How to fix/disable shaders in games(DLL,guide and fixes).
102 / 167
[quote="Shaderhacker"]How come Helix won't let us beta test his DX11 wrapper? I want to play Far Cry 3 in 3D!!! It seems like all there is wrong is the shadows. If he can fix that, then the game can be played as-is.[/quote]
There is not a DX11 wrapper yet and don't expect it any soon.
And I can say more than that, DX10/DX11 doesn't have function for compilation assemble shader code.
This means you can't just put "add r0.x ..." as in DX9. All fixed shaders should be completely rewritten from asm to hlsl. That makes some DX11 games impossible for fixing, because no one will manually rewrite hundreds of shaders.
I don't know how TriDef works, never had a chance to check it, but i don't think it works same as nvidia.
But of course if anyone know how to do the same things with nvidia without changes in shaders I will gladly consider any proposals.
@3d4dd:
FC3 has 384 light/shadows shaders + few AO shaders.
Shaderhacker said:How come Helix won't let us beta test his DX11 wrapper? I want to play Far Cry 3 in 3D!!! It seems like all there is wrong is the shadows. If he can fix that, then the game can be played as-is.
There is not a DX11 wrapper yet and don't expect it any soon.
And I can say more than that, DX10/DX11 doesn't have function for compilation assemble shader code.
This means you can't just put "add r0.x ..." as in DX9. All fixed shaders should be completely rewritten from asm to hlsl. That makes some DX11 games impossible for fixing, because no one will manually rewrite hundreds of shaders.
I don't know how TriDef works, never had a chance to check it, but i don't think it works same as nvidia.
But of course if anyone know how to do the same things with nvidia without changes in shaders I will gladly consider any proposals.
@3d4dd:
FC3 has 384 light/shadows shaders + few AO shaders.
-=HeliX=- I just want to say that what you and others have achieved in the last year or so has been pretty amazing. I think you're a victim of your own success in that you showed us what is actually possible and that has spoilt us to an extent. I don't know what will happen with DX11.1 but more than ever I think this shows that we really really NEED Nvidia to promote 3d vision to the studios and make sure that games are developed with 3d stereoscopic in mind.
If Nvidia don't step up their game then I think we're all going to end up very disappointed unfortunantely.
On a brighter note, it's nice to see smaller (indie) developers that are willing to promote S3D. Hope that trend continues.
-=HeliX=- I just want to say that what you and others have achieved in the last year or so has been pretty amazing. I think you're a victim of your own success in that you showed us what is actually possible and that has spoilt us to an extent. I don't know what will happen with DX11.1 but more than ever I think this shows that we really really NEED Nvidia to promote 3d vision to the studios and make sure that games are developed with 3d stereoscopic in mind.
If Nvidia don't step up their game then I think we're all going to end up very disappointed unfortunantely.
On a brighter note, it's nice to see smaller (indie) developers that are willing to promote S3D. Hope that trend continues.
Gigabyte RTX2080TI Gaming OC, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
@helix
not sure if it helps but here. See section labeled profile mode.
http://www.tridef.com/user-guide/in-game-settings
Tridef also uses an injection method and also has a 2 week trial.
Imma get in trouble for saying this but if their was a way to turn off incompatible shaders like tridef(shadows/etc). Id be a happy man, it doesnt sound like fixing shadows is a realistic option in a lot of games anymore. If I had to choose between no shadows 3D and shadows 2D. Id go 3D no shadow. Its just my opinion though.
Imma get in trouble for saying this but if their was a way to turn off incompatible shaders like tridef(shadows/etc). Id be a happy man, it doesnt sound like fixing shadows is a realistic option in a lot of games anymore. If I had to choose between no shadows 3D and shadows 2D. Id go 3D no shadow. Its just my opinion though.
@Helix, eqzitara:
I agree with eqzitara: S3D without shadows is still much better to me than 2D. Before the "Helixmod era" there was no way to fix shadows and we were lucky if we could turn them off in the game settings or ini files. Personally I played in 2D on a laptop before I got my PC with 3DVision. As the laptop was quite weak I often had to reduce or turn off shadows. So I'm used to play without shadows ;)
A DX11 wrapper would be a great step forward to me even if it "only" allows to deactivate shader. I think it will be the only way to turn off irritating effects like shadows, bloom, etc. In the actual games there is no more option to turn off shadows completely in the graphic settings or ini files as nowadays the hardware generally has enough power to manage shadows.
