I'm getting 'the instruction at reference memory etc etc cannot be loaded' error on launch. I only get this error if I have 3d vision enabled. Anyone have any ideas?
I'm getting 'the instruction at reference memory etc etc cannot be loaded' error on launch. I only get this error if I have 3d vision enabled. Anyone have any ideas?
Those screenies are looking ridiculously awesome!
Thanks alot DJ-RK! Will have the game in my mail tomorrow and can't wait to try it out myself. Yes I'm quite pumped right now!
Those two convergence settings switchable by pressing the thumbstick are a godsend. (no more contemplating about getting gorgeous convergence ingame at the cost of unbearable supers vs. only "ok"-convergence ingame with nice to look at supers!)
Thanks alot DJ-RK! Will have the game in my mail tomorrow and can't wait to try it out myself. Yes I'm quite pumped right now!
Those two convergence settings switchable by pressing the thumbstick are a godsend. (no more contemplating about getting gorgeous convergence ingame at the cost of unbearable supers vs. only "ok"-convergence ingame with nice to look at supers!)
[quote="johnyz333"]I'm getting 'the instruction at reference memory etc etc cannot be loaded' error on launch. I only get this error if I have 3d vision enabled. Anyone have any ideas?[/quote]
Unfortunately I get this under Win 10, and had to boot into Win 7 to get it to work. :/
Could also be that I'm running on an older Nvidia driver on my Win7 since I don't use it much anymore, so maybe try rolling back to 350.12 or 337.88 if you can.
[quote="lohan"]Those screenies are looking ridiculously awesome!
Thanks alot DJ-RK! Will have the game in my mail tomorrow and can't wait to try it out myself. Yes I'm quite pumped right now!
Those two convergence settings switchable by pressing the thumbstick are a godsend. (no more contemplating about getting gorgeous convergence ingame at the cost of unbearable supers vs. only "ok"-convergence ingame with nice to look at supers!)[/quote]
Yeah, that was definitely a feature that needed to be included in this. I'm going to take a look and see if there's some texture or shader that I can use to trigger low vs. high convergence states, so it all happens automatically. Haven't actually done that before in a fix, but it should be doable (I hope).
[quote="4everAwake"]The first UE4 fix. Congrats DJ-RK![/quote]
First UE4? Nice! Fortunately, other than the fact that the header info is all stripped :(, most of the patterns appear to be the same, although one lighting pixel shader I dumped trying to fix the shadows was incredibly complex, so much that the 3DMigoto decompiler actually broke it when it dumped it, which made all the shadows disappear (but the lighting itself remained, which was peculiar). I tried to fix the shadows using the 'proper' way with this shader, but nearly everything I tried had no result, but thankfully fixing shadows was able to be done in other shaders.
Also, the game wasn't really all that broken, essentially 2 shaders (one that was creating the halos and another for the shadows) were responsible for 95% of what was broken. Most of the other shaders in this fix were for the HUD.
johnyz333 said:I'm getting 'the instruction at reference memory etc etc cannot be loaded' error on launch. I only get this error if I have 3d vision enabled. Anyone have any ideas?
Unfortunately I get this under Win 10, and had to boot into Win 7 to get it to work. :/
Could also be that I'm running on an older Nvidia driver on my Win7 since I don't use it much anymore, so maybe try rolling back to 350.12 or 337.88 if you can.
lohan said:Those screenies are looking ridiculously awesome!
Thanks alot DJ-RK! Will have the game in my mail tomorrow and can't wait to try it out myself. Yes I'm quite pumped right now!
Those two convergence settings switchable by pressing the thumbstick are a godsend. (no more contemplating about getting gorgeous convergence ingame at the cost of unbearable supers vs. only "ok"-convergence ingame with nice to look at supers!)
Yeah, that was definitely a feature that needed to be included in this. I'm going to take a look and see if there's some texture or shader that I can use to trigger low vs. high convergence states, so it all happens automatically. Haven't actually done that before in a fix, but it should be doable (I hope).
4everAwake said:The first UE4 fix. Congrats DJ-RK!
