader and list it here. Otherwise I might have to upload the file somewhere, but got no account with a file storage service, so I would appreciate if you can suggest any, preferably without a login required. I can also send it via email from my hotmail account if you prefer, after zipping it. Thanks
This silliness must stop :-))
My wife saw me hunched over my keyboard doing silly stuff and when I told her what I was doing she said "Ok hun, you go hump some shaders, sure..."
I said I was "hunting" them , Jeez!

Anyway, thanks Mike and Bob for the tips. It was the language indeed, but since my Win7 is in English I did not know what I had to change. So in "Region and Language" I changed Formats, Location, Keyboards and in Administrative tab I changed System Locale to be sure (which required rebooting) - all to English US. This was the only thing that made the debug work.

All my previous attempts to change the keys to their French version (like "2 (NUM VER.)" instead of "2") or to change the input to "Clavier" instead of "Keyboard" failed miserably.

The problem I have now is that I cannot for the life of me see where the market shader is, in the 1.5mb d3d11_log.txt file that was created. The file seems to contain all the repaired shaders, loaded then deleted probably as the game closes. It's very long and it's not clear where the section with the user input is.
If you can explain, I will single out the marked shader and list it here. Otherwise I might have to upload the file somewhere, but got no account with a file storage service, so I would appreciate if you can suggest any, preferably without a login required. I can also send it via email from my hotmail account if you prefer, after zipping it.
Thanks

#67
Posted 04/17/2014 05:30 AM   
Great! Thanks for doing the humping. :-> The keyboard stuff can be worked out no need to play 20 questions for the names. The top of the .ini will say what all keys it thinks it has, and what their names are to it. We just need to match what it's looking for in the .ini file. But since you have it working at the moment, we'll worry about that later. Search in the d3d11_log.txt for "shader marked". That will get you directly to the spot where you marked a shader using the Num3 or Num6 keys. It looks like: [code]> traversing to next vertex shader #81. Number of vertex shaders in frame: 83 > traversing to next vertex shader #82. Number of vertex shaders in frame: 83 > traversing to previous vertex shader #81. Number of vertex shaders in frame: 83 > traversing to next vertex shader #82. Number of vertex shaders in frame: 83 > traversing to previous vertex shader #81. Number of vertex shaders in frame: 83 >>>> Vertex shader marked: vertex shader hash = fbfbe8748dd9680d visited pixel shader hash = 56069df6386ece1e visited pixel shader hash = 860315cf8a6e7d26 visited pixel shader hash = de7bc5c9c291101c visited index buffer hash = a282d9f34825e92e > traversing to previous vertex shader #80. Number of vertex shaders in frame: 83 > last pixel shader lost. traversing to next pixel shader #1. Number of pixel shaders in frame: 80 > traversing to next pixel shader #2. Number of pixel shaders in frame: 80 [/code] The magic hash = numbers are the part that Mike needs to be able to find the HLSL code for it. If you don't have a section like that, then the mark operation itself did not work for some reason. Lastly, you can always send a PM to Mike and attach the log file. Rename it with .jpg at the end, and the forum will let you upload it. Or email it to me at <3Dmigoto@bo3b.net> and I'll make sure Mike gets it.
Great! Thanks for doing the humping. :->

The keyboard stuff can be worked out no need to play 20 questions for the names. The top of the .ini will say what all keys it thinks it has, and what their names are to it. We just need to match what it's looking for in the .ini file. But since you have it working at the moment, we'll worry about that later.

Search in the d3d11_log.txt for "shader marked". That will get you directly to the spot where you marked a shader using the Num3 or Num6 keys.

It looks like:

> traversing to next vertex shader #81. Number of vertex shaders in frame: 83
> traversing to next vertex shader #82. Number of vertex shaders in frame: 83
> traversing to previous vertex shader #81. Number of vertex shaders in frame: 83
> traversing to next vertex shader #82. Number of vertex shaders in frame: 83
> traversing to previous vertex shader #81. Number of vertex shaders in frame: 83
>>>> Vertex shader marked: vertex shader hash = fbfbe8748dd9680d
visited pixel shader hash = 56069df6386ece1e
visited pixel shader hash = 860315cf8a6e7d26
visited pixel shader hash = de7bc5c9c291101c
visited index buffer hash = a282d9f34825e92e
> traversing to previous vertex shader #80. Number of vertex shaders in frame: 83
> last pixel shader lost. traversing to next pixel shader #1. Number of pixel shaders in frame: 80
> traversing to next pixel shader #2. Number of pixel shaders in frame: 80


The magic hash = numbers are the part that Mike needs to be able to find the HLSL code for it.


If you don't have a section like that, then the mark operation itself did not work for some reason.

Lastly, you can always send a PM to Mike and attach the log file. Rename it with .jpg at the end, and the forum will let you upload it. Or email it to me at <3Dmigoto@bo3b.net> and I'll make sure Mike gets it.

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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#68
Posted 04/17/2014 07:01 AM   
Thanks Bob I had search the log with the word "mark" before posting, but nothing was found for some reason. >>>> Pixel shader marked: pixel shader hash = [b]2db2b5f9eab68a80[/b] It seems to only affect that rogue weapon shadow from what I saw. Thank you again guys for your awesome effort.
Thanks Bob
I had search the log with the word "mark" before posting, but nothing was found for some reason.

>>>> Pixel shader marked: pixel shader hash = 2db2b5f9eab68a80
It seems to only affect that rogue weapon shadow from what I saw.

