Deus Ex Human Revolution (Directors Cut) - no 3D?
  3 / 9    
Dues EX the director's cut works fine in 3D you have to enable it in game menu under display options not the launch menu.
Dues EX the director's cut works fine in 3D you have to enable it in game menu under display options not the launch menu.

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#31
Posted 01/04/2016 07:22 PM   
The link to download the wrapper no longer works :( Where else can I get it?
The link to download the wrapper no longer works :(

Where else can I get it?

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OS: Windows 10 Home 64-bit

#32
Posted 04/01/2016 01:49 AM   
I'm pretty sure that this game doesn't have a wrapper.
I'm pretty sure that this game doesn't have a wrapper.

#33
Posted 04/01/2016 01:57 AM   
Since Mankind Divided is coming out next week, I thought I'd play this again, but I can't get this to work in 3D. I've tried disabling the StereoDefaultOn key in registry and activating 3D with Ctrl+T or the button on the emitter, to no avail. Stereo setting is on in-game and the registry shows the value 4 for StereoMode. Things are never easy with 3D, it would seem. Any help would be appreciated.
Since Mankind Divided is coming out next week, I thought I'd play this again, but I can't get this to work in 3D.

I've tried disabling the StereoDefaultOn key in registry and activating 3D with Ctrl+T or the button on the emitter, to no avail. Stereo setting is on in-game and the registry shows the value 4 for StereoMode.

Things are never easy with 3D, it would seem. Any help would be appreciated.

#34
Posted 08/17/2016 11:39 PM   
Are you trying not to use in-game 3d? You should just be able to turn it on and play it in dx11 mode. However, there is not very much depth. Which is why I assume you're trying to do all that extra stuff? I never figured out how to get that to work. So if you figure that out it would be helpful. You can use 3dmigoto to disable in-game 3d and use automatic mode which increases depth. However, the lighting and shadow shaders needs to be fixed. I haven't been able to figure that out yet since this is the first game I'm trying to fix :P.
Are you trying not to use in-game 3d? You should just be able to turn it on and play it in dx11 mode.

However, there is not very much depth. Which is why I assume you're trying to do all that extra stuff? I never figured out how to get that to work. So if you figure that out it would be helpful.

You can use 3dmigoto to disable in-game 3d and use automatic mode which increases depth. However, the lighting and shadow shaders needs to be fixed. I haven't been able to figure that out yet since this is the first game I'm trying to fix :P.

I'm ishiki, forum screwed up my name.

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#35
Posted 08/18/2016 02:31 AM   
[quote="ishiki"]Are you trying not to use in-game 3d? You should just be able to turn it on and play it in dx11 mode. However, there is not very much depth. Which is why I assume you're trying to do all that extra stuff? I never figured out how to get that to work. So if you figure that out it would be helpful. You can use 3dmigoto to disable in-game 3d and use automatic mode which increases depth. However, the lighting and shadow shaders needs to be fixed. I haven't been able to figure that out yet since this is the first game I'm trying to fix :P.[/quote] Thanks for the reply, ishiki. You're right, it actually started working fine in DX11 mode. I think I might've had the refresh rate wrong. Good luck with learning to fix the shaders yourself. I had thought about doing some of that with Hitman: Absolution earlier, but never got around to it.
ishiki said:Are you trying not to use in-game 3d? You should just be able to turn it on and play it in dx11 mode.

However, there is not very much depth. Which is why I assume you're trying to do all that extra stuff? I never figured out how to get that to work. So if you figure that out it would be helpful.

You can use 3dmigoto to disable in-game 3d and use automatic mode which increases depth. However, the lighting and shadow shaders needs to be fixed. I haven't been able to figure that out yet since this is the first game I'm trying to fix :P.

Thanks for the reply, ishiki. You're right, it actually started working fine in DX11 mode. I think I might've had the refresh rate wrong.

Good luck with learning to fix the shaders yourself. I had thought about doing some of that with Hitman: Absolution earlier, but never got around to it.

