Darksiders III
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[quote="Helifax"][quote="TheBigDogma"]LOL... I was going to reply that you probably have more of an expert's eye... I tend to evaluate things more along the lines of "if it doesn't make my eyes/head hurt and it runs reasonably well, then I'm playing it in 3D!" :) Hope the NVM means you got it configured to look/run decently. Also, found that these setting in the NVIDIA Control Panel are really helping performance... Anisotropic filtration - set to default Shader cache - On Thread optimisation - On MMFA - Off FXAA - On Power supply mode - controlled by Nvidia Texture filtering: - anisotropic optimisation - Off - quality - High performance - negative LOD bias - On - trilinear optimisation - On [/quote] I got it working:)) I just copying the wrong stuff in the wrong place;)) I agree it looks ok-ish, still requires a bit of work to get it in 3D Vision Shape;)[/quote] LoL welcome to the club. First I also copied the universal fix to the wrong directory xD. Good that 3DFM will do the thinking for me next time ^^. Yes, some minor things are broken. But at the beginning of the first level vegetation disappears depending on the viewing angle. Do you have the same issue?
Helifax said:
TheBigDogma said:LOL... I was going to reply that you probably have more of an expert's eye... I tend to evaluate things more along the lines of "if it doesn't make my eyes/head hurt and it runs reasonably well, then I'm playing it in 3D!" :)

Hope the NVM means you got it configured to look/run decently.

Also, found that these setting in the NVIDIA Control Panel are really helping performance...

Anisotropic filtration - set to default
Shader cache - On
Thread optimisation - On
MMFA - Off
FXAA - On
Power supply mode - controlled by Nvidia
Texture filtering:
- anisotropic optimisation - Off
- quality - High performance
- negative LOD bias - On
- trilinear optimisation - On


I got it working:)) I just copying the wrong stuff in the wrong place;))
I agree it looks ok-ish, still requires a bit of work to get it in 3D Vision Shape;)


LoL welcome to the club. First I also copied the universal fix to the wrong directory xD. Good that 3DFM will do the thinking for me next time ^^.

Yes, some minor things are broken. But at the beginning of the first level vegetation disappears depending on the viewing angle. Do you have the same issue?