First UE4? Nice! Fortunately, other than the fact that the header info is all stripped :(, most of the patterns appear to be the same, although one lighting pixel shader I dumped trying to fix the shadows was incredibly complex, so much that the 3DMigoto decompiler actually broke it when it dumped it, which made all the shadows disappear (but the lighting itself remained, which was peculiar). I tried to fix the shadows using the 'proper' way with this shader, but nearly everything I tried had no result, but thankfully fixing shadows was able to be done in other shaders.
Also, the game wasn't really all that broken, essentially 2 shaders (one that was creating the halos and another for the shadows) were responsible for 95% of what was broken. Most of the other shaders in this fix were for the HUD.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
[quote="DJ-RK"][quote="4everAwake"]The first UE4 fix. Congrats DJ-RK![/quote]
First UE4? Nice! Fortunately, other than the fact that the header info is all stripped :(, most of the patterns appear to be the same, although one lighting pixel shader I dumped trying to fix the shadows was incredibly complex, so much that the 3DMigoto decompiler actually broke it when it dumped it, which made all the shadows disappear (but the lighting itself remained, which was peculiar). I tried to fix the shadows using the 'proper' way with this shader, but nearly everything I tried had no result, but thankfully fixing shadows was able to be done in other shaders.
Also, the game wasn't really all that broken, essentially 2 shaders (one that was creating the halos and another for the shadows) were responsible for 95% of what was broken. Most of the other shaders in this fix were for the HUD.[/quote]
As DHR noticed I've had patterns to fix UE4 shadows in one of my WIPs for some time, and the initial few were actually quite straight forward to fix:
https://github.com/DarkStarSword/3d-fixes/tree/master/Submerged/ShaderFixes
I also have a WIP of KHOLAT with a bunch more shaders that isn't in my 3d-fixes repo yet - I ran into some shader management type issues in 3DMigoto (which seemed to lose track of the original shaders and eventually crash) that I haven't got around to investigating yet.
4everAwake said:The first UE4 fix. Congrats DJ-RK!
First UE4? Nice! Fortunately, other than the fact that the header info is all stripped :(, most of the patterns appear to be the same, although one lighting pixel shader I dumped trying to fix the shadows was incredibly complex, so much that the 3DMigoto decompiler actually broke it when it dumped it, which made all the shadows disappear (but the lighting itself remained, which was peculiar). I tried to fix the shadows using the 'proper' way with this shader, but nearly everything I tried had no result, but thankfully fixing shadows was able to be done in other shaders.
Also, the game wasn't really all that broken, essentially 2 shaders (one that was creating the halos and another for the shadows) were responsible for 95% of what was broken. Most of the other shaders in this fix were for the HUD.
I also have a WIP of KHOLAT with a bunch more shaders that isn't in my 3d-fixes repo yet - I ran into some shader management type issues in 3DMigoto (which seemed to lose track of the original shaders and eventually crash) that I haven't got around to investigating yet.
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"]As DHR noticed I've had patterns to fix UE4 shadows in one of my WIPs for some time, and the initial few were actually quite straight forward to fix:
https://github.com/DarkStarSword/3d-fixes/tree/master/Submerged/ShaderFixes
I also have a WIP of KHOLAT with a bunch more shaders that isn't in my 3d-fixes repo yet[/quote]
Yeah, I was pretty sure I wasn't the first to hack UE4 shaders. I figured 4EverAwake was simply referring to first complete fix on a UE4 game.
[quote]I ran into some shader management type issues in 3DMigoto (which seemed to lose track of the original shaders and eventually crash) that I haven't got around to investigating yet.[/quote]
Would it help if I provided the shader code for you guys to look at to see why it causes an issue with the translated HLSL?
I also have a WIP of KHOLAT with a bunch more shaders that isn't in my 3d-fixes repo yet
Yeah, I was pretty sure I wasn't the first to hack UE4 shaders. I figured 4EverAwake was simply referring to first complete fix on a UE4 game.
I ran into some shader management type issues in 3DMigoto (which seemed to lose track of the original shaders and eventually crash) that I haven't got around to investigating yet.
Would it help if I provided the shader code for you guys to look at to see why it causes an issue with the translated HLSL?
