Fix is up, come and get it! :)
@DJ-RK, you're welcome to have a go at the shadows if you like. I couldn't get them working, but the CRCs for the shaders are listed at the bottom of the ini.
http://helixmod.blogspot.com.au/2015/03/defense-grid-2.html
[quote="Pirateguybrush"]Fix is up, come and get it! :)
@DJ-RK, you're welcome to have a go at the shadows if you like. I couldn't get them working, but the CRCs for the shaders are listed at the bottom of the ini.
http://helixmod.blogspot.com.au/2015/03/defense-grid-2.html[/quote]
Congrats!!!! I believe this is your first "officially" released fix that you made? Congrats for this!!!!
I am sure I will pick the game up and give it a try;))
I see the shadows are disabled I am going to give it a look and see if I can fix them;)) I expect I have to make some tricks though;)) Wish I could download Mike's brain right now :))))
Pirateguybrush said:Fix is up, come and get it! :)
@DJ-RK, you're welcome to have a go at the shadows if you like. I couldn't get them working, but the CRCs for the shaders are listed at the bottom of the ini.
Congrats!!!! I believe this is your first "officially" released fix that you made? Congrats for this!!!!
I am sure I will pick the game up and give it a try;))
I see the shadows are disabled I am going to give it a look and see if I can fix them;)) I expect I have to make some tricks though;)) Wish I could download Mike's brain right now :))))
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
[quote="helifax"]I believe this is your first "officially" released fix that you made? Congrats for this!!!![/quote] It's actually my second, but thanks! :) My first was Never Alone. This is my first DX11 fix though. Full credit for bo3b and DarkStarSword for fixing 3dmigoto errors, and helping me out with the fix of course.
[quote="helifax"]I see the shadows are disabled I am going to give it a look and see if I can fix them[/quote] That would be great! Bo3b had a brief look, and he said it looks like they're not using deferred shading, which would make them easier to fix than most shadows. Still too hard for me right now, but hopefully you have some luck with them.
helifax said:I believe this is your first "officially" released fix that you made? Congrats for this!!!!
It's actually my second, but thanks! :) My first was Never Alone. This is my first DX11 fix though. Full credit for bo3b and DarkStarSword for fixing 3dmigoto errors, and helping me out with the fix of course.
helifax said:I see the shadows are disabled I am going to give it a look and see if I can fix them
That would be great! Bo3b had a brief look, and he said it looks like they're not using deferred shading, which would make them easier to fix than most shadows. Still too hard for me right now, but hopefully you have some luck with them.
[quote="DJ-RK"]I'll add that I'm looking forward to your fix as well. I picked this up on the sale, and was thinking I would try my luck at fixing this with what I've learned from Bo3b's lessons, but since you're already on the job I'd rather just wait and enjoy playing the game. Still not familiar with the HLSL format of 3dMigoto yet.
On that note, any plans on continuing the lessons in the near future Bo3b? I'll also add my gratitude for the lessons thus far, was an interesting undertaking and would love to be able to learn more.[/quote]
Yep, still have plans to extend the lessons. Second semester will be about specific fix techniques for specific problems. I hope to be able to get to this in the next month.
DJ-RK said:I'll add that I'm looking forward to your fix as well. I picked this up on the sale, and was thinking I would try my luck at fixing this with what I've learned from Bo3b's lessons, but since you're already on the job I'd rather just wait and enjoy playing the game. Still not familiar with the HLSL format of 3dMigoto yet.
On that note, any plans on continuing the lessons in the near future Bo3b? I'll also add my gratitude for the lessons thus far, was an interesting undertaking and would love to be able to learn more.
Yep, still have plans to extend the lessons. Second semester will be about specific fix techniques for specific problems. I hope to be able to get to this in the next month.
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
[quote="Pirateguybrush"][quote="helifax"]I believe this is your first "officially" released fix that you made? Congrats for this!!!![/quote] It's actually my second, but thanks! :) My first was Never Alone. This is my first DX11 fix though. Full credit for bo3b and DarkStarSword for fixing 3dmigoto errors, and helping me out with the fix of course.
[quote="helifax"]I see the shadows are disabled I am going to give it a look and see if I can fix them[/quote] That would be great! Bo3b had a brief look, and he said it looks like they're not using deferred shading, which would make them easier to fix than most shadows. Still too hard for me right now, but hopefully you have some luck with them.[/quote]
I took a closer look at the shadows, and the shaders we were looking at are not the right ones I think.
And, I'd say that the shadows are in fact using deferred rendering in the pixel shader, so the fix won't be that easy or obvious. Now, having noted that, they did leave in the debug information in the shaders, so we have vastly more detail to work with than usual.