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

#16
Posted 11/29/2018 09:15 PM   
[quote="Pauldusler"] Yes, some minor things are broken. But at the beginning of the first level vegetation disappears depending on the viewing angle. Do you have the same issue?[/quote] Yes, I looked into it for 2 hours. And it seems there is a clash between regex. I am not an expert on UE4, but what I did notice is that shader 97d8d4f1b136ae6e is patched 2 times. DUMP: [code] Patched Shader: // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.3.11 on Thu Nov 29 21:49:11 2018 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // SV_IsFrontFace 0 x 1 FFACE uint // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // SV_Target 1 xyzw 1 TARGET float xyzw // SV_Target 2 xyzw 2 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[13], immediateIndexed dcl_constantbuffer cb1[134], immediateIndexed dcl_constantbuffer cb2[12], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_default dcl_sampler s4, mode_default dcl_sampler s5, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_resource_texture2d (float,float,float,float) t3 dcl_resource_texture2d (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t5 dcl_input_ps_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_temps 14 dcl_constantbuffer cb13[4], immediateIndexed dcl_resource_texture2d (float,float,float,float) t125 mul r0.xyzw, v0.yyyy, cb0[1].xyzw mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw mul r1.xy, v0.xyxx, cb1[123].zwzz sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t5.xyzw, s5, l(0.000000) mad r0.xyzw, r1.xxxx, cb0[2].xyzw, r0.xyzw add r0.xyzw, r0.xyzw, cb0[3].xyzw div r0.xyz, r0.xyzx, r0.wwww // DHR ShaderRegex - UE4 Pattern Decals 2: ld_indexable(texture2d)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw mov r10.xyzw, r0.xyzz mov r10.w, l(1.000000) // Inverse Matrix cb13 mul r8.xyzw, r10.yyyy, cb13[1].xyzw mad r8.xyzw, r10.xxxx, cb13[0].xyzw, r8.xyzw mad r8.xyzw, r10.zzzz, cb13[2].xyzw, r8.xyzw mad r8.xyzw, r10.wwww, cb13[3].xyzw, r8.xyzw //Fix add r9.w, r8.w, -r7.y mul r9.w, r7.x, r9.w mul r9.w, r9.w, cb1[123].x div r9.w, r9.w, l(2.0) add r8.x, r8.x, -r9.w //Matrix mul r10.xyzw, r8.yyyy, cb0[1].xyzw mad r10.xyzw, r8.xxxx, cb0[0].xyzw, r10.xyzw mad r10.xyzw, r8.zzzz, cb0[2].xyzw, r10.xyzw mad r10.xyzw, r8.wwww, cb0[3].xyzw, r10.xyzw mov r0.xyz, r10.xyzx add r1.yzw, r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000) lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.z, r1.y or r0.w, r1.w, r0.w discard_nz r0.w add r1.yzw, -r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000) mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000) lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.z, r1.y or r0.w, r1.w, r0.w discard_nz r0.w mul r2.xyzw, v0.yyyy, cb1[41].xyzw mad r2.xyzw, v0.xxxx, cb1[40].xyzw, r2.xyzw mad r1.xyzw, r1.xxxx, cb1[42].xyzw, r2.xyzw add r1.xyzw, r1.xyzw, cb1[43].xyzw div r1.xyz, r1.xyzx, r1.wwww // DHR ShaderRegex - UE4 Pattern Objects 1: ld_indexable(texture2d)(float,float,float,float) r11.xyzw, l(0, 0, 0, 0), t125.xyzw //Translate to clip mul r12.xyzw, r1.yyyy, cb1[5].xyzw mad r12.xyzw, r1.xxxx, cb1[4].xyzw, r12.xyzw mad r12.xyzw, r1.zzzz, cb1[6].xyzw, r12.xyzw add r12.xyzw, r12.xyzw, cb1[7].xyzw //Fix add r13.w, r12.w, -r11.y mul r13.w, r11.x, r13.w add r12.x, r12.x, -r13.w //Translate to world mul r1.xyzw, r12.yyyy, cb1[37].xyzw mad r1.xyzw, r12.xxxx, cb1[36].xyzw, r1.xyzw mad r1.xyzw, r12.zzzz, cb1[38].xyzw, r1.xyzw mad r1.xyzw, r12.wwww, cb1[39].xyzw, r1.xyzw add r1.xyz, r1.xyzx, -cb1[62].xyzx div r1.xyz, r1.xyzx, cb2[10].yyyy sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.yzyy, t2.xyzw, s0 sample_indexable(texture2d)(float,float,float,float) r3.xyz, r1.xzxx, t2.xyzw, s0 sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t2.xyzw, s0 add r2.xyz, r2.xyzx, -r3.xyzx mad r4.xy, r0.zyzz, cb2[8].xxxx, l(-0.500000, -0.500000, 0.000000, 0.000000) dp2 r5.x, r4.xyxx, cb2[1].xyxx dp2 r5.y, r4.xyxx, cb2[2].xyxx add r4.xy, r5.