Killing Floor 2 - 3D vision support
  3 / 3    
Ok, so it turns out that it wasn't an issue with the shader CRC's, just that one of the shaders had an extra character that must have been added as I was closing it, and it wasn't compiling properly causing it to remain broken. Corrected fix has been uploaded, and everything's good to go. [quote="mrorange55"]I have some problems with some light shaders. I turned everything off you were recommending. Attached some pics. Might it be the same issue as with DDA?[/quote] Yeah, I mentioned in the post prior to yours something got broken when I tested it again online, but it's fixed now. I also didn't realize flashlights were broken too, so that's been fixed as well.
Ok, so it turns out that it wasn't an issue with the shader CRC's, just that one of the shaders had an extra character that must have been added as I was closing it, and it wasn't compiling properly causing it to remain broken. Corrected fix has been uploaded, and everything's good to go.

mrorange55 said:I have some problems with some light shaders. I turned everything off you were recommending. Attached some pics. Might it be the same issue as with DDA?


Yeah, I mentioned in the post prior to yours something got broken when I tested it again online, but it's fixed now. I also didn't realize flashlights were broken too, so that's been fixed as well.

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

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#31
Posted 02/11/2016 11:37 PM   
Thank you so much for fixing this, DJ-RK! Pics look really good.
Thank you so much for fixing this, DJ-RK! Pics look really good.

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

#32
Posted 02/13/2016 07:58 AM   
So you can use 3D vision with Steam VAC games without getting VAC banned?
So you can use 3D vision with Steam VAC games without getting VAC banned?

#33
Posted 02/13/2016 08:10 AM   
[quote="ramps"]So you can use 3D vision with Steam VAC games without getting VAC banned?[/quote] Yes, Played Dark Souls 1 & 2 the online part quite a lot. VAC looks for other things...
ramps said:So you can use 3D vision with Steam VAC games without getting VAC banned?


Yes,
Played Dark Souls 1 & 2 the online part quite a lot. VAC looks for other things...

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#34
Posted 02/13/2016 10:35 AM   
I have a weird thing happening so I was wondering if its only me or anybody else is experiencing this as well. http://thc333.com/KFGame03_50.jps some of the shadows seems broken... funny enough I can 'fix' them by adjusting the convergence so they allign where they should be and everything is fine except that the convergence value is so high my weapon is literally on the separate corners of the screen :) I've tried using different settings, obviously the recommended with lens flare and real time reflections off but also others different shadow quality values, FXAA on/off, sun shafts etc etc. but havent found anything that would fix it.
I have a weird thing happening so I was wondering if its only me or anybody else is experiencing this as well.


http://thc333.com/KFGame03_50.jps


some of the shadows seems broken... funny enough I can 'fix' them by adjusting the convergence so they allign where they should be and everything is fine except that the convergence value is so high my weapon is literally on the separate corners of the screen :)

I've tried using different settings, obviously the recommended with lens flare and real time reflections off but also others different shadow quality values, FXAA on/off, sun shafts etc etc. but havent found anything that would fix it.

