[quote="Klaj"]Will there - by any chance - be a proper 3D Vision mod for Elite Dangerous? Come ON![/quote]
See previous post. You will find the solution for the fix there:)
Klaj said:Will there - by any chance - be a proper 3D Vision mod for Elite Dangerous? Come ON!
See previous post. You will find the solution for the fix there:)
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
I've recently found myself willing to attempt fixing shaders. My track record is poor. I couldn't look at Elite Dangerous as I don't own the game. Can't really wish you good luck as at this point no-one is attempting to fix the game as far as I know.
I've recently found myself willing to attempt fixing shaders. My track record is poor. I couldn't look at Elite Dangerous as I don't own the game. Can't really wish you good luck as at this point no-one is attempting to fix the game as far as I know.
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?
[quote="Klaj"]I am not able nor willing to learn how to fix the game myself. I know it might be fun... But I am just not a skilled coder.[/quote]
Actually, as I observe in a different thread, the real key to being able to become a shaderhacker is the ability to solve puzzles. Very much like adventure games, or in-game puzzles. Knowing coding is not a prerequisite for being able to fix shaders, as it is so different and so arcane that coding knowledge really doesn't add much here. (I say this as a professional software developer with a lot of real-world coding experience.)
If you like puzzles, this is a really unique way to apply that skill. There are a lot more resources now than we had in the past, and other shaderhackers will be happy to help you out if you do the first steps of setting up the tools and identifying the shaders.
If the effects can be simply disabled- that is a skill that literally anyone here can learn.
Klaj said:I am not able nor willing to learn how to fix the game myself. I know it might be fun... But I am just not a skilled coder.
Actually, as I observe in a different thread, the real key to being able to become a shaderhacker is the ability to solve puzzles. Very much like adventure games, or in-game puzzles. Knowing coding is not a prerequisite for being able to fix shaders, as it is so different and so arcane that coding knowledge really doesn't add much here. (I say this as a professional software developer with a lot of real-world coding experience.)
If you like puzzles, this is a really unique way to apply that skill. There are a lot more resources now than we had in the past, and other shaderhackers will be happy to help you out if you do the first steps of setting up the tools and identifying the shaders.
If the effects can be simply disabled- that is a skill that literally anyone here can learn.
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
I have just bought Elite Dangerous. It'd on sale atm.
It looks like lots of it renders well in 3D with some that might need to be disabled.
I think I am going to have a go at fixing the shaders.
To save me looking. What are the hotkeys or what must I do to get the debug program to only show active shaders again?
Any other time-saver tips or a link to where they are quickly found would be very gratefully recieved
I have just bought Elite Dangerous. It'd on sale atm.
It looks like lots of it renders well in 3D with some that might need to be disabled.
I think I am going to have a go at fixing the shaders.
To save me looking. What are the hotkeys or what must I do to get the debug program to only show active shaders again?
Any other time-saver tips or a link to where they are quickly found would be very gratefully recieved
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Great, glad to hear it! This is a DX11 game, so you should be able to use 3Dmigoto without problems. Go to the latest release of 1.2.1: https://github.com/bo3b/3Dmigoto/releases
Nothing special needs to change in the d3dx.ini unless you don't like the keys. Comments in the .ini file will tell you the layout, using the number pad. 4,5,6 for VS, 1,2,3 for PS.
It will only show/step through active shaders in the current frame, and you should also have the green text UI.
Let me know if you run into problems. In general, 3Dmigoto has been stable on recent games, but we know there are still glitches.
Great, glad to hear it! This is a DX11 game, so you should be able to use 3Dmigoto without problems. Go to the latest release of 1.2.1: https://github.com/bo3b/3Dmigoto/releases
Nothing special needs to change in the d3dx.ini unless you don't like the keys. Comments in the .ini file will tell you the layout, using the number pad. 4,5,6 for VS, 1,2,3 for PS.
It will only show/step through active shaders in the current frame, and you should also have the green text UI.
Let me know if you run into problems. In general, 3Dmigoto has been stable on recent games, but we know there are still glitches.
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
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
update
I have found six pairs of shaders:
[list]
[.]three of them I want to remove[/.]
[.]one of them needs to be pushed back further so it becomes infinity (stars)[/.]
[.]one of them needs to go from 2D to infinity (nebular)[/.]
[.]one of them is not at the right depth (a station texture which double as a radar one)[/.]
[/list]
Bar the last one, presumably these are fairly common hacks? Especially the first disable type hack?