The mistake for the shader here is to hunt for a shader that disables the shadows only. I've made this mistake before as well, when looking at WatchDogs. The actual shader you are looking for here is the one that projects the light. The shadows that seem to be affected are something simpler, usually a shadow mask.
So, for finding the right shader here, we want to find the light source, as it projects the shadows.
Here is the original image with fix applied, but shadows still active:
[img]http://sg.bo3b.net/dg2/DefenseGrid2_Release10_85.jps[/img]
Here is the shader previously found, disabled. Note that it is tempting to believe this is the one, because the shadow just to the right of the cursor is disabled.
[img]http://sg.bo3b.net/dg2/DefenseGrid2_Release11_85.jps[/img]
Here is the actual shader we want, the light projection pixel shader, disabled:
[img]http://sg.bo3b.net/dg2/DefenseGrid2_Release12_85.jps[/img]
That shader is e5efa30ace38c717-ps_replace.txt.
I cannot be certain this is the shader we need until we actually fix it, but based on discussions with Mike earlier, I'm pretty sure this is the one we need to fix.
helifax said:I believe this is your first "officially" released fix that you made? Congrats for this!!!!
It's actually my second, but thanks! :) My first was Never Alone. This is my first DX11 fix though. Full credit for bo3b and DarkStarSword for fixing 3dmigoto errors, and helping me out with the fix of course.
helifax said:I see the shadows are disabled I am going to give it a look and see if I can fix them
That would be great! Bo3b had a brief look, and he said it looks like they're not using deferred shading, which would make them easier to fix than most shadows. Still too hard for me right now, but hopefully you have some luck with them.
I took a closer look at the shadows, and the shaders we were looking at are not the right ones I think.
And, I'd say that the shadows are in fact using deferred rendering in the pixel shader, so the fix won't be that easy or obvious. Now, having noted that, they did leave in the debug information in the shaders, so we have vastly more detail to work with than usual.
The mistake for the shader here is to hunt for a shader that disables the shadows only. I've made this mistake before as well, when looking at WatchDogs. The actual shader you are looking for here is the one that projects the light. The shadows that seem to be affected are something simpler, usually a shadow mask.
So, for finding the right shader here, we want to find the light source, as it projects the shadows.
Here is the original image with fix applied, but shadows still active:
Here is the shader previously found, disabled. Note that it is tempting to believe this is the one, because the shadow just to the right of the cursor is disabled.
Here is the actual shader we want, the light projection pixel shader, disabled:
That shader is e5efa30ace38c717-ps_replace.txt.
I cannot be certain this is the shader we need until we actually fix it, but based on discussions with Mike earlier, I'm pretty sure this is the one we need to fix.
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
[quote="bo3b"][quote="Pirateguybrush"][quote="helifax"]I believe this is your first "officially" released fix that you made? Congrats for this!!!![/quote] It's actually my second, but thanks! :) My first was Never Alone. This is my first DX11 fix though. Full credit for bo3b and DarkStarSword for fixing 3dmigoto errors, and helping me out with the fix of course.
[quote="helifax"]I see the shadows are disabled I am going to give it a look and see if I can fix them[/quote] That would be great! Bo3b had a brief look, and he said it looks like they're not using deferred shading, which would make them easier to fix than most shadows. Still too hard for me right now, but hopefully you have some luck with them.[/quote]
I took a closer look at the shadows, and the shaders we were looking at are not the right ones I think.
And, I'd say that the shadows are in fact using deferred rendering in the pixel shader, so the fix won't be that easy or obvious. Now, having noted that, they did leave in the debug information in the shaders, so we have vastly more detail to work with than usual.
The mistake for the shader here is to hunt for a shader that disables the shadows only. I've made this mistake before as well, when looking at WatchDogs. The actual shader you are looking for here is the one that projects the light. The shadows that seem to be affected are something simpler, usually a shadow mask.
So, for finding the right shader here, we want to find the light source, as it projects the shadows.
Here is the original image with fix applied, but shadows still active:
[img]http://sg.bo3b.net/dg2/DefenseGrid2_Release10_85.jps[/img]
Here is the shader previously found, disabled. Note that it is tempting to believe this is the one, because the shadow just to the right of the cursor is disabled.
[img]http://sg.bo3b.net/dg2/DefenseGrid2_Release11_85.jps[/img]
Here is the actual shader we want, the light projection pixel shader, disabled:
[img]http://sg.bo3b.net/dg2/DefenseGrid2_Release12_85.jps[/img]
That shader is e5efa30ace38c717-ps_replace.txt.
