I am sorry for the OT but I can't create a thread, don't know why. It tells me topic need at least 2 characters but I have put it with 200chars...
Anyway:
Can I use 3D Vision 2 glasses WHILE in-charge?
I tried to search the forum but didn't find the answer to the question.
I think all the things are already explained.
So, this is the SECOND CHARGE. Can I PUT THEM ON and use them while charging?
Thanks.
Goodbye!
Wrong place.
Can I use 3D Vision 2 glasses WHILE in-charge?
Yes
-----------------------------------------------------------
In case anyone is curious. New banners are by Tsaebeht. I cant put it anywhere to credit it him besides here unfortunately.
@Anyone:
Ok, let me see if I understand this right. In order to do something like the binary search bo3b mentioned earlier (quoted at the bottom of the post) you'd use dumpall to get the shaders in the scene, then put
[quote]vs_3_0
mov oPos, c0[/quote]... only(?) into the shader CRC.txts and then put them into their respective ShaderOverride folder(s)? So you have a bunch of text files with just ...
[quote]vs_3_0
mov oPos, c0[/quote]... in them?
@eqzitara:
Also is there any difference between just put
[quote]vs_3_0[/quote][quote]ps_3_0[/quote]in them mentioned in the OP by HeliX and the just put
[quote]vs_3_0
dcl_position v0
dcl_position o0[/quote][quote]ps_3_0
dcl_texcoord v0[/quote]in them in your guide about disabling shaders?
[quote="bo3b"]If you happen to need to do that sifting again at some point, here's a technique that can save you some time.
This is called a binary search, and is mathematically the shortest/fastest way to get to the shader you are trying to find. Instead of doing 10 or 20 at at time, do half of all of them.
Let's assume you have some sort of debug turned on, like my mov oPos, c0 that is certain to make everything disappear.
So, one half should disappear, and one half should draw normally. If the graphic item like HUD you are looking for is missing, you know it's in the disappearing half. Take that half and cut it in half to get 1/4 of the shaders to go invisible, and that new 1/4 to be normal. If it's visible this time, you know it's in the 1/4 you just made normal. Cut that in half again to get 1/8 on, 1/8 off. And so on.
Even if you have 8000 shaders, you can get to the right one in
8000->4000->2000->1000->500->250->125->67->33->16->8->4->2->1
14 tests maximum for this example.[/quote]
Ok, let me see if I understand this right. In order to do something like the binary search bo3b mentioned earlier (quoted at the bottom of the post) you'd use dumpall to get the shaders in the scene, then put
vs_3_0
mov oPos, c0
... only(?) into the shader CRC.txts and then put them into their respective ShaderOverride folder(s)? So you have a bunch of text files with just ...
vs_3_0
mov oPos, c0
... in them?
@eqzitara:
Also is there any difference between just put
vs_3_0
ps_3_0
in them mentioned in the OP by HeliX and the just put
vs_3_0
dcl_position v0
dcl_position o0
ps_3_0
dcl_texcoord v0
in them in your guide about disabling shaders?
bo3b said:If you happen to need to do that sifting again at some point, here's a technique that can save you some time.
This is called a binary search, and is mathematically the shortest/fastest way to get to the shader you are trying to find. Instead of doing 10 or 20 at at time, do half of all of them.
Let's assume you have some sort of debug turned on, like my mov oPos, c0 that is certain to make everything disappear.
So, one half should disappear, and one half should draw normally. If the graphic item like HUD you are looking for is missing, you know it's in the disappearing half. Take that half and cut it in half to get 1/4 of the shaders to go invisible, and that new 1/4 to be normal. If it's visible this time, you know it's in the 1/4 you just made normal. Cut that in half again to get 1/8 on, 1/8 off. And so on.
Even if you have 8000 shaders, you can get to the right one in
8000->4000->2000->1000->500->250->125->67->33->16->8->4->2->1
Just putting
vs_3_0 /
ps_3_0
Causes a crash on any video card 600 series or later. No idea why.
