How to fix/disable shaders in games(DLL,guide and fixes).
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[quote="eqzitara"]You probably need both vertexshader/pixelshader. Like using a new texcoord in the vertexshader and use that information in the pixelshader. I cant say anything since I dont have game though. Ive never successfully fixed shadows in a game where they were 2D though(just wrong). I think helix is only one that ever has.[/quote] Thanks. I will have more a fiddle with the Vertex shader I found. I know it's definitely the correct vertex shader because I was able to affect shadow rendering by stereo shifting the texcoord, it just didn't fix the issue, so I need to think more carefully about it, and perhaps as you say create a new texcoord to play with. It's just really odd that the stereo shift is in the same direction for both left and right eyes - I would expect this to either work, or produce a lot of garbage on the screen, or remove the shadows (as several of my earlier attempts have), but not to just shift everything sideways on the screen. If I have any luck, I'll post it here and write it up for others.
eqzitara said:You probably need both vertexshader/pixelshader. Like using a new texcoord in the vertexshader and use that information in the pixelshader. I cant say anything since I dont have game though.

Ive never successfully fixed shadows in a game where they were 2D though(just wrong). I think helix is only one that ever has.

Thanks. I will have more a fiddle with the Vertex shader I found. I know it's definitely the correct vertex shader because I was able to affect shadow rendering by stereo shifting the texcoord, it just didn't fix the issue, so I need to think more carefully about it, and perhaps as you say create a new texcoord to play with. It's just really odd that the stereo shift is in the same direction for both left and right eyes - I would expect this to either work, or produce a lot of garbage on the screen, or remove the shadows (as several of my earlier attempts have), but not to just shift everything sideways on the screen. If I have any luck, I'll post it here and write it up for others.

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Posted 03/28/2013 09:16 PM   
No, there is no red text at the top of the screen. Have I done something wrong or is it possible that this game doesn't work with the Helix-dll?
No, there is no red text at the top of the screen.
Have I done something wrong or is it possible that this game doesn't work with the Helix-dll?

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Posted 03/28/2013 09:18 PM   
I just checked on Steam and this appears to be a DX11 only game. If it is then the Helix tools won't work, they are DX9 only (DX10 and DX11 work differently and don't provide the features that DX9 does to allow the types of runtime overrides that these fixes use).
I just checked on Steam and this appears to be a DX11 only game. If it is then the Helix tools won't work, they are DX9 only (DX10 and DX11 work differently and don't provide the features that DX9 does to allow the types of runtime overrides that these fixes use).

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Posted 03/28/2013 09:27 PM   
@mike_ar69 I already tried to fix gta4 shadows but I didn't succeded... the game uses a deferred shadowing tecnique, that type of shadows needs to be fixed in pixel shaders, you don't have necesary matrices in vertex shaders becouse shadows are calculated in post processing with a g-buffer, after the scene is already rendered. I just can't figure out how to fix it tough. I'd need some free time to understand something more about inverse transformations, I'm still interested in fixing gta shadows and I believe I'll play the game only after a proper fix, I tried to fix other issues too but that game is really difficult to fix to me, I believe I'll give it another try later on after Easter. Usually, also some forward rendering lighting/shadowing algorithms needs to be fixed in pixel shader, I managed to understand and fix some shadow issues of this type for example in mass effect 2, bioshock1&2 and blur (this one still unreleased tough becouse I wanted to fix other minor issues before making a full release). Simplest shadows like "fake shadows" (like the ones I fixed in sonic generations) can be usually fixed in vertex shaders instead. @Eincrou I tried texture CRC check recently with latest debug dll and it didn't worked for me in bioshock2 (I got the same BeginScene/EndScene loop)... I used an older dll just to dump texture crcs and it worked, maybe helix changed something or maybe I just missed something... sorry but actually I haven't the time to test it, although I'll make you know if I'll ever discover something new about it.
@mike_ar69
I already tried to fix gta4 shadows but I didn't succeded... the game uses a deferred shadowing tecnique, that type of shadows needs to be fixed in pixel shaders, you don't have necesary matrices in vertex shaders becouse shadows are calculated in post processing with a g-buffer, after the scene is already rendered. I just can't figure out how to fix it tough. I'd need some free time to understand something more about inverse transformations, I'm still interested in fixing gta shadows and I believe I'll play the game only after a proper fix, I tried to fix other issues too but that game is really difficult to fix to me, I believe I'll give it another try later on after Easter. Usually, also some forward rendering lighting/shadowing algorithms needs to be fixed in pixel shader, I managed to understand and fix some shadow issues of this type for example in mass effect 2, bioshock1&2 and blur (this one still unreleased tough becouse I wanted to fix other minor issues before making a full release). Simplest shadows like "fake shadows" (like the ones I fixed in sonic generations) can be usually fixed in vertex shaders instead.

