The Witcher 3: Wild Hunt
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[quote="Losti"]New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/[/quote] So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file... With 3DMigoto it crashes before even starting the game:) Just curious:) Said to give it a try:))
Losti said:New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/



So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file...
With 3DMigoto it crashes before even starting the game:)

Just curious:) Said to give it a try:))

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)

Posted 05/29/2015 06:56 PM   
[quote="Flugan"]What does the ShaderCache do in 3Dmigoto. I'm currently storing bin files for all shaderfixes in the shaderfixes directory regardless of ini settings. Bin files are added, changed and deleted when reloading shaders with F10 depending on the changes in shaderfixes folder.[/quote] ShaderCache is now just a place to hold dumped shaders. No shaders in that folder are active anymore. This makes it useful as a way to collect all shaders seen without affecting the game. Mike uses this extensively. There should be no bin files in ShaderCache because nothing is active there. Bin files in ShaderFixes will be loaded instead of compiling or assembling, when they are available. They are primarily for shipping a fix to make loading faster. For active development of a fix, they tend to be in the way.
Flugan said:What does the ShaderCache do in 3Dmigoto. I'm currently storing bin files for all shaderfixes in the shaderfixes directory regardless of ini settings. Bin files are added, changed and deleted when reloading shaders with F10 depending on the changes in shaderfixes folder.

ShaderCache is now just a place to hold dumped shaders. No shaders in that folder are active anymore. This makes it useful as a way to collect all shaders seen without affecting the game. Mike uses this extensively.

There should be no bin files in ShaderCache because nothing is active there. Bin files in ShaderFixes will be loaded instead of compiling or assembling, when they are available. They are primarily for shipping a fix to make loading faster. For active development of a fix, they tend to be in the way.

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

Posted 05/29/2015 07:06 PM   
[quote="helifax"][quote="Losti"]New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/[/quote] So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file... With 3DMigoto it crashes before even starting the game:) Just curious:) Said to give it a try:))[/quote] For Win7, it's worth trying the latest version of 3Dmigoto, I just found and fixed the bug that would make it crash unless you had the 'evil' update installed. https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.13.zip
helifax said:
Losti said:New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/
So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file...
With 3DMigoto it crashes before even starting the game:)

Just curious:) Said to give it a try:))

For Win7, it's worth trying the latest version of 3Dmigoto, I just found and fixed the bug that would make it crash unless you had the 'evil' update installed.

https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.13.zip

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

Posted 05/29/2015 07:45 PM   
[quote="bo3b"][quote="helifax"][quote="Losti"]New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/[/quote] So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file... With 3DMigoto it crashes before even starting the game:) Just curious:) Said to give it a try:))[/quote] For Win7, it's worth trying the latest version of 3Dmigoto, I just found and fixed the bug that would make it crash unless you had the 'evil' update installed. https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.12.zip[/quote] Hmm have the "Evilos" update installed ;)) but I will defo give it a try;))
bo3b said:
helifax said:
Losti said:New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/
So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file...
With 3DMigoto it crashes before even starting the game:)

Just curious:) Said to give it a try:))

For Win7, it's worth trying the latest version of 3Dmigoto, I just found and fixed the bug that would make it crash unless you had the 'evil' update installed.


https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.12.zip



Hmm have the "Evilos" update installed ;)) but I will defo give it a try;))

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)

Posted 05/29/2015 07:54 PM   
Did more testing and found out something really interesting: SLI defo has problems but based on configuration. [Single Monitor] - 2x 780Ti - SLI On, 3D Vision Off - NVCPL - 1680x1050 -> I get 110-150 fps with HairWorks + everything on Ultra - DSR On 4x -> I get 80 fps with HairWorks + everything on Ultra - GPUs 99%-99% [Single Monitor] - 2x 780Ti - SLI On, 3D Vision On - NVCPL - 1680x1050 -> I get 60 fps (Vsync Lock by driver) with HairWorks + everything on Ultra - DSR On 4x -> I get 40 fps with HairWorks + everything on Ultra - GPUs 99%-99% [Surround 3xMonitor] - 2x 780Ti - SLI ON, 3D Vision OFF - NVCPL - 5040x1050 -> I get 25-35 fps with HairWorks + everything on Ultra - GPUs 40% - 60% each [Surround 3xMonitor] - 2x 780Ti - SLI ON, 3D Vision ON - NVCPL - 5040x1050 -> I get 10-15 fps with HairWorks + everything on Ultra - GPUs 40% - 60% each [Surround 3xMonitor] - SLI OFF, 3D Vision OFF - NVCPL - 5040x1050 -> I get 25-35 fps with HairWorks + everything on Ultra - GPUs 99% on one card [Surround 3xMonitor] - 2x 780Ti - SLI OFF, 3D Vision ON - NVCPL - 5040x1050 -> I get 10-15 fps with HairWorks + everything on Ultra - GPUs 99% on one card So, SLI works on Single Monitor Configuration but NOT on surround... Tested with 352.86. Until they fix surround (if they fix it) I best recommend using Single Mon + DSR up to 4x to play the game :)) (Funny how I get better FPS in 4K DSR but crappy FPS in Surround which is like 3/4 of the 4K resolution in pixels)
Did more testing and found out something really interesting:

SLI defo has problems but based on configuration.

[Single Monitor] - 2x 780Ti
- SLI On, 3D Vision Off - NVCPL
- 1680x1050 -> I get 110-150 fps with HairWorks + everything on Ultra
- DSR On 4x -> I get 80 fps with HairWorks + everything on Ultra
- GPUs 99%-99%

[Single Monitor] - 2x 780Ti
- SLI On, 3D Vision On - NVCPL
- 1680x1050 -> I get 60 fps (Vsync Lock by driver) with HairWorks + everything on Ultra
- DSR On 4x -> I get 40 fps with HairWorks + everything on Ultra
- GPUs 99%-99%

[Surround 3xMonitor] - 2x 780Ti
- SLI ON, 3D Vision OFF - NVCPL
- 5040x1050 -> I get 25-35 fps with HairWorks + everything on Ultra
- GPUs 40% - 60% each

[Surround 3xMonitor] - 2x 780Ti
- SLI ON, 3D Vision ON - NVCPL
- 5040x1050 -> I get 10-15 fps with HairWorks + everything on Ultra
- GPUs 40% - 60% each

[Surround 3xMonitor]
- SLI OFF, 3D Vision OFF - NVCPL
- 5040x1050 -> I get 25-35 fps with HairWorks + everything on Ultra
- GPUs 99% on one card

[Surround 3xMonitor] - 2x 780Ti
- SLI OFF, 3D Vision ON - NVCPL
- 5040x1050 -> I get 10-15 fps with HairWorks + everything on Ultra
- GPUs 99% on one card

So, SLI works on Single Monitor Configuration but NOT on surround...
Tested with 352.86. Until they fix surround (if they fix it) I best recommend using Single Mon + DSR up to 4x to play the game :))

(Funny how I get better FPS in 4K DSR but crappy FPS in Surround which is like 3/4 of the 4K resolution in pixels)

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)

Posted 05/29/2015 08:39 PM   
[quote=""]I've got 0.04 running and it works, but if I mark a shader and its in error, then I alt-tab out to fix it, the game hangs and I can't get back in. Worse, pressing Esc key in game hangs the game. So the fixing workflow is busted at the moment.[/quote] I'm hitting this when dumping out certain shaders as well - the bad HLSL seems to destabilise the game. @bo3b - think we could make the copy on mark behaviour a configuration option (copy_on_mark=hlsl / asm / disabled)?
said:I've got 0.04 running and it works, but if I mark a shader and its in error, then I alt-tab out to fix it, the game hangs and I can't get back in. Worse, pressing Esc key in game hangs the game. So the fixing workflow is busted at the moment.

I'm hitting this when dumping out certain shaders as well - the bad HLSL seems to destabilise the game. @bo3b - think we could make the copy on mark behaviour a configuration option (copy_on_mark=hlsl / asm / disabled)?