What are you trying to do? You cant find the shader while navigating with debugger?
Thanks I was just curious about that, been reading a lot and messing around lately. Trying to learn among other things. :) For the binary search I have a shader in a game in mind I wanted to chase down that's only on the screen for few seconds.
Any clue whether or not it's just the vs_3_0, mov oPos, c0 that goes in it? Or can I use the disable instructions that're in your guide?
I just know sometimes disabling a single shader with the debugger can lead to not being able to see anything, obscuring the view, I'd imagine disabling 1/2 of them at a time the same way might be a problem.
Thanks I was just curious about that, been reading a lot and messing around lately. Trying to learn among other things. :) For the binary search I have a shader in a game in mind I wanted to chase down that's only on the screen for few seconds.
Any clue whether or not it's just the vs_3_0, mov oPos, c0 that goes in it? Or can I use the disable instructions that're in your guide?
I just know sometimes disabling a single shader with the debugger can lead to not being able to see anything, obscuring the view, I'd imagine disabling 1/2 of them at a time the same way might be a problem.
Ussually if its something thats "broken". If it only shows for a second its probably in control of something else as well. Minor effects generally don't get there own shader. Might try playing game and waiting for something more static. Pressing Pause can also help if game lets you. I sometimes press pause, then if game lets you. Sometimes this puts a hud message up. Then I remove the hud message so I can still see game.
Only works in some situations for either/or.
Ussually if its something thats "broken". If it only shows for a second its probably in control of something else as well. Minor effects generally don't get there own shader. Might try playing game and waiting for something more static. Pressing Pause can also help if game lets you. I sometimes press pause, then if game lets you. Sometimes this puts a hud message up. Then I remove the hud message so I can still see game.
Only works in some situations for either/or.
[quote="TsaebehT"]Any clue whether or not it's just the vs_3_0, mov oPos, c0 that goes in it? Or can I use the disable instructions that're in your guide?
I just know sometimes disabling a single shader with the debugger can lead to not being able to see anything, obscuring the view, I'd imagine disabling 1/2 of them at a time the same way might be a problem.[/quote]You should be able to use the binary search as a way to track down a shader this way. Naturally you'll do all this by a script of some form, not manually editing a thousand files.
There may be a conflict with some overall screen shader that obscures what you are looking at, but in general I think it should work. If you find this is a problem, let me know. We can also likely disable them by setting the transparency instead of moving them off screen.
The disable code is actually slightly more complex than the examples given, because the problem is that the vertex shader is supposed to provide an output, like an oPos for example. (oPos=Output Position) To be more exact though, oPos is only for vs_2_0. And in general we must use vs_3_0 in order to get access to the separation and convergence numbers. For just deleting the code though, it wouldn't hurt to use vs_2_0.
If we delete all the code, then there is no code left to assign anything to the oPos, and thus it will have some random number in there. The pixel shader that uses that oPos then tries to do some calculation, and if it's random, it can easily crash. The older cards were more forgiving of these random numbers.
So, to be safe for 600 series cards, we need to actually assign something legit to oPos. 'mov oPos, c0' is nearly always at least a safe number, because c0 is nearly always the projection matrix, and will be something like 0,0,1,0. If you wanted to be 100% certain, you could define your own constant and use it. Like:
vs_2_0
def c200, 0, 0, 0, 0
mov oPos, c200
Now, it's slightly more complicated than that, [i]maybe[/i], because oPos is not the only output of some vertex shaders. To be correct, we'd need to assign non-random numbers to whatever output was expected. This varies a lot. Things like oFog, or color, or texture coordinates that are used by the following pixel shader.
In general, it seems that oPos is the only thing that can cause crashes, but I wanted to try to clarify the 'why'.
For a vs_3_0 version of deleting the code, we would need to look at the dcl_position for that vertex shader to decide what to set. Usually it will be 'dcl_postion o0', but it's not required to be.
Any register that starts with 'o' is an output register, and strictly speaking, should be set. Probably the only one that will cause crashes is the position though.