Thank you again guys for your awesome effort.

#69
Posted 04/17/2014 07:00 AM   
Forgot to say that this shader seems so unimportant in the context of the game, that instead of putting it at correct depth you might as well disable it, and nobody would know. Don't waste precious time on this. Good luck with AC4 fix, and enjoy your Easter holidays guys.
Forgot to say that this shader seems so unimportant in the context of the game, that instead of putting it at correct depth you might as well disable it, and nobody would know.
Don't waste precious time on this.
Good luck with AC4 fix, and enjoy your Easter holidays guys.

#70
Posted 04/17/2014 09:22 AM   
[quote="Zappologist"]Forgot to say that this shader seems so unimportant in the context of the game, that instead of putting it at correct depth you might as well disable it, and nobody would know. Don't waste precious time on this. Good luck with AC4 fix[/quote] I'm very much in agreement with Zappologist here. I regret to say I saw a rogue candle light for a few moments in a cutscene today, but I had gotten so used to the fix being perfect that I didn't have my keyboard handy to take a screenshot! In my opinion, the fix is at 99%, and I would rather you guys either work on new games or take a break than fix a few fleeting issues. That said, I appreciate the information here about how to configure 3Dmigoto to track down shaders. That's something I think I can learn to do well. If I can be of help in future projects, I'd be happy to hump some shaders.
Zappologist said:Forgot to say that this shader seems so unimportant in the context of the game, that instead of putting it at correct depth you might as well disable it, and nobody would know.
Don't waste precious time on this.
Good luck with AC4 fix


I'm very much in agreement with Zappologist here. I regret to say I saw a rogue candle light for a few moments in a cutscene today, but I had gotten so used to the fix being perfect that I didn't have my keyboard handy to take a screenshot! In my opinion, the fix is at 99%, and I would rather you guys either work on new games or take a break than fix a few fleeting issues.

That said, I appreciate the information here about how to configure 3Dmigoto to track down shaders. That's something I think I can learn to do well. If I can be of help in future projects, I'd be happy to hump some shaders.

#71
Posted 04/17/2014 12:46 PM   
Hi, Just tried on Win7. Works great, but I can't deactivate the halo with Ctrl Alt F11. I have a german Windows version, is it possible that different keys are assigned to the compatibility mode feature? Does someone know how to deactivate the halo from you get with the new drivers if Ctrl Alt F11 does not work? Thanks a lot
Hi,
Just tried on Win7. Works great, but I can't deactivate the halo with Ctrl Alt F11. I have a german Windows version, is it possible that different keys are assigned to the compatibility mode feature?
Does someone know how to deactivate the halo from you get with the new drivers if Ctrl Alt F11 does not work?
Thanks a lot

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#72
Posted 04/17/2014 09:02 PM   
Reggaeroman, did you also remove the AC3 exe file association from the games's profile in the Nvidia Inspector, as recommended previously by DHR? Depending on driver version, that fake 3D toggle might not work, but removing the file from profile prevents teh fake 3D from triggereing at all for the game, I think.
Reggaeroman, did you also remove the AC3 exe file association from the games's profile in the Nvidia Inspector, as recommended previously by DHR?
Depending on driver version, that fake 3D toggle might not work, but removing the file from profile prevents teh fake 3D from triggereing at all for the game, I think.

#73
Posted 04/17/2014 09:35 PM   
@zappoligst I dont recommend that due to sli. [quote="Reggaeroman"]Hi, Just tried on Win7. Works great, but I can't deactivate the halo with Ctrl Alt F11. I have a german Windows version, is it possible that different keys are assigned to the compatibility mode feature? Does someone know how to deactivate the halo from you get with the new drivers if Ctrl Alt F11 does not work? Thanks a lot[/quote] Just download a driver 332.21 or older.
@zappoligst
I dont recommend that due to sli.

Reggaeroman said:Hi,
Just tried on Win7. Works great, but I can't deactivate the halo with Ctrl Alt F11. I have a german Windows version, is it possible that different keys are assigned to the compatibility mode feature?
Does someone know how to deactivate the halo from you get with the new drivers if Ctrl Alt F11 does not work?
Thanks a lot


Just download a driver 332.21 or older.

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If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#74
Posted 04/17/2014 09:55 PM   
Thanks for correcting me, Eqzitara, I had forgotten that DHR's advice for +- 20% frame rate improvement was maybe for non-SLI. The strange thing is that after removing the AC3SP.exe from teh Assassin's Creed 3 profile in Nvidia Inspector, there is now still a profile entry in Inspector (and in the standard Nvidia Control Panel) associated with this file, called "AC3SP". They both seem to have some specifications related to SLI. Is there a small program which can show both card's putput in real time, to check if SLI is active? I normally use GPU-Z, but it does not show the cards side by side, so it's a little annoying to toggle and read card use. Thanks
Thanks for correcting me, Eqzitara, I had forgotten that DHR's advice for +- 20% frame rate improvement was maybe for non-SLI.
The strange thing is that after removing the AC3SP.exe from teh Assassin's Creed 3 profile in Nvidia Inspector, there is now still a profile entry in Inspector (and in the standard Nvidia Control Panel) associated with this file, called "AC3SP".
They both seem to have some specifications related to SLI.

Is there a small program which can show both card's putput in real time, to check if SLI is active? I normally use GPU-Z, but it does not show the cards side by side, so it's a little annoying to toggle and read card use.

Thanks

#75
Posted 04/18/2014 07:10 AM   
  5 / 10    
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