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#35
Posted 12/03/2016 02:02 AM   
So I used hunting=1 in the attached 3dmigoto and found that the shader that causes the broken shadows for me is 00000000608f8972-ps_replace [code]// ---- Created with 3Dmigoto v1.2.43 on Sat Dec 03 23:27:39 2016 cbuffer _Globals : register(b0) { bool bDecompressSceneColor : packoffset(c0); float4 SampleOffsets[2] : packoffset(c1); float3 ShadowBufferSizeAndSoftTransitionScale : packoffset(c3); float2 ShadowTexelSize : packoffset(c4); float LightingChannelMask : packoffset(c4.z); float ShadowFadeFraction : packoffset(c4.w); float4x4 ScreenToShadowMatrix : packoffset(c5); float4 LightPositionAndInvRadius : packoffset(c9); float4x4 ShadowViewProjectionMatrices[6] : packoffset(c10); float ShadowmapResolution : packoffset(c34); } cbuffer PSOffsetConstants : register(b2) { float4 ScreenPositionScaleBias : packoffset(c0); float4 MinZ_MaxZRatio : packoffset(c1); float NvStereoEnabled : packoffset(c2); float4 DiffuseOverrideParameter : packoffset(c3); float4 SpecularOverrideParameter : packoffset(c4); float4 CameraPositionPS : packoffset(c5); float4 ScreenAndTexelSize : packoffset(c6); float4x4 InvViewProjectionMatrix : packoffset(c7); float4x4 ViewProjectionMatrixPS : packoffset(c11); float MatInverseGamma : packoffset(c15); float4x4 ScreenToWorldMatrixPS : packoffset(c16); } SamplerState SceneDepthTextureSampler_s : register(s0); SamplerComparisonState ShadowDepthCmpTextureSampler_s : register(s1); Texture2D<float4> SceneDepthTexture : register(t0); Texture2D<float4> ShadowDepthTexture : register(t1); // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : TEXCOORD0, out float4 o0 : SV_Target0) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; r0.xy = v0.xy / v0.ww; r0.zw = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz; r0.z = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.zw, 0).x; r0.z = min(0.999000013, r0.z); r0.z = r0.z * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w; r0.z = 1 / r0.z; r0.xy = r0.xy * r0.zz; r1.xyzw = ScreenToShadowMatrix._m01_m11_m21_m31 * r0.yyyy; r1.xyzw = ScreenToShadowMatrix._m00_m10_m20_m30 * r0.xxxx + r1.xyzw; r0.xyzw = ScreenToShadowMatrix._m02_m12_m22_m32 * r0.zzzz + r1.xyzw; r0.xyzw = ScreenToShadowMatrix._m03_m13_m23_m33 + r0.xyzw; r1.xyzw = r0.xyxy / r0.wwww; r0.x = min(0.999000013, r0.z); r2.xyzw = SampleOffsets[0].xyzw + r1.zwzw; r1.xyzw = SampleOffsets[1].xyzw + r1.xyzw; r0.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowDepthCmpTextureSampler_s, r2.xy, r0.x).x; r0.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowDepthCmpTextureSampler_s, r2.zw, r0.x).x; r0.y = r0.y + r0.z; r0.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowDepthCmpTextureSampler_s, r1.xy, r0.x).x; r0.x = ShadowDepthTexture.SampleCmpLevelZero(ShadowDepthCmpTextureSampler_s, r1.zw, r0.x).x; r0.y = r0.y + r0.z; r0.x = r0.y + r0.x; r0.x = 0.25 * r0.x; r0.x = r0.x * r0.x + -1; r0.x = ShadowFadeFraction * r0.x + 1; o0.xyzw = sqrt(r0.xxxx); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789 // // using 3Dmigoto v1.2.43 on Sat Dec 03 23:27:39 2016 // // // Note: shader requires additional functionality: // Early depth-stencil // // // Buffer Definitions: // // cbuffer $Globals // { // // bool bDecompressSceneColor; // Offset: 0 Size: 4 [unused] // float4 SampleOffsets[2]; // Offset: 16 Size: 32 // float3 ShadowBufferSizeAndSoftTransitionScale;// Offset: 48 Size: 12 [unused] // float2 ShadowTexelSize; // Offset: 64 Size: 8 [unused] // float LightingChannelMask; // Offset: 72 Size: 4 [unused] // float ShadowFadeFraction; // Offset: 76 Size: 4 // float4x4 ScreenToShadowMatrix; // Offset: 80 Size: 64 // float4 LightPositionAndInvRadius; // Offset: 144 Size: 16 [unused] // float4x4 ShadowViewProjectionMatrices[6];// Offset: 160 Size: 384 [unused] // float ShadowmapResolution; // Offset: 544 Size: 4 [unused] // // } // // cbuffer PSOffsetConstants // { // // float4 ScreenPositionScaleBias; // Offset: 0 Size: 16 // float4 MinZ_MaxZRatio; // Offset: 16 Size: 16 // float NvStereoEnabled; // Offset: 32 Size: 4 [unused] // float4 DiffuseOverrideParameter; // Offset: 48 Size: 16 [unused] // float4 SpecularOverrideParameter; // Offset: 64 Size: 16 [unused] // float4 CameraPositionPS; // Offset: 80 Size: 16 [unused] // float4 ScreenAndTexelSize; // Offset: 96 Size: 16 [unused] // float4x4 InvViewProjectionMatrix; // Offset: 112 Size: 64 [unused] // float4x4 ViewProjectionMatrixPS; // Offset: 176 Size: 64 [unused] // float MatInverseGamma; // Offset: 240 Size: 4 [unused] // float4x4 ScreenToWorldMatrixPS; // Offset: 256 Size: 64 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // SceneDepthTextureSampler sampler NA NA 0 1 // ShadowDepthCmpTextureSampler sampler_c NA NA 1 1 // SceneDepthTexture texture float4 2d 0 1 // ShadowDepthTexture texture float4 2d 1 1 // $Globals cbuffer NA NA 0 1 // PSOffsetConstants cbuffer NA NA 2 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyzw 0 NONE float xy w // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed | forceEarlyDepthStencil dcl_constantbuffer cb0[9], immediateIndexed dcl_constantbuffer cb2[2], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_comparison dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_input_ps linear v0.xyw dcl_output o0.xyzw dcl_temps 3 div r0.xy, v0.xyxx, v0.wwww mad r0.zw, r0.xxxy, cb2[0].xxxy, cb2[0].wwwz sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t0.yzxw, s0, l(0.000000) min r0.z, r0.z, l(0.999000) mad r0.z, r0.z, cb2[1].z, -cb2[1].w div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z mul r0.xy, r0.zzzz, r0.xyxx mul r1.xyzw, r0.yyyy, cb0[6].xyzw mad r1.xyzw, cb0[5].xyzw, r0.xxxx, r1.xyzw mad r0.xyzw, cb0[7].xyzw, r0.zzzz, r1.xyzw add r0.xyzw, r0.xyzw, cb0[8].xyzw div r1.xyzw, r0.xyxy, r0.wwww min r0.x, r0.z, l(0.999000) add r2.xyzw, r1.zwzw, cb0[1].xyzw add r1.xyzw, r1.xyzw, cb0[2].xyzw sample_c_lz_indexable(texture2d)(float,float,float,float) r0.y, r2.xyxx, t1.xxxx, s1, r0.x sample_c_lz_indexable(texture2d)(float,float,float,float) r0.z, r2.zwzz, t1.xxxx, s1, r0.x add r0.y, r0.z, r0.y sample_c_lz_indexable(texture2d)(float,float,float,float) r0.z, r1.xyxx, t1.xxxx, s1, r0.x sample_c_lz_indexable(texture2d)(float,float,float,float) r0.x, r1.zwzz, t1.xxxx, s1, r0.x