Ori and the blind forest
  6 / 11    
Nice work! I've finished Ori now, but it was an absolute blast in 3D, and I'm sure this tool will help other Unity games too.
Nice work! I've finished Ori now, but it was an absolute blast in 3D, and I'm sure this tool will help other Unity games too.

#76
Posted 05/12/2015 10:50 AM   
*huge round of applause*
*huge round of applause*

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

#77
Posted 05/12/2015 12:48 PM   
Yes, this should be fairly handy going forward. DarkStarSword reported that it also fixed the World of Diving problem where it would no longer go full screen as well, so we are on the right track. At the moment, it's a bit buggy. I've tried some 10 games in my test catalog, and it crashes on 4. So, closer, but not quite there yet. We knew that wrapping DXGI would be a big deal, that's why it's been so long coming.
Yes, this should be fairly handy going forward. DarkStarSword reported that it also fixed the World of Diving problem where it would no longer go full screen as well, so we are on the right track.

At the moment, it's a bit buggy. I've tried some 10 games in my test catalog, and it crashes on 4. So, closer, but not quite there yet. We knew that wrapping DXGI would be a big deal, that's why it's been so long coming.

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

#78
Posted 05/13/2015 01:08 AM   
Just made an alpha caliber release for these changes. [url]https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.4.zip[/url] Anybody interested in trying this unlocker can give this a try. With full_screen=1 set in the d3dx.ini file, this forced full screen like we want in Ori. Can't guarantee it'll work though. Works here, but not sure about other systems, particularly 8.1.
Just made an alpha caliber release for these changes.

https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.4.zip


Anybody interested in trying this unlocker can give this a try. With full_screen=1 set in the d3dx.ini file, this forced full screen like we want in Ori.

Can't guarantee it'll work though. Works here, but not sure about other systems, particularly 8.1.

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

#79
Posted 05/16/2015 05:25 AM   
Thanks but doesnt work to me... w7 64 single gpu pc even with this ini settings: [i]full_screen=1 ; some games explicitely disable stereo, prohibiting any stereo attempts. ; settings this to 1 ignores all stereo disabling calls and also calls NvAPI_Stereo_Enable to force stereo on. force_stereo=1[/i] (Also ive got an error when closing the aplication) [b]Edit.- [/b] Here is the nvapi log results: [i]NVapi DLL starting init - Sun May 17 06:11:22 2015 [Stereo] force_no_nvapi=0 force_stereo=0 automatic_mode=0 unlock_separation=0 surface_createmode=-1 Sun May 17 06:11:22 2015 - NvAPI EnableOverride called. Next NvAPI call made will not be wrapped. Sun May 17 06:11:22 2015 - NvAPI_Initialize called. Sun May 17 06:11:22 2015 - Stereo_CreateHandleFromIUnknown called with device = 00641258. Result = 0 [/i]
Thanks but doesnt work to me... w7 64 single gpu pc
even with this ini settings:

full_screen=1

; some games explicitely disable stereo, prohibiting any stereo attempts.
; settings this to 1 ignores all stereo disabling calls and also calls NvAPI_Stereo_Enable to force stereo on.
force_stereo=1


(Also ive got an error when closing the aplication)

Edit.- Here is the nvapi log results:

NVapi DLL starting init - Sun May 17 06:11:22 2015


[Stereo]
force_no_nvapi=0
force_stereo=0
automatic_mode=0
unlock_separation=0
surface_createmode=-1
Sun May 17 06:11:22 2015
- NvAPI EnableOverride called. Next NvAPI call made will not be wrapped.
Sun May 17 06:11:22 2015
- NvAPI_Initialize called.
Sun May 17 06:11:22 2015
- Stereo_CreateHandleFromIUnknown called with device = 00641258. Result = 0

#80
Posted 05/16/2015 05:56 AM   
Can you post the d3d11_log.txt? Results of forcing full screen should be logged there.
Can you post the d3d11_log.txt? Results of forcing full screen should be logged there.

