How to fix/disable shaders in games(DLL,guide and fixes).
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Cool, thanks for taking a look. The shader # is E9AE959A.txt for this bloom effect, and it also does the same thing to the bloom on the Ball's light at the startup screen, so you don't have to play into the game to see it.
Cool, thanks for taking a look.

The shader # is E9AE959A.txt for this bloom effect, and it also does the same thing to the bloom on the Ball's light at the startup screen, so you don't have to play into the game to see it.

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Posted 12/05/2013 09:42 AM   
I pmed details. Lensflares/bloom are same issue for UE3.
I pmed details. Lensflares/bloom are same issue for UE3.

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Posted 12/05/2013 09:43 AM   
[quote="bo3b"]Cool, thanks for taking a look. The shader # is E9AE959A.txt for this bloom effect, and it also does the same thing to the bloom on the Ball's light at the startup screen, so you don't have to play into the game to see it.[/quote] Yeah that's the shader I was looking at, nothing worked. Sounds like Eqzitara sent you a solution, so I'll leave it for now.
bo3b said:Cool, thanks for taking a look.

The shader # is E9AE959A.txt for this bloom effect, and it also does the same thing to the bloom on the Ball's light at the startup screen, so you don't have to play into the game to see it.


Yeah that's the shader I was looking at, nothing worked. Sounds like Eqzitara sent you a solution, so I'll leave it for now.

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Posted 12/05/2013 03:06 PM   
Thought I'd circle back to detail the fix, in case anyone is learning or interested. Eqzitara patiently figured out what was wrong by offering some great suggestions. Thanks man. Short story is that I had a bad dx9settings.ini file. I had copied a file from a different fix, but it set the DefVSSampler = 258, which makes the shader use stereo texture s1, not s0 like my code. So, lesson learned, comment out the stuff I don't actually need for a fix. Here is the original code: [url]http://bo3b.net/ball/busted_bloom_E9AE959A.txt[/url] Which creates the problem seen below with the bloom effect wildly separated from the light with high convergence. [img]http://bo3b.net/ball/TheBall05_85.jpg[/img] This is the fixed code, using Eqzitara's code to fix both the output location, and output texture: [url]http://bo3b.net/ball/fixed_bloom_E9AE959A.txt[/url] Which produces the fixed image as: [img]http://bo3b.net/ball/TheBall06_85.jpg[/img]
Thought I'd circle back to detail the fix, in case anyone is learning or interested.

Eqzitara patiently figured out what was wrong by offering some great suggestions. Thanks man.


Short story is that I had a bad dx9settings.ini file. I had copied a file from a different fix, but it set the DefVSSampler = 258, which makes the shader use stereo texture s1, not s0 like my code. So, lesson learned, comment out the stuff I don't actually need for a fix.


Here is the original code:

http://bo3b.net/ball/busted_bloom_E9AE959A.txt

Which creates the problem seen below with the bloom effect wildly separated from the light with high convergence.

Image


This is the fixed code, using Eqzitara's code to fix both the output location, and output texture:

http://bo3b.net/ball/fixed_bloom_E9AE959A.txt

Which produces the fixed image as:

Image

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Posted 12/08/2013 01:29 AM   
Hi Bo3b, a couple more comments: - I had trouble getting this working as well, but in my case because I was using OverrideMethod=2, and that does not work, I had to use "0" - Your solution, if you don't mind me pointing out, is still a bit incorrect. You use "r15.x" in the correction formula but this is never initialized, so it will default to zero. If you use r3.w, you get the correct solution. This is not apparent until you go to ridiculously high convergence. I pushed it to 407 or something and the attached pics show the difference: Using r15.x: [img]https://s3.amazonaws.com/Mike_Ar69/TheBall04_99.jpg[/img] and using r3.w: [img]https://s3.amazonaws.com/Mike_Ar69/TheBall03_99.jpg[/img] I must admit I don't understand at all what the "OverrideMethod" is actually doing, but it's worth remembering that if shaders don't seem to load, or F10 does not work, then cycle through them...
Hi Bo3b, a couple more comments:
- I had trouble getting this working as well, but in my case because I was using OverrideMethod=2, and that does not work, I had to use "0"
- Your solution, if you don't mind me pointing out, is still a bit incorrect. You use "r15.x" in the correction formula but this is never initialized, so it will default to zero. If you use r3.w, you get the correct solution. This is not apparent until you go to ridiculously high convergence. I pushed it to 407 or something and the attached pics show the difference:

Using r15.x:

Image

and using r3.w:

Image

I must admit I don't understand at all what the "OverrideMethod" is actually doing, but it's worth remembering that if shaders don't seem to load, or F10 does not work, then cycle through them...

