The big space I made at line 77 is where it would be fixed in Little Nightmares, but code here is very different! I don't know what I should fix. "cb0[41]" isn't there at all. I think the only remaining stuff to fix may be this shader and another one related to the sun (jungle stage, for example).
Btw, I have fixed compute shaders like DarkStarSword did. Many thanks, DHR and DarkStarSword :).
New version of the fix: https://s3.amazonaws.com/masterotaku/Tekken+7/Tekken7_fix_WIP_4.7z
I have fixed some more of the usual effects, and also all reflections related to compute shaders that I could find (all useable stages in practice mode).
I still need help with what I said in my previous post. Just before uploading the fix, I noticed that I had enabled the bad specular fix that I did for the previous release, so some experiments I did with the pixel shader I posted were moot. I have to go to sleep so I can't keep working on this more until tomorrow.
Edit: here is one screenshot (more than 2MB so I won't embed it): http://u.cubeupload.com/masterotaku/TekkenGameWin64Shipp.jpg
I have fixed some more of the usual effects, and also all reflections related to compute shaders that I could find (all useable stages in practice mode).
I still need help with what I said in my previous post. Just before uploading the fix, I noticed that I had enabled the bad specular fix that I did for the previous release, so some experiments I did with the pixel shader I posted were moot. I have to go to sleep so I can't keep working on this more until tomorrow.
Looks like that's last problem maybe cause I played a bunch tonight and it looked fantastic
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necropants said:Looks like that's last problem maybe cause I played a bunch tonight and it looked fantastic
Not the last. There is also the sun and its light in some stages (probably related to the sky shader, I think), and two more shaders, related to two fire effects. One of them is one of Alisa's attacks (1b9f2af7c60f905e-ps_replace.txt. Part of the fire effect remains at screen depth):
//Alisa attack 2 (fire effect).
// ---- Created with 3Dmigoto v1.2.57 on Tue Jun 06 21:04:50 2017
Texture2D<float4> t5 : register(t5);
Maybe I'll have to fix it in ASM, because of the differences compared to decal problems. I have some things in mind for when I get home. But if someone already knows the answer, please help :).
Edit: also, I need to improve the HUD depth behavior. There are some those shaders where I need to calculate depth better. And maybe catch some more when a round starts.
No release today, because I have been working until the end of the day. I have fixed the skies and clouds (including the sun), more decals, buildings and glass reflections, Dragon's Nest shadows, etc. 142 files inside ShaderFixes. And I'll probably find more effects to fix.
Specular lights still pending.
No release today, because I have been working until the end of the day. I have fixed the skies and clouds (including the sun), more decals, buildings and glass reflections, Dragon's Nest shadows, etc. 142 files inside ShaderFixes. And I'll probably find more effects to fix.
@masterotaku
For specular lights, you may need to fix more than 1 shader. 2198988ccc85453d-ps don't seems to be the right shader.
1b9f2af7c60f905e-ps seems wrong, try to catch another PS related to that effect. Fixing another UE4 game i dump by mistake a shader that start exactly with those long cb0[x] lines....and in the end was another one.
For specular lights, you may need to fix more than 1 shader. 2198988ccc85453d-ps don't seems to be the right shader.
1b9f2af7c60f905e-ps seems wrong, try to catch another PS related to that effect. Fixing another UE4 game i dump by mistake a shader that start exactly with those long cb0[x] lines....and in the end was another one.
I have fixed all skies, more effects, background geometry occlusion when it's near the camera, rage effect on all characters...
Geometry was A LOT of shaders, that I fixed in an automatic way (find and replace, in all compatible shaders that my PC dumped automatically since the first day). So there are now 1470 shaders in the ShaderFixes folder. This means that you will notice a lot more compiling time when you start a fight in a new stage for the first time. But this was necessary.
Still no specular reflections fix.
By the way, I put there a hidden feature, to make the Arena stage TVs render a stereoscopic image (3D inside 3D!). However it heavily breaks lighting in other stages, so use at your own risk and for fun. To enable that, search these lines and uncomment them:
;[TextureOverride1]
;Hash=43af44d1
;StereoMode=1
For that hidden feature, I've made a new hotkey, F6. By default, the image inside the TVs can be at higher than 100% depth, but with F6 you can make their image pop out (also with a middle step too) to not surpass that 100%.