add r0.y, r0.z, r0.y add r0.x, r0.x, r0.y mul r0.x, r0.x, l(0.250000) mad r0.x, r0.x, r0.x, l(-1.000000) mad r0.x, cb0[4].w, r0.x, l(1.000000) sqrt o0.xyzw, r0.xxxx ret // Approximately 27 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] The second issue I noticed was that I got a black transparent 'something' in the left eye when ADSing, I found it to be 000000006df1c5e8-ps_replace.txt [code]// ---- Created with 3Dmigoto v1.2.43 on Sat Dec 03 23:30:03 2016 cbuffer _Globals : register(b0) { float4x4 LocalToWorld : packoffset(c0); bool bDecompressSceneColor : packoffset(c4); float4 PackedParameters : packoffset(c5); float4 MinMaxBlurClamp : packoffset(c6); float3 CameraWorldPos : packoffset(c7); float3 ActorWorldPos : packoffset(c8); float4 ObjectWorldPositionAndRadius : packoffset(c9); float3 ObjectOrientation : packoffset(c10); float3 ObjectPostProjectionPosition : packoffset(c11); float3 ObjectNDCPosition : packoffset(c12); float4 ObjectMacroUVScales : packoffset(c13); float3 FoliageImpulseDirection : packoffset(c14); float4 FoliageNormalizedRotationAxisAndAngle : packoffset(c15); float4 WindDirectionAndSpeed : packoffset(c16); float OcclusionPercentage : packoffset(c17); float4 UniformPixelVector_0 : packoffset(c18); float4 UniformPixelVector_1 : packoffset(c19); float4 UniformPixelVector_2 : packoffset(c20); float4 UniformPixelVector_3 : packoffset(c21); float4 UniformPixelVector_4 : packoffset(c22); float4 UniformPixelVector_5 : packoffset(c23); float4 UniformPixelVector_6 : packoffset(c24); float4 CameraWorldPosition : packoffset(c25); float4 CameraRight : packoffset(c26); float4 CameraUp : packoffset(c27); float4 ScreenAlignment : packoffset(c28); float NormalsType : packoffset(c29); float4 NormalsSphereCenter : packoffset(c30); float4 NormalsCylinderUnitDirection : packoffset(c31); float AxisRotationVectorSourceIndex : packoffset(c32); float4 AxisRotationVectors[2] : packoffset(c33); float3 ParticleUpRightResultScalars : packoffset(c35); float2 ZTransform : packoffset(c36); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float2 v0 : TEXCOORD0, float w0 : TEXCOORD5, float4 v1 : TEXCOORD1, out float4 o0 : SV_Target0, out float oDepth : SV_Depth) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.x = dot(v1.xy, v1.xy); r0.y = cmp(r0.x >= 1); if (r0.y != 0) discard; r0.y = 0.5 * v1.z; r0.x = 1 + -r0.x; r0.x = max(0, r0.x); r0.x = sqrt(r0.x); r0.xyzw = -r0.xxxx * r0.yyyy + w0.xzzz; r1.x = ZTransform.y / r0.w; oDepth = ZTransform.x + r1.x; o0.xyzw = r0.xyzw; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789 // // using 3Dmigoto v1.2.43 on Sat Dec 03 23:30:03 2016 // // // Buffer Definitions: // // cbuffer $Globals // { // // float4x4 LocalToWorld; // Offset: 0 Size: 64 [unused] // bool bDecompressSceneColor; // Offset: 64 Size: 4 [unused] // float4 PackedParameters; // Offset: 80 Size: 16 [unused] // float4 MinMaxBlurClamp; // Offset: 96 Size: 16 [unused] // float3 CameraWorldPos; // Offset: 112 Size: 12 [unused] // float3 ActorWorldPos; // Offset: 128 Size: 12 [unused] // float4 ObjectWorldPositionAndRadius;// Offset: 144 Size: 16 [unused] // float3 ObjectOrientation; // Offset: 160 Size: 12 [unused] // float3 ObjectPostProjectionPosition;// Offset: 176 Size: 12 [unused] // float3 ObjectNDCPosition; // Offset: 192 Size: 12 [unused] // float4 ObjectMacroUVScales; // Offset: 208 Size: 16 [unused] // float3 FoliageImpulseDirection; // Offset: 224 Size: 12 [unused] // float4 FoliageNormalizedRotationAxisAndAngle;// Offset: 240 Size: 16 [unused] // float4 WindDirectionAndSpeed; // Offset: 256 Size: 16 [unused] // float OcclusionPercentage; // Offset: 272 Size: 4 [unused] // float4 UniformPixelVector_0; // Offset: 288 Size: 16 [unused] // float4 UniformPixelVector_1; // Offset: 304 Size: 16 [unused] // float4 UniformPixelVector_2; // Offset: 320 Size: 16 [unused] // float4 UniformPixelVector_3; // Offset: 336 Size: 16 [unused] // float4 UniformPixelVector_4; // Offset: 352 Size: 16 [unused] // float4 UniformPixelVector_5; // Offset: 368 Size: 16 [unused] // float4 UniformPixelVector_6; // Offset: 384 Size: 16 [unused] // float4 CameraWorldPosition; // Offset: 400 Size: 16 [unused] // float4 CameraRight; // Offset: 416 Size: 16 [unused] // float4 CameraUp; // Offset: 432 Size: 16 [unused] // float4 ScreenAlignment; // Offset: 448 Size: 16 [unused] // float NormalsType; // Offset: 464 Size: 4 [unused] // float4 NormalsSphereCenter; // Offset: 480 Size: 16 [unused] // float4 NormalsCylinderUnitDirection;// Offset: 496 Size: 16 [unused] // float AxisRotationVectorSourceIndex;// Offset: 512 Size: 4 [unused] // float4 AxisRotationVectors[2]; // Offset: 528 Size: 32 [unused] // float3 ParticleUpRightResultScalars;// Offset: 560 Size: 12 [unused] // float2 ZTransform; // Offset: 576 Size: 8 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // $Globals cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xy 0 NONE float // TEXCOORD 5 z 0 NONE float z // TEXCOORD 1 xyzw 1 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // SV_Depth 0 N/A oDepth DEPTH float YES // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[37], immediateIndexed dcl_input_ps linear v0.z dcl_input_ps linear v1.xyz dcl_output o0.xyzw dcl_output oDepth dcl_temps 2 dp2 r0.x, v1.xyxx, v1.xyxx ge r0.y, r0.x, l(1.000000) discard_nz r0.y mul r0.y, v1.z, l(0.500000) add r0.x, -r0.x, l(1.000000) max r0.x, r0.x, l(0.000000) sqrt r0.x, r0.x mad r0.xyzw, -r0.xxxx, r0.yyyy, v0.zzzz div r1.x, cb0[36].y, r0.w add oDepth, r1.x, cb0[36].x mov o0.xyzw, r0.xyzw ret // Approximately 12 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] I dont really know anything about fixing shaders but I remember that you can easily disable unwanted shaders in 3dmigoto and the game renders properly for me with [ShaderOverride1] Hash=000000006df1c5e8 Handling=skip [ShaderOverride2] Hash=00000000608f8972 Handling=skip added within d3dx.ini I dont know if I made somethign wrong or are those shaders new, or whatever, any help woudl be appreciated but those 2 are defineteley broken for me for some reason.
So I used hunting=1 in the attached 3dmigoto and found that the shader that causes the broken shadows for me is 00000000608f8972-ps_replace