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
DJ-RK You are quickly becoming my hero.
Played this all last night and despite the lack of content (it's coming) if you are into competitive games this has probably got the best online play for a fighter, besides Tekken Tag tournament 2 on Ps3. For the most part very smooth and feels like offline. Something this genre has struggled with, I guess due to both players having to see the exact same thing on the screen as each other at all times.
The only issues I had was quality of Ps4 Wifi warriors in which the rollback netcode kicked in a bit more often than i'd like.
Thanks again
Played this all last night and despite the lack of content (it's coming) if you are into competitive games this has probably got the best online play for a fighter, besides Tekken Tag tournament 2 on Ps3. For the most part very smooth and feels like offline. Something this genre has struggled with, I guess due to both players having to see the exact same thing on the screen as each other at all times.
The only issues I had was quality of Ps4 Wifi warriors in which the rollback netcode kicked in a bit more often than i'd like.
Thanks again
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Thank you so so much for this fix, it's pretty awesome.
I was even able to map the 100 convergence button to an unused button on my arcade stick!!
My only issue is that when 3D is enabled, the image becomes "stretched" and the far left and far right parts of the screen are cut off. When i disable 3D it's back to normal. Any idea what can be causing this?
Thanks again!!
specs:
1080p both in game and in windows
Windows 10
I7 950 @ 4Ghz
GTX 980
6GB RAM
Thank you so so much for this fix, it's pretty awesome.
I was even able to map the 100 convergence button to an unused button on my arcade stick!!
My only issue is that when 3D is enabled, the image becomes "stretched" and the far left and far right parts of the screen are cut off. When i disable 3D it's back to normal. Any idea what can be causing this?
Thanks again!!
specs:
1080p both in game and in windows
Windows 10
I7 950 @ 4Ghz
GTX 980
6GB RAM
Ahh I noticed this as well when I was trying to get it working with CM mode. I was hoping it was just a side effect of the fake 3D. I don't remember it being a factor in the betas.
Ahh I noticed this as well when I was trying to get it working with CM mode. I was hoping it was just a side effect of the fake 3D. I don't remember it being a factor in the betas.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="DJ-RK"]Yeah, I was pretty sure I wasn't the first to hack UE4 shaders. I figured 4EverAwake was simply referring to first complete fix on a UE4 game.[/quote]UE4 games seem to be a bit of a mixed bag - the patterns seem easy (at least for shadows anyway, I haven't looked at reflections yet), but a bunch of them have other problems - ARK's sky FX cause all sorts of havoc if 3D is enabled in the control panel, and a bunch we looked at early on had similar one eye issues that looked like a driver issue, but the ones I've looked at more recently like Submerged and KHOLAT look like they will be relatively straight forward to fix once I knock off all my higher priority items from my TODO list. It's possible that some bugs may have been fixed in the driver recently, but I haven't gone back to look at any of the games that caused us trouble in the past to check (IIRC even the relatively simple ShooterGame sample project suffered from these).
[quote][quote]I ran into some shader management type issues in 3DMigoto (which seemed to lose track of the original shaders and eventually crash) that I haven't got around to investigating yet.[/quote]
Would it help if I provided the shader code for you guys to look at to see why it causes an issue with the translated HLSL?[/quote]Was it a decompile bug? Bo3b was collecting examples of shaders that exposed bugs in the decompiler so it couldn't hurt to add it to the list - especially if it exposed a bug that we haven't seen before.
Did you run into any of the same issues I hit in KHOLAT - things like the show_original key and hunting_mode=original not working, or shaders being dumped with two declarations of StereoParams? I haven't investigated these yet (though I did fix several possibly related bugs in error paths during a static analysis session for 1.2.28 that might have fixed this) and I'm not sure why that game in particular (or possibly something about my workflow) seemed to trigger them. I added a few notes and a stack trace of the crash here: [url]https://github.com/bo3b/3Dmigoto/issues/40[/url]
DJ-RK said:Yeah, I was pretty sure I wasn't the first to hack UE4 shaders. I figured 4EverAwake was simply referring to first complete fix on a UE4 game.