Ohohoho, let's say I improvised and I have fixed the remaining fire/smoke effects and a heatwave effect in Devil's pit :).
If you are curious, DHR, here is how I did that "Alisa attack 2 (fire effect)" shader I posted a few posts above (relevant code):
[code]
r4.xy = v8.xy + -r4.xy;
r4.xy = r4.xy * r4.zw + float2(-0.5,-0.5);
r4.xy = v8.ww * r4.xy;
r4.z = v8.w;
r4.x-=stereo.x*(r4.z-stereo.y)*0.5;
r4.xyw = float3(2,-2,1) * r4.xyz;
//r4.xy = r4.xy / r4.ww;
r4.xyz = r4.xyz / r4.www;
[/code]
Yep, "completing" that last line with the z axis fixed it completely (the commented line is the original). Otherwise there was a haloing effect after applying the stereo correction.
For a heatwave effect of a different shader:
[code]
r1.z = v6.w;
r1.x-=stereo.x*(r1.z-stereo.y)*0.5;
r1.xyw = float3(2,-2,1) * r1.xyz;
r1.xyz = r1.xyz / r1.www; //<----- I inserted the line, totally new. It wasn't there before.
r0.zw = r1.xy / r1.ww;
[/code]
This will be for the next release. I'll have to go to bed soon.
Remaining: the annoying specular lighting. Once it's done, the game will be perfect!
Yep, "completing" that last line with the z axis fixed it completely (the commented line is the original). Otherwise there was a haloing effect after applying the stereo correction.
For a heatwave effect of a different shader:
r1.z = v6.w;
r1.x-=stereo.x*(r1.z-stereo.y)*0.5;
r1.xyw = float3(2,-2,1) * r1.xyz;
r1.xyz = r1.xyz / r1.www; //<----- I inserted the line, totally new. It wasn't there before.
r0.zw = r1.xy / r1.ww;
This will be for the next release. I'll have to go to bed soon.
Remaining: the annoying specular lighting. Once it's done, the game will be perfect!
Amazing work, I am so grateful.
Is it just me or is the electricity effects not quite at the right depth as well? it seems like it's at the hud depth
Kazuyas electric wind god fist for example, or When using a While standing right punch Gut hook attack.
Most people struggle to do EWGF so it might be easier to check in practice mode with the move list demonstration if is the case. or maybe in story assist when playing with kazuya I think it's Story assist + LP
Is it just me or is the electricity effects not quite at the right depth as well? it seems like it's at the hud depth
Kazuyas electric wind god fist for example, or When using a While standing right punch Gut hook attack.
Most people struggle to do EWGF so it might be easier to check in practice mode with the move list demonstration if is the case. or maybe in story assist when playing with kazuya I think it's Story assist + LP
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
New version with those latest fixes, and some more shaders (not THAT one): https://s3.amazonaws.com/masterotaku/Tekken+7/Tekken7_fix_WIP_7.7z
Also, new feature. Press "z" to toggle Kuma's and Panda's hair, if you want to get more fps (http://u.cubeupload.com/masterotaku/Tekkennohair.jpg).
I already answered necropants personally about his question. The effect is OK :).
[quote="daspwan"]The hud depth of the item purchase menu is wrong,The only bug I've ever found[/quote]
Yes, it has its own depth without me touching anything. I think it's the same shader as the character select screen. I gave it less priority than other shaders, but I'll try to do something about it soonish.
daspwan said:The hud depth of the item purchase menu is wrong,The only bug I've ever found
Yes, it has its own depth without me touching anything. I think it's the same shader as the character select screen. I gave it less priority than other shaders, but I'll try to do something about it soonish.
[quote="masterotaku"]If you are curious, DHR, here is how I did that "Alisa attack 2 (fire effect)" shader I posted a few posts above (relevant code):
Remaining: the annoying specular lighting. Once it's done, the game will be perfect![/quote]
Very nice about fixing that shader....never seen in other UE4 game. It's a Halo issue fix?
About the specular lighting, you can search in one more than 1 shader.
The issue is the one in this screenshots, in the floor? (http://u.cubeupload.com/masterotaku/Tekkennohair.jpg)
Maybe is another CS - same patter than reflections.
masterotaku said:If you are curious, DHR, here is how I did that "Alisa attack 2 (fire effect)" shader I posted a few posts above (relevant code):
Remaining: the annoying specular lighting. Once it's done, the game will be perfect!
