Rise of the Tomb Raider (3D Vision Ready Support)
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[quote="jonathan_fr"]Dynamic crosshair work for me![/quote] Big thx for the Update:) It looks like we "Nailed" it;))
jonathan_fr said:Dynamic crosshair work for me!


Big thx for the Update:) It looks like we "Nailed" 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)

Posted 03/02/2016 09:07 PM   
[quote="helifax"][quote="jonathan_fr"]Dynamic crosshair work for me![/quote] Big thx for the Update:) It looks like we "Nailed" it;))[/quote] Yep congrats, it works perfect now, I just have a big fight in Siberia, glad I had this awesome 3dcrosshair :)
helifax said:
jonathan_fr said:Dynamic crosshair work for me!


Big thx for the Update:) It looks like we "Nailed" it;))


Yep congrats, it works perfect now, I just have a big fight in Siberia, glad I had this awesome 3dcrosshair :)

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 03/02/2016 09:38 PM   
[quote="helifax"][quote="jonathan_fr"]Dynamic crosshair work for me![/quote] Big thx for the Update:) It looks like we "Nailed" it;))[/quote] You did it, thank you
helifax said:
jonathan_fr said:Dynamic crosshair work for me!


Big thx for the Update:) It looks like we "Nailed" it;))


You did it, thank you

Posted 03/02/2016 09:56 PM   
Thanks Helifax!! now the Crosshair is working!! Guys...Amazing job you have done with this game. Looks fantastic.
Thanks Helifax!! now the Crosshair is working!!

Guys...Amazing job you have done with this game. Looks fantastic.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 03/02/2016 10:29 PM   
[quote="DHR"]Thanks Helifax!! now the Crosshair is working!! Guys...Amazing job you have done with this game. Looks fantastic.[/quote] Awesome! Big thanks for the feedback;) Yeah the depth buffer wasn't scaled properly and I wasn't using the full code there;) That's why it would move to depth a bit but not enough;)) Big thank you for helping me with the texture override questions as well;)
DHR said:Thanks Helifax!! now the Crosshair is working!!

Guys...Amazing job you have done with this game. Looks fantastic.


Awesome! Big thanks for the feedback;) Yeah the depth buffer wasn't scaled properly and I wasn't using the full code there;) That's why it would move to depth a bit but not enough;))
Big thank you for helping me with the texture override questions as well;)

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)

Posted 03/02/2016 10:31 PM   
OMFG...you really have taken this to the next level guys!! The game looks absolutely stunning. Crosshair is perfect. Had played half way through in 2D a few weeks ago...starting again now it's like a whole new game. and to think I almost wet myself with excitement playing the original Tomb Raider on a Voodoo 3DFX card back in the day...remember the glide API?
OMFG...you really have taken this to the next level guys!!
The game looks absolutely stunning. Crosshair is perfect.
Had played half way through in 2D a few weeks ago...starting again now it's like a whole new game.
and to think I almost wet myself with excitement playing the original Tomb Raider on a Voodoo 3DFX card back in the day...remember the glide API?

Posted 03/02/2016 10:59 PM   
[quote="mrbluesguy"]OMFG...you really have taken this to the next level guys!! The game looks absolutely stunning. Crosshair is perfect. Had played half way through in 2D a few weeks ago...starting again now it's like a whole new game. and to think I almost wet myself with excitement playing the original Tomb Raider on a Voodoo 3DFX card back in the day...remember the glide API? [/quote] Those were the times;) When Core Design was still doing the game;) and when the First 3D Accelerators appeared;) The difference was huge;) Reminds me of the same feeling I had when I saw 3D Vision the first time ^_^
mrbluesguy said:OMFG...you really have taken this to the next level guys!!
The game looks absolutely stunning. Crosshair is perfect.
Had played half way through in 2D a few weeks ago...starting again now it's like a whole new game.
and to think I almost wet myself with excitement playing the original Tomb Raider on a Voodoo 3DFX card back in the day...remember the glide API?


Those were the times;) When Core Design was still doing the game;) and when the First 3D Accelerators appeared;)
The difference was huge;)
Reminds me of the same feeling I had when I saw 3D Vision the first time ^_^

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)

Posted 03/02/2016 11:19 PM   
[quote="helifax"][quote="mrbluesguy"]OMFG...you really have taken this to the next level guys!! The game looks absolutely stunning. Crosshair is perfect. Had played half way through in 2D a few weeks ago...starting again now it's like a whole new game. and to think I almost wet myself with excitement playing the original Tomb Raider on a Voodoo 3DFX card back in the day...remember the glide API? [/quote] Those were the times;) When Core Design was still doing the game;) and when the First 3D Accelerators appeared;) The difference was huge;) Reminds me of the same feeling I had when I saw 3D Vision the first time ^_^[/quote] Ah..such nostalgia, feels like only yesterday. I remember that 'everyone has got to try this it's bloody amazing' feeling when my e-dimensional shutter glasses arrived in a Jiffy bag and I managed to get Half Life 2 running in stereoscopic 3D on my 22" Diamondtron CRT. I remember feeling like I was truly 'in' that world and yet here we are at the dawn of commercial VR (which is incredibly exciting) but thanks to the dedication, skill and enthusiasm of you all the boundaries of 3D vision are still being pushed. I for one believe they can happily co-exist as equal but different ways to play! :)
helifax said:
mrbluesguy said:OMFG...you really have taken this to the next level guys!!
The game looks absolutely stunning. Crosshair is perfect.
Had played half way through in 2D a few weeks ago...starting again now it's like a whole new game.
and to think I almost wet myself with excitement playing the original Tomb Raider on a Voodoo 3DFX card back in the day...remember the glide API?


Those were the times;) When Core Design was still doing the game;) and when the First 3D Accelerators appeared;)
The difference was huge;)
Reminds me of the same feeling I had when I saw 3D Vision the first time ^_^


Ah..such nostalgia, feels like only yesterday. I remember that 'everyone has got to try this it's bloody amazing' feeling when my e-dimensional shutter glasses arrived in a Jiffy bag and I managed to get Half Life 2 running in stereoscopic 3D on my 22" Diamondtron CRT. I remember feeling like I was truly 'in' that world and yet here we are at the dawn of commercial VR (which is incredibly exciting) but thanks to the dedication, skill and enthusiasm of you all the boundaries of 3D vision are still being pushed. I for one believe they can happily co-exist as equal but different ways to play! :)