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

Posted 05/30/2015 06:51 AM   
[quote=""][quote="Losti"]New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/[/quote] So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file... With 3DMigoto it crashes before even starting the game:) Just curious:) Said to give it a try:))[/quote] Try that one: http://web396.inetseite.de/Lostis_SFX2.0-Reshade.184_TWWH.rar Just copy to x64 dir. Should work fine. ReShade Toggle key is the Menü-Key. You can add the game to Steam, open Steam InGameMenü and use the toggle key to togge/untoggle SweetFX for comparisons.
said:
Losti said:New 0.04 from Flugan is working fine, also with ReShade and SweetFX (ReShade 0.18.4 Public Beta with SweetFX 2.0 Beta 8). Optimized it for 3D Vision 2: https://sfx.thelazy.net/games/preset/3828/



So how did you manage to make it work with flugan's wrapper? I see that it doesn't load the proxy file...
With 3DMigoto it crashes before even starting the game:)

Just curious:) Said to give it a try:))


Try that one: http://web396.inetseite.de/Lostis_SFX2.0-Reshade.184_TWWH.rar

Just copy to x64 dir. Should work fine. ReShade Toggle key is the Menü-Key. You can add the game to Steam, open Steam InGameMenü and use the toggle key to togge/untoggle SweetFX for comparisons.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 05/30/2015 08:22 AM   
Hi, is it normal that alpha fix doesn't work with 350.12 drivers (i need it for GTAV....) ?
Hi,
is it normal that alpha fix doesn't work with 350.12 drivers (i need it for GTAV....) ?

Core i7-4700 HQ - GTX 970 - Windows 7 - VG248QE - 3Dvision 2

Posted 05/30/2015 09:24 AM   
[quote=""][quote=""]I've got 0.04 running and it works, but if I mark a shader and its in error, then I alt-tab out to fix it, the game hangs and I can't get back in. Worse, pressing Esc key in game hangs the game. So the fixing workflow is busted at the moment.[/quote] I'm hitting this when dumping out certain shaders as well - the bad HLSL seems to destabilise the game. @bo3b - think we could make the copy on mark behaviour a configuration option (copy_on_mark=hlsl / asm / disabled)?[/quote] Sure we could make it selectable via .ini, but I really don't think this has anything to do with 3Dmigoto. The game crashes for nearly everyone upon simple game loads. (That does seem like a logical addition though, so I'll add that.) Also, it doesn't seem very likely that HLSL errors would destabilize the game. It's always possible it writes some bad value that makes them run on off into the weeds, but in general the graphic output is thrown away every frame and doesn't impact anything else. I see they are using compute shaders though- so it's always possible that we damage something they need to compute. Can we disable those compute shaders? All in all, it really reminds me of Dragon Age. At the moment I have no CopyOnMark code for ASM, and am hot on the trail of a game crashing bug in Dragon Age so I'm loathe to switch gears for what I expect is simply game bugs. Try the experiment of finding a specific shader that seems to clearly destabilize the game, and delete the _replace version, and use the Asm version from ShaderCache. Is it better? 1.1 branch is getting better, but still not ready for prime time. Also worth reverting to the 1.0.1 version as a more stable platform, it could easily be the Overlay+DXGI+other bugs that destabilize this.
said:
said:I've got 0.04 running and it works, but if I mark a shader and its in error, then I alt-tab out to fix it, the game hangs and I can't get back in. Worse, pressing Esc key in game hangs the game. So the fixing workflow is busted at the moment.

I'm hitting this when dumping out certain shaders as well - the bad HLSL seems to destabilise the game. @bo3b - think we could make the copy on mark behaviour a configuration option (copy_on_mark=hlsl / asm / disabled)?

Sure we could make it selectable via .ini, but I really don't think this has anything to do with 3Dmigoto. The game crashes for nearly everyone upon simple game loads. (That does seem like a logical addition though, so I'll add that.)

Also, it doesn't seem very likely that HLSL errors would destabilize the game. It's always possible it writes some bad value that makes them run on off into the weeds, but in general the graphic output is thrown away every frame and doesn't impact anything else.

I see they are using compute shaders though- so it's always possible that we damage something they need to compute. Can we disable those compute shaders?

All in all, it really reminds me of Dragon Age.


At the moment I have no CopyOnMark code for ASM, and am hot on the trail of a game crashing bug in Dragon Age so I'm loathe to switch gears for what I expect is simply game bugs.

Try the experiment of finding a specific shader that seems to clearly destabilize the game, and delete the _replace version, and use the Asm version from ShaderCache. Is it better?

1.1 branch is getting better, but still not ready for prime time. Also worth reverting to the 1.0.1 version as a more stable platform, it could easily be the Overlay+DXGI+other bugs that destabilize this.