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Posted 12/08/2013 02:59 AM   
Im not sure why but I could of sworn there was a reason I didn't use [position].w I can't remember off the top of my head why, but I did try it. r15.x = 0 is on purpose.
Im not sure why but I could of sworn there was a reason I didn't use [position].w
I can't remember off the top of my head why, but I did try it.
r15.x = 0 is on purpose.

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Posted 12/08/2013 03:15 AM   
On an unrelated game topic, I got myself sucked in to looking at "Sir You Are Being Hunted" because it is $10 on steam. Unfortunately 99% of it is SM2, and there are no headers in any of the VS or PS. There seems to be a few budget games coming out like this (eqzitara and I looked briefly at Poker Night 2, and I previously looked at a couple more), and it's really hard to work out what's going on in Pixel Shaders in particular (VS is not so bad, the output position variable is easy to find because in VS2 it's always called oPos). This is a shame because I like the 'idea' of this game and would like to play it. It's only seems to be shadows that are screwed up, but if anyone wants to tackle it, I can pass on what I have done.
On an unrelated game topic, I got myself sucked in to looking at "Sir You Are Being Hunted" because it is $10 on steam. Unfortunately 99% of it is SM2, and there are no headers in any of the VS or PS. There seems to be a few budget games coming out like this (eqzitara and I looked briefly at Poker Night 2, and I previously looked at a couple more), and it's really hard to work out what's going on in Pixel Shaders in particular (VS is not so bad, the output position variable is easy to find because in VS2 it's always called oPos). This is a shame because I like the 'idea' of this game and would like to play it. It's only seems to be shadows that are screwed up, but if anyone wants to tackle it, I can pass on what I have done.

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Posted 12/08/2013 03:24 AM   
I doubt it, just post it with disabled shadows imo.
I doubt it, just post it with disabled shadows imo.

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Posted 12/08/2013 03:32 AM   
[quote="eqzitara"]Im not sure why but I could of sworn there was a reason I didn't use [position].w I can't remember off the top of my head why, but I did try it. r15.x = 0 is on purpose.[/quote] Maybe you had the issue I had with F10 not working, so you may have through the w comp was not working - I had to restart the game when I changed from r15.x to r3.w before it worked, pressing F10 did not do anything.
eqzitara said:Im not sure why but I could of sworn there was a reason I didn't use [position].w
I can't remember off the top of my head why, but I did try it.
r15.x = 0 is on purpose.


Maybe you had the issue I had with F10 not working, so you may have through the w comp was not working - I had to restart the game when I changed from r15.x to r3.w before it worked, pressing F10 did not do anything.

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Posted 12/08/2013 03:27 AM   
Might be different for bloom and lensflares [They look identical]. Deadpool r3.w will put at wrong depth [lensflares].
Might be different for bloom and lensflares [They look identical]. Deadpool r3.w will put at wrong depth [lensflares].

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Posted 12/08/2013 03:35 AM   
[quote="eqzitara"]Im not sure why but I could of sworn there was a reason I didn't use [position].w I can't remember off the top of my head why, but I did try it. r15.x = 0 is on purpose.[/quote] Yes, I noticed that too, but went with your known working code. Is it possible that you were trying to make a zero parameter? If you were to use c220.x at that spot in the code, it will not compile. Constants can only be used as the last parameter. And of course when it doesn't compile, you only find out by F10 not working, having to quit the game and look at Log.txt.
eqzitara said:Im not sure why but I could of sworn there was a reason I didn't use [position].w
I can't remember off the top of my head why, but I did try it.
r15.x = 0 is on purpose.
Yes, I noticed that too, but went with your known working code.

Is it possible that you were trying to make a zero parameter? If you were to use c220.x at that spot in the code, it will not compile. Constants can only be used as the last parameter.

And of course when it doesn't compile, you only find out by F10 not working, having to quit the game and look at Log.txt.

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Posted 12/08/2013 07:57 AM   
c220.x would compile even if value was 0. It doesn't matter which way you write it. I probably didn't want to scroll up to check what constant had 0 stored in it since it doesn't matter either way. The confusion was because position.w will fix it completely. I assumed it was the same as lensflares where position.w would not. I thought it was the same issue as lensflares[pretty close since it fixed it mostly] but mike pointed out position.w is fully accurate so you should use that.
c220.x would compile even if value was 0. It doesn't matter which way you write it. I probably didn't want to scroll up to check what constant had 0 stored in it since it doesn't matter either way.
The confusion was because position.w will fix it completely. I assumed it was the same as lensflares where position.w would not. I thought it was the same issue as lensflares[pretty close since it fixed it mostly] but mike pointed out position.w is fully accurate so you should use that.