@Eincrou
I tried texture CRC check recently with latest debug dll and it didn't worked for me in bioshock2 (I got the same BeginScene/EndScene loop)... I used an older dll just to dump texture crcs and it worked, maybe helix changed something or maybe I just missed something... sorry but actually I haven't the time to test it, although I'll make you know if I'll ever discover something new about it.

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Helix mod 3d vision game fixes

Posted 03/29/2013 03:31 PM   
What am I doing wrong? I have downloaded the demo of Kerbal Space Program from Steam. I have isolated the shaders responsible for the shadows I have p/vs_3_0 them but the game crashes. It does the same for Starforge I notice both use the unigen engine, also the text files says ps_2_0. Any ideas?
What am I doing wrong?

I have downloaded the demo of Kerbal Space Program from Steam. I have isolated the shaders responsible for the shadows
I have p/vs_3_0 them but the game crashes.
It does the same for Starforge

I notice both use the unigen engine, also the text files says ps_2_0. Any ideas?

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Posted 03/31/2013 08:09 PM   
ps_3_0 dcl_position v0 vs_3_0 dcl_position v0 dcl_position o0 Use either. Just blank causes crashes crashes.
ps_3_0
dcl_position v0



vs_3_0
dcl_position v0
dcl_position o0


Use either. Just blank causes crashes crashes.

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Posted 03/31/2013 08:19 PM   
[quote="mike_ar69"][quote="eqzitara"]You probably need both vertexshader/pixelshader. Like using a new texcoord in the vertexshader and use that information in the pixelshader. I cant say anything since I dont have game though. Ive never successfully fixed shadows in a game where they were 2D though(just wrong). I think helix is only one that ever has.[/quote] Thanks. I will have more a fiddle with the Vertex shader I found. I know it's definitely the correct vertex shader because I was able to affect shadow rendering by stereo shifting the texcoord, it just didn't fix the issue, so I need to think more carefully about it, and perhaps as you say create a new texcoord to play with. It's just really odd that the stereo shift is in the same direction for both left and right eyes - I would expect this to either work, or produce a lot of garbage on the screen, or remove the shadows (as several of my earlier attempts have), but not to just shift everything sideways on the screen. If I have any luck, I'll post it here and write it up for others.[/quote] Changing the game profile in nvidia inspector from Overlord2 to MassEffect2 fixes the problem of the stereo shift being in the same direction for each eye. I am delighted to say that the end result is that my Pixel Shader fix for Overlord2 dynamic shadows rendering at screen depth works, for any convergence and separation :-) This is my first "proper" fix (aside from skyboxes and huds), and I am hoping it is the start of me being able to contribute a bit more to this project (time permitting). @eqzitara This one fix already makes a massive difference to the game, and coupled with the original fix I did for this game which disabled a particular problematic shader (and which is already on the Helix wiki) I think it is worthy of posting an update on the Wiki. I need to play the game a bit more and test that my fix has not screwed something else up, but I don't think it has. Please let me know what you think. Also, I did not realize that Helix had included the capability to invert matrices in the dll, so I wrote 'manual' code in the shader to do this for this fix, but it is clearly more efficient to not do this in the shader, so I should implement the DLL approach first.
mike_ar69 said:
eqzitara said:You probably need both vertexshader/pixelshader. Like using a new texcoord in the vertexshader and use that information in the pixelshader. I cant say anything since I dont have game though.

