How to fix/disable shaders in games(DLL,guide and fixes).
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Hi eqzitara It is so worth it that I paid for a 12mth subscription and will continue too, the game is probably the best I've played to date and the 3D is mind blowing with what you have done... it's a shame they have used the same shader with HUD and waypoints, it can be hard to click windows and icons at times, but easy to press F3 when needed to bring the HUD back to 2D. Eve has a huge following and I know many more people around the world will use your fix. I would also post this on HELIX site for visibility, bare in mind though that when the game updates it removes the shaderoveride and the D3D9.DLL so you have to copy it over again.
Hi eqzitara

It is so worth it that I paid for a 12mth subscription and will continue too, the game is probably the best I've played to date and the 3D is mind blowing with what you have done... it's a shame they have used the same shader with HUD and waypoints, it can be hard to click windows and icons at times, but easy to press F3 when needed to bring the HUD back to 2D.

Eve has a huge following and I know many more people around the world will use your fix. I would also post this on HELIX site for visibility, bare in mind though that when the game updates it removes the shaderoveride and the D3D9.DLL so you have to copy it over again.

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Posted 07/10/2013 12:23 AM   
Do you need to click anything other than the windows and icons? If not, and it can't be fixed any other way, I should be able to make an AHK script that taps (or holds down, not sure which is needed here) F3 for the 2D HUD while the mouse button is held down and then sends the actual click when the mouse button is released ... if EO plays well with AHK.
Do you need to click anything other than the windows and icons? If not, and it can't be fixed any other way, I should be able to make an AHK script that taps (or holds down, not sure which is needed here) F3 for the 2D HUD while the mouse button is held down and then sends the actual click when the mouse button is released ... if EO plays well with AHK.
Posted 07/10/2013 12:59 PM   
AHK won't solve it. The same icon needs to be 2d in some place and 3d in other. Its impossible to seperate via position as well not to mention thats a nightmare not that it matters.
AHK won't solve it. The same icon needs to be 2d in some place and 3d in other. Its impossible to seperate via position as well not to mention thats a nightmare not that it matters.

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Posted 07/11/2013 02:11 AM   
@milamber. I give up. If you want to remove them check the guide on how to remove [do pixelshader]. Im pretty sure its not even 3d related. It only happens sometimes based on angles of camera/ depth/convergence. The game has a system where lights dissapear based on angles [in 2d]. I think it has to do with this. Like if I look at the light on my ship its fine from behind. If I turn around ship I see it in one eye. If I adjust convergence its in both eyes. If I adjust it more its neither. You actually have alot more 2D lights then I do wierdly enough. Like mines only my ship one but alot of the "dock" ones are 2d for you. Not me but I play on a projector[less depth] so I really think it has to do this camera. Like the angle will force one set of lights off. I can see a the light on the back of my ship in 3d but not in 2D. Perhaps due to angle. If there was an ini setting to prevent lights from turning off its possible but I spent enough time as is on this.
@milamber.
I give up. If you want to remove them check the guide on how to remove [do pixelshader]. Im pretty sure its not even 3d related. It only happens sometimes based on angles of camera/ depth/convergence. The game has a system where lights dissapear based on angles [in 2d]. I think it has to do with this. Like if I look at the light on my ship its fine from behind. If I turn around ship I see it in one eye. If I adjust convergence its in both eyes. If I adjust it more its neither.

You actually have alot more 2D lights then I do wierdly enough. Like mines only my ship one but alot of the "dock" ones are 2d for you. Not me but I play on a projector[less depth] so I really think it has to do this camera. Like the angle will force one set of lights off. I can see a the light on the back of my ship in 3d but not in 2D. Perhaps due to angle.

If there was an ini setting to prevent lights from turning off its possible but I spent enough time as is on this.