#36
Posted 08/18/2016 03:51 AM   
[quote="ishiki"]Are you trying not to use in-game 3d? You should just be able to turn it on and play it in dx11 mode. However, there is not very much depth. Which is why I assume you're trying to do all that extra stuff? I never figured out how to get that to work. So if you figure that out it would be helpful. You can use 3dmigoto to disable in-game 3d and use automatic mode which increases depth. However, the lighting and shadow shaders needs to be fixed. I haven't been able to figure that out yet since this is the first game I'm trying to fix :P.[/quote] Try starting with some easy fixes on the game. Assuming you've already done the ShaderHacker class, you can probably fix the skybox in this game. And there are some lights that double up in the distance that can be easily fixed. Take just one effect, and keep working on it until you get it. And if you get stuck, post the shader and what you are trying in the ShaderHacker thread and I'm sure we can help.
ishiki said:Are you trying not to use in-game 3d? You should just be able to turn it on and play it in dx11 mode.

However, there is not very much depth. Which is why I assume you're trying to do all that extra stuff? I never figured out how to get that to work. So if you figure that out it would be helpful.

You can use 3dmigoto to disable in-game 3d and use automatic mode which increases depth. However, the lighting and shadow shaders needs to be fixed. I haven't been able to figure that out yet since this is the first game I'm trying to fix :P.

Try starting with some easy fixes on the game. Assuming you've already done the ShaderHacker class, you can probably fix the skybox in this game. And there are some lights that double up in the distance that can be easily fixed.

Take just one effect, and keep working on it until you get it. And if you get stuck, post the shader and what you are trying in the ShaderHacker thread and I'm sure we can help.