I cannot be certain this is the shader we need until we actually fix it, but based on discussions with Mike earlier, I'm pretty sure this is the one we need to fix.[/quote]
Bingo!!! That mistake is the most common and obvious one to make! I made that like 1 billion times already:)) And every single time it proved that finding the VS that disables the shadows does absolutely nothing in helping you actually fix the shadows... It's just good for that... removing shadows altogether;))
helifax said:I believe this is your first "officially" released fix that you made? Congrats for this!!!!
It's actually my second, but thanks! :) My first was Never Alone. This is my first DX11 fix though. Full credit for bo3b and DarkStarSword for fixing 3dmigoto errors, and helping me out with the fix of course.
helifax said:I see the shadows are disabled I am going to give it a look and see if I can fix them
That would be great! Bo3b had a brief look, and he said it looks like they're not using deferred shading, which would make them easier to fix than most shadows. Still too hard for me right now, but hopefully you have some luck with them.
I took a closer look at the shadows, and the shaders we were looking at are not the right ones I think.
And, I'd say that the shadows are in fact using deferred rendering in the pixel shader, so the fix won't be that easy or obvious. Now, having noted that, they did leave in the debug information in the shaders, so we have vastly more detail to work with than usual.
The mistake for the shader here is to hunt for a shader that disables the shadows only. I've made this mistake before as well, when looking at WatchDogs. The actual shader you are looking for here is the one that projects the light. The shadows that seem to be affected are something simpler, usually a shadow mask.
So, for finding the right shader here, we want to find the light source, as it projects the shadows.
Here is the original image with fix applied, but shadows still active:
Here is the shader previously found, disabled. Note that it is tempting to believe this is the one, because the shadow just to the right of the cursor is disabled.
Here is the actual shader we want, the light projection pixel shader, disabled:
That shader is e5efa30ace38c717-ps_replace.txt.
I cannot be certain this is the shader we need until we actually fix it, but based on discussions with Mike earlier, I'm pretty sure this is the one we need to fix.
Bingo!!! That mistake is the most common and obvious one to make! I made that like 1 billion times already:)) And every single time it proved that finding the VS that disables the shadows does absolutely nothing in helping you actually fix the shadows... It's just good for that... removing shadows altogether;))
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
This fix has been broken for a few months now thanks to a game update. I've now refixed it, so you should be able to download it from the blog - if anyone was waiting on it. Sorry it took so long to get around to.
This fix has been broken for a few months now thanks to a game update. I've now refixed it, so you should be able to download it from the blog - if anyone was waiting on it. Sorry it took so long to get around to.
@DJ-RK, you're welcome to have a go at the shadows if you like. I couldn't get them working, but the CRCs for the shaders are listed at the bottom of the ini.
http://helixmod.blogspot.com.au/2015/03/defense-grid-2.html
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
Congrats!!!! I believe this is your first "officially" released fix that you made? Congrats for this!!!!
I am sure I will pick the game up and give it a try;))
I see the shadows are disabled I am going to give it a look and see if I can fix them;)) I expect I have to make some tricks though;)) Wish I could download Mike's brain right now :))))
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)
That would be great! Bo3b had a brief look, and he said it looks like they're not using deferred shading, which would make them easier to fix than most shadows. Still too hard for me right now, but hopefully you have some luck with them.
Yep, still have plans to extend the lessons. Second semester will be about specific fix techniques for specific problems. I hope to be able to get to this in the next month.
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 took a closer look at the shadows, and the shaders we were looking at are not the right ones I think.
And, I'd say that the shadows are in fact using deferred rendering in the pixel shader, so the fix won't be that easy or obvious. Now, having noted that, they did leave in the debug information in the shaders, so we have vastly more detail to work with than usual.
The mistake for the shader here is to hunt for a shader that disables the shadows only. I've made this mistake before as well, when looking at WatchDogs. The actual shader you are looking for here is the one that projects the light. The shadows that seem to be affected are something simpler, usually a shadow mask.
So, for finding the right shader here, we want to find the light source, as it projects the shadows.
Here is the original image with fix applied, but shadows still active:
Here is the shader previously found, disabled. Note that it is tempting to believe this is the one, because the shadow just to the right of the cursor is disabled.
Here is the actual shader we want, the light projection pixel shader, disabled:
That shader is e5efa30ace38c717-ps_replace.txt.
I cannot be certain this is the shader we need until we actually fix it, but based on discussions with Mike earlier, I'm pretty sure this is the one we need to fix.
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
Bingo!!! That mistake is the most common and obvious one to make! I made that like 1 billion times already:)) And every single time it proved that finding the VS that disables the shadows does absolutely nothing in helping you actually fix the shadows... It's just good for that... removing shadows altogether;))
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)