// ---- Created with 3Dmigoto v1.2.43 on Sat Dec 03 23:27:39 2016

cbuffer _Globals : register(b0)
{
bool bDecompressSceneColor : packoffset(c0);
float4 SampleOffsets[2] : packoffset(c1);
float3 ShadowBufferSizeAndSoftTransitionScale : packoffset(c3);
float2 ShadowTexelSize : packoffset(c4);
float LightingChannelMask : packoffset(c4.z);
float ShadowFadeFraction : packoffset(c4.w);
float4x4 ScreenToShadowMatrix : packoffset(c5);
float4 LightPositionAndInvRadius : packoffset(c9);
float4x4 ShadowViewProjectionMatrices[6] : packoffset(c10);
float ShadowmapResolution : packoffset(c34);
}

cbuffer PSOffsetConstants : register(b2)
{
float4 ScreenPositionScaleBias : packoffset(c0);
float4 MinZ_MaxZRatio : packoffset(c1);
float NvStereoEnabled : packoffset(c2);
float4 DiffuseOverrideParameter : packoffset(c3);
float4 SpecularOverrideParameter : packoffset(c4);
float4 CameraPositionPS : packoffset(c5);
float4 ScreenAndTexelSize : packoffset(c6);
float4x4 InvViewProjectionMatrix : packoffset(c7);
float4x4 ViewProjectionMatrixPS : packoffset(c11);
float MatInverseGamma : packoffset(c15);
float4x4 ScreenToWorldMatrixPS : packoffset(c16);
}

