[quote="kapitanron"]Installed it, works great, however the cross hair is in 2D and makes aiming really hard. Also the checkpoint arrows are also in 2D. Any word on these?[/quote]
This is all explained on the blog page in the section under "HUD Settings".
**EDIT Just saw that bo3b explained it again here...
kapitanron said:Installed it, works great, however the cross hair is in 2D and makes aiming really hard. Also the checkpoint arrows are also in 2D. Any word on these?
This is all explained on the blog page in the section under "HUD Settings".
**EDIT Just saw that bo3b explained it again here...
[quote="Pirateguybrush"]Oh, correct depth for gameplay hud elements isn't possible? Can the crosshair be disabled, and does the laser sight work?[/quote]
Hi - Yes it is possible, you can put hud at depth including cross-hair. This is explained on the blog page, and bo3b explained it in his earlier post.
I am going to put an updated fix out shortly and will have this depth built into the config file from the start.
Pirateguybrush said:Oh, correct depth for gameplay hud elements isn't possible? Can the crosshair be disabled, and does the laser sight work?
Hi - Yes it is possible, you can put hud at depth including cross-hair. This is explained on the blog page, and bo3b explained it in his earlier post.
I am going to put an updated fix out shortly and will have this depth built into the config file from the start.
My impression was that the hud could all be put at a single fixed depth, rather than dynamic? Better than screen depth, but an option to disable the crosshair might be nice if it's not too hard.
My impression was that the hud could all be put at a single fixed depth, rather than dynamic? Better than screen depth, but an option to disable the crosshair might be nice if it's not too hard.
[quote="Pirateguybrush"]My impression was that the hud could all be put at a single fixed depth, rather than dynamic? Better than screen depth, but an option to disable the crosshair might be nice if it's not too hard.[/quote]
Hi, yes the hud will all be at a fixed depth. All HUD elements are on the same shader, and 3DMigoto does not have the features to separate details by textures like the Helix wrapper does (it can only 'skip' the shader based on texture, which is quite different). I can make just the cross-hair at depth using a rectangle cut-out, and make this a user setting using in one of the iniParams, say the ".y", e.g. "0" for just cross-hair at depth, "1" for all hud at depth, we could even have "2" for 'disable crosshair', but I don't want to overdo this. I would not recommend disabling the cross-hair as it has context sensitivity and changes colour etc when you point over things, and also because its third person it would be hard to know where you would be shooting (though there is a first person cam mod that I plan on trying out). As an aside I also intend to use one of these constants to allow adjusting the setting for reflections (which will be in the next update), since some people might not like it, so this is something I was going to look at anyway :-)
The important thing about these settings are that you need to set them outside the game, there is no in game hot-keys to reload them if changed on the fly, or to loop through settings - again the Helix wrapper has many more features for that than does 3DMigoto right now (we all got very spoiled with the Helix wrapper ;-)
Pirateguybrush said:My impression was that the hud could all be put at a single fixed depth, rather than dynamic? Better than screen depth, but an option to disable the crosshair might be nice if it's not too hard.
Hi, yes the hud will all be at a fixed depth. All HUD elements are on the same shader, and 3DMigoto does not have the features to separate details by textures like the Helix wrapper does (it can only 'skip' the shader based on texture, which is quite different). I can make just the cross-hair at depth using a rectangle cut-out, and make this a user setting using in one of the iniParams, say the ".y", e.g. "0" for just cross-hair at depth, "1" for all hud at depth, we could even have "2" for 'disable crosshair', but I don't want to overdo this. I would not recommend disabling the cross-hair as it has context sensitivity and changes colour etc when you point over things, and also because its third person it would be hard to know where you would be shooting (though there is a first person cam mod that I plan on trying out). As an aside I also intend to use one of these constants to allow adjusting the setting for reflections (which will be in the next update), since some people might not like it, so this is something I was going to look at anyway :-)
The important thing about these settings are that you need to set them outside the game, there is no in game hot-keys to reload them if changed on the fly, or to loop through settings - again the Helix wrapper has many more features for that than does 3DMigoto right now (we all got very spoiled with the Helix wrapper ;-)
Ok, unfortunately it is not possible to separate or disable the crosshair - I can do it, but it affects everything on the same shader including menus, map etc, so it's a no go. Also, the non-SLI compromise I had has to be compromised so much that some areas (usually indoors) have all the lighting removed, so again that's a no go. I thought I was on to a winner until I went into a building and it was all dark, then I started a brand new game and had the same issue. We will have another look at the non-SLI issue, but right now we believe it to be a driver/profile issue (it happens even without 3Dmigoto installed) so we are kind of limited in what can be done.