UE4 games seem to be a bit of a mixed bag - the patterns seem easy (at least for shadows anyway, I haven't looked at reflections yet), but a bunch of them have other problems - ARK's sky FX cause all sorts of havoc if 3D is enabled in the control panel, and a bunch we looked at early on had similar one eye issues that looked like a driver issue, but the ones I've looked at more recently like Submerged and KHOLAT look like they will be relatively straight forward to fix once I knock off all my higher priority items from my TODO list. It's possible that some bugs may have been fixed in the driver recently, but I haven't gone back to look at any of the games that caused us trouble in the past to check (IIRC even the relatively simple ShooterGame sample project suffered from these).
I ran into some shader management type issues in 3DMigoto (which seemed to lose track of the original shaders and eventually crash) that I haven't got around to investigating yet.
Would it help if I provided the shader code for you guys to look at to see why it causes an issue with the translated HLSL?
Was it a decompile bug? Bo3b was collecting examples of shaders that exposed bugs in the decompiler so it couldn't hurt to add it to the list - especially if it exposed a bug that we haven't seen before.
Did you run into any of the same issues I hit in KHOLAT - things like the show_original key and hunting_mode=original not working, or shaders being dumped with two declarations of StereoParams? I haven't investigated these yet (though I did fix several possibly related bugs in error paths during a static analysis session for 1.2.28 that might have fixed this) and I'm not sure why that game in particular (or possibly something about my workflow) seemed to trigger them. I added a few notes and a stack trace of the crash here: https://github.com/bo3b/3Dmigoto/issues/40
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="MaximusPrimus"]My only issue is that when 3D is enabled, the image becomes "stretched" and the far left and far right parts of the screen are cut off. When i disable 3D it's back to normal. Any idea what can be causing this?[/quote]
[quote="necropants"]Ahh I noticed this as well when I was trying to get it working with CM mode. I was hoping it was just a side effect of the fake 3D. I don't remember it being a factor in the betas.[/quote]
Does this happen even without the fix installed? Can either you or Necro post screenshots? Clearly I'm not having that issue, as you can see from my own screenies. Have you tried cycling the frustrum (default is ctrl+F11)?
And you're bost most welcome! I hope we can eliminate this issue so you guys can get to fully enjoying this (and hopefully the memory error too that Johnny and I have too. Really hate having to boot into Win7. I got another game that I would have to do that to play, so I just don't bother. :/)
[quote="DarkStarSword"]Was it a decompile bug? Bo3b was collecting examples of shaders that exposed bugs in the decompiler so it couldn't hurt to add it to the list - especially if it exposed a bug that we haven't seen before.[/quote]
I didn't get any type of error beep, and as far as I can tell the log was clean. It's just that after I dumped the shader, it immediately removed all the shadows from the scene, but the light itself remained (whereas with the shader being skipped all the light was removed). I removed all the HLSL code, and converted it into an ASM shader override, and that brought back the shadows, so it seems like there's an error with the HLSL translation, but not one that's actually causing an error (only breaking the effect). Very similar to the shader issue I mentioned to you I was having with Ryse.
[quote]Did you run into any of the same issues I hit in KHOLAT - things like the show_original key and hunting_mode=original not working, or shaders being dumped with two declarations of StereoParams? I haven't investigated these yet (though I did fix several possibly related bugs in error paths during a static analysis session for 1.2.28 that might have fixed this) and I'm not sure why that game in particular (or possibly something about my workflow) seemed to trigger them. I added a few notes and a stack trace of the crash here: [url]https://github.com/bo3b/3Dmigoto/issues/40[/url][/quote]
The show_original key definitely worked without any incident. I know recently I ran into a case where I had 2 StereoParams/IniParams declaration in a shader, but I can't remember if it was this game or another. I'm not exactly familiar with what hunting_mode=original is, I was just using hunting=1, but I can do some testing and report back.
MaximusPrimus said:My only issue is that when 3D is enabled, the image becomes "stretched" and the far left and far right parts of the screen are cut off. When i disable 3D it's back to normal. Any idea what can be causing this?
necropants said:Ahh I noticed this as well when I was trying to get it working with CM mode. I was hoping it was just a side effect of the fake 3D. I don't remember it being a factor in the betas.