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) deriv_rtx_coarse r4.zw, r4.xxxy mul r4.zw, r4.zzzw, cb1[133].yyyy deriv_rty_coarse r5.xy, r4.xyxx mul r5.xy, r5.xyxx, cb1[133].yyyy sample_d_indexable(texture2d)(float,float,float,float) r4.zw, r4.xyxx, t0.zwxy, s1, r4.zwzz, r5.xyxx mad r5.xyzw, r4.zwzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000) dp2 r0.w, r5.zwzz, r5.zwzz mul r5.xy, r5.xyxx, cb2[9].zzzz add r0.w, -r0.w, l(1.000000) max r0.w, r0.w, l(0.000000) sqrt r5.z, r0.w mad r5.xyz, r5.xyzx, cb1[128].wwww, cb1[128].xyzx dp3 r0.w, r5.xyzx, r5.xyzx rsq r0.w, r0.w mul r5.xyz, r0.wwww, r5.xyzx dp3 r0.w, cb0[4].xyzx, cb0[4].xyzx rsq r0.w, r0.w mul r0.w, r0.w, -r5.z dp3 r1.w, cb0[5].xyzx, cb0[5].xyzx rsq r6.y, r1.w dp3 r1.w, cb0[6].xyzx, cb0[6].xyzx rsq r6.z, r1.w mul r4.zw, r5.yyyx, r6.yyyz mul r5.xyz, r4.zzzz, cb0[5].xyzx mad r5.xyz, r0.wwww, cb0[4].xyzx, r5.xyzx mad r5.xyz, r4.wwww, cb0[6].xyzx, r5.xyzx dp3 r0.w, r5.xyzx, r5.xyzx rsq r0.w, r0.w mul r5.xyz, r0.wwww, r5.xyzx mad_sat r4.zw, |r5.xxxz|, l(0.000000, 0.000000, 3.000000, 3.000000), l(0.000000, 0.000000, -1.000000, -1.000000) mad o1.xyz, r5.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.501960814, 0.501960814, 0.501960814, 0.000000) mad r2.xyz, r4.zzzz, r2.xyzx, r3.xyzx add r1.xyz, r1.xyzx, -r2.xyzx mad r1.xyz, r4.wwww, r1.xyzx, r2.xyzx add r2.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) sample_b_indexable(texture2d)(float,float,float,float) r3.xyzw, r4.xyxx, t1.xyzw, s2, cb1[133].x sample_b_indexable(texture2d)(float,float,float,float) r0.w, r4.xyxx, t3.yzwx, s3, cb1[133].x mul r0.w, r0.w, cb2[10].z mad r4.xyz, -r3.xyzx, cb2[6].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) add r4.xyz, r4.xyzx, r4.xyzx mad r2.xyz, -r4.xyzx, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mul r3.xyz, r3.xyzx, cb2[6].xyzx max r1.w, r3.w, l(0.000000) log r1.w, r1.w mul r1.w, r1.w, cb2[11].z exp r1.w, r1.w mul r1.w, r1.w, cb2[11].w mul r4.xyz, r1.xyzx, r3.xyzx mul r1.x, r1.x, cb2[10].w mul_sat r0.w, r0.w, r1.x mad o2.x, r0.w, cb1[129].y, cb1[129].x ge r1.xyz, r3.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000) add r3.xyz, r4.xyzx, r4.xyzx movc_sat o0.xyz, r1.xyzx, r2.xyzx, r3.xyzx mad r0.yz, r0.zzyz, l(0.000000, 0.500000, 0.500000, 0.000000), cb2[7].xxyx mad r0.x, r0.x, l(2.000000), l(-1.000000) mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000) sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t4.yxzw, s4, cb1[133].x mul_sat r0.y, r1.w, r0.y mul r0.x, r0.x, r0.y mul r0.x, r0.x, cb0[12].x mul r0.x, r0.x, cb0[12].y mov o0.w, r0.x mov o1.w, r0.x mov o2.w, r0.x mov o2.yz, l(0,0,0,0) ret // Approximately 0 instruction slots used [/code] Now, if I remove the 2nd correction, it looks better (decals and reflections, but the position is wrong obviosy). but the vegetation is there. So in UE4_DHR.ini I removed this section: [code] ;OBJECTS1 #40 [ShaderRegex_Objects_1_40] shader_model = ps_4_0 ps_5_0 temps = stereo tmp1 tmp2 [ShaderRegex_Objects_1_40.Pattern] mul r\d+\.xyzw, (?P<result>v\d+)\.yyyy, (?P<cbuffer>cb[01])\[41\]\.xyzw\n \s*mad r\d+\.xyzw, (?P=result)\.xxxx, (?P=cbuffer)\[40\]\.xyzw, r\d+\.xyzw\n \s*mad r\d+\.xyzw, [vr]{1}\d+\.[xyzw]{4}, (?P=cbuffer)\[42\]\.xyzw, r\d+\.xyzw\n \s*add r\d+\.xyzw, r\d+\.xyzw, (?P=cbuffer)\[43\]\.xyzw\n \s*div (?P<pos>r\d+)\.xyz, r\d+\.xyzx, r\d+\.wwww\n [ShaderRegex_Objects_1_40.Pattern.Replace] ${0} \n // DHR ShaderRegex - UE4 Pattern Objects 1:\n ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n //Translate to clip\n mul ${tmp1}.xyzw, ${pos}.yyyy, ${cbuffer}[5].xyzw\n mad ${tmp1}.xyzw, ${pos}.xxxx, ${cbuffer}[4].xyzw, ${tmp1}.xyzw\n mad ${tmp1}.xyzw, ${pos}.zzzz, ${cbuffer}[6].xyzw, ${tmp1}.xyzw\n add ${tmp1}.xyzw, ${tmp1}.xyzw, ${cbuffer}[7].xyzw\n //Fix\n add ${tmp2}.w, ${tmp1}.w, -${stereo}.y\n mul ${tmp2}.w, ${stereo}.x, ${tmp2}.w\n add ${tmp1}.x, ${tmp1}.x, -${tmp2}.w\n //Translate to world\n mul ${pos}.xyzw, ${tmp1}.yyyy, ${cbuffer}[37].xyzw\n mad ${pos}.xyzw, ${tmp1}.xxxx, ${cbuffer}[36].xyzw, ${pos}.xyzw\n mad ${pos}.xyzw, ${tmp1}.zzzz, ${cbuffer}[38].xyzw, ${pos}.xyzw\n mad ${pos}.xyzw, ${tmp1}.wwww, ${cbuffer}[39].xyzw, ${pos}.xyzw \n \n [ShaderRegex_Objects_1_40.InsertDeclarations] dcl_resource_texture2d (float,float,float,float) t125 [/code] This will make the game better as it uses a lot of decals. Maybe DHR or someone else has the skill and time to fix this properly;) All the issues I see are related with double injection, but don't know how to fix it and my quick hacks didn't do anything;) Sadly, I would love to play the game in 3D Vision (as I am hardcore fan of Darksiders), but don't have the time to side-track and to fix/improve the UE4 fix to make it 3D Vision Ready! ... sadly :( Here is hoping! PS: If someone is interested in finishing the fix let me know! I can donate a copy for you, if you don't have it!
Pauldusler said:
Yes, some minor things are broken. But at the beginning of the first level vegetation disappears depending on the viewing angle. Do you have the same issue?