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

#81
Posted 05/17/2015 05:26 AM   
@bo3b Just tested with the 1.1.4 version of the wrapper and full_screen=1....but don't work in my end. Win 7 64 bits, single GPU. In the wrapper there is no "dxgi.dll" included....maybe is missing?....i try using an old dxgi.dll that chiri attach long time ago....and the game goes to full screen with that file....but in 1080p/60...i have 3DTV Play so i have the message with red letters that can't go to 3D mode. Try also forcing resolution and refresh rate to 720p/60, but always the game goes 1080p/60 full screen.
@bo3b

Just tested with the 1.1.4 version of the wrapper and full_screen=1....but don't work in my end.
Win 7 64 bits, single GPU.

In the wrapper there is no "dxgi.dll" included....maybe is missing?....i try using an old dxgi.dll that chiri attach long time ago....and the game goes to full screen with that file....but in 1080p/60...i have 3DTV Play so i have the message with red letters that can't go to 3D mode. Try also forcing resolution and refresh rate to 720p/60, but always the game goes 1080p/60 full screen.

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#82
Posted 05/18/2015 12:34 AM   
@DHR, @gamerian_net: Worth trying to set the resolution and refresh as well. In the same part of the .ini file, you'll find width, height, refresh_rate. Setting those might be necessary too. Interesting that the old dxgi.dll works here. The new variant uses the same idea, just a different way, and I made it so the dxgi.dll is not required. The old dxgi.dll will crash on 8.1, and evil-KB users, whereas in theory the 1.1.4 should work.
@DHR, @gamerian_net: Worth trying to set the resolution and refresh as well. In the same part of the .ini file, you'll find width, height, refresh_rate. Setting those might be necessary too.

Interesting that the old dxgi.dll works here. The new variant uses the same idea, just a different way, and I made it so the dxgi.dll is not required. The old dxgi.dll will crash on 8.1, and evil-KB users, whereas in theory the 1.1.4 should work.

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

#83
Posted 05/18/2015 01:07 AM   
@Bo3b I noticed 1.1.4 didn't work with WoD, but it worked fine when I built 3DMigoto myself. Looks like the "Zip Release" build was missing HOOK_SYSTEM32=1, so 32bit builds won't hook dxgi - I've pushed a change to enable this for the next release. Our build configuration is overly complex IMO.
@Bo3b I noticed 1.1.4 didn't work with WoD, but it worked fine when I built 3DMigoto myself. Looks like the "Zip Release" build was missing HOOK_SYSTEM32=1, so 32bit builds won't hook dxgi - I've pushed a change to enable this for the next release.

Our build configuration is overly complex IMO.

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

#84
Posted 05/18/2015 02:52 AM   
@DHR is there anything in your d3d11_log.txt about DXGI (especially if they mention something about a "Factory")? You are looking for lines like this (from World of Diving Unity 5 beta on my box): [code] ... *** D3D11 DLL successfully initialized. *** trying to load C:\Windows\system32\d3d11.dll Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory calling original CreateDXGIFactory1 API CreateDXGIFactory1 returned factory = 0728E618, result = 0 ... [/code] Edit: If you haven't already, enable calls=1 under [Logging] in the d3dx.ini to get the log file
@DHR is there anything in your d3d11_log.txt about DXGI (especially if they mention something about a "Factory")? You are looking for lines like this (from World of Diving Unity 5 beta on my box):

...
*** D3D11 DLL successfully initialized. ***

trying to load C:\Windows\system32\d3d11.dll
Hooked_CreateDXGIFactory1 called with riid: IDXGIFactory
calling original CreateDXGIFactory1 API
CreateDXGIFactory1 returned factory = 0728E618, result = 0
...


Edit: If you haven't already, enable calls=1 under [Logging] in the d3dx.ini to get the log file

