using hook=all (force_cpu_affinity=1 or 0) i get a silent crash (black screen without sound, but ALT-TAB show the windows crash message. Itry like 15 times and always get a crash.
using hook=deferred_contexts i don't get a crash, but every shader i hunt is incomplete in HLSL...the HLSL code is fine just before a "nop" line that is show in the ASM code.
Do you have this? or is something related to the hooking method?
With MGSV:GZ using hook=deferred_contexts and force_cpu_affinity=1 work fine for hunting/fixing.
In fact i look only the menu and fix the big haloing in the entire screen and shadows/lights.
I still don't start a game, but shadows/lights should be easy to fix (we have the projection matrix).
Also will be very helpful if we can fix using force_cpu_affinity=0, because using "1" framerate are very low, so is impossible to play and fix at the same time.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67899/[/img]
With MGSV:GZ using hook=deferred_contexts and force_cpu_affinity=1 work fine for hunting/fixing.
In fact i look only the menu and fix the big haloing in the entire screen and shadows/lights.
I still don't start a game, but shadows/lights should be easy to fix (we have the projection matrix).
Also will be very helpful if we can fix using force_cpu_affinity=0, because using "1" framerate are very low, so is impossible to play and fix at the same time.
Nice Improvement!
[quote="mike_ar69"]It looks like shit.[img]https://forums.geforce.com/cmd/default/download-comment-attachment/62799/[/img][/quote]
What exactly is the source of the black portion of the character image? Is it there so that he isn't opaque? Like some kind of background that they build upon?
It's probably what causes the character halo when using CM.
The first time I ever saw it was in the Force Unleashed, I don't recall ever seeing it in older games.
What exactly is the source of the black portion of the character image? Is it there so that he isn't opaque? Like some kind of background that they build upon?
It's probably what causes the character halo when using CM.
The first time I ever saw it was in the Force Unleashed, I don't recall ever seeing it in older games.
It's shadows and lights halo, the effect is present in all the screen....so need to fix in the VS. Next in the PS is necessary to fix shadows and lights position.
MGSV:TPP have the same issue and i'm sure is the same thing.
It's shadows and lights halo, the effect is present in all the screen....so need to fix in the VS. Next in the PS is necessary to fix shadows and lights position.
MGSV:TPP have the same issue and i'm sure is the same thing.
3DMigoto 1.2.25 is out to enable compatibility with MGSV:TPP and fixes decompiler issues with both MGSV games.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67902/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/67903/[/img]
I worked out the pattern to fix the shadows, so this game is now looking very promising :)
Edit: I posted in the MGSV thread before checking this thread - I see you also cracked the pattern ;-)
3DMigoto 1.2.25 now works with TPP, provided certain options are set:
hook=all except_set_shader_resources
- Required for compatibility with this game. Except... is a workaround for a particular crash (actually I worked around it twice - this will silence the warning that the other workaround raises, so I don't forget about it)
hunting=2
- hunting=1 will hang on launch due to an overlay problem
force_cpu_affinity=1
- not positive this is required, but safer when hooking (will try to address this)
3DMigoto 1.2.25 is out to enable compatibility with MGSV:TPP and fixes decompiler issues with both MGSV games.
I worked out the pattern to fix the shadows, so this game is now looking very promising :)
Edit: I posted in the MGSV thread before checking this thread - I see you also cracked the pattern ;-)
3DMigoto 1.2.25 now works with TPP, provided certain options are set:
hook=all except_set_shader_resources
- Required for compatibility with this game. Except... is a workaround for a particular crash (actually I worked around it twice - this will silence the warning that the other workaround raises, so I don't forget about it)
hunting=2
- hunting=1 will hang on launch due to an overlay problem
force_cpu_affinity=1
- not positive this is required, but safer when hooking (will try to address this)
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
Thanks DSS!!
Now is working perfect.....even with the force_cpu_affinity=0 now i don't have a crash (of course need more test). I'm editing the shaders in another PC, so i'm not doing ALT-TAB, maybe is related to that.
I saw the fixing shaders in your github...and yes, they are the same patterns than GZ. So this could be a Metal Gear Solid V COMBO fix!! 2x1
I don't know wich game start to fixing...LOL....DSS, you will fix TPP?