Yes, I looked into it for 2 hours. And it seems there is a clash between regex. I am not an expert on UE4, but what I did notice is that shader 97d8d4f1b136ae6e is patched 2 times.

DUMP:
Patched Shader:
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.3.11 on Thu Nov 29 21:49:11 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xy
// SV_IsFrontFace 0 x 1 FFACE uint
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 1 xyzw 1 TARGET float xyzw
// SV_Target 2 xyzw 2 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[134], immediateIndexed
dcl_constantbuffer cb2[12], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 14
dcl_constantbuffer cb13[4], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t125
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mul r1.xy, v0.xyxx, cb1[123].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t5.xyzw, s5, l(0.000000)
mad r0.xyzw, r1.xxxx, cb0[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.xyzx, r0.wwww

// DHR ShaderRegex - UE4 Pattern Decals 2:
ld_indexable(texture2d)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw
mov r10.xyzw, r0.xyzz
mov r10.w, l(1.000000)
// Inverse Matrix cb13
mul r8.xyzw, r10.yyyy, cb13[1].xyzw
mad r8.xyzw, r10.xxxx, cb13[0].xyzw, r8.xyzw
mad r8.xyzw, r10.zzzz, cb13[2].xyzw, r8.xyzw
mad r8.xyzw, r10.wwww, cb13[3].xyzw, r8.xyzw
//Fix
add r9.w, r8.w, -r7.y
mul r9.w, r7.x, r9.w
mul r9.w, r9.w, cb1[123].x
div r9.w, r9.w, l(2.0)
add r8.x, r8.x, -r9.w
//Matrix
mul r10.xyzw, r8.yyyy, cb0[1].xyzw
mad r10.xyzw, r8.xxxx, cb0[0].xyzw, r10.xyzw
mad r10.xyzw, r8.zzzz, cb0[2].xyzw, r10.xyzw
mad r10.xyzw, r8.wwww, cb0[3].xyzw, r10.xyzw
mov r0.xyz, r10.xyzx

add r1.yzw, r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.z, r1.y
or r0.w, r1.w, r0.w
discard_nz r0.w
add r1.yzw, -r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.z, r1.y
or r0.w, r1.w, r0.w
discard_nz r0.w
mul r2.xyzw, v0.yyyy, cb1[41].xyzw
mad r2.xyzw, v0.xxxx, cb1[40].xyzw, r2.xyzw
mad r1.xyzw, r1.xxxx, cb1[42].xyzw, r2.xyzw
add r1.xyzw, r1.xyzw, cb1[43].xyzw
div r1.xyz, r1.xyzx, r1.wwww