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#37
Posted 08/18/2016 05:45 AM   
With all the hype for the new game, I'm trying to fix this one too (while Dead Rising 3 awaits for help). I have fixed some lights in the zone I was in my last save (Sarif's Manufacturing Plant). However, those fixes depend on the camera FOV, zoom, etc. So it changes a lot ingame. [code]//Cut off lights PS 2. // ---- Created with 3Dmigoto v1.2.43 on Thu Aug 25 23:02:23 2016 cbuffer DrawableBuffer : register(b1) { float4 FogColor : packoffset(c0); float4 DebugColor : packoffset(c1); float MaterialOpacity : packoffset(c2); float AlphaThreshold : packoffset(c3); } cbuffer SceneBuffer : register(b2) { row_major float4x4 View : packoffset(c0); row_major float4x4 ScreenMatrix : packoffset(c4); float2 DepthExportScale : packoffset(c8); float2 FogScaleOffset : packoffset(c9); float3 CameraPosition : packoffset(c10); float3 CameraDirection : packoffset(c11); float3 DepthFactors : packoffset(c12); float2 ShadowDepthBias : packoffset(c13); float4 SubframeViewport : packoffset(c14); row_major float3x4 DepthToWorld : packoffset(c15); float4 DepthToView : packoffset(c18); float4 OneOverDepthToView : packoffset(c19); float4 DepthToW : packoffset(c20); float4 ClipPlane : packoffset(c21); float2 ViewportDepthScaleOffset : packoffset(c22); float2 ColorDOFDepthScaleOffset : packoffset(c23); float2 TimeVector : packoffset(c24); float3 HeightFogParams : packoffset(c25); float3 GlobalAmbient : packoffset(c26); float4 GlobalParams[16] : packoffset(c27); float DX3_SSAOScale : packoffset(c43); float4 ScreenExtents : packoffset(c44); float2 ScreenResolution : packoffset(c45); float4 PSSMToMap1Lin : packoffset(c46); float4 PSSMToMap1Const : packoffset(c47); float4 PSSMToMap2Lin : packoffset(c48); float4 PSSMToMap2Const : packoffset(c49); float4 PSSMToMap3Lin : packoffset(c50); float4 PSSMToMap3Const : packoffset(c51); float4 PSSMDistances : packoffset(c52); row_major float4x4 WorldToPSSM0 : packoffset(c53); float StereoOffset : packoffset(c25.w); } cbuffer InstanceBuffer : register(b5) { float4 InstanceParams[8] : packoffset(c0); } SamplerState p_default_Material_0821DF245161732_DepthBufferTexture_sampler_s : register(s0); Texture2D<float4> p_default_Material_0821DF245161732_DepthBufferTexture_texture : register(t0); // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, out float4 o0 : SV_Target0) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; float4 iniparams = IniParams.Load(0); float4 stereo = StereoParams.Load(0); float separation = stereo.x; float convergence = stereo.y; r0.xy = v0.xy * ScreenExtents.zw + ScreenExtents.xy; r0.z = p_default_Material_0821DF245161732_DepthBufferTexture_texture.Sample(p_default_Material_0821DF245161732_DepthBufferTexture_sampler_s, r0.xy).x; r0.xy = r0.xy * DepthToView.xy + DepthToView.zw; r0.z = r0.z * DepthToW.x + DepthToW.y; r0.z = max(1.52600005e-005, r0.z); r1.z = 1 / r0.z; r1.xy = r1.zz * r0.xy; r1.x-=separation*(r1.z-convergence)*1.212; //*1.212 for correct lights with 100 fov and no zoom (inverse of 0.825, the number I used in Lords of the Fallen). ///ViewportDepthScaleOffset.x equals 1. //*iniparams.y r0.x = StereoOffset; r0.yz = float2(-0,-0); r1.xyz = r0.xyz + r1.xyz; r0.xyz = InstanceParams[4].xyz + r0.xyz; r0.w = dot(r1.xyz, r1.xyz); r1.w = rsqrt(r0.w); r0.w = sqrt(r0.w); r2.xyz = r1.www * r1.xyz; r0.x = dot(r2.xyz, r0.xyz); r0.x = saturate(r0.x / r0.w); r2.yz = r0.xx * r1.yz; r2.x = r0.x * r1.x + -StereoOffset; r0.xyz = -InstanceParams[4].xyz + r2.xyz; r0.x = dot(r0.xyz, r0.xyz); r0.y = r0.x * InstanceParams[6].x + InstanceParams[6].y; r0.x = sqrt(r0.x); r0.x = -r0.x * InstanceParams[7].x + 1; r0.y = 1 / r0.y; r0.yzw = InstanceParams[5].xyz * r0.yyy; o0.xyz = r0.yzw * r0.xxx; o0.w = MaterialOpacity; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844 // // using 3Dmigoto v1.2.43 on Thu Aug 25 23:02:23 2016 // // // Buffer Definitions: // // cbuffer DrawableBuffer // { // // float4 FogColor; // Offset: 0 Size: 16 [unused] // float4 DebugColor; // Offset: 16 Size: 16 [unused] // float