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

Posted 05/30/2015 09:31 AM   
[quote=""]Hi, is it normal that alpha fix doesn't work with 350.12 drivers (i need it for GTAV....) ?[/quote] Should work better than 352 so there is something different wrong with your "system". Why you neet 350.12 for GTAV ?? Because of its named "GTA 5 driver"?? Anyway....350.12 is working fine (for me, Win 8.1, Flugan 0.04)
said:Hi,
is it normal that alpha fix doesn't work with 350.12 drivers (i need it for GTAV....) ?


Should work better than 352 so there is something different wrong with your "system".
Why you neet 350.12 for GTAV ?? Because of its named "GTA 5 driver"??

Anyway....350.12 is working fine (for me, Win 8.1, Flugan 0.04)

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 05/30/2015 10:04 AM   
Indeed, Witcher 3 has trouble with 3dvision since i switch back to 350.12. My GTA 5 freezes every 15 min with the latest driver.
Indeed, Witcher 3 has trouble with 3dvision since i switch back to 350.12.
My GTA 5 freezes every 15 min with the latest driver.

Core i7-4700 HQ - GTX 970 - Windows 7 - VG248QE - 3Dvision 2

Posted 05/30/2015 10:09 AM   
[quote=""]Sure we could make it selectable via .ini, but I really don't think this has anything to do with 3Dmigoto. The game crashes for nearly everyone upon simple game loads. (That does seem like a logical addition though, so I'll add that.) Also, it doesn't seem very likely that HLSL errors would destabilize the game. It's always possible it writes some bad value that makes them run on off into the weeds, but in general the graphic output is thrown away every frame and doesn't impact anything else.[/quote] After playing a few more hours I'm now pretty convinced we must have a bug in an error path that causes a hang a few seconds after reloading a shader with a compile error - it can be triggered by simply adding a typo into any HLSL shader then walking around in game. Edit: If you want to keep looking into the crash in Dragon age I can take a look at this one.
said:Sure we could make it selectable via .ini, but I really don't think this has anything to do with 3Dmigoto. The game crashes for nearly everyone upon simple game loads. (That does seem like a logical addition though, so I'll add that.)

Also, it doesn't seem very likely that HLSL errors would destabilize the game. It's always possible it writes some bad value that makes them run on off into the weeds, but in general the graphic output is thrown away every frame and doesn't impact anything else.


After playing a few more hours I'm now pretty convinced we must have a bug in an error path that causes a hang a few seconds after reloading a shader with a compile error - it can be triggered by simply adding a typo into any HLSL shader then walking around in game.

Edit: If you want to keep looking into the crash in Dragon age I can take a look at this one.

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

Posted 05/30/2015 10:10 AM   
What's the supposed advantage of 350.12? Anything a "normal" user can profit from?
What's the supposed advantage of 350.12? Anything a "normal" user can profit from?

Graphics Card: GTX 980 Ti; Monitor: Acer VG274H
OS: Windows 8.1

Posted 05/30/2015 10:13 AM   
[quote=""][quote=""]Sure we could make it selectable via .ini, but I really don't think this has anything to do with 3Dmigoto. The game crashes for nearly everyone upon simple game loads. (That does seem like a logical addition though, so I'll add that.) Also, it doesn't seem very likely that HLSL errors would destabilize the game. It's always possible it writes some bad value that makes them run on off into the weeds, but in general the graphic output is thrown away every frame and doesn't impact anything else.[/quote] After playing a few more hours I'm now pretty convinced we must have a bug in an error path that causes a hang a few seconds after reloading a shader with a compile error - it can be triggered by simply adding a typo into any HLSL shader then walking around in game. Edit: If you want to keep looking into the crash in Dragon age I can take a look at this one.[/quote] So something related to the error handling of Decompile? If there is an error in the shader it's not made live, no Create*Shader on it. It would be very helpful to know if this happens with 1.0.1 as well. The error path should in theory be unchanged, although I refactored it off to util.h. Please feel free to take a look. If it's a big change, please let me know as I'm actively modifying HackerDevice and a merge will be hard. Edit: Oops! I moved your RevertMissingShaders out of the success clause. That's nearly sure to be the introduced bug. Fix pushed to top-of-tree. Edit2: Yep, some sort of bug I introduced in 1.1.12 version. Might be RevertMissingShaders, but my test was inconclusive.
said:
said:Sure we could make it selectable via .ini, but I really don't think this has anything to do with 3Dmigoto. The game crashes for nearly everyone upon simple game loads. (That does seem like a logical addition though, so I'll add that.)