SamplerState SceneDepthTextureSampler_s : register(s0);
SamplerComparisonState ShadowDepthCmpTextureSampler_s : register(s1);
Texture2D<float4> SceneDepthTexture : register(t0);
Texture2D<float4> ShadowDepthTexture : register(t1);


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


void main(
float4 v0 : TEXCOORD0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = v0.xy / v0.ww;
r0.zw = r0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
r0.z = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.zw, 0).x;
r0.z = min(0.999000013, r0.z);
r0.z = r0.z * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
r0.z = 1 / r0.z;
r0.xy = r0.xy * r0.zz;
r1.xyzw = ScreenToShadowMatrix._m01_m11_m21_m31 * r0.yyyy;
r1.xyzw = ScreenToShadowMatrix._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
r0.xyzw = ScreenToShadowMatrix._m02_m12_m22_m32 * r0.zzzz + r1.xyzw;
r0.xyzw = ScreenToShadowMatrix._m03_m13_m23_m33 + r0.xyzw;
r1.xyzw = r0.xyxy / r0.wwww;
r0.x = min(0.999000013, r0.z);
r2.xyzw = SampleOffsets[0].xyzw + r1.zwzw;
r1.xyzw = SampleOffsets[1].xyzw + r1.xyzw;
r0.y = ShadowDepthTexture.SampleCmpLevelZero(ShadowDepthCmpTextureSampler_s, r2.xy, r0.x).x;
r0.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowDepthCmpTextureSampler_s, r2.zw, r0.x).x;
r0.y = r0.y + r0.z;
r0.z = ShadowDepthTexture.SampleCmpLevelZero(ShadowDepthCmpTextureSampler_s, r1.xy, r0.x).x;
r0.x = ShadowDepthTexture.SampleCmpLevelZero(ShadowDepthCmpTextureSampler_s, r1.zw, r0.x).x;
r0.y = r0.y + r0.z;
r0.x = r0.y + r0.x;
r0.x = 0.25 * r0.x;
r0.x = r0.x * r0.x + -1;
r0.x = ShadowFadeFraction * r0.x + 1;
o0.xyzw = sqrt(r0.xxxx);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
// using 3Dmigoto v1.2.43 on Sat Dec 03 23:27:39 2016
//
//
// Note: shader requires additional functionality:
// Early depth-stencil
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// bool bDecompressSceneColor; // Offset: 0 Size: 4 [unused]
// float4 SampleOffsets[2]; // Offset: 16 Size: 32
// float3 ShadowBufferSizeAndSoftTransitionScale;// Offset: 48 Size: 12 [unused]
// float2 ShadowTexelSize; // Offset: 64 Size: 8 [unused]
// float LightingChannelMask; // Offset: 72 Size: 4 [unused]
// float ShadowFadeFraction; // Offset: 76 Size: 4
// float4x4 ScreenToShadowMatrix; // Offset: 80 Size: 64
// float4 LightPositionAndInvRadius; // Offset: 144 Size: 16 [unused]
// float4x4 ShadowViewProjectionMatrices[6];// Offset: 160 Size: 384 [unused]
// float ShadowmapResolution; // Offset: 544 Size: 4 [unused]
//
// }
//
// cbuffer PSOffsetConstants
// {
//
// float4 ScreenPositionScaleBias; // Offset: 0 Size: 16
// float4 MinZ_MaxZRatio; // Offset: 16 Size: 16
// float NvStereoEnabled; // Offset: 32 Size: 4 [unused]
// float4 DiffuseOverrideParameter; // Offset: 48 Size: 16 [unused]
// float4 SpecularOverrideParameter; // Offset: 64 Size: 16 [unused]
// float4 CameraPositionPS; // Offset: 80 Size: 16 [unused]
// float4 ScreenAndTexelSize; // Offset: 96 Size: 16 [unused]
// float4x4 InvViewProjectionMatrix; // Offset: 112 Size: 64 [unused]
// float4x4 ViewProjectionMatrixPS; // Offset: 176 Size: 64 [unused]
// float MatInverseGamma; // Offset: 240 Size: 4 [unused]
// float4x4 ScreenToWorldMatrixPS; // Offset: 256 Size: 64 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SceneDepthTextureSampler sampler NA NA 0 1
// ShadowDepthCmpTextureSampler sampler_c NA NA 1 1
// SceneDepthTexture texture float4 2d 0 1
// ShadowDepthTexture texture float4 2d 1 1
// $Globals cbuffer NA NA 0 1
// PSOffsetConstants cbuffer NA NA 2 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xy w
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed | forceEarlyDepthStencil
dcl_constantbuffer cb0[9], immediateIndexed
dcl_constantbuffer cb2[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_comparison
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v0.xyw
dcl_output o0.xyzw
dcl_temps 3
div r0.xy, v0.xyxx, v0.wwww
mad r0.zw, r0.xxxy, cb2[0].xxxy, cb2[0].wwwz
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t0.yzxw, s0, l(0.000000)
min r0.z, r0.z, l(0.999000)
mad r0.z, r0.z, cb2[1].z, -cb2[1].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mul r0.xy, r0.zzzz, r0.xyxx
mul r1.xyzw, r0.yyyy, cb0[6].xyzw
mad r1.xyzw, cb0[5].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb0[7].xyzw, r0.zzzz, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[8].xyzw
div r1.xyzw, r0.xyxy, r0.wwww
min r0.x, r0.z, l(0.999000)
add r2.xyzw, r1.zwzw, cb0[1].xyzw
add r1.xyzw, r1.xyzw, cb0[2].xyzw
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.y, r2.xyxx, t1.xxxx, s1, r0.x
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.z, r2.zwzz, t1.xxxx, s1, r0.x
add r0.y, r0.z, r0.y
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.z, r1.xyxx, t1.xxxx, s1, r0.x
sample_c_lz_indexable(texture2d)(float,float,float,float) r0.x, r1.zwzz, t1.xxxx, s1, r0.x
add r0.y, r0.z, r0.y
add r0.x, r0.x, r0.y
mul r0.x, r0.x, l(0.250000)
mad r0.x, r0.x, r0.x, l(-1.000000)
mad r0.x, cb0[4].w, r0.x, l(1.000000)
sqrt o0.xyzw, r0.xxxx
ret
// Approximately 27 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