// DHR ShaderRegex - UE4 Pattern Objects 1:
ld_indexable(texture2d)(float,float,float,float) r11.xyzw, l(0, 0, 0, 0), t125.xyzw
//Translate to clip
mul r12.xyzw, r1.yyyy, cb1[5].xyzw
mad r12.xyzw, r1.xxxx, cb1[4].xyzw, r12.xyzw
mad r12.xyzw, r1.zzzz, cb1[6].xyzw, r12.xyzw
add r12.xyzw, r12.xyzw, cb1[7].xyzw
//Fix
add r13.w, r12.w, -r11.y
mul r13.w, r11.x, r13.w
add r12.x, r12.x, -r13.w
//Translate to world
mul r1.xyzw, r12.yyyy, cb1[37].xyzw
mad r1.xyzw, r12.xxxx, cb1[36].xyzw, r1.xyzw
mad r1.xyzw, r12.zzzz, cb1[38].xyzw, r1.xyzw
mad r1.xyzw, r12.wwww, cb1[39].xyzw, r1.xyzw

add r1.xyz, r1.xyzx, -cb1[62].xyzx
div r1.xyz, r1.xyzx, cb2[10].yyyy
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.yzyy, t2.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r1.xzxx, t2.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t2.xyzw, s0
add r2.xyz, r2.xyzx, -r3.xyzx
mad r4.xy, r0.zyzz, cb2[8].xxxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r5.x, r4.xyxx, cb2[1].xyxx
dp2 r5.y, r4.xyxx, cb2[2].xyxx
add r4.xy, r5.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
deriv_rtx_coarse r4.zw, r4.xxxy
mul r4.zw, r4.zzzw, cb1[133].yyyy
deriv_rty_coarse r5.xy, r4.xyxx
mul r5.xy, r5.xyxx, cb1[133].yyyy
sample_d_indexable(texture2d)(float,float,float,float) r4.zw, r4.xyxx, t0.zwxy, s1, r4.zwzz, r5.xyxx
mad r5.xyzw, r4.zwzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
dp2 r0.w, r5.zwzz, r5.zwzz
mul r5.xy, r5.xyxx, cb2[9].zzzz
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
sqrt r5.z, r0.w
mad r5.xyz, r5.xyzx, cb1[128].wwww, cb1[128].xyzx
dp3 r0.w, r5.xyzx, r5.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, r5.xyzx
dp3 r0.w, cb0[4].xyzx, cb0[4].xyzx
rsq r0.w, r0.w
mul r0.w, r0.w, -r5.z
dp3 r1.w, cb0[5].xyzx, cb0[5].xyzx
rsq r6.y, r1.w
dp3 r1.w, cb0[6].xyzx, cb0[6].xyzx
rsq r6.z, r1.w
mul r4.zw, r5.yyyx, r6.yyyz
mul r5.xyz, r4.zzzz, cb0[5].xyzx
mad r5.xyz, r0.wwww, cb0[4].xyzx, r5.xyzx
mad r5.xyz, r4.wwww, cb0[6].xyzx, r5.xyzx
dp3 r0.w, r5.xyzx, r5.xyzx
rsq r0.w, r0.w
mul r5.xyz, r0.wwww, r5.xyzx
mad_sat r4.zw, |r5.xxxz|, l(0.000000, 0.000000, 3.000000, 3.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mad o1.xyz, r5.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.501960814, 0.501960814, 0.501960814, 0.000000)
mad r2.xyz, r4.zzzz, r2.xyzx, r3.xyzx
add r1.xyz, r1.xyzx, -r2.xyzx
mad r1.xyz, r4.wwww, r1.xyzx, r2.xyzx
add r2.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r3.xyzw, r4.xyxx, t1.xyzw, s2, cb1[133].x
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r4.xyxx, t3.yzwx, s3, cb1[133].x
mul r0.w, r0.w, cb2[10].z
mad r4.xyz, -r3.xyzx, cb2[6].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r4.xyz, r4.xyzx, r4.xyzx
mad r2.xyz, -r4.xyzx, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r3.xyz, r3.xyzx, cb2[6].xyzx
max r1.w, r3.w, l(0.000000)
log r1.w, r1.w
mul r1.w, r1.w, cb2[11].z
exp r1.w, r1.w
mul r1.w, r1.w, cb2[11].w
mul r4.xyz, r1.xyzx, r3.xyzx
mul r1.x, r1.x, cb2[10].w
mul_sat r0.w, r0.w, r1.x
mad o2.x, r0.w, cb1[129].y, cb1[129].x
ge r1.xyz, r3.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
add r3.xyz, r4.xyzx, r4.xyzx
movc_sat o0.xyz, r1.xyzx, r2.xyzx, r3.xyzx
mad r0.yz, r0.zzyz, l(0.000000, 0.500000, 0.500000, 0.000000), cb2[7].xxyx
mad r0.x, r0.x, l(2.000000), l(-1.000000)
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t4.yxzw, s4, cb1[133].x
mul_sat r0.y, r1.w, r0.y
mul r0.x, r0.x, r0.y
mul r0.x, r0.x, cb0[12].x
mul r0.x, r0.x, cb0[12].y
mov o0.w, r0.x
mov o1.w, r0.x
mov o2.w, r0.x
mov o2.yz, l(0,0,0,0)
ret
// Approximately 0 instruction slots used