Would it be possible to provide some links to where these type of fixes have been done before so I can follow the method? Or does it not work like that?
Thanks!
one of them needs to be pushed back further so it becomes infinity (stars)
one of them needs to go from 2D to infinity (nebular)
one of them is not at the right depth (a station texture which double as a radar one)
Bar the last one, presumably these are fairly common hacks? Especially the first disable type hack?
Would it be possible to provide some links to where these type of fixes have been done before so I can follow the method? Or does it not work like that?
Thanks!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Disabling is easy;)) If you give us the vertex shader I can tell you how to disable it or even fix it;))
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
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
So sorry for the double post but I am convinced this game has MAJOR potential.
ALL of the usual game breaking shaders work! They are fully 3D e.g. unit icons, target icons, HUD etc. EVEN galaxy maps and planetary orbit lines! :)
The borked effect that causes the most eyesore is just one shader pair which seems to renders a 'layer' of the texture map for both the cockpit and the stations. I am convinced it is popping out way beyond natural instead of being in depth. Below this texture is more texture, which is totally fine!
The other shaders are either cheap ones that could be removed e.g. a bloom or, push come to shove, the nebula map, or ones that cause half-shadows(?) either side of the objects. Finally the star-field is not quite deep enough but still sufficiently deep to not be a total game breaker.
I have attached some screenies. Try to look beyond the borked popping out shader under the compass. The compass itself is fine as are the other elements! :) The last three screenies show the troubles! The system maps is cool but the sun has that half shadow thing. I have found the shaders.
Because of the amount of working textures I would be willing to bet the game would still look cool with all the abovementioned shaders removed - even the stars fields because the game renders enough of the real stars!
So sorry for the double post but I am convinced this game has MAJOR potential.
ALL of the usual game breaking shaders work! They are fully 3D e.g. unit icons, target icons, HUD etc. EVEN galaxy maps and planetary orbit lines! :)
The borked effect that causes the most eyesore is just one shader pair which seems to renders a 'layer' of the texture map for both the cockpit and the stations. I am convinced it is popping out way beyond natural instead of being in depth. Below this texture is more texture, which is totally fine!
The other shaders are either cheap ones that could be removed e.g. a bloom or, push come to shove, the nebula map, or ones that cause half-shadows(?) either side of the objects. Finally the star-field is not quite deep enough but still sufficiently deep to not be a total game breaker.
I have attached some screenies. Try to look beyond the borked popping out shader under the compass. The compass itself is fine as are the other elements! :) The last three screenies show the troubles! The system maps is cool but the sun has that half shadow thing. I have found the shaders.
Because of the amount of working textures I would be willing to bet the game would still look cool with all the abovementioned shaders removed - even the stars fields because the game renders enough of the real stars!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Great! The HLSL approach is similar, but the syntax is different. Here is how you can disable an effect in HLSL, using your PS above:
[code]// bloom in 2D
Texture2D<float4> t1 : register(t1);
Texture2D<float4> t0 : register(t0);
SamplerState s1_s : register(s1);
SamplerState s0_s : register(s0);
cbuffer cb0 : register(b0)
{
float4 cb0[1];
}
Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);
void main(
float4 v0 : TEXCOORD0,
float4 v1 : TEXCOORD1,
float v2 : TEXCOORD2,
float4 v3 : SV_Position0,
out float4 o0 : SV_Target0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;
r0.xyzw = t1.Sample(s1_s, v1.zw).xyzw;
r0.xyz = cb0[0].xxx * r0.xyz;
r1.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
r0.xyz = r0.xyz * r1.xyz + -r1.xyz;
r0.xyz = v2.xxx * r0.xyz + r1.xyz;
o0.w = v0.w * r1.w;
o0.xyz = v0.xyz * r0.xyz;
// Disable instead
o0=0;
return;
}
[/code]
That's typically the easiest. Since this is Shader Model 4 (ps_4_0), you can also put in the "discard;" instruction if setting the output to zero doesn't seem to work quite right.
Disabling in the PS is typically better, as a VS might hit multiple pieces.
For moving items to depth, that is one of the easiest effects to actually fix. Here are some notes from Mike_ar69, that I've saved off on the wiki for future use. Not really structured yet, but it's the basic idea for fixing skybox.