Ive never successfully fixed shadows in a game where they were 2D though(just wrong). I think helix is only one that ever has.

Thanks. I will have more a fiddle with the Vertex shader I found. I know it's definitely the correct vertex shader because I was able to affect shadow rendering by stereo shifting the texcoord, it just didn't fix the issue, so I need to think more carefully about it, and perhaps as you say create a new texcoord to play with. It's just really odd that the stereo shift is in the same direction for both left and right eyes - I would expect this to either work, or produce a lot of garbage on the screen, or remove the shadows (as several of my earlier attempts have), but not to just shift everything sideways on the screen. If I have any luck, I'll post it here and write it up for others.

Changing the game profile in nvidia inspector from Overlord2 to MassEffect2 fixes the problem of the stereo shift being in the same direction for each eye.
I am delighted to say that the end result is that my Pixel Shader fix for Overlord2 dynamic shadows rendering at screen depth works, for any convergence and separation :-) This is my first "proper" fix (aside from skyboxes and huds), and I am hoping it is the start of me being able to contribute a bit more to this project (time permitting).
@eqzitara This one fix already makes a massive difference to the game, and coupled with the original fix I did for this game which disabled a particular problematic shader (and which is already on the Helix wiki) I think it is worthy of posting an update on the Wiki. I need to play the game a bit more and test that my fix has not screwed something else up, but I don't think it has. Please let me know what you think. Also, I did not realize that Helix had included the capability to invert matrices in the dll, so I wrote 'manual' code in the shader to do this for this fix, but it is clearly more efficient to not do this in the shader, so I should implement the DLL approach first.

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Posted 04/01/2013 03:41 AM   
Well beyond me, not really a programmer. Though I did have same issue in singularity. Im guessing you saw that, unless that was luckiest guess lol. PM me an email address and Ill give you an account and you can post it.
Well beyond me, not really a programmer. Though I did have same issue in singularity. Im guessing you saw that, unless that was luckiest guess lol. PM me an email address and Ill give you an account and you can post it.

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Posted 04/01/2013 04:46 AM   
@mike_ar69 Grats and great work! :) to inverse a matrix I'd try to add this in dx9settings.ini: [PSXXXXXXXX] UseMatrix = true GetMatrixFromReg = 50 InverseMatrix = true MatrixReg = 150 in this example you have a pixel shader with the matrix you want to inverse in c50. I believe this should invert the matrix and put it into c150. make me know if it works for you. Btw I've just replyied to your emails.
@mike_ar69
Grats and great work! :)

to inverse a matrix I'd try to add this in dx9settings.ini:

[PSXXXXXXXX]
UseMatrix = true
GetMatrixFromReg = 50
InverseMatrix = true
MatrixReg = 150

in this example you have a pixel shader with the matrix you want to inverse in c50. I believe this should invert the matrix and put it into c150.

make me know if it works for you. Btw I've just replyied to your emails.

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Helix mod 3d vision game fixes