Posted 03/02/2016 11:51 PM   
@DarkStarSword: So I have a thing that bugs me now... PureHair Simulation works perfect in SINGLE GPU mode. But in SLI one eye is displaying frame1 for left eye and frame2 for right eye. Or it looks like this. Now I identified the "problem" to be in the "StereoDX10" flag setting a value of "0x4000" makes the compute shaders run for each eye, but I remember you saying there was a bug in the driver in SLI. So, this means that the hair animation velocity vector is somehow calculated by a CS. I was wondering if there is a way to determine that CS (programatically or by dumping/frame analysis) and if we can make it run ONCE for both eyes? ^_^ EDIT: I actually found the CS responsible for it: [code] //b413bf1e6a44152d-cs Velocity CS for Hair // // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // using 3Dmigoto v1.2.30 on Wed Mar 02 23:58:07 2016 // // // Buffer Definitions: // // cbuffer cbPerSimulationScene // { // // uint g_NumVertices; // Offset: 0 Size: 4 // uint g_NumStrands; // Offset: 4 Size: 4 [unused] // float g_TimeStep; // Offset: 8 Size: 4 // float g_WindMagnitude; // Offset: 12 Size: 4 // float4 g_WindConeExtentDir0; // Offset: 16 Size: 16 // float4 g_WindConeExtentDir1; // Offset: 32 Size: 16 // float4 g_WindConeExtentDir2; // Offset: 48 Size: 16 // float4 g_WindConeExtentDir3; // Offset: 64 Size: 16 // float g_WaterHeight; // Offset: 80 Size: 4 // float g_UnderWaterGravity; // Offset: 84 Size: 4 // float g_UnderWaterDamping; // Offset: 88 Size: 4 // uint g_OwnerInWater; // Offset: 92 Size: 4 // uint g_NumCollisionCapsules; // Offset: 96 Size: 4 [unused] // float g_RootMotionScale; // Offset: 100 Size: 4 // float g_RootMotionMagnitude; // Offset: 104 Size: 4 // uint g_planeCollision; // Offset: 108 Size: 4 [unused] // float3 g_planeDirection; // Offset: 112 Size: 12 [unused] // float g_planeDistance; // Offset: 124 Size: 4 [unused] // float4 g_RootMotionDelta; // Offset: 128 Size: 16 // float4x4 g_InvAABBAnchorTransform; // Offset: 144 Size: 64 [unused] // // } // // cbuffer cbPerSimulationStep // { // // float g_SubStepAlpha; // Offset: 0 Size: 4 // uint g_bIsSimReset; // Offset: 4 Size: 4 // uint g_SimulationTime; // Offset: 8 Size: 4 // uint g_UnusedW; // Offset: 12 Size: 4 [unused] // // } // // Resource bind info for g_InitialGuideHairPositions // { // // float4 $Element; // Offset: 0 Size: 16 // // } // // Resource bind info for g_GroupSettings // { // // struct SimulationGroupSettings // { // // float gravityMagnitude; // Offset: 0 // float damping; // Offset: 4 // float windScale; // Offset: 8 // float rootMotionScale; // Offset: 12 // float rootMotionWindScale; // Offset: 16 // float timeStepScale; // Offset: 20 // uint bCollision; // Offset: 24 // float restitutionScale; // Offset: 28 // float frictionScale; // Offset: 32 // float velocityWorldShapeMatchingScale;// Offset: 36 // uint numLocalShapeMatchingIterations;// Offset: 40 // float3 rootMotionConeExtentDir0;// Offset: 44 // float3 rootMotionConeExtentDir1;// Offset: 56 // float3 rootMotionConeExtentDir2;// Offset: 68 // float3 rootMotionConeExtentDir3;// Offset: 80 // // struct curve // { // // float4 samples03; // Offset: 92 // float4 samples47; // Offset: 108 // // } localShapeMatchingStiffness; // Offset: 92 // // struct curve // { // // float4 samples03; // Offset: 124 // float4 samples47; // Offset: 140 // // } worldShapeMatchingStiffness; // Offset: 124 // // } $Element; // Offset: 0 Size: 156 // // } // // Resource bind info for g_BaseMeshSkinningData // { // // struct HairMasterStrandVtxSkinning // { // // uint packedIndexWeight0; // Offset: 0 // uint packedIndexWeight1; // Offset: 4 // uint packedIndexWeight2; // Offset: 8 // uint packedIndexWeight3; // Offset: 12 // // } $Element; // Offset: 0 Size: 16 // // } // // Resource bind info for g_BaseMeshPrevSkinningMatrices // { // // float4x4 $Element; // Offset: 0 Size: 64 // // } // // Resource bind info for g_BaseMeshCurrSkinningMatrices // { // // float4x4 $Element; // Offset: 0 Size: 64 // // } // // Resource bind info for g_GuideHairVertexPositions // { // // float4 $Element; // Offset: 0 Size: 16 // // } // // Resource bind info for g_GuideHairVertexPositionsPrev // { // // float4 $Element; // Offset: 0 Size: 16 // // } // // Resource bind info for g_MasterVtxSkinningMatrices // { // // float4x4 $Element; // Offset: 0 Size: 64 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // g_InitialGuideHairPositions texture struct r/o 2 1 // g_GroupSettings texture struct r/o 3 1 // g_MasterVtxDescriptors texture uint buf 4 1 // g_MasterStrandDescriptors texture uint buf 5 1 // g_BaseMeshSkinningData texture struct r/o 7 1 // g_BaseMeshPrevSkinningMatrices texture struct r/o 8 1 // g_BaseMeshCurrSkinningMatrices texture struct r/o 9 1 // g_GuideHairVertexPositions UAV struct r/w 0 1 // g_GuideHairVertexPositionsPrev UAV struct r/w 1 1 // g_MasterVtxSkinningMatrices UAV struct r/w 3 1 // cbPerSimulationScene cbuffer NA NA 9 1 // cbPerSimulationStep cbuffer NA NA 10 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // no Input // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // no Output cs_5_0 dcl_globalFlags refactoringAllowed dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0}, { 0, 1.000000, 0, 0}, { 0, 0, 1.000000, 0}, { 0, 0, 0, 1.000000} } dcl_constantbuffer cb9[9], immediateIndexed dcl_constantbuffer cb10[1], immediateIndexed dcl_resource_structured t2, 16 dcl_resource_structured t3, 156 dcl_resource_buffer (uint,uint,uint,uint) t4 dcl_resource_buffer (uint,uint,uint,uint) t5 dcl_resource_structured t7, 16 dcl_resource_structured t8, 64 dcl_resource_structured t9, 64 dcl_uav_structured u0, 16 dcl_uav_structured u1, 16 dcl_uav_structured u3, 64 dcl_input vThreadIDInGroupFlattened dcl_input vThreadGroupID.x dcl_temps 20 dcl_thread_group 64, 1, 1 imad r0.x, vThreadGroupID.x, l(64), vThreadIDInGroupFlattened.x ult r0.y, r0.x, cb9[0].x if_nz r0.y ld_indexable(buffer)(uint,uint,uint,uint) r0.y, r0.xxxx, t4.yxzw ushr r0.z, r0.y, l(16) and r0.y, r0.y, l(0x0000ffff) ld_indexable(buffer)(uint,uint,uint,uint) r0.w, r0.zzzz, t5.yzwx ushr r1.x, r0.w, l(27) ubfe r0.w, l(5), l(22), r0.w ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r2.xyzw, r1.x, l(124), t3.xyzw ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r3.xyzw, r1.x, l(140), t3.xyzw utof r1.yz, r0.yywy div r1.y, r1.y, r1.z mul r1.z, r1.y, l(7.000000) ftou r1.z, r1.z iadd r4.xy, r1.zzzz, l(1, -4, 0, 0) umin r1.w, r4.x, l(7) uge r4.xz, r1.zzwz, l(4, 0, 4, 0) movc r5.xyzw, r4.xxxx, r3.xyzw, r2.xyzw movc r2.xyzw, r4.zzzz, r3.xyzw, r2.xyzw movc r3.x, r4.x, r4.y, r1.z iadd r3.y, r1.w, l(-4) movc r1.w, r4.z, r3.y, r1.w dp4 r3.x, r5.xyzw, icb[r3.x + 0].xyzw dp4 r1.w, r2.xyzw, icb[r1.w + 0].xyzw utof r1.z, r1.z mad r1.y, r1.y, l(7.000000), -r1.z add r1.z, -r3.x, r1.w mad r1.y, r1.y, r1.z, r3.x ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r2.xyz, r0.x, l(0), u0.xyzx ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r3.xyz, r0.x, l(0), t2.xyzx ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r4.xyzw, r0.x, l(0), t7.xyzw ushr r1.z, r4.x, l(16) and r5.xy, r4.xyxx, l(0x0000ffff, 0x0000ffff, 0, 0) utof r1.w, r5.x mul r1.w, r1.w, l(0.0000152590219) ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r6.xyzw, r1.z, l(0), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r7.xyzw, r1.z, l(16), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r8.xyzw, r1.z, l(32), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r9.xyzw, r1.z, l(48), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r10.xyzw, r1.z, l(0), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r11.xyzw, r1.z, l(16), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r12.xyzw, r1.z, l(32), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r13.xyzw, r1.z, l(48), t9.xyzw mov r14.x, r6.x mov r14.y, r7.x mov r14.z, r8.x mov r14.w, r9.x mov r15.x, r6.y mov r15.y, r7.y mov r15.z, r8.y mov r15.w, r9.y mov r16.x, r6.z mov r16.y, r7.z mov r16.z, r8.z mov r16.w, r9.z mov r9.x, r6.w mov r9.y, r7.w mov r9.z, r8.w mov r6.x, r10.x mov r6.y, r11.x mov r6.z, r12.x mov r6.w, r13.x add r6.xyzw, -r14.xyzw, r6.xyzw mov r7.x, r10.y mov r7.y, r11.y mov r7.z, r12.y mov r7.w, r13.y add r7.xyzw, -r15.xyzw, r7.xyzw mov r8.x, r10.z mov r8.y, r11.z mov r8.z, r12.z mov r8.w, r13.z add r8.xyzw, -r16.xyzw, r8.xyzw mov r13.x, r10.w mov r13.y, r11.w mov r13.z, r12.w add r10.xyzw, -r9.xyzw, r13.xyzw mad r6.xyzw, cb10[0].xxxx, r6.xyzw, r14.xyzw mad r7.xyzw, cb10[0].xxxx, r7.xyzw, r15.xyzw mad r8.xyzw, cb10[0].xxxx, r8.xyzw, r16.xyzw mad r9.xyzw, cb10[0].xxxx, r10.xyzw, r9.xyzw mul r6.xyzw, r1.wwww, r6.xyzw mul r7.xyzw, r1.wwww, r7.xyzw mul r8.xyzw, r1.wwww, r8.xyzw mul r9.xyzw, r1.wwww, r9.wxyz if_nz r5.y ushr r1.z, r4.y, l(16) utof r1.w, r5.y mul r1.w, r1.w, l(0.0000152590219) ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r5.xyzw, r1.z, l(0), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r10.xyzw, r1.z, l(16), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r11.xyzw, r1.z, l(32), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r12.xyzw, r1.z, l(48), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r13.xyzw, r1.z, l(0), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r14.xyzw, r1.z, l(16), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r15.xyzw, r1.z, l(32), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r16.xyzw, r1.z, l(48), t9.xyzw mov r17.x, r5.x mov r17.y, r10.x mov r17.z, r11.x mov r17.w, r12.x mov r18.x, r5.y mov r18.y, r10.y mov r18.z, r11.y mov r18.w, r12.y mov r19.x, r5.z mov r19.y, r10.z mov r19.z, r11.z mov r19.w, r12.z mov r12.x, r5.w mov r12.y, r10.w mov r12.z, r11.w mov r5.x, r13.x