Metal gear solid V: The panthom pain
  8 / 14    
From the example shader DHR provides the behaviour is very strange. I did get some results by disabling shaders. The backend that has worked in so many other titles fails when changing the shader files from the currently limited experience. Doing HLSL had no effect in the example whiich is weird as the original shader is never passed along. Not sure how it would work but the game might have protection against tampering such as what we are attempting to do. I believe it's time to try to get to the bottom of this.
From the example shader DHR provides the behaviour is very strange. I did get some results by disabling shaders. The backend that has worked in so many other titles fails when changing the shader files from the currently limited experience. Doing HLSL had no effect in the example whiich is weird as the original shader is never passed along. Not sure how it would work but the game might have protection against tampering such as what we are attempting to do. I believe it's time to try to get to the bottom of this.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 01/11/2016 10:29 PM   
Hello flugan your website is not there
Hello flugan your website is not there

Posted 01/12/2016 09:54 AM   
@Flugan Let me know if you make flugan wrapper works (shader manipulation) with this game, so i can help with the fix. Also i don't think bo3b or DSS are doing something at the moment with 3Dmigoto to work with this game (if i'm wrong...sorry).
@Flugan

Let me know if you make flugan wrapper works (shader manipulation) with this game, so i can help with the fix.

Also i don't think bo3b or DSS are doing something at the moment with 3Dmigoto to work with this game (if i'm wrong...sorry).

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 01/12/2016 08:34 PM   
Thanks for looking at this game again guys. This is really only second to the Witcher 3 for game of the year IMHO.
Thanks for looking at this game again guys. This is really only second to the Witcher 3 for game of the year IMHO.

Posted 01/12/2016 10:44 PM   
[quote="DHR"]Also i don't think bo3b or DSS are doing something at the moment with 3Dmigoto to work with this game (if i'm wrong...sorry). [/quote]You are wrong - I've got MGSV:GZ working in 3DMigoto (dumping, hunting, replacing all works) and am working on TPP ;-) Frame analysis will be limited to just logging in these games as they don't do any rendering in the immediate context at all (I might be able to add some of this back for some things if we need it, but it will work a little differently to the existing features as I can't tie it to draw calls and I can't get any render targets from the GPU, except for a snapshot between each command list). [code] $ git diff --stat d395c55eac1782410811d6bab1ac829c392f630e Dependencies/d3dx.ini | 2 + DirectX11/D3D11Wrapper.cpp | 20 +- DirectX11/DirectX11.vcxproj | 4 + DirectX11/DirectX11.vcxproj.filters | 4 + DirectX11/HackerContext.cpp | 15 +- DirectX11/HackerContext.h | 1 + DirectX11/HackerDevice.cpp | 30 +- DirectX11/HackerDevice.h | 1 + DirectX11/HookedContext.cpp | 4094 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ DirectX11/HookedContext.h | 5 + DirectX11/HookedDevice.cpp | 1721 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ DirectX11/HookedDevice.h | 5 + DirectX11/IniHandler.cpp | 5 + DirectX11/globals.h | 21 ++ StereovisionHacks.sln | 7 +- 15 files changed, 5922 insertions(+), 13 deletions(-) [/code] Fairly large chunk of code to make this work, but 3DMigoto now supports both wrapping and hooking (in the next version - still testing & debugging this for now).
DHR said:Also i don't think bo3b or DSS are doing something at the moment with 3Dmigoto to work with this game (if i'm wrong...sorry).
You are wrong - I've got MGSV:GZ working in 3DMigoto (dumping, hunting, replacing all works) and am working on TPP ;-)

Frame analysis will be limited to just logging in these games as they don't do any rendering in the immediate context at all (I might be able to add some of this back for some things if we need it, but it will work a little differently to the existing features as I can't tie it to draw calls and I can't get any render targets from the GPU, except for a snapshot between each command list).

$ git diff --stat d395c55eac1782410811d6bab1ac829c392f630e
Dependencies/d3dx.ini | 2 +
DirectX11/D3D11Wrapper.cpp | 20 +-
DirectX11/DirectX11.vcxproj | 4 +
DirectX11/DirectX11.vcxproj.filters | 4 +
DirectX11/HackerContext.cpp | 15 +-
DirectX11/HackerContext.h | 1 +
DirectX11/HackerDevice.cpp | 30 +-
DirectX11/HackerDevice.h | 1 +
DirectX11/HookedContext.cpp | 4094 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
DirectX11/HookedContext.h | 5 +
DirectX11/HookedDevice.cpp | 1721 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
DirectX11/HookedDevice.h | 5 +
DirectX11/IniHandler.cpp | 5 +
DirectX11/globals.h | 21 ++
StereovisionHacks.sln | 7 +-
15 files changed, 5922 insertions(+), 13 deletions(-)

Fairly large chunk of code to make this work, but 3DMigoto now supports both wrapping and hooking (in the next version - still testing & debugging this for now).

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

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 01/13/2016 01:48 AM   
Great news!!! that's why i put: if i'm wrong...sorry :) Thanks a lot DSS!!
Great news!!!
that's why i put: if i'm wrong...sorry :) Thanks a lot DSS!!

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 01/13/2016 10:40 AM   
So, just a quick update - I seem to have some threading issues when using hooking that I still have to track down. MGSV:GZ and Witcher 3 are both working with hooking, but are only stable if I force the game to be single threaded. MGSV:TPP is getting further than it was, but is still crashing on launch (looks to be in the nvidia driver) - it's not clear if that is related to hooking or just a separate issue. FC4 seems perfectly stable using hooks.
So, just a quick update - I seem to have some threading issues when using hooking that I still have to track down. MGSV:GZ and Witcher 3 are both working with hooking, but are only stable if I force the game to be single threaded. MGSV:TPP is getting further than it was, but is still crashing on launch (looks to be in the nvidia driver) - it's not clear if that is related to hooking or just a separate issue. FC4 seems perfectly stable using hooks.