Also, it doesn't seem very likely that HLSL errors would destabilize the game. It's always possible it writes some bad value that makes them run on off into the weeds, but in general the graphic output is thrown away every frame and doesn't impact anything else.


After playing a few more hours I'm now pretty convinced we must have a bug in an error path that causes a hang a few seconds after reloading a shader with a compile error - it can be triggered by simply adding a typo into any HLSL shader then walking around in game.

Edit: If you want to keep looking into the crash in Dragon age I can take a look at this one.

So something related to the error handling of Decompile? If there is an error in the shader it's not made live, no Create*Shader on it.

It would be very helpful to know if this happens with 1.0.1 as well. The error path should in theory be unchanged, although I refactored it off to util.h.

Please feel free to take a look. If it's a big change, please let me know as I'm actively modifying HackerDevice and a merge will be hard.

Edit: Oops! I moved your RevertMissingShaders out of the success clause. That's nearly sure to be the introduced bug. Fix pushed to top-of-tree.


Edit2: Yep, some sort of bug I introduced in 1.1.12 version. Might be RevertMissingShaders, but my test was inconclusive.

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

Posted 05/30/2015 10:39 AM   
[quote=""]What's the supposed advantage of 350.12? Anything a "normal" user can profit from?[/quote] Well... For me 350.12 is the latest usable driver. In 352.86 in Dragon Age: Inquisition I get constant crashes in the menus with VRAM corruption (like the VRAM chips are bad) followed by a BSOD in the nvkernelsomething.dll file. I tested this 10 times yesterday and not once I was able to play a single game... I also get the same BSOD while sitting idle on Windows Desktop sometimes.. On my laptop, 880M in DA:I it doesn't bsod but I get the full driver to crash resulting in a black screen which forces me to either hard reset the laptop or put it in stand-by and resume it in order for the driver to kick back in (no optimus there so have only one GPU).. If I move back to 350.12 and IMPORT the SLI profiles from 352.86 everything is working perfectly (DA:I works as normal) including Witcher 3 (with SLI scaling) in Single Monitor (surround SLI support is broken in all drivers). Also GTAV is working perfectly in 350.12 + SLI bits from 352.86 for me both on Laptop and Desktop (Surround), no crashes and other instability seen around with the latest... So if 352.86 are working for you don't need to revert if not... you can easily revert and add the profiles from 353.00 or 352.86 to 350.12 :) If you need the profiles let me know and I can share them:) To think I was about to buy a new 4K + GSync monitor yesterday just to see the new tech... I decided to pass since nvidia is a mess currently and I am sick of beta testing and finding workarounds for their current tech... No need to add even more complexity to this pile of non working stuff ^_^:))
said:What's the supposed advantage of 350.12? Anything a "normal" user can profit from?


Well... For me 350.12 is the latest usable driver.
In 352.86 in Dragon Age: Inquisition I get constant crashes in the menus with VRAM corruption (like the VRAM chips are bad) followed by a BSOD in the nvkernelsomething.dll file. I tested this 10 times yesterday and not once I was able to play a single game...
I also get the same BSOD while sitting idle on Windows Desktop sometimes..

On my laptop, 880M in DA:I it doesn't bsod but I get the full driver to crash resulting in a black screen which forces me to either hard reset the laptop or put it in stand-by and resume it in order for the driver to kick back in (no optimus there so have only one GPU)..

If I move back to 350.12 and IMPORT the SLI profiles from 352.86 everything is working perfectly (DA:I works as normal) including Witcher 3 (with SLI scaling) in Single Monitor (surround SLI support is broken in all drivers).

Also GTAV is working perfectly in 350.12 + SLI bits from 352.86 for me both on Laptop and Desktop (Surround), no crashes and other instability seen around with the latest...

So if 352.86 are working for you don't need to revert if not... you can easily revert and add the profiles from 353.00 or 352.86 to 350.12 :) If you need the profiles let me know and I can share them:)

To think I was about to buy a new 4K + GSync monitor yesterday just to see the new tech... I decided to pass since nvidia is a mess currently and I am sick of beta testing and finding workarounds for their current tech... No need to add even more complexity to this pile of non working stuff ^_^:))

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)

Posted 05/30/2015 11:10 AM   
  46 / 152    
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