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Posted 07/11/2013 05:59 AM   
Alright this is going to sound confusing especially if you never seen this issue but Ill try to explain how I fixed mono textures/models in devil may cry 4. Im not sure if its considered mono but it basically alternates between left/right eyes which is pretty similiar. I know this happened in other games... problem is I dont remember which... anywho. In Devil May Cry 4. I released my patch and it was discovered non-sli users had the above issue. So they got a bit jipped. I wanted to see if new dll functions could be used to fix it. Basically I check with these 4 settings I talked about a few threads ago... DefSquareSurfaceMode = DefDepthStencilSurfaceMode = DefSurfaceCreationMode = DefRtCreationMode = 3D vision[default]0 / Stereo 1/ Mono 2 I want stereo so I used = 1. I tested each individually and only square surface fixed it. Now problem is one of the other 3 should of fixed it as well. It did not, and I doubt I can do it by any size even if I knew how since they are all different. Just leaving it as is breaks shadows and possibly other working effects. So I opened the Log and wrote down all the square [like 24x24] formats/id's. 115,114,75,etc. And I told them to ignore my ignore my force stereo = 1 By forcing defmode = 0 [default] SurfaceCreationModeList = 0;1;2;3;4; [SF0] DefMode = 0 ExceptSquare = false Format=115 Usage = 1 [SF1] DefMode = 0 ExceptSquare = false Format=114 Usage = 1 [SF2] DefMode = 0 ExceptSquare = false Format=21 Usage = 1 [SF3] DefMode = 0 ExceptSquare = false Format=31 Usage = 1 [SF4] DefMode = 0 ExceptSquare = false Format=75 Usage = 1 Basically this is like IF not defined force Stereo.
Alright this is going to sound confusing especially if you never seen this issue but Ill try to explain how I fixed mono textures/models in devil may cry 4. Im not sure if its considered mono but it basically alternates between left/right eyes which is pretty similiar. I know this happened in other games... problem is I dont remember which... anywho.

In Devil May Cry 4. I released my patch and it was discovered non-sli users had the above issue. So they got a bit jipped. I wanted to see if new dll functions could be used to fix it.
Basically I check with these 4 settings I talked about a few threads ago...
DefSquareSurfaceMode =
DefDepthStencilSurfaceMode =
DefSurfaceCreationMode =
DefRtCreationMode =
3D vision[default]0 / Stereo 1/ Mono 2
I want stereo so I used = 1. I tested each individually and only square surface fixed it. Now problem is one of the other 3 should of fixed it as well. It did not, and I doubt I can do it by any size even if I knew how since they are all different. Just leaving it as is breaks shadows and possibly other working effects.
So I opened the Log and wrote down all the square [like 24x24] formats/id's.
115,114,75,etc.
And I told them to ignore my ignore my force stereo = 1
By forcing defmode = 0 [default]

SurfaceCreationModeList = 0;1;2;3;4;

[SF0]
DefMode = 0
ExceptSquare = false
Format=115
Usage = 1

[SF1]
DefMode = 0
ExceptSquare = false
Format=114
Usage = 1

[SF2]
DefMode = 0
ExceptSquare = false
Format=21
Usage = 1

[SF3]
DefMode = 0
ExceptSquare = false
Format=31
Usage = 1

[SF4]
DefMode = 0
ExceptSquare = false
Format=75
Usage = 1


Basically this is like IF not defined force Stereo.

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Posted 07/15/2013 04:10 AM   
Am hoping someone can help with two shadow issues I have (same game): - Outdoor shadows are 2d screen depth things - Indoor shadows render 'under the surface' i.e. too high depth For inside shadows, does anyone know of any techniques to correct for this case of shadows rendering under the ground a bit? What might cause that and how to correct it? With outdoor shadows I have managed to get them to render 'correctly' (i.e. no visual anomalies between the two eyes) but instead of being at the correct depth, they are not deep enough - the shadows kind of float over the ground in a perfectly shape-matched shell. It's bizarre and I've not seen this before - I can use a fudge factor and get them to almost fit, but it looks too bad for me to be satisfied. I was wondering if anyone had any insights? The algorithm is shadow map so the world coord for the point in question gets transformed to the Light view where its depth is compared with that in the shadow map and it decides it is or is not in shadow - the usual fix for this is to take the original world coord, apply the VPM, stereo shift, apply the InvVPM, and this creates a corrected world coord that when transformed to the Light position is the correct point to compare in the shadow map. Trouble is I don't have the VPM, just the View Matrix. According to Nvidia's documentation all I should have to do is divide the stereo x-shift by the depth, but this does not work (and I have to use the z coord in the stereo transform, not the w coord, but that's OK because w is supposed to be 1 I think). I've tried the Helix feature of finding a shader with a VPM in it and 're-using' it but I have never yet got that to work in any game ever. I must be doing something wrong. I've tried finding a VS to pass in shifted coords, all to no avail. I'm so close...lol Any suggestions would be welcome.
Am hoping someone can help with two shadow issues I have (same game):
- Outdoor shadows are 2d screen depth things
- Indoor shadows render 'under the surface' i.e. too high depth