The second issue I noticed was that I got a black transparent 'something' in the left eye when ADSing, I found it to be 000000006df1c5e8-ps_replace.txt

// ---- Created with 3Dmigoto v1.2.43 on Sat Dec 03 23:30:03 2016

cbuffer _Globals : register(b0)
{
float4x4 LocalToWorld : packoffset(c0);
bool bDecompressSceneColor : packoffset(c4);
float4 PackedParameters : packoffset(c5);
float4 MinMaxBlurClamp : packoffset(c6);
float3 CameraWorldPos : packoffset(c7);
float3 ActorWorldPos : packoffset(c8);
float4 ObjectWorldPositionAndRadius : packoffset(c9);
float3 ObjectOrientation : packoffset(c10);
float3 ObjectPostProjectionPosition : packoffset(c11);
float3 ObjectNDCPosition : packoffset(c12);
float4 ObjectMacroUVScales : packoffset(c13);
float3 FoliageImpulseDirection : packoffset(c14);
float4 FoliageNormalizedRotationAxisAndAngle : packoffset(c15);
float4 WindDirectionAndSpeed : packoffset(c16);
float OcclusionPercentage : packoffset(c17);
float4 UniformPixelVector_0 : packoffset(c18);
float4 UniformPixelVector_1 : packoffset(c19);
float4 UniformPixelVector_2 : packoffset(c20);
float4 UniformPixelVector_3 : packoffset(c21);
float4 UniformPixelVector_4 : packoffset(c22);
float4 UniformPixelVector_5 : packoffset(c23);
float4 UniformPixelVector_6 : packoffset(c24);
float4 CameraWorldPosition : packoffset(c25);
float4 CameraRight : packoffset(c26);
float4 CameraUp : packoffset(c27);
float4 ScreenAlignment : packoffset(c28);
float NormalsType : packoffset(c29);
float4 NormalsSphereCenter : packoffset(c30);
float4 NormalsCylinderUnitDirection : packoffset(c31);
float AxisRotationVectorSourceIndex : packoffset(c32);
float4 AxisRotationVectors[2] : packoffset(c33);
float3 ParticleUpRightResultScalars : packoffset(c35);
float2 ZTransform : packoffset(c36);
}