Now, if I remove the 2nd correction, it looks better (decals and reflections, but the position is wrong obviosy). but the vegetation is there.

So in UE4_DHR.ini I removed this section:

;OBJECTS1 #40
[ShaderRegex_Objects_1_40]
shader_model = ps_4_0 ps_5_0
temps = stereo tmp1 tmp2

[ShaderRegex_Objects_1_40.Pattern]
mul r\d+\.xyzw, (?P<result>v\d+)\.yyyy, (?P<cbuffer>cb[01])\[41\]\.xyzw\n
\s*mad r\d+\.xyzw, (?P=result)\.xxxx, (?P=cbuffer)\[40\]\.xyzw, r\d+\.xyzw\n
\s*mad r\d+\.xyzw, [vr]{1}\d+\.[xyzw]{4}, (?P=cbuffer)\[42\]\.xyzw, r\d+\.xyzw\n
\s*add r\d+\.xyzw, r\d+\.xyzw, (?P=cbuffer)\[43\]\.xyzw\n
\s*div (?P<pos>r\d+)\.xyz, r\d+\.xyzx, r\d+\.wwww\n

[ShaderRegex_Objects_1_40.Pattern.Replace]
${0}
\n
// DHR ShaderRegex - UE4 Pattern Objects 1:\n
ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
//Translate to clip\n
mul ${tmp1}.xyzw, ${pos}.yyyy, ${cbuffer}[5].xyzw\n
mad ${tmp1}.xyzw, ${pos}.xxxx, ${cbuffer}[4].xyzw, ${tmp1}.xyzw\n
mad ${tmp1}.xyzw, ${pos}.zzzz, ${cbuffer}[6].xyzw, ${tmp1}.xyzw\n
add ${tmp1}.xyzw, ${tmp1}.xyzw, ${cbuffer}[7].xyzw\n
//Fix\n
add ${tmp2}.w, ${tmp1}.w, -${stereo}.y\n
mul ${tmp2}.w, ${stereo}.x, ${tmp2}.w\n
add ${tmp1}.x, ${tmp1}.x, -${tmp2}.w\n
//Translate to world\n
mul ${pos}.xyzw, ${tmp1}.yyyy, ${cbuffer}[37].xyzw\n
mad ${pos}.xyzw, ${tmp1}.xxxx, ${cbuffer}[36].xyzw, ${pos}.xyzw\n
mad ${pos}.xyzw, ${tmp1}.zzzz, ${cbuffer}[38].xyzw, ${pos}.xyzw\n
mad ${pos}.xyzw, ${tmp1}.wwww, ${cbuffer}[39].xyzw, ${pos}.xyzw \n
\n

[ShaderRegex_Objects_1_40.InsertDeclarations]
dcl_resource_texture2d (float,float,float,float) t125


This will make the game better as it uses a lot of decals.