Ok, unfortunately it is not possible to separate or disable the crosshair - I can do it, but it affects everything on the same shader including menus, map etc, so it's a no go. Also, the non-SLI compromise I had has to be compromised so much that some areas (usually indoors) have all the lighting removed, so again that's a no go. I thought I was on to a winner until I went into a building and it was all dark, then I started a brand new game and had the same issue. We will have another look at the non-SLI issue, but right now we believe it to be a driver/profile issue (it happens even without 3Dmigoto installed) so we are kind of limited in what can be done.
I'm not sure if this requires Visual Studio, but I saw an article about a technique that a guy uses to let him know what’s in a DX11 shader file. I've no idea how this stuff works, but thought perhaps it may help? http://mattfife.com/?p=470
I'm not sure if this requires Visual Studio, but I saw an article about a technique that a guy uses to let him know what’s in a DX11 shader file. I've no idea how this stuff works, but thought perhaps it may help? http://mattfife.com/?p=470
[quote="D-Man11"]I'm not sure if this requires Visual Studio, but I saw an article about a technique that a guy uses to let him know what’s in a DX11 shader file. I've no idea how this stuff works, but thought perhaps it may help? http://mattfife.com/?p=470[/quote] Hey, thanks for taking a look and passing that along.
Right now the code parses the text in the ASM headers, and that works fairly well, but there are cases where it cannot find information and fails. I have a failing case right now because of that. It's not presently used for any fix, so it's sort of a benign error, but it'd be great to get it complete.
Taking a look at the Reflection stuff shows that it doesn't need the ASM header at all, which should allow me to fix that problem. Also of note, some games remove the ASM headers altogether, mostly Unity games, which makes them DOA. The Reflection will allow me to fetch the same info, even from those.
It'll be awhile, but that should help. Thanks.
D-Man11 said:I'm not sure if this requires Visual Studio, but I saw an article about a technique that a guy uses to let him know what’s in a DX11 shader file. I've no idea how this stuff works, but thought perhaps it may help? http://mattfife.com/?p=470
Hey, thanks for taking a look and passing that along.
Right now the code parses the text in the ASM headers, and that works fairly well, but there are cases where it cannot find information and fails. I have a failing case right now because of that. It's not presently used for any fix, so it's sort of a benign error, but it'd be great to get it complete.
Taking a look at the Reflection stuff shows that it doesn't need the ASM header at all, which should allow me to fix that problem. Also of note, some games remove the ASM headers altogether, mostly Unity games, which makes them DOA. The Reflection will allow me to fetch the same info, even from those.
It'll be awhile, but that should help. Thanks.
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
Now I know that 3D Vision is dead and all, ;-)
but I figured I'd post the link to an alpha version of the x64 build of 3Dmigoto. This is the first time we've gotten it to build and run properly in an x64 game. And I successfully fixed a few effects.
This is for Call of Duty:Ghosts, so not a game that is high on anybodies list, but the reason I used this one was to make my debugging easier. Watch Dogs is beating me over the head, and this one at least does not fight back. Also, it's nearly flawless already, so a few simple tweaks really help clean it up.
More importantly, this proved to me that the x64 code is working correctly, and doing what I expect.
This is alpha, because there are more effects that I can fix, and also there is no aim mode override working just yet, which this game needs for the iron sight aiming. You can use NVidia laser sight for the normal crosshair, it works.
If you run this alpha version, please let me know if it works or fails for you. All info is helpful.
Before:
[img]http://sg.bo3b.net/ghosts/iw6sp64_ship01_50.jps[/img]
After:
[img]http://sg.bo3b.net/ghosts/iw6sp64_ship01_85.jps[/img]
[url]https://github.com/bo3b/3Dmigoto/releases/tag/0.71-alpha[/url]
but I figured I'd post the link to an alpha version of the x64 build of 3Dmigoto. This is the first time we've gotten it to build and run properly in an x64 game. And I successfully fixed a few effects.
This is for Call of Duty:Ghosts, so not a game that is high on anybodies list, but the reason I used this one was to make my debugging easier. Watch Dogs is beating me over the head, and this one at least does not fight back. Also, it's nearly flawless already, so a few simple tweaks really help clean it up.