@Helix, eqzitara:
I agree with eqzitara: S3D without shadows is still much better to me than 2D. Before the "Helixmod era" there was no way to fix shadows and we were lucky if we could turn them off in the game settings or ini files. Personally I played in 2D on a laptop before I got my PC with 3DVision. As the laptop was quite weak I often had to reduce or turn off shadows. So I'm used to play without shadows ;)
A DX11 wrapper would be a great step forward to me even if it "only" allows to deactivate shader. I think it will be the only way to turn off irritating effects like shadows, bloom, etc. In the actual games there is no more option to turn off shadows completely in the graphic settings or ini files as nowadays the hardware generally has enough power to manage shadows.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Hello,
I am now working on DCS world. I had to use a 32B windows 7 install to have the 32b exe of this game.
Too bad that there is no 64b version of Helix lib, as softth lib !
Anyway, I had a problem with a shader used for labels. I dump it and put it in the ShaderOverrideVertexShaders as usual, but even when keep unmodified, it disabled labels !
Is seems that the Helix lib can not handle it ?
Here is the shader:
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4x4 MVP;
// float4 charArray[128];
// float4 cv0;
// float4 cv1;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// charArray c0 128
// MVP c128 4
// cv0 c132 1
// cv1 c133 1
//
//
// Default values:
//
// charArray
// c0 = { 0, 0, 0, 0 };
....
// cv1
// c133 = { 0, 0, 0, 0 };
//
vs_3_0
def c134, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
frc r0.x, v0.z
add r0.x, -r0.x, v0.z
mova a0.x, r0.x
mul r0.x, v0.x, c0[a0.x].y
mov r0.zw, c0[a0.x]
mad r0.x, r0.x, c133.x, r0.z
add o1.x, r0.x, c133.z
mad r0.x, v0.y, c132.z, r0.w
mad r0.y, v0.x, c0[a0.x].y, c0[a0.x].x
add r1.x, r0.y, c132.x
add o1.y, r0.x, c133.w
mad r1.y, -v0.y, c132.w, c132.y
mov r1.z, c134.x
dp3 o0.x, r1, c128.xyww
dp3 o0.y, r1, c129.xyww
dp3 o0.z, r1, c130.xyww
dp3 o0.w, r1, c131.xyww
// approximately 17 instruction slots used
Hello,
I am now working on DCS world. I had to use a 32B windows 7 install to have the 32b exe of this game.
Too bad that there is no 64b version of Helix lib, as softth lib !
Anyway, I had a problem with a shader used for labels. I dump it and put it in the ShaderOverrideVertexShaders as usual, but even when keep unmodified, it disabled labels !
Is seems that the Helix lib can not handle it ?
@lefunste
Make a dx9settings.ini and paste this.
[general]
overridemethod = 1
@helix
I am having an issue in two games that when I add the debugger. Shadows go glitchy in two games. Similiar to the conflict issue I had a long time ago but I am not injecting any shaders at all. Any suggestions?
@helix
I am having an issue in two games that when I add the debugger. Shadows go glitchy in two games. Similiar to the conflict issue I had a long time ago but I am not injecting any shaders at all. Any suggestions?
Hi HeliX and eqzitara!
I give a full support 3d4dd!!!!
It is better to play at all without shadows and other special effects! It is much better, than to play 2D! From two harms - choose smaller.
If you can disconnect problem shaders and other - then make it!
Hi HeliX and eqzitara!
I give a full support 3d4dd!!!!
It is better to play at all without shadows and other special effects! It is much better, than to play 2D! From two harms - choose smaller.
If you can disconnect problem shaders and other - then make it!
[quote="eqzitara"]@lefuneste
Make a dx9settings.ini and paste this.
[general]
overridemethod = 1
[/quote]
I made it and it works.
I have now a problem with a shader that is used for several texture (see pictures)
I want only change the depth of the HUD (should be collimated at infinite, as explained before) and for the Helmet mounted Sight (the blurred circle). The right down screen, and the figures should not be modified by the shader.
I droped the textures using the CheckTexCRC feature.
And I modified the DX9Settings.ini as below:
[b][General]
overridemethod = 1
Preset1Key = 08
PSPREVKEY = 40
PSNEXTKEY = 38
VSPREVKEY = 37
VSNEXTKEY = 39
[VSD3AD9F08]
CheckTexCRC = true
TexCounterReg = 251
DefinedTexturesVS = 6A65BE9F;
//AEDDDC21;D7B01695;F002CA8B;467CD36E;B5BC3000;14B784BA;41238FDB;7C7595B4;54A4C30D;22919210A0;
[Preset1]
Convergence = 0x3b1320da
Separation = 0x42200000
UseSepSettings = true2[/b]
But the shader still modify all the textures !