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

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 01/13/2016 12:19 PM   
Nooooooo! The next game I was about to start on my PS4 because I considered it dead for a possible fix (just like Batman: Arkham Knight! And now that my body is ready to start with it on the PS4 I get the info that a future fix is very likely...........and back it goes on the shelf (PS4 Version) :-)
Nooooooo! The next game I was about to start on my PS4 because I considered it dead for a possible fix (just like Batman: Arkham Knight! And now that my body is ready to start with it on the PS4 I get the info that a future fix is very likely...........and back it goes on the shelf (PS4 Version) :-)

Posted 01/13/2016 04:29 PM   
Site is online again (most of the time). I have no idea why changing shaders did not work and this is still the same version of the wrapper as before. Changing HLSL files clearly works in other games. I never pass along the original shader to the game so I don't see how it can be used instead of the changed shader. Changing ASM is more sensitive as the assembler was tested against machine generated asm files. See https://github.com/bo3b/3Dmigoto/issues/36 for some of the current issues. I remember your example shaders from earlier in the thread and I don't understand it unless the change does not work as expected. If it doesn't work I currently don't know why and thus don't know what to fix. @DHR Try to make more extreme changes to shaders removing significant portions of code to determine if you can cause visible change in-game by changing shaders. I will spend some time proving if shaders can be modified. If they can't there is something special about this game protecting against changed shaders.
Site is online again (most of the time).

I have no idea why changing shaders did not work and this is still the same version of the wrapper as before. Changing HLSL files clearly works in other games. I never pass along the original shader to the game so I don't see how it can be used instead of the changed shader. Changing ASM is more sensitive as the assembler was tested against machine generated asm files.

See

https://github.com/bo3b/3Dmigoto/issues/36

for some of the current issues.

I remember your example shaders from earlier in the thread and I don't understand it unless the change does not work as expected. If it doesn't work I currently don't know why and thus don't know what to fix.

@DHR
Try to make more extreme changes to shaders removing significant portions of code to determine if you can cause visible change in-game by changing shaders.

I will spend some time proving if shaders can be modified. If they can't there is something special about this game protecting against changed shaders.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 01/13/2016 06:39 PM   
[quote="lohan"]Nooooooo! The next game I was about to start on my PS4 because I considered it dead for a possible fix (just like Batman: Arkham Knight! And now that my body is ready to start with it on the PS4 I get the info that a future fix is very likely...........and back it goes on the shelf (PS4 Version) :-)[/quote]To be clear - no one has started fixing this game yet, we're just trying to make it possible to fix. I mean, I'd wait for a fix before playing it, but there are no promises as to when or if a fix will be released ;-)
lohan said:Nooooooo! The next game I was about to start on my PS4 because I considered it dead for a possible fix (just like Batman: Arkham Knight! And now that my body is ready to start with it on the PS4 I get the info that a future fix is very likely...........and back it goes on the shelf (PS4 Version) :-)
To be clear - no one has started fixing this game yet, we're just trying to make it possible to fix. I mean, I'd wait for a fix before playing it, but there are no promises as to when or if a fix will be released ;-)

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

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 01/13/2016 11:25 PM   
I started "fixing" the game a pretty long time ago and the last thing I did was remove shadows. Fixing shadows is beyond my ability so I pretty much stopped there. Then came the report from DHR that changing shaders had no effect which I need to confirm or deny.
I started "fixing" the game a pretty long time ago and the last thing I did was remove shadows. Fixing shadows is beyond my ability so I pretty much stopped there. Then came the report from DHR that changing shaders had no effect which I need to confirm or deny.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 01/14/2016 05:10 AM   
[quote="DarkStarSword"]I mean, I'd wait for a fix before playing it[/quote] That's exactly what I wanted to say Darkstar! The fact alone that at least one of you guys is having a look at it is enough for me to put it back on the shelf!
DarkStarSword said:I mean, I'd wait for a fix before playing it



That's exactly what I wanted to say Darkstar! The fact alone that at least one of you guys is having a look at it is enough for me to put it back on the shelf!

Posted 01/14/2016 11:53 AM   
@lohan - you have a gaming PC, where games can be played at better graphics settings, higher framerates, and an overall better experience even in 2d. Why would you have considered playing on PS4?
@lohan - you have a gaming PC, where games can be played at better graphics settings, higher framerates, and an overall better experience even in 2d. Why would you have considered playing on PS4?

Posted 01/14/2016 02:33 PM   
Deleted
Deleted

Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55

Posted 01/14/2016 03:59 PM   
[quote="Pirateguybrush"]@lohan - you have a gaming PC, where games can be played at better graphics settings, higher framerates, and an overall better experience even in 2d. Why would you have considered playing on PS4?[/quote] That's a very good question pirate and I totally agree with you. When at home it's 3D only! I would never even consider to play a game in 2D on my PC (especially since I still have a lot of untouched 3D gems sitting on my shelf or waiting for me in my Steam library). PS4 I use to play only via Remote Play when being at my girlfriend's apartment!
Pirateguybrush said:@lohan - you have a gaming PC, where games can be played at better graphics settings, higher framerates, and an overall better experience even in 2d. Why would you have considered playing on PS4?


That's a very good question pirate and I totally agree with you. When at home it's 3D only! I would never even consider to play a game in 2D on my PC (especially since I still have a lot of untouched 3D gems sitting on my shelf or waiting for me in my Steam library).

PS4 I use to play only via Remote Play when being at my girlfriend's apartment!

Posted 01/15/2016 10:31 AM   
  8 / 14    
Scroll To Top