Does this happen even without the fix installed? Can either you or Necro post screenshots? Clearly I'm not having that issue, as you can see from my own screenies. Have you tried cycling the frustrum (default is ctrl+F11)?
And you're bost most welcome! I hope we can eliminate this issue so you guys can get to fully enjoying this (and hopefully the memory error too that Johnny and I have too. Really hate having to boot into Win7. I got another game that I would have to do that to play, so I just don't bother. :/)
DarkStarSword said:Was it a decompile bug? Bo3b was collecting examples of shaders that exposed bugs in the decompiler so it couldn't hurt to add it to the list - especially if it exposed a bug that we haven't seen before.
I didn't get any type of error beep, and as far as I can tell the log was clean. It's just that after I dumped the shader, it immediately removed all the shadows from the scene, but the light itself remained (whereas with the shader being skipped all the light was removed). I removed all the HLSL code, and converted it into an ASM shader override, and that brought back the shadows, so it seems like there's an error with the HLSL translation, but not one that's actually causing an error (only breaking the effect). Very similar to the shader issue I mentioned to you I was having with Ryse.
Did you run into any of the same issues I hit in KHOLAT - things like the show_original key and hunting_mode=original not working, or shaders being dumped with two declarations of StereoParams? I haven't investigated these yet (though I did fix several possibly related bugs in error paths during a static analysis session for 1.2.28 that might have fixed this) and I'm not sure why that game in particular (or possibly something about my workflow) seemed to trigger them. I added a few notes and a stack trace of the crash here: https://github.com/bo3b/3Dmigoto/issues/40
The show_original key definitely worked without any incident. I know recently I ran into a case where I had 2 StereoParams/IniParams declaration in a shader, but I can't remember if it was this game or another. I'm not exactly familiar with what hunting_mode=original is, I was just using hunting=1, but I can do some testing and report back.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
[quote="DJ-RK"]I didn't get any type of error beep, and as far as I can tell the log was clean. It's just that after I dumped the shader, it immediately removed all the shadows from the scene, but the light itself remained (whereas with the shader being skipped all the light was removed). I removed all the HLSL code, and converted it into an ASM shader override, and that brought back the shadows, so it seems like there's an error with the HLSL translation, but not one that's actually causing an error (only breaking the effect).[/quote]Yep, that counts as a decompile bug.
[quote]I'm not exactly familiar with what hunting_mode=original is, I was just using hunting=1, but I can do some testing and report back.[/quote]Oh sorry, I meant marking_mode=original, not hunting_mode.
DJ-RK said:I didn't get any type of error beep, and as far as I can tell the log was clean. It's just that after I dumped the shader, it immediately removed all the shadows from the scene, but the light itself remained (whereas with the shader being skipped all the light was removed). I removed all the HLSL code, and converted it into an ASM shader override, and that brought back the shadows, so it seems like there's an error with the HLSL translation, but not one that's actually causing an error (only breaking the effect).
Yep, that counts as a decompile bug.
I'm not exactly familiar with what hunting_mode=original is, I was just using hunting=1, but I can do some testing and report back.
Oh sorry, I meant marking_mode=original, not hunting_mode.
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 alot DJ-RK! Will have the game in my mail tomorrow and can't wait to try it out myself. Yes I'm quite pumped right now!
Those two convergence settings switchable by pressing the thumbstick are a godsend. (no more contemplating about getting gorgeous convergence ingame at the cost of unbearable supers vs. only "ok"-convergence ingame with nice to look at supers!)
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
Unfortunately I get this under Win 10, and had to boot into Win 7 to get it to work. :/
Could also be that I'm running on an older Nvidia driver on my Win7 since I don't use it much anymore, so maybe try rolling back to 350.12 or 337.88 if you can.
Yeah, that was definitely a feature that needed to be included in this. I'm going to take a look and see if there's some texture or shader that I can use to trigger low vs. high convergence states, so it all happens automatically. Haven't actually done that before in a fix, but it should be doable (I hope).