For inside shadows, does anyone know of any techniques to correct for this case of shadows rendering under the ground a bit? What might cause that and how to correct it?

With outdoor shadows I have managed to get them to render 'correctly' (i.e. no visual anomalies between the two eyes) but instead of being at the correct depth, they are not deep enough - the shadows kind of float over the ground in a perfectly shape-matched shell. It's bizarre and I've not seen this before - I can use a fudge factor and get them to almost fit, but it looks too bad for me to be satisfied. I was wondering if anyone had any insights? The algorithm is shadow map so the world coord for the point in question gets transformed to the Light view where its depth is compared with that in the shadow map and it decides it is or is not in shadow - the usual fix for this is to take the original world coord, apply the VPM, stereo shift, apply the InvVPM, and this creates a corrected world coord that when transformed to the Light position is the correct point to compare in the shadow map. Trouble is I don't have the VPM, just the View Matrix. According to Nvidia's documentation all I should have to do is divide the stereo x-shift by the depth, but this does not work (and I have to use the z coord in the stereo transform, not the w coord, but that's OK because w is supposed to be 1 I think). I've tried the Helix feature of finding a shader with a VPM in it and 're-using' it but I have never yet got that to work in any game ever. I must be doing something wrong. I've tried finding a VS to pass in shifted coords, all to no avail. I'm so close...lol

Any suggestions would be welcome.

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Posted 07/17/2013 01:49 AM   
Is there anybody who can fix the game Age of Conan? If so I can send you vertex and pixel shader which should be fixed thanks in advance
Is there anybody who can fix the game Age of Conan?

If so I can send you vertex and pixel shader which should be fixed

thanks in advance

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Posted 07/17/2013 08:05 AM   
Quite some time a go I humbly asked if one of our great 3D guru's could take a look at the game Lucius. I've played it a bit (in 2D) and the game seems rather fun and a nice change from all the normal fps and adventure games that are coming out regularly. It's also from a smaller independent studio from Finland and I'd really like to play it in 3D if possible. So this is just sort of a reminder if someone could be so kind and take a look if it's fixable at some point?
Quite some time a go I humbly asked if one of our great 3D guru's could take a look at the game Lucius. I've played it a bit (in 2D) and the game seems rather fun and a nice change from all the normal fps and adventure games that are coming out regularly. It's also from a smaller independent studio from Finland and I'd really like to play it in 3D if possible. So this is just sort of a reminder if someone could be so kind and take a look if it's fixable at some point?

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Posted 07/18/2013 03:30 PM   
[quote="Joohan"]Quite some time a go I humbly asked if one of our great 3D guru's could take a look at the game Lucius. I've played it a bit (in 2D) and the game seems rather fun and a nice change from all the normal fps and adventure games that are coming out regularly. It's also from a smaller independent studio from Finland and I'd really like to play it in 3D if possible. So this is just sort of a reminder if someone could be so kind and take a look if it's fixable at some point? [/quote] Whats actually wrong with it? It's cheap on Steam right now. Can you post some screenshots of problems so I can see if it's worth a shot?
Joohan said:Quite some time a go I humbly asked if one of our great 3D guru's could take a look at the game Lucius. I've played it a bit (in 2D) and the game seems rather fun and a nice change from all the normal fps and adventure games that are coming out regularly. It's also from a smaller independent studio from Finland and I'd really like to play it in 3D if possible. So this is just sort of a reminder if someone could be so kind and take a look if it's fixable at some point?