MaterialOpacity; // Offset: 32 Size: 4 // float AlphaThreshold; // Offset: 48 Size: 4 [unused] // // } // // cbuffer SceneBuffer // { // // row_major float4x4 View; // Offset: 0 Size: 64 [unused] // row_major float4x4 ScreenMatrix; // Offset: 64 Size: 64 [unused] // float2 DepthExportScale; // Offset: 128 Size: 8 [unused] // float2 FogScaleOffset; // Offset: 144 Size: 8 [unused] // float3 CameraPosition; // Offset: 160 Size: 12 [unused] // float3 CameraDirection; // Offset: 176 Size: 12 [unused] // float3 DepthFactors; // Offset: 192 Size: 12 [unused] // float2 ShadowDepthBias; // Offset: 208 Size: 8 [unused] // float4 SubframeViewport; // Offset: 224 Size: 16 [unused] // row_major float3x4 DepthToWorld; // Offset: 240 Size: 48 [unused] // float4 DepthToView; // Offset: 288 Size: 16 // float4 OneOverDepthToView; // Offset: 304 Size: 16 [unused] // float4 DepthToW; // Offset: 320 Size: 16 // float4 ClipPlane; // Offset: 336 Size: 16 [unused] // float2 ViewportDepthScaleOffset; // Offset: 352 Size: 8 [unused] // float2 ColorDOFDepthScaleOffset; // Offset: 368 Size: 8 [unused] // float2 TimeVector; // Offset: 384 Size: 8 [unused] // float3 HeightFogParams; // Offset: 400 Size: 12 [unused] // float3 GlobalAmbient; // Offset: 416 Size: 12 [unused] // float4 GlobalParams[16]; // Offset: 432 Size: 256 [unused] // float DX3_SSAOScale; // Offset: 688 Size: 4 [unused] // float4 ScreenExtents; // Offset: 704 Size: 16 // float2 ScreenResolution; // Offset: 720 Size: 8 [unused] // float4 PSSMToMap1Lin; // Offset: 736 Size: 16 [unused] // float4 PSSMToMap1Const; // Offset: 752 Size: 16 [unused] // float4 PSSMToMap2Lin; // Offset: 768 Size: 16 [unused] // float4 PSSMToMap2Const; // Offset: 784 Size: 16 [unused] // float4 PSSMToMap3Lin; // Offset: 800 Size: 16 [unused] // float4 PSSMToMap3Const; // Offset: 816 Size: 16 [unused] // float4 PSSMDistances; // Offset: 832 Size: 16 [unused] // row_major float4x4 WorldToPSSM0; // Offset: 848 Size: 64 [unused] // float StereoOffset; // Offset: 412 Size: 4 // // } // // cbuffer InstanceBuffer // { // // float4 InstanceParams[8]; // Offset: 0 Size: 128 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // p_default_Material_0821DF245161732_DepthBufferTexture_sampler sampler NA NA 0 1 // p_default_Material_0821DF245161732_DepthBufferTexture_texture texture float4 2d 0 1 // DrawableBuffer cbuffer NA NA 1 1 // SceneBuffer cbuffer NA NA 2 1 // InstanceBuffer cbuffer NA NA 5 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb1[3], immediateIndexed dcl_constantbuffer cb2[45], immediateIndexed dcl_constantbuffer cb5[8], immediateIndexed dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_input_ps_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_temps 3 mad r0.xy, v0.xyxx, cb2[44].zwzz, cb2[44].xyxx sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t0.yzxw, s0 mad r0.xy, r0.xyxx, cb2[18].xyxx, cb2[18].zwzz mad r0.z, r0.z, cb2[20].x, cb2[20].y max r0.z, r0.z, l(0.0000152600005) div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z mul r1.xy, r0.xyxx, r1.zzzz mov r0.x, cb2[25].w mov r0.yz, l(0,-0.000000,-0.000000,0) add r1.xyz, r1.xyzx, r0.xyzx add r0.xyz, r0.xyzx, cb5[4].xyzx dp3 r0.w, r1.xyzx, r1.xyzx rsq r1.w, r0.w sqrt r0.w, r0.w mul r2.xyz, r1.xyzx, r1.wwww dp3 r0.x, r2.xyzx, r0.xyzx div_sat r0.x, r0.x, r0.w mul r2.yz, r1.yyzy, r0.xxxx mad r2.x, r0.x, r1.x, -cb2[25].w add r0.xyz, r2.xyzx, -cb5[4].xyzx dp3 r0.x, r0.xyzx, r0.xyzx mad r0.y, r0.x, cb5[6].x, cb5[6].y sqrt r0.x, r0.x mad r0.x, -r0.x, cb5[7].x, l(1.000000) div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y mul r0.yzw, r0.yyyy, cb5[5].xxyz mul o0.xyz, r0.xxxx, r0.yzwy mov o0.w, cb1[2].x ret // Approximately 29 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Do you think that FOV is in some variable there? I've tried some things in "SceneBuffer", but they didn't work. I have also changed HUD depth and that sort of things, for sniper rifles, etc. I have just started (and I can't promise I'll fix this until the end).
With all the hype for the new game, I'm trying to fix this one too (while Dead Rising 3 awaits for help).