Maybe DHR or someone else has the skill and time to fix this properly;)
All the issues I see are related with double injection, but don't know how to fix it and my quick hacks didn't do anything;)
Sadly, I would love to play the game in 3D Vision (as I am hardcore fan of Darksiders), but don't have the time to side-track and to fix/improve the UE4 fix to make it 3D Vision Ready! ... sadly :(

Here is hoping!
PS: If someone is interested in finishing the fix let me know! I can donate a copy for you, if you don't have it!

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)

#17
Posted 11/29/2018 10:03 PM   
Yesteday i pick up this game....but i do a very quick look. It's Ok that in some shader the Universal Fix make a double correction...one is for the object position (3D corrected) and the other for the effect in that object. One thing that i noticed in others games and happens in a few shaders in this game is that the ones that use the "Object40" regex correction, in ASM produce some issues (not all shader * probably there is an assambler issue in some particular shaders *), but fixing it in HLSL is OK....and of course if some of those need double correction...we need to apply the double correction in HLSL. Also this game need to tweak a couple of lights shaders.....the regex fix is OK, but we need an extra tweak to the shader.....this can't be included in the regex, because is in some particulars shaders (i need to look the shader to see if the tweak is needed...not all games need this.....Vampyr and State of Mind needed for example) I want to release Hitman 2 first....and will post a WIP for this game...i already fix some shaders manually (grass is OK, water is OK, lights are Ok) Cheers!!!
Yesteday i pick up this game....but i do a very quick look.

It's Ok that in some shader the Universal Fix make a double correction...one is for the object position (3D corrected) and the other for the effect in that object.

One thing that i noticed in others games and happens in a few shaders in this game is that the ones that use the "Object40" regex correction, in ASM produce some issues (not all shader * probably there is an assambler issue in some particular shaders *), but fixing it in HLSL is OK....and of course if some of those need double correction...we need to apply the double correction in HLSL.

Also this game need to tweak a couple of lights shaders.....the regex fix is OK, but we need an extra tweak to the shader.....this can't be included in the regex, because is in some particulars shaders (i need to look the shader to see if the tweak is needed...not all games need this.....Vampyr and State of Mind needed for example)

I want to release Hitman 2 first....and will post a WIP for this game...i already fix some shaders manually (grass is OK, water is OK, lights are Ok)

Cheers!!!

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#18
Posted 11/30/2018 12:02 AM   
Thanks DHR! I am now a couple of hours in and I can see the Dark Souls comparisons... but it's kind of like comparing every platformer to Mario because the game makes use of a "Jump" button:) It IS a bit different from the first two and there are certainly a few developer adjustments to be made (from the discussions on the Steam game page, it sounds like Gunfire is engaged and listening)... but I think, in this case, different is good. Each of the Horsemen should have their own gameplay/environment/character style within the overarching world that their adventures run parallel within. It will be interesting to hear others' opinions as they dig in to the adventure.
Thanks DHR!

I am now a couple of hours in and I can see the Dark Souls comparisons... but it's kind of like comparing every platformer to Mario because the game makes use of a "Jump" button:)

It IS a bit different from the first two and there are certainly a few developer adjustments to be made (from the discussions on the Steam game page, it sounds like Gunfire is engaged and listening)... but I think, in this case, different is good. Each of the Horsemen should have their own gameplay/environment/character style within the overarching world that their adventures run parallel within.

It will be interesting to hear others' opinions as they dig in to the adventure.

#19
Posted 11/30/2018 12:10 AM   
Awesome stuff DHR! Many thanks for willing to take a look at this! And awesome work from what I see on the forums and on HelixBlog!
Awesome stuff DHR!
Many thanks for willing to take a look at this! And awesome work from what I see on the forums and on HelixBlog!