Now is working perfect.....even with the force_cpu_affinity=0 now i don't have a crash (of course need more test). I'm editing the shaders in another PC, so i'm not doing ALT-TAB, maybe is related to that.
I saw the fixing shaders in your github...and yes, they are the same patterns than GZ. So this could be a Metal Gear Solid V COMBO fix!! 2x1
I don't know wich game start to fixing...LOL....DSS, you will fix TPP?
[quote="DHR"]Now is working perfect.....even with the force_cpu_affinity=0 now i don't have a crash (of course need more test). I'm editing the shaders in another PC, so i'm not doing ALT-TAB, maybe is related to that.[/quote]Good to know, thanks :) I also had some trouble with alt+tab not working consistently, but I haven't checked if it is related to 3DMigoto or not. Like you, I do most of my editing using a second laptop so I can avoid needing it unless I need to check a frame analysis dump.
[quote]I saw the fixing shaders in your github...and yes, they are the same patterns than GZ. So this could be a Metal Gear Solid V COMBO fix!! 2x1[/quote]I had a feeling the pattern would be the same - they both were visually broken in the same way with the telltale triple image lighting halo that I am very familiar with thanks to Unity. I actually spent a little time looking at the GZ shaders when I first got it running in 3DMigoto, but decided that I should prioritise making TPP work in 3DMigoto instead :)
Do any of the same shader hashes appear in GZ, or just the patterns? Edit: Checked on my own system - looks like there's only about half a dozen common hashes, so the answer is they only share the patterns.
[quote]I don't know wich game start to fixing...LOL....DSS, you will fix TPP?[/quote]Hehe, I had the same dilemma, but yeah I'm thinking I'll focus on TPP for now :) Either way we should probably aim to release the GZ fix first for chronological reasons (or at the same time), but as a shorter game I expect that will happen anyway ;)
DHR said:Now is working perfect.....even with the force_cpu_affinity=0 now i don't have a crash (of course need more test). I'm editing the shaders in another PC, so i'm not doing ALT-TAB, maybe is related to that.
Good to know, thanks :) I also had some trouble with alt+tab not working consistently, but I haven't checked if it is related to 3DMigoto or not. Like you, I do most of my editing using a second laptop so I can avoid needing it unless I need to check a frame analysis dump.
I saw the fixing shaders in your github...and yes, they are the same patterns than GZ. So this could be a Metal Gear Solid V COMBO fix!! 2x1
I had a feeling the pattern would be the same - they both were visually broken in the same way with the telltale triple image lighting halo that I am very familiar with thanks to Unity. I actually spent a little time looking at the GZ shaders when I first got it running in 3DMigoto, but decided that I should prioritise making TPP work in 3DMigoto instead :)
Do any of the same shader hashes appear in GZ, or just the patterns? Edit: Checked on my own system - looks like there's only about half a dozen common hashes, so the answer is they only share the patterns.
I don't know wich game start to fixing...LOL....DSS, you will fix TPP?
Hehe, I had the same dilemma, but yeah I'm thinking I'll focus on TPP for now :) Either way we should probably aim to release the GZ fix first for chronological reasons (or at the same time), but as a shorter game I expect that will happen anyway ;)
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
The patterns are the same, but the shaders are different.
Yesterday i start to play the prologue in TPP, and fix a bunch of halos and shadows/lights....i can send you the files. There are 3 issues remain:
- Ambient oclussion, even if you set off
- Decals from fire are 2D
- There is some blue light (one spot is orange) that appear in some part and some angles (like a cut off light), very anoying.
Those 3 issues appear in the 5 min of the prologue.
This is the best prologue i play in a game.
The patterns are the same, but the shaders are different.
Yesterday i start to play the prologue in TPP, and fix a bunch of halos and shadows/lights....i can send you the files. There are 3 issues remain:
- Ambient oclussion, even if you set off
- Decals from fire are 2D
- There is some blue light (one spot is orange) that appear in some part and some angles (like a cut off light), very anoying.
Those 3 issues appear in the 5 min of the prologue.
I'm having some issues with dumping shaders using export_hlsl=1
When a shader contains the definition of the float4x4 with an array of values assigned it's not beeing dumped.
Does this function skip shaders which throw an error during the decompile process?