Very nice about fixing that shader....never seen in other UE4 game. It's a Halo issue fix?
About the specular lighting, you can search in one more than 1 shader.
The issue is the one in this screenshots, in the floor? (http://u.cubeupload.com/masterotaku/Tekkennohair.jpg)
Maybe is another CS - same patter than reflections.
[quote="DHR"]
Very nice about fixing that shader....never seen in other UE4 game. It's a Halo issue fix?[/quote]
First, "r4.x-=stereo.x*(r4.z-stereo.y)*0.5;" fixes weirdness in the effect (part of it at screen depth), but that fix causes haloing when it's in contact with surrounding elements. And then using "r4.xyz = r4.xyz / r4.www;" instead of the original "r4.xy = r4.xy / r4.ww;" took care of the haloing. The result is perfect.
[quote="DHR"]
The issue is the one in this screenshots, in the floor?[/quote]
No, the floor in that screenshot is fine (CS put at max depth instead of screen depth. All compute shaders are OK now). The problem is more visible in other stages (or in that stage but looking at the moon reflection on the floor) and in characters, especially at 0 convergence.
I think "2198988ccc85453d-ps.txt" is the right shader. I can modify the depth of specular reflections in it (just before the "mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)" line), but I don't have the correct depth value for the correction. I may try replacing its code or part of it with another lighting shader so I can make the correction (fc52fbc20a93996b-ps.txt, for example). But I may need to change the vertex shader too. I don't want it to be visually different at all, though.
DHR said:
Very nice about fixing that shader....never seen in other UE4 game. It's a Halo issue fix?
First, "r4.x-=stereo.x*(r4.z-stereo.y)*0.5;" fixes weirdness in the effect (part of it at screen depth), but that fix causes haloing when it's in contact with surrounding elements. And then using "r4.xyz = r4.xyz / r4.www;" instead of the original "r4.xy = r4.xy / r4.ww;" took care of the haloing. The result is perfect.
DHR said:
The issue is the one in this screenshots, in the floor?
No, the floor in that screenshot is fine (CS put at max depth instead of screen depth. All compute shaders are OK now). The problem is more visible in other stages (or in that stage but looking at the moon reflection on the floor) and in characters, especially at 0 convergence.
I think "2198988ccc85453d-ps.txt" is the right shader. I can modify the depth of specular reflections in it (just before the "mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)" line), but I don't have the correct depth value for the correction. I may try replacing its code or part of it with another lighting shader so I can make the correction (fc52fbc20a93996b-ps.txt, for example). But I may need to change the vertex shader too. I don't want it to be visually different at all, though.
Yeah I think the specular lights is most noticeable in Goukis Temple stage. Other than this and the aforementioned HUD issues. Which I can live with, I would say it's pretty much 3d Ready.
=D
Maybe ask DJ-RK I think he fixed similar issues in SF5 which is also UE4, if that helps.
Yeah I think the specular lights is most noticeable in Goukis Temple stage. Other than this and the aforementioned HUD issues. Which I can live with, I would say it's pretty much 3d Ready.
=D
Maybe ask DJ-RK I think he fixed similar issues in SF5 which is also UE4, if that helps.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
The big space I made at line 77 is where it would be fixed in Little Nightmares, but code here is very different! I don't know what I should fix. "cb0[41]" isn't there at all. I think the only remaining stuff to fix may be this shader and another one related to the sun (jungle stage, for example).
Btw, I have fixed compute shaders like DarkStarSword did. Many thanks, DHR and DarkStarSword :).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I have fixed some more of the usual effects, and also all reflections related to compute shaders that I could find (all useable stages in practice mode).
I still need help with what I said in my previous post. Just before uploading the fix, I noticed that I had enabled the bad specular fix that I did for the previous release, so some experiments I did with the pixel shader I posted were moot. I have to go to sleep so I can't keep working on this more until tomorrow.
Edit: here is one screenshot (more than 2MB so I won't embed it): http://u.cubeupload.com/masterotaku/TekkenGameWin64Shipp.jpg
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Not the last. There is also the sun and its light in some stages (probably related to the sky shader, I think), and two more shaders, related to two fire effects. One of them is one of Alisa's attacks (1b9f2af7c60f905e-ps_replace.txt. Part of the fire effect remains at screen depth):
Maybe I'll have to fix it in ASM, because of the differences compared to decal problems. I have some things in mind for when I get home. But if someone already knows the answer, please help :).