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)

#20
Posted 11/30/2018 06:11 PM   
Now i play a little bit... There is a water reflections that need to fix...fix it break the original 3D position of the water.....so need to figure this out with more time. A couple of screenshots: [img]https://api.phereo.com/imagestore2/5c01b9cce7e564de30000170/sidebyside/m/[/img] [img]https://api.phereo.com/imagestore2/5c01ba1de7e5647036000224/sidebyside/m/[/img] [img]https://api.phereo.com/imagestore2/5c01b9f3e7e5648e4a000214/sidebyside/m/[/img] [b]Remember to disable Motion Blur in the engine.ini[/b] [quote][SystemSettings] r.MotionBlurQuality=0[/quote]
Now i play a little bit...

There is a water reflections that need to fix...fix it break the original 3D position of the water.....so need to figure this out with more time.


A couple of screenshots:
Image

Image

Image


Remember to disable Motion Blur in the engine.ini
[SystemSettings]
r.MotionBlurQuality=0

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#21
Posted 11/30/2018 10:36 PM   
That is so awesome!!! Some very awesome pics right there!
That is so awesome!!!
Some very awesome pics right there!

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)

#22
Posted 12/01/2018 09:28 AM   
The water reflections is fixed! Thanks to masterotaku for the help....we are follow the discussion in Discard btw. [img]https://cdn.discordapp.com/attachments/516131348969291776/518433652246315021/Darksiders3-Win64-Shipping004.jpg[/img]
The water reflections is fixed! Thanks to masterotaku for the help....we are follow the discussion in Discard btw.

Image

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#23
Posted 12/01/2018 03:24 PM   
Pew pew! Looking awesome!!!
Pew pew! Looking awesome!!!

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)

#24
Posted 12/01/2018 04:25 PM   
nice looking. Good Job DHR. How is the game itself? any good?
nice looking. Good Job DHR. How is the game itself? any good?

#25
Posted 12/01/2018 04:38 PM   
I'm in the beginning....so far is a fun game.
I'm in the beginning....so far is a fun game.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#26
Posted 12/02/2018 11:02 AM   
The fix wasn't pushed yet, is this correct? I ask because I saw Darksiders 3 pop into 3D Manager, but I believe that is the generic UE4 fix ?
The fix wasn't pushed yet, is this correct?
I ask because I saw Darksiders 3 pop into 3D Manager, but I believe that is the generic UE4 fix ?

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)

#27
Posted 12/02/2018 01:23 PM   
No, still don't release it. Probably is the generic UE4 fix
No, still don't release it.
Probably is the generic UE4 fix

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#28
Posted 12/02/2018 08:32 PM   
Yes, it's the universal fix. At least people can launch the game via the app now and can roughly see how the game would look like in 3D until the optimized fix is released.
Yes, it's the universal fix. At least people can launch the game via the app now and can roughly see how the game would look like in 3D until the optimized fix is released.

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

#29
Posted 12/02/2018 09:02 PM   
Not a problem! I wasn't exactly sure what is what! ;) So far, I've been able to play the game (in 2D) and I, personally, like it very much! It's like the other Darksiders game. There are lots of reviews and "blah" on the internet, comparing it to Dark Souls, but as a hardcore fan of anything that is Souls related, this IS NOT A SOULS GAME! (The Surge and Lords of the Fallen are WAY more SOULS games than this!). This is still ol' DarkSiders (hack and slash) with a bit more timing on dodging, but then again so was DS2 with Death and in DS1 as War, you could parry. It's all about timing as it was back then. Dark Souls inspired game?! Not so much! Back to the fix, here is hoping DHR will release the fix soon :)
Not a problem! I wasn't exactly sure what is what! ;)

So far, I've been able to play the game (in 2D) and I, personally, like it very much! It's like the other Darksiders game. There are lots of reviews and "blah" on the internet, comparing it to Dark Souls, but as a hardcore fan of anything that is Souls related, this IS NOT A SOULS GAME! (The Surge and Lords of the Fallen are WAY more SOULS games than this!).

This is still ol' DarkSiders (hack and slash) with a bit more timing on dodging, but then again so was DS2 with Death and in DS1 as War, you could parry. It's all about timing as it was back then.

Dark Souls inspired game?! Not so much!

Back to the fix, here is hoping DHR will release the fix soon :)

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)

#30
Posted 12/04/2018 12:21 AM   
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