mov r5.y, r14.x mov r5.z, r15.x mov r5.w, r16.x add r5.xyzw, -r17.xyzw, r5.xyzw mov r10.x, r13.y mov r10.y, r14.y mov r10.z, r15.y mov r10.w, r16.y add r10.xyzw, -r18.xyzw, r10.xyzw mov r11.x, r13.z mov r11.y, r14.z mov r11.z, r15.z mov r11.w, r16.z add r11.xyzw, -r19.xyzw, r11.xyzw mov r16.x, r13.w mov r16.y, r14.w mov r16.z, r15.w add r13.xyzw, -r12.xyzw, r16.xyzw mad r5.xyzw, cb10[0].xxxx, r5.xyzw, r17.xyzw mad r10.xyzw, cb10[0].xxxx, r10.xyzw, r18.xyzw mad r11.xyzw, cb10[0].xxxx, r11.xyzw, r19.xyzw mad r12.xyzw, cb10[0].xxxx, r13.xyzw, r12.xyzw mad r6.xyzw, r5.xyzw, r1.wwww, r6.xyzw mad r7.xyzw, r10.xyzw, r1.wwww, r7.xyzw mad r8.xyzw, r11.xyzw, r1.wwww, r8.xyzw mad r9.xyzw, r12.wxyz, r1.wwww, r9.xyzw and r1.z, r4.z, l(0x0000ffff) if_nz r1.z ushr r1.w, r4.z, l(16) utof r1.z, r1.z mul r1.z, r1.z, l(0.0000152590219) ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r5.xyzw, r1.w, l(0), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r10.xyzw, r1.w, l(16), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r11.xyzw, r1.w, l(32), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r12.xyzw, r1.w, l(48), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r13.xyzw, r1.w, l(0), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r14.xyzw, r1.w, l(16), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r15.xyzw, r1.w, l(32), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r16.xyzw, r1.w, l(48), t9.xyzw mov r17.x, r5.x mov r17.y, r10.x mov r17.z, r11.x mov r17.w, r12.x mov r18.x, r5.y mov r18.y, r10.y mov r18.z, r11.y mov r18.w, r12.y mov r19.x, r5.z mov r19.y, r10.z mov r19.z, r11.z mov r19.w, r12.z mov r12.x, r5.w mov r12.y, r10.w mov r12.z, r11.w mov r5.x, r13.x mov r5.y, r14.x mov r5.z, r15.x mov r5.w, r16.x add r5.xyzw, -r17.xyzw, r5.xyzw mov r10.x, r13.y mov r10.y, r14.y mov r10.z, r15.y mov r10.w, r16.y add r10.xyzw, -r18.xyzw, r10.xyzw mov r11.x, r13.z mov r11.y, r14.z mov r11.z, r15.z mov r11.w, r16.z add r11.xyzw, -r19.xyzw, r11.xyzw mov r16.x, r13.w mov r16.y, r14.w mov r16.z, r15.w add r13.xyzw, -r12.xyzw, r16.xyzw mad r5.xyzw, cb10[0].xxxx, r5.xyzw, r17.xyzw mad r10.xyzw, cb10[0].xxxx, r10.xyzw, r18.xyzw mad r11.xyzw, cb10[0].xxxx, r11.xyzw, r19.xyzw mad r12.xyzw, cb10[0].xxxx, r13.xyzw, r12.xyzw mad r6.xyzw, r5.xyzw, r1.zzzz, r6.xyzw mad r7.xyzw, r10.xyzw, r1.zzzz, r7.xyzw mad r8.xyzw, r11.xyzw, r1.zzzz, r8.xyzw mad r9.xyzw, r12.wxyz, r1.zzzz, r9.xyzw and r1.z, r4.w, l(0x0000ffff) if_nz r1.z ushr r1.w, r4.w, l(16) utof r1.z, r1.z mul r1.z, r1.z, l(0.0000152590219) ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r4.xyzw, r1.w, l(0), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r5.xyzw, r1.w, l(16), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r10.xyzw, r1.w, l(32), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r11.xyzw, r1.w, l(48), t8.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r12.xyzw, r1.w, l(0), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r13.xyzw, r1.w, l(16), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r14.xyzw, r1.w, l(32), t9.xyzw ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r15.xyzw, r1.w, l(48), t9.xyzw mov r16.x, r4.x mov r16.y, r5.x mov r16.z, r10.x mov r16.w, r11.x mov r17.x, r4.y mov r17.y, r5.y mov r17.z, r10.y mov r17.w, r11.y mov r18.x, r4.z mov r18.y, r5.z mov r18.z, r10.z mov r18.w, r11.z mov r11.x, r4.w mov r11.y, r5.w mov r11.z, r10.w mov r4.x, r12.x mov r4.y, r13.x mov r4.z, r14.x mov r4.w, r15.x add r4.xyzw, -r16.xyzw, r4.xyzw mov r5.x, r12.y mov r5.y, r13.y mov r5.z, r14.y mov r5.w, r15.y add r5.xyzw, -r17.xyzw, r5.xyzw mov r10.x, r12.z mov r10.y, r13.z mov r10.z, r14.z mov r10.w, r15.z add r10.xyzw, -r18.xyzw, r10.xyzw mov r15.x, r12.w mov r15.y, r13.w mov r15.z, r14.w add r12.xyzw, -r11.xyzw, r15.xyzw mad r4.xyzw, cb10[0].xxxx, r4.xyzw, r16.xyzw mad r5.xyzw, cb10[0].xxxx, r5.xyzw, r17.xyzw mad r10.xyzw, cb10[0].xxxx, r10.xyzw, r18.xyzw mad r11.xyzw, cb10[0].xxxx, r12.xyzw, r11.xyzw mad r6.xyzw, r4.xyzw, r1.zzzz, r6.xyzw mad r7.xyzw, r5.xyzw, r1.zzzz, r7.xyzw mad r8.xyzw, r10.xyzw, r1.zzzz, r8.xyzw mad r9.xyzw, r11.wxyz, r1.zzzz, r9.xyzw mov r4.x, r9.y mov r5.x, r9.z mov r10.x, r9.w else mov r4.x, r9.y mov r5.x, r9.z mov r10.x, r9.w endif else mov r4.x, r9.y mov r5.x, r9.z mov r10.x, r9.w endif else mov r4.x, r9.y mov r5.x, r9.z mov r10.x, r9.w endif mov r4.y, r6.x mov r4.z, r7.x mov r4.w, r8.x store_structured u3.xyzw, r0.x, l(0), r4.yzwx mov r5.y, r6.y mov r5.z, r7.y mov r5.w, r8.y store_structured u3.xyzw, r0.x, l(16), r5.yzwx mov r10.y, r6.z mov r10.z, r7.z mov r10.w, r8.z store_structured u3.xyzw, r0.x, l(32), r10.yzwx mov r9.y, r6.w mov r9.z, r7.w mov r9.w, r8.w store_structured u3.xyzw, r0.x, l(48), r9.yzwx mov r3.w, l(1.000000) dp4 r4.x, r6.xyzw, r3.xyzw dp4 r4.y, r7.xyzw, r3.xyzw dp4 r4.z, r8.xyzw, r3.xyzw lt r1.z, r1.y, l(1.000000) ieq