For vs_3_0, it's probably OK to merely set the output specifically in the code, like:
vs_3_0
dcl_position o0
def c200, 0, 0, 0, 0
mov o0, c200
If anybody gets a crash using that technique, please let me know, as I'm sure we can make a variant that's even safer if we need to.
TsaebehT said:Any clue whether or not it's just the vs_3_0, mov oPos, c0 that goes in it? Or can I use the disable instructions that're in your guide?
I just know sometimes disabling a single shader with the debugger can lead to not being able to see anything, obscuring the view, I'd imagine disabling 1/2 of them at a time the same way might be a problem.
You should be able to use the binary search as a way to track down a shader this way. Naturally you'll do all this by a script of some form, not manually editing a thousand files.
There may be a conflict with some overall screen shader that obscures what you are looking at, but in general I think it should work. If you find this is a problem, let me know. We can also likely disable them by setting the transparency instead of moving them off screen.
The disable code is actually slightly more complex than the examples given, because the problem is that the vertex shader is supposed to provide an output, like an oPos for example. (oPos=Output Position) To be more exact though, oPos is only for vs_2_0. And in general we must use vs_3_0 in order to get access to the separation and convergence numbers. For just deleting the code though, it wouldn't hurt to use vs_2_0.
If we delete all the code, then there is no code left to assign anything to the oPos, and thus it will have some random number in there. The pixel shader that uses that oPos then tries to do some calculation, and if it's random, it can easily crash. The older cards were more forgiving of these random numbers.
So, to be safe for 600 series cards, we need to actually assign something legit to oPos. 'mov oPos, c0' is nearly always at least a safe number, because c0 is nearly always the projection matrix, and will be something like 0,0,1,0. If you wanted to be 100% certain, you could define your own constant and use it. Like:
vs_2_0
def c200, 0, 0, 0, 0
mov oPos, c200
Now, it's slightly more complicated than that, maybe, because oPos is not the only output of some vertex shaders. To be correct, we'd need to assign non-random numbers to whatever output was expected. This varies a lot. Things like oFog, or color, or texture coordinates that are used by the following pixel shader.
In general, it seems that oPos is the only thing that can cause crashes, but I wanted to try to clarify the 'why'.
For a vs_3_0 version of deleting the code, we would need to look at the dcl_position for that vertex shader to decide what to set. Usually it will be 'dcl_postion o0', but it's not required to be.
Any register that starts with 'o' is an output register, and strictly speaking, should be set. Probably the only one that will cause crashes is the position though.
For vs_3_0, it's probably OK to merely set the output specifically in the code, like:
[quote="eqzitara"]I havent tried to change size of images. I think I tried once, and it stretches but haven't really attempted since. So not sure.[/quote]I like the new look of the blog, awesome!
This also suggested to me that you can change the width of the blog to solve that overlapping image problem. That way we don't have to change the default size of the 3DVisionLive embeds, and still be able to do a before/after side by side with your table. What do you think?
eqzitara said:I havent tried to change size of images. I think I tried once, and it stretches but haven't really attempted since. So not sure.
I like the new look of the blog, awesome!
This also suggested to me that you can change the width of the blog to solve that overlapping image problem. That way we don't have to change the default size of the 3DVisionLive embeds, and still be able to do a before/after side by side with your table. What do you think?
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
@bo3b
Unfortunately I thought of that after redesign[3dsolutiongaming also mentioned it]. Not anytime soon unfortunately since banner(s) are made and changing width screws them up.
Though tbh, a 10% reduction in size does get it to fit width wise.
EDIT:
Okay, I tweaked it as much I can with new banner. Its up to you if you want to use it but It doesnt overlap that much. Best I can do
See [url]http://helixmod.blogspot.com/2012/12/miasmata.html[/url]
-----------------------------------------------------------------------------------
As a fair warning, if you have any games you want to be top post when you post them[It really doesnt matter to me personally and its logged to the right in release news]. Post them now or you will have to wait for [u]2 weeks[/u] after helix posts his newest fix. Helix's next game is going to be top post for 2 weeks.