Whats actually wrong with it? It's cheap on Steam right now. Can you post some screenshots of problems so I can see if it's worth a shot?

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Posted 07/18/2013 09:34 PM   
2D shadows from what I've heard.
2D shadows from what I've heard.

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Posted 07/18/2013 09:56 PM   
Ahh, the hard stuff... I'll have a think. Still working on Divinity 2 (so close...)...
Ahh, the hard stuff... I'll have a think. Still working on Divinity 2 (so close...)...

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Posted 07/18/2013 11:53 PM   
Hi eqzitara. In the list of games I can not find a fix for the Crysis. It's a game with one of the best graphics in 2D. Really there is no way to fix the shadows and other issues in this game?
Hi eqzitara.

In the list of games I can not find a fix for the Crysis. It's a game with one of the best graphics in 2D. Really there is no way to fix the shadows and other issues in this game?

Posted 07/21/2013 08:53 PM   
I had a quick look at this a while back. It's not the easiest game engine to work with to be honest. Unless someone else wants to, I did have plans to look at it again. I never got round to playing Crysis Warhead and would like to play that in 3D. Gotta say though I am not confident I can get very far with shadows - these work in DX10 mode but not DX9 mode, so it might be a case of finding the right render surface or something, or just disabling them, which will lose a lot in this game.
I had a quick look at this a while back. It's not the easiest game engine to work with to be honest. Unless someone else wants to, I did have plans to look at it again. I never got round to playing Crysis Warhead and would like to play that in 3D. Gotta say though I am not confident I can get very far with shadows - these work in DX10 mode but not DX9 mode, so it might be a case of finding the right render surface or something, or just disabling them, which will lose a lot in this game.

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Posted 07/21/2013 09:58 PM   
I thought shadows were wrong on in crysis dx9/10. Ive never tried it but it wouldnt surprise me if theres nothing wrong with the dx9 version[different profile] but they only tested 10. It has happened before.
I thought shadows were wrong on in crysis dx9/10.
Ive never tried it but it wouldnt surprise me if theres nothing wrong with the dx9 version[different profile] but they only tested 10. It has happened before.

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Posted 07/21/2013 10:01 PM   
mike_ar69, I have several years of dreaming to play Crysis and Crysis Warhead in 3D. I tested it on the tridef driver - there it works without shadows, and you are right on that, the game loses a lot. Without shadows, this is not a Crysis. Also, on tridef it can be run in a Power 3D mode with shadow work, and the overall picture looks great, but, the weapon looks flat, and around the weapon and near objects we have the "floating image". Also in this mode there is no settings of convergence. And another big problem for Nvidia graphics cards, tridef running much slower than the native 3DVision driver, and does not work with the projector (I run it on interlaced 3D monitor LG). eqzitara, I do not know where you work, but Nvidia just has to pay you the money. I have now GTX660 and I bought it only because of your Helix Mod, and next year I'm going to buy GTX780. Crysis is an old game, but in your game list, there are more older games, and if there is a crisis, a list of games only benefit from this. P.S. Sorry for my english, but my native language is Russian, so I have to use the Google Translator.
mike_ar69, I have several years of dreaming to play Crysis and Crysis Warhead in 3D. I tested it on the tridef driver - there it works without shadows, and you are right on that, the game loses a lot. Without shadows, this is not a Crysis.
Also, on tridef it can be run in a Power 3D mode with shadow work, and the overall picture looks great, but, the weapon looks flat, and around the weapon and near objects we have the "floating image".
Also in this mode there is no settings of convergence. And another big problem for Nvidia graphics cards, tridef running much slower than the native 3DVision driver, and does not work with the projector (I run it on interlaced 3D monitor LG).


eqzitara, I do not know where you work, but Nvidia just has to pay you the money. I have now GTX660 and I bought it only because of your Helix Mod, and next year I'm going to buy GTX780.
Crysis is an old game, but in your game list, there are more older games, and if there is a crisis, a list of games only benefit from this.

P.S. Sorry for my english, but my native language is Russian, so I have to use the Google Translator.

Posted 07/22/2013 08:05 AM   
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