As I understand, the shader should only be used for the 6A65BE9F texture, so I should only see one thing modified ?
I made it and it works.
I have now a problem with a shader that is used for several texture (see pictures)
I want only change the depth of the HUD (should be collimated at infinite, as explained before) and for the Helmet mounted Sight (the blurred circle). The right down screen, and the figures should not be modified by the shader.
I droped the textures using the CheckTexCRC feature.
But the shader still modify all the textures !
As I understand, the shader should only be used for the 6A65BE9F texture, so I should only see one thing modified ?
Isn't it possible to force AC III into DX9 mode ( launch option: -dx9) and then fix the game?
I used this for Bioshock 2 and I could use the helix debugger. And although Bioshock 2 doesn't have many issue's in DX9 I'm not able to fix them unfortunately.. Most of them are ghosting.
Isn't it possible to force AC III into DX9 mode ( launch option: -dx9) and then fix the game?
I used this for Bioshock 2 and I could use the helix debugger. And although Bioshock 2 doesn't have many issue's in DX9 I'm not able to fix them unfortunately.. Most of them are ghosting.
Bioshock 1/2 is possible to force in dx9.
AC3 does not have dx9renderer support. The online part of the game uses the older engine(different) which does.
Hello everyone!
I'm trying to fix the good old unreal tournament 3... but I've encountered a strange issue: almost every shader cannot be 100% fixed, its difficult to explain correctly but there seems to be something like another shader that moves them all by an "offset"... so I can correct shaders to a proper depth minus the offset. The offset moves with convergence.
Does someone get an idea? I'll try to cycle more in the shader list but I'd like to know if someone had ever encountered this before!
Hello everyone!
I'm trying to fix the good old unreal tournament 3... but I've encountered a strange issue: almost every shader cannot be 100% fixed, its difficult to explain correctly but there seems to be something like another shader that moves them all by an "offset"... so I can correct shaders to a proper depth minus the offset. The offset moves with convergence.
Does someone get an idea? I'll try to cycle more in the shader list but I'd like to know if someone had ever encountered this before!
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
There is not a DX11 wrapper yet and don't expect it any soon.
And I can say more than that, DX10/DX11 doesn't have function for compilation assemble shader code.
This means you can't just put "add r0.x ..." as in DX9. All fixed shaders should be completely rewritten from asm to hlsl. That makes some DX11 games impossible for fixing, because no one will manually rewrite hundreds of shaders.
I don't know how TriDef works, never had a chance to check it, but i don't think it works same as nvidia.
But of course if anyone know how to do the same things with nvidia without changes in shaders I will gladly consider any proposals.
@3d4dd:
FC3 has 384 light/shadows shaders + few AO shaders.
If Nvidia don't step up their game then I think we're all going to end up very disappointed unfortunantely.
On a brighter note, it's nice to see smaller (indie) developers that are willing to promote S3D. Hope that trend continues.
Gigabyte RTX2080TI Gaming OC, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
not sure if it helps but here. See section labeled profile mode.
http://www.tridef.com/user-guide/in-game-settings
Tridef also uses an injection method and also has a 2 week trial.
Imma get in trouble for saying this but if their was a way to turn off incompatible shaders like tridef(shadows/etc). Id be a happy man, it doesnt sound like fixing shadows is a realistic option in a lot of games anymore. If I had to choose between no shadows 3D and shadows 2D. Id go 3D no shadow. Its just my opinion though.
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 agree with eqzitara: S3D without shadows is still much better to me than 2D. Before the "Helixmod era" there was no way to fix shadows and we were lucky if we could turn them off in the game settings or ini files. Personally I played in 2D on a laptop before I got my PC with 3DVision. As the laptop was quite weak I often had to reduce or turn off shadows. So I'm used to play without shadows ;)
A DX11 wrapper would be a great step forward to me even if it "only" allows to deactivate shader. I think it will be the only way to turn off irritating effects like shadows, bloom, etc. In the actual games there is no more option to turn off shadows completely in the graphic settings or ini files as nowadays the hardware generally has enough power to manage shadows.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I am now working on DCS world. I had to use a 32B windows 7 install to have the 32b exe of this game.
Too bad that there is no 64b version of Helix lib, as softth lib !
Anyway, I had a problem with a shader used for labels. I dump it and put it in the ShaderOverrideVertexShaders as usual, but even when keep unmodified, it disabled labels !
Is seems that the Helix lib can not handle it ?