I have fixed some lights in the zone I was in my last save (Sarif's Manufacturing Plant).

However, those fixes depend on the camera FOV, zoom, etc. So it changes a lot ingame.

//Cut off lights PS 2.
// ---- Created with 3Dmigoto v1.2.43 on Thu Aug 25 23:02:23 2016

cbuffer DrawableBuffer : register(b1)
{
float4 FogColor : packoffset(c0);
float4 DebugColor : packoffset(c1);
float MaterialOpacity : packoffset(c2);
float AlphaThreshold : packoffset(c3);
}

cbuffer SceneBuffer : register(b2)
{
row_major float4x4 View : packoffset(c0);
row_major float4x4 ScreenMatrix : packoffset(c4);
float2 DepthExportScale : packoffset(c8);
float2 FogScaleOffset : packoffset(c9);
float3 CameraPosition : packoffset(c10);
float3 CameraDirection : packoffset(c11);
float3 DepthFactors : packoffset(c12);
float2 ShadowDepthBias : packoffset(c13);
float4 SubframeViewport : packoffset(c14);
row_major float3x4 DepthToWorld : packoffset(c15);
float4 DepthToView : packoffset(c18);
float4 OneOverDepthToView : packoffset(c19);
float4 DepthToW : packoffset(c20);
float4 ClipPlane : packoffset(c21);
float2 ViewportDepthScaleOffset : packoffset(c22);
float2 ColorDOFDepthScaleOffset : packoffset(c23);
float2 TimeVector : packoffset(c24);
float3 HeightFogParams : packoffset(c25);
float3 GlobalAmbient : packoffset(c26);
float4 GlobalParams[16] : packoffset(c27);
float DX3_SSAOScale : packoffset(c43);
float4 ScreenExtents : packoffset(c44);
float2 ScreenResolution : packoffset(c45);
float4 PSSMToMap1Lin : packoffset(c46);
float4 PSSMToMap1Const : packoffset(c47);
float4 PSSMToMap2Lin : packoffset(c48);
float4 PSSMToMap2Const : packoffset(c49);
float4 PSSMToMap3Lin : packoffset(c50);
float4 PSSMToMap3Const : packoffset(c51);
float4 PSSMDistances : packoffset(c52);
row_major float4x4 WorldToPSSM0 : packoffset(c53);
float StereoOffset : packoffset(c25.w);
}

cbuffer InstanceBuffer : register(b5)
{
float4 InstanceParams[8] : packoffset(c0);
}

SamplerState p_default_Material_0821DF245161732_DepthBufferTexture_sampler_s : register(s0);
Texture2D<float4> p_default_Material_0821DF245161732_DepthBufferTexture_texture : register(t0);


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


void main(
float4 v0 : SV_POSITION0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

float4 iniparams = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
float separation = stereo.x;
float convergence = stereo.y;