@bo3b
Unfortunately I thought of that after redesign[3dsolutiongaming also mentioned it]. Not anytime soon unfortunately since banner(s) are made and changing width screws them up.
Though tbh, a 10% reduction in size does get it to fit width wise.
EDIT:
Okay, I tweaked it as much I can with new banner. Its up to you if you want to use it but It doesnt overlap that much. Best I can do
See http://helixmod.blogspot.com/2012/12/miasmata.html
-----------------------------------------------------------------------------------
As a fair warning, if you have any games you want to be top post when you post them[It really doesnt matter to me personally and its logged to the right in release news]. Post them now or you will have to wait for 2 weeks after helix posts his newest fix. Helix's next game is going to be top post for 2 weeks.
[quote="eqzitara"]Post them now or you will have to wait for [u]2 weeks[/u] after helix posts his newest fix. Helix's next game is going to be top post for 2 weeks.[/quote]
I've got a feeling that Helix's next fix is what he has posted on the Nvidia 3D Vision Live webpage. (At least, I'm hoping that's what his fix is going to be!)
eqzitara said:Post them now or you will have to wait for 2 weeks after helix posts his newest fix. Helix's next game is going to be top post for 2 weeks.
I've got a feeling that Helix's next fix is what he has posted on the Nvidia 3D Vision Live webpage. (At least, I'm hoping that's what his fix is going to be!)
*Cough*
All I will say is since I am sure people will ask is he is still working on it but seems to be *soon*. Judging from screenshots *cough*. Its looks pretty amazing to me.
I dont feel it is fair for me to announce something he is working on personally, because that feels like taking credit and my personal involvement in it is nill. So got to draw your own conclusions. Despite how obvious it probably is lol.
*Cough*
All I will say is since I am sure people will ask is he is still working on it but seems to be *soon*. Judging from screenshots *cough*. Its looks pretty amazing to me.
I dont feel it is fair for me to announce something he is working on personally, because that feels like taking credit and my personal involvement in it is nill. So got to draw your own conclusions. Despite how obvious it probably is lol.
[quote="eqzitara"]*Cough*
All I will say is since I am sure people will ask is he is still working on it but seems to be *soon*. Judging from screenshots *cough*. Its looks pretty good to me.[/quote]
LOL! Yeah, looks good to me too!
eqzitara said:*Cough*
All I will say is since I am sure people will ask is he is still working on it but seems to be *soon*. Judging from screenshots *cough*. Its looks pretty good to me.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Anyway:
Can I use 3D Vision 2 glasses WHILE in-charge?
I tried to search the forum but didn't find the answer to the question.
I think all the things are already explained.
So, this is the SECOND CHARGE. Can I PUT THEM ON and use them while charging?
Thanks.
Goodbye!
Can I use 3D Vision 2 glasses WHILE in-charge?
Yes
-----------------------------------------------------------
In case anyone is curious. New banners are by Tsaebeht. I cant put it anywhere to credit it him besides here unfortunately.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Ok, let me see if I understand this right. In order to do something like the binary search bo3b mentioned earlier (quoted at the bottom of the post) you'd use dumpall to get the shaders in the scene, then put
... only(?) into the shader CRC.txts and then put them into their respective ShaderOverride folder(s)? So you have a bunch of text files with just ...
... in them?
@eqzitara:
Also is there any difference between just put
in them mentioned in the OP by HeliX and the just put
in them in your guide about disabling shaders?
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
vs_3_0 /
ps_3_0
Causes a crash on any video card 600 series or later. No idea why.
What are you trying to do? You cant find the shader while navigating with debugger?
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Any clue whether or not it's just the vs_3_0, mov oPos, c0 that goes in it? Or can I use the disable instructions that're in your guide?