[url]http://wiki.bo3b.net/index.php?title=Skybox_notes[/url]
We don't have any good info for using HLSL for fixes just yet, but I plan to pick up my lesson plan using HLSL in a month or so. In general HLSL is easier and less prone to complications, you can pretty much always just say what you mean, and the compiler will work.
Give those a try and see if it works for you.
That's typically the easiest. Since this is Shader Model 4 (ps_4_0), you can also put in the "discard;" instruction if setting the output to zero doesn't seem to work quite right.
Disabling in the PS is typically better, as a VS might hit multiple pieces.
For moving items to depth, that is one of the easiest effects to actually fix. Here are some notes from Mike_ar69, that I've saved off on the wiki for future use. Not really structured yet, but it's the basic idea for fixing skybox.
We don't have any good info for using HLSL for fixes just yet, but I plan to pick up my lesson plan using HLSL in a month or so. In general HLSL is easier and less prone to complications, you can pretty much always just say what you mean, and the compiler will work.
Give those a try and see if it works for you.
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
See previous post. You will find the solution for the fix there:)
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)
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
Actually, as I observe in a different thread, the real key to being able to become a shaderhacker is the ability to solve puzzles. Very much like adventure games, or in-game puzzles. Knowing coding is not a prerequisite for being able to fix shaders, as it is so different and so arcane that coding knowledge really doesn't add much here. (I say this as a professional software developer with a lot of real-world coding experience.)
If you like puzzles, this is a really unique way to apply that skill. There are a lot more resources now than we had in the past, and other shaderhackers will be happy to help you out if you do the first steps of setting up the tools and identifying the shaders.
If the effects can be simply disabled- that is a skill that literally anyone here can learn.
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
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
It looks like lots of it renders well in 3D with some that might need to be disabled.
I think I am going to have a go at fixing the shaders.
To save me looking. What are the hotkeys or what must I do to get the debug program to only show active shaders again?
Any other time-saver tips or a link to where they are quickly found would be very gratefully recieved
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
Nothing special needs to change in the d3dx.ini unless you don't like the keys. Comments in the .ini file will tell you the layout, using the number pad. 4,5,6 for VS, 1,2,3 for PS.
It will only show/step through active shaders in the current frame, and you should also have the green text UI.
Let me know if you run into problems. In general, 3Dmigoto has been stable on recent games, but we know there are still glitches.
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
It is now working
But not showing green text.
F10 beeps nicely though
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
I have found six pairs of shaders:
Bar the last one, presumably these are fairly common hacks? Especially the first disable type hack?
Would it be possible to provide some links to where these type of fixes have been done before so I can follow the method? Or does it not work like that?
Thanks!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
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)
If you wouldn't mind, please will you add comments to what you have used and any changes?
this is the PS bit...
This is the VS
Thanks!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
ALL of the usual game breaking shaders work! They are fully 3D e.g. unit icons, target icons, HUD etc. EVEN galaxy maps and planetary orbit lines! :)
The borked effect that causes the most eyesore is just one shader pair which seems to renders a 'layer' of the texture map for both the cockpit and the stations. I am convinced it is popping out way beyond natural instead of being in depth. Below this texture is more texture, which is totally fine!
The other shaders are either cheap ones that could be removed e.g. a bloom or, push come to shove, the nebula map, or ones that cause half-shadows(?) either side of the objects. Finally the star-field is not quite deep enough but still sufficiently deep to not be a total game breaker.
I have attached some screenies. Try to look beyond the borked popping out shader under the compass. The compass itself is fine as are the other elements! :) The last three screenies show the troubles! The system maps is cool but the sun has that half shadow thing. I have found the shaders.
Because of the amount of working textures I would be willing to bet the game would still look cool with all the abovementioned shaders removed - even the stars fields because the game renders enough of the real stars!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
That's typically the easiest. Since this is Shader Model 4 (ps_4_0), you can also put in the "discard;" instruction if setting the output to zero doesn't seem to work quite right.
Disabling in the PS is typically better, as a VS might hit multiple pieces.
For moving items to depth, that is one of the easiest effects to actually fix. Here are some notes from Mike_ar69, that I've saved off on the wiki for future use. Not really structured yet, but it's the basic idea for fixing skybox.
http://wiki.bo3b.net/index.php?title=Skybox_notes
We don't have any good info for using HLSL for fixes just yet, but I plan to pick up my lesson plan using HLSL in a month or so. In general HLSL is easier and less prone to complications, you can pretty much always just say what you mean, and the compiler will work.
Give those a try and see if it works for you.
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
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