r0.xy = v0.xy * ScreenExtents.zw + ScreenExtents.xy;
r0.z = p_default_Material_0821DF245161732_DepthBufferTexture_texture.Sample(p_default_Material_0821DF245161732_DepthBufferTexture_sampler_s, r0.xy).x;
r0.xy = r0.xy * DepthToView.xy + DepthToView.zw;
r0.z = r0.z * DepthToW.x + DepthToW.y;
r0.z = max(1.52600005e-005, r0.z);
r1.z = 1 / r0.z;
r1.xy = r1.zz * r0.xy;
r1.x-=separation*(r1.z-convergence)*1.212; //*1.212 for correct lights with 100 fov and no zoom (inverse of 0.825, the number I used in Lords of the Fallen). ///ViewportDepthScaleOffset.x equals 1. //*iniparams.y
r0.x = StereoOffset;
r0.yz = float2(-0,-0);
r1.xyz = r0.xyz + r1.xyz;
r0.xyz = InstanceParams[4].xyz + r0.xyz;
r0.w = dot(r1.xyz, r1.xyz);
r1.w = rsqrt(r0.w);
r0.w = sqrt(r0.w);
r2.xyz = r1.www * r1.xyz;
r0.x = dot(r2.xyz, r0.xyz);
r0.x = saturate(r0.x / r0.w);
r2.yz = r0.xx * r1.yz;
r2.x = r0.x * r1.x + -StereoOffset;
r0.xyz = -InstanceParams[4].xyz + r2.xyz;
r0.x = dot(r0.xyz, r0.xyz);
r0.y = r0.x * InstanceParams[6].x + InstanceParams[6].y;
r0.x = sqrt(r0.x);
r0.x = -r0.x * InstanceParams[7].x + 1;
r0.y = 1 / r0.y;
r0.yzw = InstanceParams[5].xyz * r0.yyy;
o0.xyz = r0.yzw * r0.xxx;
o0.w = MaterialOpacity;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844
//
// using 3Dmigoto v1.2.43 on Thu Aug 25 23:02:23 2016
//
//
// Buffer Definitions:
//
// cbuffer DrawableBuffer
// {
//
// float4 FogColor; // Offset: 0 Size: 16 [unused]
// float4 DebugColor; // Offset: 16 Size: 16 [unused]
// float MaterialOpacity; // Offset: 32 Size: 4
// float AlphaThreshold; // Offset: 48 Size: 4 [unused]
//
// }
//
// cbuffer SceneBuffer
// {
//
// row_major float4x4 View; // Offset: 0 Size: 64 [unused]
// row_major float4x4 ScreenMatrix; // Offset: 64 Size: 64 [unused]
// float2 DepthExportScale; // Offset: 128 Size: 8 [unused]
// float2 FogScaleOffset; // Offset: 144 Size: 8 [unused]
// float3 CameraPosition; // Offset: 160 Size: 12 [unused]
// float3 CameraDirection; // Offset: 176 Size: 12 [unused]
// float3 DepthFactors; // Offset: 192 Size: 12 [unused]
// float2 ShadowDepthBias; // Offset: 208 Size: 8 [unused]
// float4 SubframeViewport; // Offset: 224 Size: 16 [unused]
// row_major float3x4 DepthToWorld; // Offset: 240 Size: 48 [unused]
// float4 DepthToView; // Offset: 288 Size: 16
// float4 OneOverDepthToView; // Offset: 304 Size: 16 [unused]
// float4 DepthToW; // Offset: 320 Size: 16
// float4 ClipPlane; // Offset: 336 Size: 16 [unused]
// float2 ViewportDepthScaleOffset; // Offset: 352 Size: 8 [unused]
// float2 ColorDOFDepthScaleOffset; // Offset: 368 Size: 8 [unused]
// float2 TimeVector; // Offset: 384 Size: 8 [unused]
// float3 HeightFogParams; // Offset: 400 Size: 12 [unused]
// float3 GlobalAmbient; // Offset: 416 Size: 12 [unused]
// float4 GlobalParams[16]; // Offset: 432 Size: 256 [unused]
// float DX3_SSAOScale; // Offset: 688 Size: 4 [unused]
// float4 ScreenExtents; // Offset: 704 Size: 16
// float2 ScreenResolution; // Offset: 720 Size: 8 [unused]
// float4 PSSMToMap1Lin; // Offset: 736 Size: 16 [unused]
// float4 PSSMToMap1Const; // Offset: 752 Size: 16 [unused]
// float4 PSSMToMap2Lin; // Offset: 768 Size: 16 [unused]
// float4 PSSMToMap2Const; // Offset: 784 Size: 16 [unused]
// float4 PSSMToMap3Lin; // Offset: 800 Size: 16 [unused]
// float4 PSSMToMap3Const; // Offset: 816 Size: 16 [unused]
// float4 PSSMDistances; // Offset: 832 Size: 16 [unused]
// row_major float4x4 WorldToPSSM0; // Offset: 848 Size: 64 [unused]
// float StereoOffset; // Offset: 412 Size: 4
//
// }
//
// cbuffer InstanceBuffer
// {
//
// float4 InstanceParams[8]; // Offset: 0 Size: 128
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// p_default_Material_0821DF245161732_DepthBufferTexture_sampler sampler NA NA 0 1
// p_default_Material_0821DF245161732_DepthBufferTexture_texture texture float4 2d 0 1
// DrawableBuffer cbuffer NA NA 1 1
// SceneBuffer cbuffer NA NA 2 1
// InstanceBuffer cbuffer NA NA 5 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_constantbuffer cb2[45], immediateIndexed
dcl_constantbuffer cb5[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
mad r0.xy, v0.xyxx, cb2[44].zwzz, cb2[44].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t0.yzxw, s0
mad r0.xy, r0.xyxx, cb2[18].xyxx, cb2[18].zwzz
mad r0.z, r0.z, cb2[20].x, cb2[20].y
max r0.z, r0.z, l(0.0000152600005)
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mul r1.xy, r0.xyxx, r1.zzzz
mov r0.x, cb2[25].w
mov r0.yz, l(0,-0.000000,-0.000000,0)
add r1.xyz, r1.xyzx, r0.xyzx
add r0.xyz, r0.xyzx, cb5[4].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r1.w, r0.w
sqrt r0.w, r0.w
mul r2.xyz, r1.xyzx, r1.wwww
dp3 r0.x, r2.xyzx, r0.xyzx
div_sat r0.x, r0.x, r0.w
mul r2.yz, r1.yyzy, r0.xxxx
mad r2.x, r0.x, r1.x, -cb2[25].w
add r0.xyz, r2.xyzx, -cb5[4].xyzx
dp3 r0.x, r0.xyzx, r0.xyzx
mad r0.y, r0.x, cb5[6].x, cb5[6].y
sqrt r0.x, r0.x
mad r0.x, -r0.x, cb5[7].x, l(1.000000)
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mul r0.yzw, r0.yyyy, cb5[5].xxyz
mul o0.xyz, r0.xxxx, r0.yzwy
mov o0.w, cb1[2].x
ret
// Approximately 29 instruction slots used

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


Do you think that FOV is in some variable there? I've tried some things in "SceneBuffer", but they didn't work.