Posted 04/01/2013 03:20 PM   
@Mana84 Thanks :-) I have made the changes to use the DLL matrix inverse and it's all working great. Another great dll utility that, I wish I had realised it was there before, though I had fun working through all the matrix maths that I have not done for years. I replied to your emails re books I used, and also some additional thoughts on the GTA4 shadows - the shader is a mess basically, but I think there is some hope, especially now that I know I can recreate the InvView matrix from Helix DLL, even though the shader overwrites two of the row constants. If there is no Projection matrix available, we can work one out but might need to 'manually' work out a 'far plane' value (though there is a constant with near and far plane values in, c128, that might be accessible?), and tie FOV to a setting in the DX9Settings file. Anyway, I'm going to have a look at this later, I'll let you know if I can make any sense of it.
@Mana84 Thanks :-) I have made the changes to use the DLL matrix inverse and it's all working great. Another great dll utility that, I wish I had realised it was there before, though I had fun working through all the matrix maths that I have not done for years. I replied to your emails re books I used, and also some additional thoughts on the GTA4 shadows - the shader is a mess basically, but I think there is some hope, especially now that I know I can recreate the InvView matrix from Helix DLL, even though the shader overwrites two of the row constants. If there is no Projection matrix available, we can work one out but might need to 'manually' work out a 'far plane' value (though there is a constant with near and far plane values in, c128, that might be accessible?), and tie FOV to a setting in the DX9Settings file. Anyway, I'm going to have a look at this later, I'll let you know if I can make any sense of it.

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Posted 04/01/2013 05:19 PM   
A quick question (to anybody) - the problem of dynamic lights splitting from an object and varying with convergence, separation, and distance from object: has anyone done a fix for this in earlier games? I don't own all the games Helix has fixed so don't quite know what games to look at. This seems to be another one of the 'common' problems that makes a game unplayable, and often times disabling the effect destroys the games visuals. Games I know that have this are Shift2 Unleashed, FEAR3, Overlord 2 (though disabling it in that game is fortunately quite acceptable), and I saw it was really bad in Warhammer Space Marines demo. This seems like a good generic problem to tackle, unless someone has already done it before. So if anyone can point me to a game that had this problem, but which was fixed I would appreciate that. Thanks.
A quick question (to anybody) - the problem of dynamic lights splitting from an object and varying with convergence, separation, and distance from object: has anyone done a fix for this in earlier games? I don't own all the games Helix has fixed so don't quite know what games to look at. This seems to be another one of the 'common' problems that makes a game unplayable, and often times disabling the effect destroys the games visuals. Games I know that have this are Shift2 Unleashed, FEAR3, Overlord 2 (though disabling it in that game is fortunately quite acceptable), and I saw it was really bad in Warhammer Space Marines demo. This seems like a good generic problem to tackle, unless someone has already done it before. So if anyone can point me to a game that had this problem, but which was fixed I would appreciate that. Thanks.

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Posted 04/01/2013 05:20 PM   
I know what your talking about but unfortunately I dont think any other games with that issue has been fixed. I dont think it happens often, I know it happens in Warhammer space marine/Spiderman but I dont think any game that issue has ever been fixed. I actually did something with warhammer but I gave up. (Fixed all models/textures but lighting/shadows and disabled debree cause developers placed it like a foot off the ground which is made very apparent in 3D). If you can figure it out I can give you all the models/textures fixed. Either way if you want to play around with it dynamic lights just delete from shaderoverride/vertexshaders/09AE6E12.TXT [url]https://forums.geforce.com/default/topic/524956/warhammer-40k-spacemarine-in-3d-kinda-/[/url] Dead space 2 may of had it happen. I cant remember off the top of my head. I remember something similiar may be someone can chip in.
I know what your talking about but unfortunately I dont think any other games with that issue has been fixed. I dont think it happens often, I know it happens in Warhammer space marine/Spiderman but I dont think any game that issue has ever been fixed. I actually did something with warhammer but I gave up. (Fixed all models/textures but lighting/shadows and disabled debree cause developers placed it like a foot off the ground which is made very apparent in 3D). If you can figure it out I can give you all the models/textures fixed. Either way if you want to play around with it dynamic lights just delete from shaderoverride/vertexshaders/09AE6E12.TXT
https://forums.geforce.com/default/topic/524956/warhammer-40k-spacemarine-in-3d-kinda-/
Dead space 2 may of had it happen. I cant remember off the top of my head. I remember something similiar may be someone can chip in.