Edit: also, I need to improve the HUD depth behavior. There are some those shaders where I need to calculate depth better. And maybe catch some more when a round starts.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Specular lights still pending.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
For specular lights, you may need to fix more than 1 shader. 2198988ccc85453d-ps don't seems to be the right shader.
1b9f2af7c60f905e-ps seems wrong, try to catch another PS related to that effect. Fixing another UE4 game i dump by mistake a shader that start exactly with those long cb0[x] lines....and in the end was another one.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I have fixed all skies, more effects, background geometry occlusion when it's near the camera, rage effect on all characters...
Geometry was A LOT of shaders, that I fixed in an automatic way (find and replace, in all compatible shaders that my PC dumped automatically since the first day). So there are now 1470 shaders in the ShaderFixes folder. This means that you will notice a lot more compiling time when you start a fight in a new stage for the first time. But this was necessary.
Still no specular reflections fix.
By the way, I put there a hidden feature, to make the Arena stage TVs render a stereoscopic image (3D inside 3D!). However it heavily breaks lighting in other stages, so use at your own risk and for fun. To enable that, search these lines and uncomment them:
For that hidden feature, I've made a new hotkey, F6. By default, the image inside the TVs can be at higher than 100% depth, but with F6 you can make their image pop out (also with a middle step too) to not surpass that 100%.
Screenshots of this:
http://u.cubeupload.com/masterotaku/Tekkenunlimiteddepth.jpg
http://u.cubeupload.com/masterotaku/Tekkenlimiteddepth.jpg
@DHR: the rage effect I fixed was in the pixel shaders of characters' geometry. Could that be the key for specular reflections?
Here is an example of a "rage effect" fixed shader:
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
If you are curious, DHR, here is how I did that "Alisa attack 2 (fire effect)" shader I posted a few posts above (relevant code):
Yep, "completing" that last line with the z axis fixed it completely (the commented line is the original). Otherwise there was a haloing effect after applying the stereo correction.
For a heatwave effect of a different shader:
This will be for the next release. I'll have to go to bed soon.
Remaining: the annoying specular lighting. Once it's done, the game will be perfect!
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Is it just me or is the electricity effects not quite at the right depth as well? it seems like it's at the hud depth
Kazuyas electric wind god fist for example, or When using a While standing right punch Gut hook attack.
Most people struggle to do EWGF so it might be easier to check in practice mode with the move list demonstration if is the case. or maybe in story assist when playing with kazuya I think it's Story assist + LP
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Also, new feature. Press "z" to toggle Kuma's and Panda's hair, if you want to get more fps (http://u.cubeupload.com/masterotaku/Tekkennohair.jpg).
I already answered necropants personally about his question. The effect is OK :).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Yes, it has its own depth without me touching anything. I think it's the same shader as the character select screen. I gave it less priority than other shaders, but I'll try to do something about it soonish.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Very nice about fixing that shader....never seen in other UE4 game. It's a Halo issue fix?
About the specular lighting, you can search in one more than 1 shader.
The issue is the one in this screenshots, in the floor? (http://u.cubeupload.com/masterotaku/Tekkennohair.jpg)
Maybe is another CS - same patter than reflections.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
First, "r4.x-=stereo.x*(r4.z-stereo.y)*0.5;" fixes weirdness in the effect (part of it at screen depth), but that fix causes haloing when it's in contact with surrounding elements. And then using "r4.xyz = r4.xyz / r4.www;" instead of the original "r4.xy = r4.xy / r4.ww;" took care of the haloing. The result is perfect.
No, the floor in that screenshot is fine (CS put at max depth instead of screen depth. All compute shaders are OK now). The problem is more visible in other stages (or in that stage but looking at the moon reflection on the floor) and in characters, especially at 0 convergence.
I think "2198988ccc85453d-ps.txt" is the right shader. I can modify the depth of specular reflections in it (just before the "mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)" line), but I don't have the correct depth value for the correction. I may try replacing its code or part of it with another lighting shader so I can make the correction (fc52fbc20a93996b-ps.txt, for example). But I may need to change the vertex shader too. I don't want it to be visually different at all, though.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
=D
Maybe ask DJ-RK I think he fixed similar issues in SF5 which is also UE4, if that helps.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)