First UE4? Nice! Fortunately, other than the fact that the header info is all stripped :(, most of the patterns appear to be the same, although one lighting pixel shader I dumped trying to fix the shadows was incredibly complex, so much that the 3DMigoto decompiler actually broke it when it dumped it, which made all the shadows disappear (but the lighting itself remained, which was peculiar). I tried to fix the shadows using the 'proper' way with this shader, but nearly everything I tried had no result, but thankfully fixing shadows was able to be done in other shaders.
Also, the game wasn't really all that broken, essentially 2 shaders (one that was creating the halos and another for the shadows) were responsible for 95% of what was broken. Most of the other shaders in this fix were for the HUD.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
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
As DHR noticed I've had patterns to fix UE4 shadows in one of my WIPs for some time, and the initial few were actually quite straight forward to fix:
https://github.com/DarkStarSword/3d-fixes/tree/master/Submerged/ShaderFixes
I also have a WIP of KHOLAT with a bunch more shaders that isn't in my 3d-fixes repo yet - I ran into some shader management type issues in 3DMigoto (which seemed to lose track of the original shaders and eventually crash) that I haven't got around to investigating yet.
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
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Yeah, I was pretty sure I wasn't the first to hack UE4 shaders. I figured 4EverAwake was simply referring to first complete fix on a UE4 game.
Would it help if I provided the shader code for you guys to look at to see why it causes an issue with the translated HLSL?
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
Played this all last night and despite the lack of content (it's coming) if you are into competitive games this has probably got the best online play for a fighter, besides Tekken Tag tournament 2 on Ps3. For the most part very smooth and feels like offline. Something this genre has struggled with, I guess due to both players having to see the exact same thing on the screen as each other at all times.
The only issues I had was quality of Ps4 Wifi warriors in which the rollback netcode kicked in a bit more often than i'd like.
Thanks again
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I was even able to map the 100 convergence button to an unused button on my arcade stick!!
My only issue is that when 3D is enabled, the image becomes "stretched" and the far left and far right parts of the screen are cut off. When i disable 3D it's back to normal. Any idea what can be causing this?
Thanks again!!
specs:
1080p both in game and in windows
Windows 10
I7 950 @ 4Ghz
GTX 980
6GB RAM
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Was it a decompile bug? Bo3b was collecting examples of shaders that exposed bugs in the decompiler so it couldn't hurt to add it to the list - especially if it exposed a bug that we haven't seen before.
Did you run into any of the same issues I hit in KHOLAT - things like the show_original key and hunting_mode=original not working, or shaders being dumped with two declarations of StereoParams? I haven't investigated these yet (though I did fix several possibly related bugs in error paths during a static analysis session for 1.2.28 that might have fixed this) and I'm not sure why that game in particular (or possibly something about my workflow) seemed to trigger them. I added a few notes and a stack trace of the crash here: https://github.com/bo3b/3Dmigoto/issues/40
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
Does this happen even without the fix installed? Can either you or Necro post screenshots? Clearly I'm not having that issue, as you can see from my own screenies. Have you tried cycling the frustrum (default is ctrl+F11)?
And you're bost most welcome! I hope we can eliminate this issue so you guys can get to fully enjoying this (and hopefully the memory error too that Johnny and I have too. Really hate having to boot into Win7. I got another game that I would have to do that to play, so I just don't bother. :/)
I didn't get any type of error beep, and as far as I can tell the log was clean. It's just that after I dumped the shader, it immediately removed all the shadows from the scene, but the light itself remained (whereas with the shader being skipped all the light was removed). I removed all the HLSL code, and converted it into an ASM shader override, and that brought back the shadows, so it seems like there's an error with the HLSL translation, but not one that's actually causing an error (only breaking the effect). Very similar to the shader issue I mentioned to you I was having with Ryse.
The show_original key definitely worked without any incident. I know recently I ran into a case where I had 2 StereoParams/IniParams declaration in a shader, but I can't remember if it was this game or another. I'm not exactly familiar with what hunting_mode=original is, I was just using hunting=1, but I can do some testing and report back.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Oh sorry, I meant marking_mode=original, not hunting_mode.
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