I'm missing some shaders and I know they are run just once to generate some Textures or cubemaps. They are inactive during the game and I have no way to dump them using normal cycling.
I'm begging you, please fix that float4x4 bug.
I'm having some issues with dumping shaders using export_hlsl=1
When a shader contains the definition of the float4x4 with an array of values assigned it's not beeing dumped.
Does this function skip shaders which throw an error during the decompile process?
I'm missing some shaders and I know they are run just once to generate some Textures or cubemaps. They are inactive during the game and I have no way to dump them using normal cycling.
Since TPP decided to update tonight I spent some time writing a new script instead: hlsltool.py (in my 3d-fixes repo) is to DX11 HLSL shaders what shadertool.py was to DX9 asm shaders. --auto-fix-vertex-halo is implemented, and should be able to handle the same edge cases that shadertool could (but needs testing of course). For MGSV in particular it strips out all those useless x=x instructions to make it easier to see the important bits of the shader.
@DHR, yes please send me any shaders you are working on. If you are comfortable using git I can give you commit access to 3d-fixes, or we could set up another shared repository. Otherwise we can just sync up every now and again.
@Oomek, can you give me an example of one of the affected shaders (export_shaders=1 to get assembly. Also check the d3d11_log.txt to find the error). I think this might be an issue that bo3b was looking into a while back.
Since TPP decided to update tonight I spent some time writing a new script instead: hlsltool.py (in my 3d-fixes repo) is to DX11 HLSL shaders what shadertool.py was to DX9 asm shaders. --auto-fix-vertex-halo is implemented, and should be able to handle the same edge cases that shadertool could (but needs testing of course). For MGSV in particular it strips out all those useless x=x instructions to make it easier to see the important bits of the shader.
@DHR, yes please send me any shaders you are working on. If you are comfortable using git I can give you commit access to 3d-fixes, or we could set up another shared repository. Otherwise we can just sync up every now and again.
@Oomek, can you give me an example of one of the affected shaders (export_shaders=1 to get assembly. Also check the d3d11_log.txt to find the error). I think this might be an issue that bo3b was looking into a while back.
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
[quote="DarkStarSword"]-snip about Dolphin-[/quote]
Thank you, DarkStarSword. Still (of two games I tried, this only happened in Baten Kaitos), when I dump shaders in Dolphin with the newest 3Dmigoto version (1.2.25), shaders have randomly one or a few errors (like "r1.xyzw = (int5)clights[1].color;") that cause this in the log:
[code]C:\Users\Alejandro\Documents\Dolphin-x64 8717\wrapper1349(82,14-17): error X3004: undeclared identifier 'int5'[/code]
As a consequence it causes other errors in the log. But changing those "int5" to "int4" makes the shader correct. Usually reloading the game and dumping the shader again makes it dump correctly. But in case of error, it's easy to fix.
It's also weird that it always happens with that "clights", and the shader always trying to cast to int5 instead of int4.
By the way, congratulations for the new releases! Can't wait to play Ground Zeroes sidequests in 3D.
Thank you, DarkStarSword. Still (of two games I tried, this only happened in Baten Kaitos), when I dump shaders in Dolphin with the newest 3Dmigoto version (1.2.25), shaders have randomly one or a few errors (like "r1.xyzw = (int5)clights[1].color;") that cause this in the log:
As a consequence it causes other errors in the log. But changing those "int5" to "int4" makes the shader correct. Usually reloading the game and dumping the shader again makes it dump correctly. But in case of error, it's easy to fix.
It's also weird that it always happens with that "clights", and the shader always trying to cast to int5 instead of int4.
By the way, congratulations for the new releases! Can't wait to play Ground Zeroes sidequests in 3D.
i will test with MGSV:TPP today night.
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My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I do a quick test with MGSV:TPP.
using hook=all (force_cpu_affinity=1 or 0) i get a silent crash (black screen without sound, but ALT-TAB show the windows crash message. Itry like 15 times and always get a crash.
using hook=deferred_contexts i don't get a crash, but every shader i hunt is incomplete in HLSL...the HLSL code is fine just before a "nop" line that is show in the ASM code.
Do you have this? or is something related to the hooking method?