Here is the shader:
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4x4 MVP;
// float4 charArray[128];
// float4 cv0;
// float4 cv1;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// charArray c0 128
// MVP c128 4
// cv0 c132 1
// cv1 c133 1
//
//
// Default values:
//
// charArray
// c0 = { 0, 0, 0, 0 };
....
// cv1
// c133 = { 0, 0, 0, 0 };
//
vs_3_0
def c134, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
frc r0.x, v0.z
add r0.x, -r0.x, v0.z
mova a0.x, r0.x
mul r0.x, v0.x, c0[a0.x].y
mov r0.zw, c0[a0.x]
mad r0.x, r0.x, c133.x, r0.z
add o1.x, r0.x, c133.z
mad r0.x, v0.y, c132.z, r0.w
mad r0.y, v0.x, c0[a0.x].y, c0[a0.x].x
add r1.x, r0.y, c132.x
add o1.y, r0.x, c133.w
mad r1.y, -v0.y, c132.w, c132.y
mov r1.z, c134.x
dp3 o0.x, r1, c128.xyww
dp3 o0.y, r1, c129.xyww
dp3 o0.z, r1, c130.xyww
dp3 o0.w, r1, c131.xyww
// approximately 17 instruction slots used
Make a dx9settings.ini and paste this.
[general]
overridemethod = 1
@helix
I am having an issue in two games that when I add the debugger. Shadows go glitchy in two games. Similiar to the conflict issue I had a long time ago but I am not injecting any shaders at all. Any suggestions?
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 give a full support 3d4dd!!!!
It is better to play at all without shadows and other special effects! It is much better, than to play 2D! From two harms - choose smaller.
If you can disconnect problem shaders and other - then make it!
GTX 980 Ti, Intel core i7-7700K GPU 4.6 GHz, HMZ T-3 HTC VIVE
What there quality 3D???
GTX 980 Ti, Intel core i7-7700K GPU 4.6 GHz, HMZ T-3 HTC VIVE
I made it and it works.
I have now a problem with a shader that is used for several texture (see pictures)
I want only change the depth of the HUD (should be collimated at infinite, as explained before) and for the Helmet mounted Sight (the blurred circle). The right down screen, and the figures should not be modified by the shader.
I droped the textures using the CheckTexCRC feature.
And I modified the DX9Settings.ini as below:
[General]
overridemethod = 1
Preset1Key = 08
PSPREVKEY = 40
PSNEXTKEY = 38
VSPREVKEY = 37
VSNEXTKEY = 39
[VSD3AD9F08]
CheckTexCRC = true
TexCounterReg = 251
DefinedTexturesVS = 6A65BE9F;
//AEDDDC21;D7B01695;F002CA8B;467CD36E;B5BC3000;14B784BA;41238FDB;7C7595B4;54A4C30D;22919210A0;
[Preset1]
Convergence = 0x3b1320da
Separation = 0x42200000
UseSepSettings = true2
But the shader still modify all the textures !
As I understand, the shader should only be used for the 6A65BE9F texture, so I should only see one thing modified ?
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
vs_3_0
def c4, 1, 0, 0, 0
dcl_position v0
dcl_texcoord v1
dcl_position o0
dcl_color o1.xyz
dcl_texcoord o2.xy
dcl_texcoord1 o3
dcl_texcoord2 o4
dcl_texcoord3 o5
mad r0, v0.xyzx, c4.xxxy, c4.yyyx
dp4 o0.x, r0, c0
dp4 o0.y, r0, c1
dp4 o0.z, r0, c2
dp4 o0.w, r0, c3
mov o1.xyz, c4.yxyw
mov o2.xy, v1
mov o3, c4.yyyx
mov o4, c4.yyyx
mov o5, c4.y
I only changed this line : def c4, 20, 0, 0, 0 to change the depth of all textures shown in picture "modified shader.jps"
I used this for Bioshock 2 and I could use the helix debugger. And although Bioshock 2 doesn't have many issue's in DX9 I'm not able to fix them unfortunately.. Most of them are ghosting.
AC3 does not have dx9renderer support. The online part of the game uses the older engine(different) which does.
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'm trying to fix the good old unreal tournament 3... but I've encountered a strange issue: almost every shader cannot be 100% fixed, its difficult to explain correctly but there seems to be something like another shader that moves them all by an "offset"... so I can correct shaders to a proper depth minus the offset. The offset moves with convergence.
Does someone get an idea? I'll try to cycle more in the shader list but I'd like to know if someone had ever encountered this before!
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918