I just know sometimes disabling a single shader with the debugger can lead to not being able to see anything, obscuring the view, I'd imagine disabling 1/2 of them at a time the same way might be a problem.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Only works in some situations for either/or.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
There may be a conflict with some overall screen shader that obscures what you are looking at, but in general I think it should work. If you find this is a problem, let me know. We can also likely disable them by setting the transparency instead of moving them off screen.
The disable code is actually slightly more complex than the examples given, because the problem is that the vertex shader is supposed to provide an output, like an oPos for example. (oPos=Output Position) To be more exact though, oPos is only for vs_2_0. And in general we must use vs_3_0 in order to get access to the separation and convergence numbers. For just deleting the code though, it wouldn't hurt to use vs_2_0.
If we delete all the code, then there is no code left to assign anything to the oPos, and thus it will have some random number in there. The pixel shader that uses that oPos then tries to do some calculation, and if it's random, it can easily crash. The older cards were more forgiving of these random numbers.
So, to be safe for 600 series cards, we need to actually assign something legit to oPos. 'mov oPos, c0' is nearly always at least a safe number, because c0 is nearly always the projection matrix, and will be something like 0,0,1,0. If you wanted to be 100% certain, you could define your own constant and use it. Like:
vs_2_0
def c200, 0, 0, 0, 0
mov oPos, c200
Now, it's slightly more complicated than that, maybe, because oPos is not the only output of some vertex shaders. To be correct, we'd need to assign non-random numbers to whatever output was expected. This varies a lot. Things like oFog, or color, or texture coordinates that are used by the following pixel shader.
In general, it seems that oPos is the only thing that can cause crashes, but I wanted to try to clarify the 'why'.
For a vs_3_0 version of deleting the code, we would need to look at the dcl_position for that vertex shader to decide what to set. Usually it will be 'dcl_postion o0', but it's not required to be.
Any register that starts with 'o' is an output register, and strictly speaking, should be set. Probably the only one that will cause crashes is the position though.
For vs_3_0, it's probably OK to merely set the output specifically in the code, like:
vs_3_0
dcl_position o0
def c200, 0, 0, 0, 0
mov o0, c200
If anybody gets a crash using that technique, please let me know, as I'm sure we can make a variant that's even safer if we need to.
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
This also suggested to me that you can change the width of the blog to solve that overlapping image problem. That way we don't have to change the default size of the 3DVisionLive embeds, and still be able to do a before/after side by side with your table. What do you think?
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
Unfortunately I thought of that after redesign[3dsolutiongaming also mentioned it]. Not anytime soon unfortunately since banner(s) are made and changing width screws them up.
Though tbh, a 10% reduction in size does get it to fit width wise.
EDIT:
Okay, I tweaked it as much I can with new banner. Its up to you if you want to use it but It doesnt overlap that much. Best I can do
See http://helixmod.blogspot.com/2012/12/miasmata.html
-----------------------------------------------------------------------------------
As a fair warning, if you have any games you want to be top post when you post them[It really doesnt matter to me personally and its logged to the right in release news]. Post them now or you will have to wait for 2 weeks after helix posts his newest fix. Helix's next game is going to be top post for 2 weeks.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I've got a feeling that Helix's next fix is what he has posted on the Nvidia 3D Vision Live webpage. (At least, I'm hoping that's what his fix is going to be!)
ASUS ROG G75VW-DS73-3D | i7-3610 12GB RAM | 3GB GDDR5 GTX 670M | NVIDIA 3D Vision 2 w/Lightboost
Helix Blog Site
All I will say is since I am sure people will ask is he is still working on it but seems to be *soon*. Judging from screenshots *cough*. Its looks pretty amazing to me.
I dont feel it is fair for me to announce something he is working on personally, because that feels like taking credit and my personal involvement in it is nill. So got to draw your own conclusions. Despite how obvious it probably is lol.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
LOL! Yeah, looks good to me too!
ASUS ROG G75VW-DS73-3D | i7-3610 12GB RAM | 3GB GDDR5 GTX 670M | NVIDIA 3D Vision 2 w/Lightboost
Helix Blog Site