r1.w, l(0), cb10[0].y and r1.z, r1.w, r1.z if_nz r1.z ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r3.xyzw, r1.x, l(0), t3.xyzw ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r1.zw, r1.x, l(16), t3.xxxy ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r2.w, r1.x, l(36), t3.xxxx mul r1.w, r1.w, cb9[0].z ine r4.w, l(0), cb9[5].w lt r5.x, r2.z, cb9[5].x and r4.w, r4.w, r5.x and r4.w, r4.w, l(0x3f800000) add r5.xy, -r3.xyxx, cb9[5].yzyy mad r3.xy, r4.wwww, r5.xyxx, r3.xyxx ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r5.xyz, r0.x, l(0), u1.xyzx lt r4.w, l(1.000000012E-007), cb9[0].w if_nz r4.w ishl r4.w, r0.z, l(7) iadd r4.w, r4.w, cb10[0].z and r4.w, r4.w, l(2047) utof r4.w, r4.w mul r4.w, r4.w, l(0.00306946016) sincos null, r4.w, r4.w add r5.w, r4.w, r4.w mad r6.xyz, r4.wwww, l(2.000000, 2.000000, 2.000000, 0.000000), l(2.000000, 1.000000, -1.000000, 0.000000) add r7.xyz, -cb9[1].xyzx, cb9[2].xyzx mad r7.xyz, r6.xxxx, r7.xyzx, cb9[1].xyzx add r8.xyz, -cb9[2].xyzx, cb9[3].xyzx mad r6.xyw, r6.yyyy, r8.xyxz, cb9[2].xyxz lt r8.xyz, r4.wwww, l(-0.500000, 0.000000, 0.500000, 0.000000) add r9.xyz, -cb9[3].xyzx, cb9[4].xyzx mad r9.xyz, r5.wwww, r9.xyzx, cb9[3].xyzx add r10.xyz, cb9[1].xyzx, -cb9[4].xyzx mad r10.xyz, r6.zzzz, r10.xyzx, cb9[4].xyzx movc r9.xyz, r8.zzzz, r9.xyzx, r10.xyzx movc r6.xyz, r8.yyyy, r6.xywx, r9.xyzx movc r6.xyz, r8.xxxx, r7.xyzx, r6.xyzx ult r4.w, r0.y, r0.w iadd r7.xy, r0.xxxx, l(1, -1, 0, 0) movc r4.w, r4.w, r7.x, r7.y ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r7.xyz, r4.w, l(0), u0.xyzx add r7.xyz, -r2.yzxy, r7.yzxy dp3 r4.w, r7.xyzx, r7.xyzx lt r5.w, r4.w, l(1.000000012E-007) rsq r4.w, r4.w mul r7.xyz, r4.wwww, r7.xyzx movc r7.xyz, r5.wwww, l(0,0,1.000000,0), r7.xyzx mul r8.xyz, r6.xyzx, r7.xyzx mad r8.xyz, r7.zxyz, r6.yzxy, -r8.xyzx mul r9.xyz, r7.xyzx, r8.xyzx mad r7.xyz, r8.zxyz, r7.yzxy, -r9.xyzx dp3 r4.w, r7.xyzx, r7.xyzx lt r5.w, r4.w, l(1.000000012E-007) rsq r4.w, r4.w mul r7.xyz, r4.wwww, r7.xyzx movc r7.xyz, r5.wwww, l(0,0,0,0), r7.xyzx dp3 r4.w, r7.xyzx, r6.xyzx mul r4.w, r4.w, cb9[0].w mul r3.z, r3.z, r4.w mul r6.xyz, r3.zzzz, r7.xyzx else mov r6.xyz, l(0,0,0,0) endif lt r3.z, l(1.000000012E-007), cb9[6].z if_nz r3.z ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r7.xyzw, r1.x, l(44), t3.xyzw ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r8.xyzw, r1.x, l(60), t3.zwxy ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r9.xyzw, r1.x, l(76), t3.xyzw ishl r0.z, r0.z, l(7) iadd r0.z, r0.z, cb10[0].z and r0.z, r0.z, l(2047) utof r0.z, r0.z mul r0.z, r0.z, l(0.00306946016) sincos null, r0.z, r0.z add r1.x, r0.z, r0.z mad r10.xyz, r0.zzzz, l(2.000000, 2.000000, 2.000000, 0.000000), l(2.000000, 1.000000, -1.000000, 0.000000) mov r11.x, r7.w mov r11.yz, r8.zzwz add r12.xyz, -r7.xyzx, r11.xyzx mad r12.xyz, r10.xxxx, r12.xyzx, r7.xyzx mov r8.z, r9.x add r13.xyz, -r11.xyzx, r8.xyzx mad r10.xyw, r10.yyyy, r13.xyxz, r11.xyxz lt r11.xyz, r0.zzzz, l(-0.500000, 0.000000, 0.500000, 0.000000) add r13.xyz, -r8.xyzx, r9.yzwy mad r8.xyz, r1.xxxx, r13.xyzx, r8.xyzx add r7.xyz, r7.xyzx, -r9.yzwy mad r7.xyz, r10.zzzz, r7.xyzx, r9.yzwy movc r7.xyz, r11.zzzz, r8.xyzx, r7.xyzx movc r7.xyz, r11.yyyy, r10.xywx, r7.xyzx movc r7.xyz, r11.xxxx, r12.xyzx, r7.xyzx ult r0.y, r0.y, r0.w iadd r0.zw, r0.xxxx, l(0, 0, 1, -1) movc r0.y, r0.y, r0.z, r0.w ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r0.yzw, r0.y, l(0), u0.xxyz add r0.yzw, -r2.yyzx, r0.zzwy dp3 r1.x, r0.yzwy, r0.yzwy lt r3.z, r1.x, l(1.000000012E-007) rsq r1.x, r1.x mul r0.yzw, r0.yyzw, r1.xxxx movc r0.yzw, r3.zzzz, l(0,0,0,1.000000), r0.yyzw mul r8.xyz, r7.xyzx, r0.yzwy mad r8.xyz, r0.wyzw, r7.yzxy, -r8.xyzx mul r9.xyz, r0.yzwy, r8.xyzx mad r0.yzw, r8.zzxy, r0.zzwy, -r9.xxyz dp3 r1.x, r0.yzwy, r0.yzwy lt r3.z, r1.x, l(1.000000012E-007) rsq r1.x, r1.x mul r0.yzw, r0.yyzw, r1.xxxx movc r0.yzw, r3.zzzz, l(0,0,0,0), r0.yyzw dp3 r1.x, r0.yzwy, r7.xyzx mul r1.x, r1.x, cb9[6].z mul r1.x, r1.z, r1.x mul r1.x, r1.x, cb9[6].y mad r6.xyz, r0.yzwy, r1.xxxx, r6.xyzx endif mul r0.yzw, r3.xxxx, l(0.000000, 0.000000, 0.000000, -1.000000) add r5.xyz, r2.xyzx, -r5.xyzx mul r1.x, r1.w, r1.w add r1.z, -r3.y, l(1.000000) mad r3.xyz, r1.zzzz, r5.xyzx, r2.xyzx mad r0.yzw, r0.yyzw, r1.xxxx, r3.xxyz mad r0.yzw, r6.xxyz, r1.xxxx, r0.yyzw mad r1.x, -r3.w, cb9[6].y, l(1.000000) mad r0.yzw, cb9[8].xxyz, r1.xxxx, r0.yyzw mad r2.xyz, cb9[8].xyzx, r1.xxxx, r2.xyzx add r1.xzw, -r0.yyzw, r4.xxyz mul r1.y, r1.y, r2.w mad r4.xyz, r1.yyyy, r1.xzwx, r0.yzwy endif movc r0.yzw, cb10[0].yyyy, r4.xxyz, r2.xxyz store_structured u1.xyz, r0.x, l(0), r0.yzwy store_structured u0.xyz, r0.x, l(0), r4.xyzx endif ret // Approximately 423 instruction slots used [/code] Now, what I tried was to add a section in d3dx.ini and declare "handling=mono" but on F10 I get an error noise...hmmm
@DarkStarSword:

So I have a thing that bugs me now... PureHair Simulation works perfect in SINGLE GPU mode.
But in SLI one eye is displaying frame1 for left eye and frame2 for right eye. Or it looks like this.

Now I identified the "problem" to be in the "StereoDX10" flag setting a value of "0x4000" makes the compute shaders run for each eye, but I remember you saying there was a bug in the driver in SLI.

So, this means that the hair animation velocity vector is somehow calculated by a CS. I was wondering if there is a way to determine that CS (programatically or by dumping/frame analysis) and if we can make it run ONCE for both eyes? ^_^

EDIT:
I actually found the CS responsible for it:

//b413bf1e6a44152d-cs Velocity CS for Hair
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// using 3Dmigoto v1.2.30 on Wed Mar 02 23:58:07 2016
//
//
// Buffer Definitions:
//
// cbuffer cbPerSimulationScene
// {
//
// uint g_NumVertices; // Offset: 0 Size: 4
// uint g_NumStrands; // Offset: 4 Size: 4 [unused]
// float g_TimeStep; // Offset: 8 Size: 4
// float g_WindMagnitude; // Offset: 12 Size: 4
// float4 g_WindConeExtentDir0; // Offset: 16 Size: 16
// float4 g_WindConeExtentDir1; // Offset: 32 Size: 16
// float4 g_WindConeExtentDir2; // Offset: 48 Size: 16
// float4 g_WindConeExtentDir3; // Offset: 64 Size: 16
// float g_WaterHeight; // Offset: 80 Size: 4
// float g_UnderWaterGravity; // Offset: 84 Size: 4
// float g_UnderWaterDamping; // Offset: 88 Size: 4
// uint g_OwnerInWater; // Offset: 92 Size: 4
// uint g_NumCollisionCapsules; // Offset: 96 Size: 4 [unused]
// float g_RootMotionScale; // Offset: 100 Size: 4
// float g_RootMotionMagnitude; // Offset: 104 Size: 4
// uint g_planeCollision; // Offset: 108 Size: 4 [unused]
// float3 g_planeDirection; // Offset: 112 Size: 12 [unused]
// float g_planeDistance; // Offset: 124 Size: 4 [unused]
// float4 g_RootMotionDelta; // Offset: 128 Size: 16
// float4x4 g_InvAABBAnchorTransform; // Offset: 144 Size: 64 [unused]
//
// }
//
// cbuffer cbPerSimulationStep
// {
//
// float g_SubStepAlpha; // Offset: 0 Size: 4
// uint g_bIsSimReset; // Offset: 4 Size: 4
// uint g_SimulationTime; // Offset: 8 Size: 4
// uint g_UnusedW; // Offset: 12 Size: 4 [unused]
//
// }
//
// Resource bind info for g_InitialGuideHairPositions
// {
//
// float4 $Element; // Offset: 0 Size: 16
//
// }
//
// Resource bind info for g_GroupSettings
// {
//
// struct SimulationGroupSettings
// {
//
// float gravityMagnitude; // Offset: 0
// float damping; // Offset: 4
// float windScale; // Offset: 8
// float rootMotionScale; // Offset: 12
// float rootMotionWindScale; // Offset: 16
// float timeStepScale; // Offset: 20
// uint bCollision; // Offset: 24
// float restitutionScale; // Offset: 28
// float frictionScale; // Offset: 32
// float velocityWorldShapeMatchingScale;// Offset: 36
// uint numLocalShapeMatchingIterations;// Offset: 40
// float3 rootMotionConeExtentDir0;// Offset: 44
// float3 rootMotionConeExtentDir1;// Offset: 56
// float3 rootMotionConeExtentDir2;// Offset: 68
// float3 rootMotionConeExtentDir3;// Offset: 80
//
// struct curve
// {
//
// float4 samples03; // Offset: 92
// float4 samples47; // Offset: 108
//
// } localShapeMatchingStiffness; // Offset: 92
//
// struct curve
// {
//
// float4 samples03; // Offset: 124
// float4 samples47; // Offset: 140
//
// } worldShapeMatchingStiffness; // Offset: 124
//
// } $Element; // Offset: 0 Size: 156
//
// }
//
// Resource bind info for g_BaseMeshSkinningData
// {
//
// struct HairMasterStrandVtxSkinning
// {
//
// uint packedIndexWeight0; // Offset: 0
// uint packedIndexWeight1; // Offset: 4
// uint packedIndexWeight2; // Offset: 8
// uint packedIndexWeight3; // Offset: 12
//
// } $Element; // Offset: 0 Size: 16
//
// }
//
// Resource bind info for g_BaseMeshPrevSkinningMatrices
// {
//
// float4x4 $Element; // Offset: 0 Size: 64
//
// }
//
// Resource bind info for g_BaseMeshCurrSkinningMatrices
// {
//
// float4x4 $Element; // Offset: 0 Size: 64
//
// }
//
// Resource bind info for g_GuideHairVertexPositions
// {
//
// float4 $Element; // Offset: 0 Size: 16
//
// }
//
// Resource bind info for g_GuideHairVertexPositionsPrev
// {
//
// float4 $Element; // Offset: 0 Size: 16
//
// }
//
// Resource bind info for g_MasterVtxSkinningMatrices
// {
//
// float4x4 $Element; // Offset: 0 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_InitialGuideHairPositions texture struct r/o 2 1
// g_GroupSettings texture struct r/o 3 1
// g_MasterVtxDescriptors texture uint buf 4 1
// g_MasterStrandDescriptors texture uint buf 5 1
// g_BaseMeshSkinningData texture struct r/o 7 1
// g_BaseMeshPrevSkinningMatrices texture struct r/o 8 1
// g_BaseMeshCurrSkinningMatrices texture struct r/o 9 1
// g_GuideHairVertexPositions UAV struct r/w 0 1
// g_GuideHairVertexPositionsPrev UAV struct r/w 1 1
// g_MasterVtxSkinningMatrices UAV struct r/w 3 1
// cbPerSimulationScene cbuffer NA NA 9 1
// cbPerSimulationStep cbuffer NA NA 10 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Input