HLSL (i remove the headers)
ASM Code:
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My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
(nvidia stupid forum)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
In fact i look only the menu and fix the big haloing in the entire screen and shadows/lights.
I still don't start a game, but shadows/lights should be easy to fix (we have the projection matrix).
Also will be very helpful if we can fix using force_cpu_affinity=0, because using "1" framerate are very low, so is impossible to play and fix at the same time.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
What exactly is the source of the black portion of the character image? Is it there so that he isn't opaque? Like some kind of background that they build upon?
It's probably what causes the character halo when using CM.
The first time I ever saw it was in the Force Unleashed, I don't recall ever seeing it in older games.
MGSV:TPP have the same issue and i'm sure is the same thing.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I worked out the pattern to fix the shadows, so this game is now looking very promising :)
Edit: I posted in the MGSV thread before checking this thread - I see you also cracked the pattern ;-)
3DMigoto 1.2.25 now works with TPP, provided certain options are set:
hook=all except_set_shader_resources
- Required for compatibility with this game. Except... is a workaround for a particular crash (actually I worked around it twice - this will silence the warning that the other workaround raises, so I don't forget about it)
hunting=2
- hunting=1 will hang on launch due to an overlay problem
force_cpu_affinity=1
- not positive this is required, but safer when hooking (will try to address this)
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
Now is working perfect.....even with the force_cpu_affinity=0 now i don't have a crash (of course need more test). I'm editing the shaders in another PC, so i'm not doing ALT-TAB, maybe is related to that.
I saw the fixing shaders in your github...and yes, they are the same patterns than GZ. So this could be a Metal Gear Solid V COMBO fix!! 2x1
I don't know wich game start to fixing...LOL....DSS, you will fix TPP?
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I had a feeling the pattern would be the same - they both were visually broken in the same way with the telltale triple image lighting halo that I am very familiar with thanks to Unity. I actually spent a little time looking at the GZ shaders when I first got it running in 3DMigoto, but decided that I should prioritise making TPP work in 3DMigoto instead :)
Do any of the same shader hashes appear in GZ, or just the patterns? Edit: Checked on my own system - looks like there's only about half a dozen common hashes, so the answer is they only share the patterns.
Hehe, I had the same dilemma, but yeah I'm thinking I'll focus on TPP for now :) Either way we should probably aim to release the GZ fix first for chronological reasons (or at the same time), but as a shorter game I expect that will happen anyway ;)
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
Yesterday i start to play the prologue in TPP, and fix a bunch of halos and shadows/lights....i can send you the files. There are 3 issues remain:
- Ambient oclussion, even if you set off
- Decals from fire are 2D
- There is some blue light (one spot is orange) that appear in some part and some angles (like a cut off light), very anoying.
Those 3 issues appear in the 5 min of the prologue.
This is the best prologue i play in a game.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
When a shader contains the definition of the float4x4 with an array of values assigned it's not beeing dumped.
Does this function skip shaders which throw an error during the decompile process?
I'm missing some shaders and I know they are run just once to generate some Textures or cubemaps. They are inactive during the game and I have no way to dump them using normal cycling.
I'm begging you, please fix that float4x4 bug.
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
@DHR, yes please send me any shaders you are working on. If you are comfortable using git I can give you commit access to 3d-fixes, or we could set up another shared repository. Otherwise we can just sync up every now and again.
@Oomek, can you give me an example of one of the affected shaders (export_shaders=1 to get assembly. Also check the d3d11_log.txt to find the error). I think this might be an issue that bo3b was looking into a while back.
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
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
I send you a PM with the files.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Thank you, DarkStarSword. Still (of two games I tried, this only happened in Baten Kaitos), when I dump shaders in Dolphin with the newest 3Dmigoto version (1.2.25), shaders have randomly one or a few errors (like "r1.xyzw = (int5)clights[1].color;") that cause this in the log:
As a consequence it causes other errors in the log. But changing those "int5" to "int4" makes the shader correct. Usually reloading the game and dumping the shader again makes it dump correctly. But in case of error, it's easy to fix.
It's also weird that it always happens with that "clights", and the shader always trying to cast to int5 instead of int4.
By the way, congratulations for the new releases! Can't wait to play Ground Zeroes sidequests in 3D.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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