I have also changed HUD depth and that sort of things, for sniper rifles, etc. I have just started (and I can't promise I'll fix this until the end).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#38
Posted 08/25/2016 10:12 PM   
JA! masterotaku.....we have to talk more often :) .....yesterday i start fixing this game and already fix a lot of stuff, including the proper lights fixing. I want to play this game before Mankind Divided. With the unlocked convergence this game looks very nice! [img]http://api.photos.3dvisionlive.com/imagestore/57bf722de7e564b7050004e4/nvidia./480.294/[/img]
JA! masterotaku.....we have to talk more often :) .....yesterday i start fixing this game and already fix a lot of stuff, including the proper lights fixing. I want to play this game before Mankind Divided.

With the unlocked convergence this game looks very nice!

Image

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#39
Posted 08/25/2016 10:34 PM   
Nice coincidence. I've just posted in the shaderhackers thread saying that I would try fixing more things about this game. I'll have to add you in Steam tomorrow (I have to sleep now). We'll share files then. Or you can post now the FOV fix for the lights. I'm curious and impatient :p.
Nice coincidence. I've just posted in the shaderhackers thread saying that I would try fixing more things about this game.

I'll have to add you in Steam tomorrow (I have to sleep now).

We'll share files then.

Or you can post now the FOV fix for the lights. I'm curious and impatient :p.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#40
Posted 08/25/2016 10:42 PM   
I will upload a WIP soon.... i already fix: - Soft Shadows (looks better than normal shadows / Btw normal shadows are working OK in this game, what a surprise!) - Lights - Reflections (there are some that don't work properly) - Lensflares - Of course depth and convergence is unlocked I need to see the skyboxes, the VS related have a very strange behavior. Also HUD need texture separation, because same HUD shaders affect some world models...like keyboards and stuff. The soundtrack of this game is really nice.
I will upload a WIP soon.... i already fix:
- Soft Shadows (looks better than normal shadows / Btw normal shadows are working OK in this game, what a surprise!)
- Lights
- Reflections (there are some that don't work properly)
- Lensflares
- Of course depth and convergence is unlocked

I need to see the skyboxes, the VS related have a very strange behavior.
Also HUD need texture separation, because same HUD shaders affect some world models...like keyboards and stuff.


The soundtrack of this game is really nice.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#41
Posted 08/26/2016 03:21 PM   
Great news guys, I've allready completed the game 3 times, but it's one of the best games EVER IMO :P I asume the fix is only for the Directors Cut version ??
Great news guys, I've allready completed the game 3 times, but it's one of the best games EVER IMO :P

I asume the fix is only for the Directors Cut version ??

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#42
Posted 08/26/2016 03:43 PM   
I'm playing/fixing in the Director's cut version.....but will probably works on the normal version.
I'm playing/fixing in the Director's cut version.....but will probably works on the normal version.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#43
Posted 08/26/2016 04:08 PM   
Ok ! Sad there's no discounts for owners of the original game :/ But thanks for your hard work guys - much appreciated :)
Ok ! Sad there's no discounts for owners of the original game :/

But thanks for your hard work guys - much appreciated :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#44
Posted 08/26/2016 04:43 PM   
[quote="Blacksmith56"]Ok ! Sad there's no discounts for owners of the original game :/[/quote] Are you sure there isn't any discount for you? It cost me 4€ (I think) on day 1 for having the original game and DLC.
Blacksmith56 said:Ok ! Sad there's no discounts for owners of the original game :/


Are you sure there isn't any discount for you? It cost me 4€ (I think) on day 1 for having the original game and DLC.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#45
Posted 08/26/2016 04:50 PM   
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