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


void main(
float2 v0 : TEXCOORD0,
float w0 : TEXCOORD5,
float4 v1 : TEXCOORD1,
out float4 o0 : SV_Target0,
out float oDepth : SV_Depth)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.x = dot(v1.xy, v1.xy);
r0.y = cmp(r0.x >= 1);
if (r0.y != 0) discard;
r0.y = 0.5 * v1.z;
r0.x = 1 + -r0.x;
r0.x = max(0, r0.x);
r0.x = sqrt(r0.x);
r0.xyzw = -r0.xxxx * r0.yyyy + w0.xzzz;
r1.x = ZTransform.y / r0.w;
oDepth = ZTransform.x + r1.x;
o0.xyzw = r0.xyzw;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
// using 3Dmigoto v1.2.43 on Sat Dec 03 23:30:03 2016
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4x4 LocalToWorld; // Offset: 0 Size: 64 [unused]
// bool bDecompressSceneColor; // Offset: 64 Size: 4 [unused]
// float4 PackedParameters; // Offset: 80 Size: 16 [unused]
// float4 MinMaxBlurClamp; // Offset: 96 Size: 16 [unused]
// float3 CameraWorldPos; // Offset: 112 Size: 12 [unused]
// float3 ActorWorldPos; // Offset: 128 Size: 12 [unused]
// float4 ObjectWorldPositionAndRadius;// Offset: 144 Size: 16 [unused]
// float3 ObjectOrientation; // Offset: 160 Size: 12 [unused]
// float3 ObjectPostProjectionPosition;// Offset: 176 Size: 12 [unused]
// float3 ObjectNDCPosition; // Offset: 192 Size: 12 [unused]
// float4 ObjectMacroUVScales; // Offset: 208 Size: 16 [unused]
// float3 FoliageImpulseDirection; // Offset: 224 Size: 12 [unused]
// float4 FoliageNormalizedRotationAxisAndAngle;// Offset: 240 Size: 16 [unused]
// float4 WindDirectionAndSpeed; // Offset: 256 Size: 16 [unused]
// float OcclusionPercentage; // Offset: 272 Size: 4 [unused]
// float4 UniformPixelVector_0; // Offset: 288 Size: 16 [unused]
// float4 UniformPixelVector_1; // Offset: 304 Size: 16 [unused]
// float4 UniformPixelVector_2; // Offset: 320 Size: 16 [unused]
// float4 UniformPixelVector_3; // Offset: 336 Size: 16 [unused]
// float4 UniformPixelVector_4; // Offset: 352 Size: 16 [unused]
// float4 UniformPixelVector_5; // Offset: 368 Size: 16 [unused]
// float4 UniformPixelVector_6; // Offset: 384 Size: 16 [unused]
// float4 CameraWorldPosition; // Offset: 400 Size: 16 [unused]
// float4 CameraRight; // Offset: 416 Size: 16 [unused]
// float4 CameraUp; // Offset: 432 Size: 16 [unused]
// float4 ScreenAlignment; // Offset: 448 Size: 16 [unused]
// float NormalsType; // Offset: 464 Size: 4 [unused]
// float4 NormalsSphereCenter; // Offset: 480 Size: 16 [unused]
// float4 NormalsCylinderUnitDirection;// Offset: 496 Size: 16 [unused]
// float AxisRotationVectorSourceIndex;// Offset: 512 Size: 4 [unused]
// float4 AxisRotationVectors[2]; // Offset: 528 Size: 32 [unused]
// float3 ParticleUpRightResultScalars;// Offset: 560 Size: 12 [unused]
// float2 ZTransform; // Offset: 576 Size: 8
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float
// TEXCOORD 5 z 0 NONE float z
// TEXCOORD 1 xyzw 1 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Depth 0 N/A oDepth DEPTH float YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[37], immediateIndexed
dcl_input_ps linear v0.z
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_output oDepth
dcl_temps 2
dp2 r0.x, v1.xyxx, v1.xyxx
ge r0.y, r0.x, l(1.000000)
discard_nz r0.y
mul r0.y, v1.z, l(0.500000)
add r0.x, -r0.x, l(1.000000)
max r0.x, r0.x, l(0.000000)
sqrt r0.x, r0.x
mad r0.xyzw, -r0.xxxx, r0.yyyy, v0.zzzz
div r1.x, cb0[36].y, r0.w
add oDepth, r1.x, cb0[36].x
mov o0.xyzw, r0.xyzw
ret
// Approximately 12 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/



I dont really know anything about fixing shaders but I remember that you can easily disable unwanted shaders in 3dmigoto and the game renders properly for me with

[ShaderOverride1]
Hash=000000006df1c5e8
Handling=skip

[ShaderOverride2]
Hash=00000000608f8972
Handling=skip

added within d3dx.ini

I dont know if I made somethign wrong or are those shaders new, or whatever, any help woudl be appreciated but those 2 are defineteley broken for me for some reason.

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#36
Posted 12/03/2016 10:44 PM   
Hey man. Good job on doing the hunting part. For the first issue, that is indeed a lighting shader that should include a fix. For some strange reason, I did not have a shader dumped with the same hash as that when I did a full dump of shaders. I think that might have something to do with the fact that I tried using bytecode hashes this time in order to try to prevent further updates from breaking the fix, but I have a theory that it's had an unwanted side effect that certain configurations may cause certain shaders to dump with different hashes, maybe. I dunno. But anyway, since you managed to locate that shader, I can provide you with the solution for it. Add the following 2 lines of code after line 58: float4 stereo = StereoParams.Load(0); r0.x -= stereo.x * (r0.z - stereo.y); As for the black transparent thing that appears during ADS, I've started noticing this too during the few games I've played. I haven't started looking for it yet, but I'll take a look in the next couple days. I suspect it has to do with the HUD items that wants to twitch. Did the addition you made to the d3dx.ini file help for that one?
Hey man. Good job on doing the hunting part.

For the first issue, that is indeed a lighting shader that should include a fix. For some strange reason, I did not have a shader dumped with the same hash as that when I did a full dump of shaders. I think that might have something to do with the fact that I tried using bytecode hashes this time in order to try to prevent further updates from breaking the fix, but I have a theory that it's had an unwanted side effect that certain configurations may cause certain shaders to dump with different hashes, maybe. I dunno. But anyway, since you managed to locate that shader, I can provide you with the solution for it. Add the following 2 lines of code after line 58:

float4 stereo = StereoParams.Load(0);
r0.x -= stereo.x * (r0.z - stereo.y);

As for the black transparent thing that appears during ADS, I've started noticing this too during the few games I've played. I haven't started looking for it yet, but I'll take a look in the next couple days. I suspect it has to do with the HUD items that wants to twitch. Did the addition you made to the d3dx.ini file help for that one?