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Posted 12/08/2013 09:06 AM   
OK, will do. I'd used r13.w earlier, but that was when I had busted the s1 sampler. Could have sworn that would not compile, I know I had another situation where using a constant in the wrong spot would fail. Edit: here's the one I was thinking of: [url]https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3790535/#3790535[/url] Adding two constants, not the location in the command.
OK, will do. I'd used r13.w earlier, but that was when I had busted the s1 sampler.

Could have sworn that would not compile, I know I had another situation where using a constant in the wrong spot would fail.

Edit: here's the one I was thinking of:

https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3790535/#3790535

Adding two constants, not the location in the command.

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Posted 12/08/2013 11:56 AM   
Hi Folks! Here my The Walking Dead Season 2 Fix: [s]1. You have to link the game EXE with the 3dvision-Profile of first Season of The Walking Dead (with NVInspector, [url]http://helixmod.blogspot.de/2013/03/how-to-change-3d-vision-profile-and.html[/url]) 2. The shadows are bad, i removed them. Download the zip and place the files in direcotory where the game.exe is located. Have fun :)![/s] Edit: My fix has some probs with blurred scenes. Bye Jay
Hi Folks!

Here my The Walking Dead Season 2 Fix:
1. You have to link the game EXE with the 3dvision-Profile of first Season of The Walking Dead (with NVInspector, http://helixmod.blogspot.de/2013/03/how-to-change-3d-vision-profile-and.html)
2. The shadows are bad, i removed them. Download the zip and place the files in direcotory where the game.exe is located.
Have fun :)!

Edit: My fix has some probs with blurred scenes.

Bye
Jay

Posted 12/17/2013 08:45 PM   
I had a play with the "Next Car Game" early access from Bugbear. Its great fun, however, as expected, it doesn't properly work under 3D vision. Dirt / smoke and some shadows are at screen depth. It looks surprisingly great under tridef Power 3D. Actually, it looks like a proper 3D implementation, but it has some performance degradation as it can't use my 2 cards. As a result, I thought I'd try a fix of my own. I managed to fix the dirt / smoke and they are now at correct depth, but I am having all sorts of problems with shadows. The only shader that seemed to turn shadows off when disabled is a pixel shader but it seems rather short on code. I have tried hacking around with it but no real joy. I thought I might post the original shader code here for people who actually know what they are doing to make comment and offer any tips (including "barking up wrong tree"). Anyway, here it is. Any tips appreciated. I know its probably nowhere near enough info, so sorry in advance // // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // sampler2D Tex0; // float4 g_PS_depthBufferScale; // // // Registers: // // Name Reg Size // --------------------- ----- ---- // g_PS_depthBufferScale c18 1 // Tex0 s0 1 // ps_3_0 dcl_texcoord v0.xy dcl_2d s0 texld r0, v0, s0 add r0.x, r0.x, -c18.x rcp r0.x, r0.x mul oC0, r0.x, c18.y // approximately 4 instruction slots used (1 texture, 3 arithmetic)
I had a play with the "Next Car Game" early access from Bugbear. Its great fun, however, as expected, it doesn't properly work under 3D vision. Dirt / smoke and some shadows are at screen depth. It looks surprisingly great under tridef Power 3D. Actually, it looks like a proper 3D implementation, but it has some performance degradation as it can't use my 2 cards. As a result, I thought I'd try a fix of my own. I managed to fix the dirt / smoke and they are now at correct depth, but I am having all sorts of problems with shadows.

The only shader that seemed to turn shadows off when disabled is a pixel shader but it seems rather short on code. I have tried hacking around with it but no real joy. I thought I might post the original shader code here for people who actually know what they are doing to make comment and offer any tips (including "barking up wrong tree").

Anyway, here it is. Any tips appreciated. I know its probably nowhere near enough info, so sorry in advance


//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// sampler2D Tex0;
// float4 g_PS_depthBufferScale;
//
//
// Registers:
//
// Name Reg Size
// --------------------- ----- ----
// g_PS_depthBufferScale c18 1
// Tex0 s0 1
//

ps_3_0
dcl_texcoord v0.xy
dcl_2d s0
texld r0, v0, s0
add r0.x, r0.x, -c18.x
rcp r0.x, r0.x
mul oC0, r0.x, c18.y

// approximately 4 instruction slots used (1 texture, 3 arithmetic)

Posted 12/23/2013 09:55 PM   
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