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
cs_5_0
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
{ 0, 1.000000, 0, 0},
{ 0, 0, 1.000000, 0},
{ 0, 0, 0, 1.000000} }
dcl_constantbuffer cb9[9], immediateIndexed
dcl_constantbuffer cb10[1], immediateIndexed
dcl_resource_structured t2, 16
dcl_resource_structured t3, 156
dcl_resource_buffer (uint,uint,uint,uint) t4
dcl_resource_buffer (uint,uint,uint,uint) t5
dcl_resource_structured t7, 16
dcl_resource_structured t8, 64
dcl_resource_structured t9, 64
dcl_uav_structured u0, 16
dcl_uav_structured u1, 16
dcl_uav_structured u3, 64
dcl_input vThreadIDInGroupFlattened
dcl_input vThreadGroupID.x
dcl_temps 20
dcl_thread_group 64, 1, 1
imad r0.x, vThreadGroupID.x, l(64), vThreadIDInGroupFlattened.x
ult r0.y, r0.x, cb9[0].x
if_nz r0.y
ld_indexable(buffer)(uint,uint,uint,uint) r0.y, r0.xxxx, t4.yxzw
ushr r0.z, r0.y, l(16)
and r0.y, r0.y, l(0x0000ffff)
ld_indexable(buffer)(uint,uint,uint,uint) r0.w, r0.zzzz, t5.yzwx
ushr r1.x, r0.w, l(27)
ubfe r0.w, l(5), l(22), r0.w
ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r2.xyzw, r1.x, l(124), t3.xyzw
ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r3.xyzw, r1.x, l(140), t3.xyzw
utof r1.yz, r0.yywy
div r1.y, r1.y, r1.z
mul r1.z, r1.y, l(7.000000)
ftou r1.z, r1.z
iadd r4.xy, r1.zzzz, l(1, -4, 0, 0)
umin r1.w, r4.x, l(7)
uge r4.xz, r1.zzwz, l(4, 0, 4, 0)
movc r5.xyzw, r4.xxxx, r3.xyzw, r2.xyzw
movc r2.xyzw, r4.zzzz, r3.xyzw, r2.xyzw
movc r3.x, r4.x, r4.y, r1.z
iadd r3.y, r1.w, l(-4)
movc r1.w, r4.z, r3.y, r1.w
dp4 r3.x, r5.xyzw, icb[r3.x + 0].xyzw
dp4 r1.w, r2.xyzw, icb[r1.w + 0].xyzw
utof r1.z, r1.z
mad r1.y, r1.y, l(7.000000), -r1.z
add r1.z, -r3.x, r1.w
mad r1.y, r1.y, r1.z, r3.x
ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r2.xyz, r0.x, l(0), u0.xyzx
ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r3.xyz, r0.x, l(0), t2.xyzx
ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r4.xyzw, r0.x, l(0), t7.xyzw
ushr r1.z, r4.x, l(16)
and r5.xy, r4.xyxx, l(0x0000ffff, 0x0000ffff, 0, 0)
utof r1.w, r5.x
mul r1.w, r1.w, l(0.0000152590219)
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r6.xyzw, r1.z, l(0), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r7.xyzw, r1.z, l(16), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r8.xyzw, r1.z, l(32), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r9.xyzw, r1.z, l(48), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r10.xyzw, r1.z, l(0), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r11.xyzw, r1.z, l(16), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r12.xyzw, r1.z, l(32), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r13.xyzw, r1.z, l(48), t9.xyzw
mov r14.x, r6.x
mov r14.y, r7.x
mov r14.z, r8.x
mov r14.w, r9.x
mov r15.x, r6.y
mov r15.y, r7.y
mov r15.z, r8.y
mov r15.w, r9.y
mov r16.x, r6.z
mov r16.y, r7.z
mov r16.z, r8.z
mov r16.w, r9.z
mov r9.x, r6.w
mov r9.y, r7.w
mov r9.z, r8.w
mov r6.x, r10.x
mov r6.y, r11.x
mov r6.z, r12.x
mov r6.w, r13.x
add r6.xyzw, -r14.xyzw, r6.xyzw
mov r7.x, r10.y
mov r7.y, r11.y
mov r7.z, r12.y
mov r7.w, r13.y
add r7.xyzw, -r15.xyzw, r7.xyzw
mov r8.x, r10.z
mov r8.y, r11.z
mov r8.z, r12.z
mov r8.w, r13.z
add r8.xyzw, -r16.xyzw, r8.xyzw
mov r13.x, r10.w
mov r13.y, r11.w
mov r13.z, r12.w
add r10.xyzw, -r9.xyzw, r13.xyzw
mad r6.xyzw, cb10[0].xxxx, r6.xyzw, r14.xyzw
mad r7.xyzw, cb10[0].xxxx, r7.xyzw, r15.xyzw
mad r8.xyzw, cb10[0].xxxx, r8.xyzw, r16.xyzw
mad r9.xyzw, cb10[0].xxxx, r10.xyzw, r9.xyzw
mul r6.xyzw, r1.wwww, r6.xyzw
mul r7.xyzw, r1.wwww, r7.xyzw
mul r8.xyzw, r1.wwww, r8.xyzw
mul r9.xyzw, r1.wwww, r9.wxyz
if_nz r5.y
ushr r1.z, r4.y, l(16)
utof r1.w, r5.y
mul r1.w, r1.w, l(0.0000152590219)
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r5.xyzw, r1.z, l(0), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r10.xyzw, r1.z, l(16), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r11.xyzw, r1.z, l(32), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r12.xyzw, r1.z, l(48), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r13.xyzw, r1.z, l(0), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r14.xyzw, r1.z, l(16), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r15.xyzw, r1.z, l(32), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r16.xyzw, r1.z, l(48), t9.xyzw
mov r17.x, r5.x
mov r17.y, r10.x
mov r17.z, r11.x
mov r17.w, r12.x
mov r18.x, r5.y
mov r18.y, r10.y
mov r18.z, r11.y
mov r18.w, r12.y
mov r19.x, r5.z
mov r19.y, r10.z
mov r19.z, r11.z
mov r19.w, r12.z
mov r12.x, r5.w
mov r12.y, r10.w
mov r12.z, r11.w
mov r5.x, r13.x
mov r5.y, r14.x
mov r5.z, r15.x
mov r5.w, r16.x
add r5.xyzw, -r17.xyzw, r5.xyzw
mov r10.x, r13.y
mov r10.y, r14.y
mov r10.z, r15.y
mov r10.w, r16.y
add r10.xyzw, -r18.xyzw, r10.xyzw
mov r11.x, r13.z
mov r11.y, r14.z
mov r11.z, r15.z
mov r11.w, r16.z
add r11.xyzw, -r19.xyzw, r11.xyzw
mov r16.x, r13.w
mov r16.y, r14.w
mov r16.z, r15.w
add r13.xyzw, -r12.xyzw, r16.xyzw
mad r5.xyzw, cb10[0].xxxx, r5.xyzw, r17.xyzw