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Posted 04/01/2013 05:56 PM   
Thanks - I'll have a look at Warhammer and the shader you point out. I do own Dead Space 2, so I'll disable the Helix fix and go in and look around to see if I see the effect - would be great if Helix has fixed it already, will make life a lot easier. Right now, conceptually I am having trouble even thinking what the issue might even be, it's not just a 'shift the coordinate' problem, I have already tried that. There is something else going on, like the lights are rendered in a different scale coordinate system or something and so convergence and depth will always be out of whack with the rest of the scene. I'm going to do some reading on lighting models, maybe look at GPU Gems series, see if I can spot the technique being used.
Thanks - I'll have a look at Warhammer and the shader you point out. I do own Dead Space 2, so I'll disable the Helix fix and go in and look around to see if I see the effect - would be great if Helix has fixed it already, will make life a lot easier. Right now, conceptually I am having trouble even thinking what the issue might even be, it's not just a 'shift the coordinate' problem, I have already tried that. There is something else going on, like the lights are rendered in a different scale coordinate system or something and so convergence and depth will always be out of whack with the rest of the scene. I'm going to do some reading on lighting models, maybe look at GPU Gems series, see if I can spot the technique being used.

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Posted 04/01/2013 06:35 PM   
Game fix for Deadlight. Steam version. I have a new game fix that people can take a look at if interested. This is a little Work In Progress, and if anybody has suggestions, please let me know. It's definitely playable, and 3D [i]really[/i] helps this game. This fix involves using a set of 5 presets for convergence. When you dial the convergence up very high, and at different levels, you can fix the halos around the character Randall. The depth can be changed and does not damage the view once the convergence is set properly. Depth is set to 50% for the presets I created, but you can change them if you want by using the F7 save. Here are some screen shots using 3D Vision, with the appropriate convergences. [url]http://photos.3dvisionlive.com/bo3bber/album/5167f10a5ec346450100012e/[/url] Open the zip archive and drop all the files into the game root at: [code]C:\Program Files\Steam\steamapps\common\Deadlight\Binaries\Win32[/code] The debug DLL that matches is also there, in case you want to see the convergence numbers themselves. Use the Q key to cycle through all 5 presets. Use the Z key to set it back to default and the most common setting. Whenever the game pans/zooms in or out you change the convergence. This is a bit of a pain I realize, to keep setting the convergence, which is why it doesn't seem quite right as a solution. If anybody has ideas on how to automatically change the convergence, that would be great. (The file attached is not actually a bmp, it's a zip. Rename the file to .zip and it will work. I don't understand this lame forum software, and I don't understand why anyone would write their own nowadays...)
Game fix for Deadlight. Steam version.

I have a new game fix that people can take a look at if interested. This is a little Work In Progress, and if anybody has suggestions, please let me know. It's definitely playable, and 3D really helps this game.

This fix involves using a set of 5 presets for convergence. When you dial the convergence up very high, and at different levels, you can fix the halos around the character Randall. The depth can be changed and does not damage the view once the convergence is set properly. Depth is set to 50% for the presets I created, but you can change them if you want by using the F7 save.

Here are some screen shots using 3D Vision, with the appropriate convergences.

http://photos.3dvisionlive.com/bo3bber/album/5167f10a5ec346450100012e/


Open the zip archive and drop all the files into the game root at:

C:\Program Files\Steam\steamapps\common\Deadlight\Binaries\Win32


The debug DLL that matches is also there, in case you want to see the convergence numbers themselves.

Use the Q key to cycle through all 5 presets. Use the Z key to set it back to default and the most common setting. Whenever the game pans/zooms in or out you change the convergence.


This is a bit of a pain I realize, to keep setting the convergence, which is why it doesn't seem quite right as a solution.

If anybody has ideas on how to automatically change the convergence, that would be great.


(The file attached is not actually a bmp, it's a zip. Rename the file to .zip and it will work. I don't understand this lame forum software, and I don't understand why anyone would write their own nowadays...)

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Bo3b's School for ShaderHackers

Posted 04/14/2013 12:12 AM   
it looks great bo3d, great work!
it looks great bo3d, great work!

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

Posted 04/14/2013 09:11 AM   
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