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

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#37
Posted 12/04/2016 08:28 PM   
np, I could hunt for shaders for days I just have no idea how to fix them :) Yeah adding those 2 lines fixed it, thanks. As for the transparent thingy its gone when disabled in d3dx.ini Im not sure if it has some side effects of removing something vital somewhere else but so far I havent ran into any issues.
np, I could hunt for shaders for days I just have no idea how to fix them :)

Yeah adding those 2 lines fixed it, thanks. As for the transparent thingy its gone when disabled in d3dx.ini Im not sure if it has some side effects of removing something vital somewhere else but so far I havent ran into any issues.

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#38
Posted 12/04/2016 08:57 PM   
Hi all, I know the fix is not working anymore (I understand, this game gets updated a lot), but I wanted to know if someone find an acceptable compatibility profile for this one? Thanks!
Hi all,

I know the fix is not working anymore (I understand, this game gets updated a lot), but I wanted to know if someone find an acceptable compatibility profile for this one?

Thanks!

#39
Posted 09/24/2018 02:20 PM   
Actually, I did (mostly) refix this game using regex (so it should now be unbreakable by updates) a while ago, however I never got around to updating the blog page with it since I never got around to fixing the HUD completely, although the game is perfectly playable in this state. Here's a link to my latest WIP in the meantime. Download: [url]http://www.mediafire.com/file/7zba9mpu2kgyc8z/Killing_Floor_2_regex_refix.zip/file[/url]
Actually, I did (mostly) refix this game using regex (so it should now be unbreakable by updates) a while ago, however I never got around to updating the blog page with it since I never got around to fixing the HUD completely, although the game is perfectly playable in this state. Here's a link to my latest WIP in the meantime.

Download: http://www.mediafire.com/file/7zba9mpu2kgyc8z/Killing_Floor_2_regex_refix.zip/file

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

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#40
Posted 09/24/2018 10:02 PM   
Ho wow, thanks a lot sir! I did play a lot with your old fix back then when it was still working, I will try this at home tonight. Time to finally increase this survivalist perk!
Ho wow, thanks a lot sir!
I did play a lot with your old fix back then when it was still working, I will try this at home tonight.
Time to finally increase this survivalist perk!

#41
Posted 09/25/2018 01:19 PM   
It is indeed exactly like when you fixed it the first time. Honestly, I don't mind the hud, all the rest is perfect. Thanks again!
It is indeed exactly like when you fixed it the first time. Honestly, I don't mind the hud, all the rest is perfect. Thanks again!

#42
Posted 09/26/2018 01:24 PM   
[quote="DJ-RK"]Actually, I did (mostly) refix this game using regex (so it should now be unbreakable by updates) a while ago, however I never got around to updating the blog page with it since I never got around to fixing the HUD completely, although the game is perfectly playable in this state. Here's a link to my latest WIP in the meantime. Download: [url]http://www.mediafire.com/file/7zba9mpu2kgyc8z/Killing_Floor_2_regex_refix.zip/file[/url][/quote] Hi DJ-RK Thx for your excellent fix. I added it to 3D Fix Manager. So no need to post it on Helix Blog any more. Most people will get that fix automatically now via 3DFM. Those who don't still insist on doing fix installation manually. They will likely never experience your nice fix. It's their own fault :P
DJ-RK said:Actually, I did (mostly) refix this game using regex (so it should now be unbreakable by updates) a while ago, however I never got around to updating the blog page with it since I never got around to fixing the HUD completely, although the game is perfectly playable in this state. Here's a link to my latest WIP in the meantime.

Download: http://www.mediafire.com/file/7zba9mpu2kgyc8z/Killing_Floor_2_regex_refix.zip/file


Hi DJ-RK

Thx for your excellent fix. I added it to 3D Fix Manager. So no need to post it on Helix Blog any more. Most people will get that fix automatically now via 3DFM. Those who don't still insist on doing fix installation manually. They will likely never experience your nice fix. It's their own fault :P

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

#43
Posted 10/12/2018 02:48 PM   
Cheers. Thanks for that. Sadly this is not the only game fix that I haven't posted to the blog, fell behind a while back when I couldn't get logged into the AWS server and never got around to getting it all sorted, but glad that this one is up for those that are technically inclined enough to use your tool.
Cheers. Thanks for that. Sadly this is not the only game fix that I haven't posted to the blog, fell behind a while back when I couldn't get logged into the AWS server and never got around to getting it all sorted, but glad that this one is up for those that are technically inclined enough to use your tool.

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

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#44
Posted 10/12/2018 08:55 PM   
  3 / 3    
Scroll To Top