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

#85
Posted 05/18/2015 02:58 AM   
[quote="DarkStarSword"]@Bo3b I noticed 1.1.4 didn't work with WoD, but it worked fine when I built 3DMigoto myself. Looks like the "Zip Release" build was missing HOOK_SYSTEM32=1, so 32bit builds won't hook dxgi - I've pushed a change to enable this for the next release. Our build configuration is overly complex IMO.[/quote]Well, I really don't agree, but I'm open to suggestions. That was the reason I took the time to build the Zip release mechanism in the first place. The Zip release is the 'real' release, anything else is an engineering build. Previously these were all hand built releases, very fragile, prone to error. This was my mistake for testing only the engineering build, not the real release. That flag for HOOK_SYSTEM32 was intended to only be active for game specific builds, and when I pioneered that technique on WatchDogs I had no expectation it would ever be used for x32 builds of any form. In light of reviving DXGI support, it's time to remove that flag altogether, because it's on now in every build. In my judgment this is just a one-off build error on a new code branch after refactoring. Refactoring [i]always [/i]means it's brand new code. There are going to be bugs. That's why I haven't made a full release for it yet. Outside of that, what other pain points are there in the build process? What would you suggest?
DarkStarSword said:@Bo3b I noticed 1.1.4 didn't work with WoD, but it worked fine when I built 3DMigoto myself. Looks like the "Zip Release" build was missing HOOK_SYSTEM32=1, so 32bit builds won't hook dxgi - I've pushed a change to enable this for the next release.

Our build configuration is overly complex IMO.
Well, I really don't agree, but I'm open to suggestions.

That was the reason I took the time to build the Zip release mechanism in the first place. The Zip release is the 'real' release, anything else is an engineering build. Previously these were all hand built releases, very fragile, prone to error.

This was my mistake for testing only the engineering build, not the real release.


That flag for HOOK_SYSTEM32 was intended to only be active for game specific builds, and when I pioneered that technique on WatchDogs I had no expectation it would ever be used for x32 builds of any form. In light of reviving DXGI support, it's time to remove that flag altogether, because it's on now in every build.

In my judgment this is just a one-off build error on a new code branch after refactoring. Refactoring always means it's brand new code. There are going to be bugs. That's why I haven't made a full release for it yet.


Outside of that, what other pain points are there in the build process? What would you suggest?

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

#86
Posted 05/18/2015 04:53 AM   
TBH part of the pain point is probably just how MSVC manages configurations. For a given setting (in this case pre-processor defines), a configuration profile in MSVC can either use the common value shared between all configurations, or override them. Problem is - the pre-processor defines are a list, not a single value, so this approach is not ideal. Ideally it would allow us to set a base set for all builds then *add* extra entries for specific configurations where needed, and stay in sync with the base settings. For now though - is there any reason each configuration even has distinct pre-processor defines (There might be - I haven't looked closely enough)? If not, can we switch every configuration profile to using a common base set? Same goes for other settings that have configuration profile-specific values (e.g. linked libraries).
TBH part of the pain point is probably just how MSVC manages configurations.

For a given setting (in this case pre-processor defines), a configuration profile in MSVC can either use the common value shared between all configurations, or override them. Problem is - the pre-processor defines are a list, not a single value, so this approach is not ideal. Ideally it would allow us to set a base set for all builds then *add* extra entries for specific configurations where needed, and stay in sync with the base settings.

For now though - is there any reason each configuration even has distinct pre-processor defines (There might be - I haven't looked closely enough)? If not, can we switch every configuration profile to using a common base set? Same goes for other settings that have configuration profile-specific values (e.g. linked libraries).

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

#87
Posted 05/18/2015 06:04 AM   
I'm a little confused by the above. It sounds like there's an issue preventing this from working right now, is that right? I'm happy to help out with testing if need be, but if it's confirmed broken I won't worry until the next release.
I'm a little confused by the above. It sounds like there's an issue preventing this from working right now, is that right? I'm happy to help out with testing if need be, but if it's confirmed broken I won't worry until the next release.

#88
Posted 05/18/2015 03:47 PM   
Yeah, there was a minor build issue preventing it from working with 32bit games (and it looks like Ori is 32bit). All going well it should work in the next release.
Yeah, there was a minor build issue preventing it from working with 32bit games (and it looks like Ori is 32bit). All going well it should work in the next release.

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

#89
Posted 05/18/2015 04:10 PM   
Hi Bo3b. Ive tried with resolution modes but not succes. i hold here the logs + inis, if them can helps.
Hi Bo3b.
Ive tried with resolution modes but not succes.
i hold here the logs + inis, if them can helps.

#90
Posted 05/18/2015 04:28 PM   
  6 / 11    
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