More importantly, this proved to me that the x64 code is working correctly, and doing what I expect.
This is alpha, because there are more effects that I can fix, and also there is no aim mode override working just yet, which this game needs for the iron sight aiming. You can use NVidia laser sight for the normal crosshair, it works.
If you run this alpha version, please let me know if it works or fails for you. All info is helpful.
Awesome stuff... Great Work Bo3B :) ( I'm honestly so glad that 3D vision maybe ain't so dead after all )
I will test later once home...
Don't suppose anyone is thinking of ever looking at Battlefield4...?
[quote="zig11727"]Great Work Bo3B but it doesn't work on Windows 8.1 with Update 1
Will try on my other computer.
[/quote]
Me too, Win 8.1 with update 1 just crashes after splash screen :(
Thanks again B03b! I'm looking forward to playing this one once it gets sorted out.
8.1 has problems with 3d a lot of the time, and with 3dmigoto. There's a file you can delete to help with crashes, though I can't recall what it is. I'm sure bo3b will tell you.
8.1 has problems with 3d a lot of the time, and with 3dmigoto. There's a file you can delete to help with crashes, though I can't recall what it is. I'm sure bo3b will tell you.
This is all explained on the blog page in the section under "HUD Settings".
**EDIT Just saw that bo3b explained it again here...
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Hi - Yes it is possible, you can put hud at depth including cross-hair. This is explained on the blog page, and bo3b explained it in his earlier post.
I am going to put an updated fix out shortly and will have this depth built into the config file from the start.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Hi, yes the hud will all be at a fixed depth. All HUD elements are on the same shader, and 3DMigoto does not have the features to separate details by textures like the Helix wrapper does (it can only 'skip' the shader based on texture, which is quite different). I can make just the cross-hair at depth using a rectangle cut-out, and make this a user setting using in one of the iniParams, say the ".y", e.g. "0" for just cross-hair at depth, "1" for all hud at depth, we could even have "2" for 'disable crosshair', but I don't want to overdo this. I would not recommend disabling the cross-hair as it has context sensitivity and changes colour etc when you point over things, and also because its third person it would be hard to know where you would be shooting (though there is a first person cam mod that I plan on trying out). As an aside I also intend to use one of these constants to allow adjusting the setting for reflections (which will be in the next update), since some people might not like it, so this is something I was going to look at anyway :-)
The important thing about these settings are that you need to set them outside the game, there is no in game hot-keys to reload them if changed on the fly, or to loop through settings - again the Helix wrapper has many more features for that than does 3DMigoto right now (we all got very spoiled with the Helix wrapper ;-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Right now the code parses the text in the ASM headers, and that works fairly well, but there are cases where it cannot find information and fails. I have a failing case right now because of that. It's not presently used for any fix, so it's sort of a benign error, but it'd be great to get it complete.
Taking a look at the Reflection stuff shows that it doesn't need the ASM header at all, which should allow me to fix that problem. Also of note, some games remove the ASM headers altogether, mostly Unity games, which makes them DOA. The Reflection will allow me to fetch the same info, even from those.
It'll be awhile, but that should help. Thanks.
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
but I figured I'd post the link to an alpha version of the x64 build of 3Dmigoto. This is the first time we've gotten it to build and run properly in an x64 game. And I successfully fixed a few effects.
This is for Call of Duty:Ghosts, so not a game that is high on anybodies list, but the reason I used this one was to make my debugging easier. Watch Dogs is beating me over the head, and this one at least does not fight back. Also, it's nearly flawless already, so a few simple tweaks really help clean it up.
More importantly, this proved to me that the x64 code is working correctly, and doing what I expect.
This is alpha, because there are more effects that I can fix, and also there is no aim mode override working just yet, which this game needs for the iron sight aiming. You can use NVidia laser sight for the normal crosshair, it works.
If you run this alpha version, please let me know if it works or fails for you. All info is helpful.
Before:
After:
https://github.com/bo3b/3Dmigoto/releases/tag/0.71-alpha
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
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
I will test later once home...
Don't suppose anyone is thinking of ever looking at Battlefield4...?
Will try on my other computer.
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
Me too, Win 8.1 with update 1 just crashes after splash screen :(
Thanks again B03b! I'm looking forward to playing this one once it gets sorted out.