mad r10.xyzw, cb10[0].xxxx, r10.xyzw, r18.xyzw
mad r11.xyzw, cb10[0].xxxx, r11.xyzw, r19.xyzw
mad r12.xyzw, cb10[0].xxxx, r13.xyzw, r12.xyzw
mad r6.xyzw, r5.xyzw, r1.wwww, r6.xyzw
mad r7.xyzw, r10.xyzw, r1.wwww, r7.xyzw
mad r8.xyzw, r11.xyzw, r1.wwww, r8.xyzw
mad r9.xyzw, r12.wxyz, r1.wwww, r9.xyzw
and r1.z, r4.z, l(0x0000ffff)
if_nz r1.z
ushr r1.w, r4.z, l(16)
utof r1.z, r1.z
mul r1.z, r1.z, l(0.0000152590219)
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r5.xyzw, r1.w, l(0), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r10.xyzw, r1.w, l(16), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r11.xyzw, r1.w, l(32), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r12.xyzw, r1.w, l(48), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r13.xyzw, r1.w, l(0), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r14.xyzw, r1.w, l(16), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r15.xyzw, r1.w, l(32), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r16.xyzw, r1.w, l(48), t9.xyzw
mov r17.x, r5.x
mov r17.y, r10.x
mov r17.z, r11.x
mov r17.w, r12.x
mov r18.x, r5.y
mov r18.y, r10.y
mov r18.z, r11.y
mov r18.w, r12.y
mov r19.x, r5.z
mov r19.y, r10.z
mov r19.z, r11.z
mov r19.w, r12.z
mov r12.x, r5.w
mov r12.y, r10.w
mov r12.z, r11.w
mov r5.x, r13.x
mov r5.y, r14.x
mov r5.z, r15.x
mov r5.w, r16.x
add r5.xyzw, -r17.xyzw, r5.xyzw
mov r10.x, r13.y
mov r10.y, r14.y
mov r10.z, r15.y
mov r10.w, r16.y
add r10.xyzw, -r18.xyzw, r10.xyzw
mov r11.x, r13.z
mov r11.y, r14.z
mov r11.z, r15.z
mov r11.w, r16.z
add r11.xyzw, -r19.xyzw, r11.xyzw
mov r16.x, r13.w
mov r16.y, r14.w
mov r16.z, r15.w
add r13.xyzw, -r12.xyzw, r16.xyzw
mad r5.xyzw, cb10[0].xxxx, r5.xyzw, r17.xyzw
mad r10.xyzw, cb10[0].xxxx, r10.xyzw, r18.xyzw
mad r11.xyzw, cb10[0].xxxx, r11.xyzw, r19.xyzw
mad r12.xyzw, cb10[0].xxxx, r13.xyzw, r12.xyzw
mad r6.xyzw, r5.xyzw, r1.zzzz, r6.xyzw
mad r7.xyzw, r10.xyzw, r1.zzzz, r7.xyzw
mad r8.xyzw, r11.xyzw, r1.zzzz, r8.xyzw
mad r9.xyzw, r12.wxyz, r1.zzzz, r9.xyzw
and r1.z, r4.w, l(0x0000ffff)
if_nz r1.z
ushr r1.w, r4.w, l(16)
utof r1.z, r1.z
mul r1.z, r1.z, l(0.0000152590219)
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r4.xyzw, r1.w, l(0), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r5.xyzw, r1.w, l(16), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r10.xyzw, r1.w, l(32), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r11.xyzw, r1.w, l(48), t8.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r12.xyzw, r1.w, l(0), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r13.xyzw, r1.w, l(16), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r14.xyzw, r1.w, l(32), t9.xyzw
ld_structured_indexable(structured_buffer, stride=64)(mixed,mixed,mixed,mixed) r15.xyzw, r1.w, l(48), t9.xyzw
mov r16.x, r4.x
mov r16.y, r5.x
mov r16.z, r10.x
mov r16.w, r11.x
mov r17.x, r4.y
mov r17.y, r5.y
mov r17.z, r10.y
mov r17.w, r11.y
mov r18.x, r4.z
mov r18.y, r5.z
mov r18.z, r10.z
mov r18.w, r11.z
mov r11.x, r4.w
mov r11.y, r5.w
mov r11.z, r10.w
mov r4.x, r12.x
mov r4.y, r13.x
mov r4.z, r14.x
mov r4.w, r15.x
add r4.xyzw, -r16.xyzw, r4.xyzw
mov r5.x, r12.y
mov r5.y, r13.y
mov r5.z, r14.y
mov r5.w, r15.y
add r5.xyzw, -r17.xyzw, r5.xyzw
mov r10.x, r12.z
mov r10.y, r13.z
mov r10.z, r14.z
mov r10.w, r15.z
add r10.xyzw, -r18.xyzw, r10.xyzw
mov r15.x, r12.w
mov r15.y, r13.w
mov r15.z, r14.w
add r12.xyzw, -r11.xyzw, r15.xyzw
mad r4.xyzw, cb10[0].xxxx, r4.xyzw, r16.xyzw
mad r5.xyzw, cb10[0].xxxx, r5.xyzw, r17.xyzw
mad r10.xyzw, cb10[0].xxxx, r10.xyzw, r18.xyzw
mad r11.xyzw, cb10[0].xxxx, r12.xyzw, r11.xyzw
mad r6.xyzw, r4.xyzw, r1.zzzz, r6.xyzw
mad r7.xyzw, r5.xyzw, r1.zzzz, r7.xyzw
mad r8.xyzw, r10.xyzw, r1.zzzz, r8.xyzw
mad r9.xyzw, r11.wxyz, r1.zzzz, r9.xyzw
mov r4.x, r9.y
mov r5.x, r9.z
mov r10.x, r9.w
else
mov r4.x, r9.y
mov r5.x, r9.z
mov r10.x, r9.w
endif
else
mov r4.x, r9.y
mov r5.x, r9.z
mov r10.x, r9.w
endif
else
mov r4.x, r9.y
mov r5.x, r9.z
mov r10.x, r9.w
endif
mov r4.y, r6.x
mov r4.z, r7.x
mov r4.w, r8.x
store_structured u3.xyzw, r0.x, l(0), r4.yzwx
mov r5.y, r6.y
mov r5.z, r7.y
mov r5.w, r8.y
store_structured u3.xyzw, r0.x, l(16), r5.yzwx
mov r10.y, r6.z
mov r10.z, r7.z
mov r10.w, r8.z
store_structured u3.xyzw, r0.x, l(32), r10.yzwx
mov r9.y, r6.w
mov r9.z, r7.w
mov r9.w, r8.w
store_structured u3.xyzw, r0.x, l(48), r9.yzwx
mov r3.w, l(1.000000)
dp4 r4.x, r6.xyzw, r3.xyzw
dp4 r4.y, r7.xyzw, r3.xyzw
dp4 r4.z, r8.xyzw, r3.xyzw
lt r1.z, r1.y, l(1.000000)
ieq r1.w, l(0), cb10[0].y
and r1.z, r1.w, r1.z
if_nz r1.z
ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r3.xyzw, r1.x, l(0), t3.xyzw
ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r1.zw, r1.x, l(16), t3.xxxy
ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r2.w, r1.x, l(36), t3.xxxx
mul r1.w, r1.w, cb9[0].z
ine r4.w, l(0), cb9[5].w
lt r5.x, r2.z, cb9[5].x
and r4.w, r4.w, r5.x
and r4.w, r4.w, l(0x3f800000)
add r5.xy, -r3.xyxx, cb9[5].yzyy
mad r3.xy, r4.wwww, r5.xyxx, r3.xyxx
ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r5.xyz, r0.x, l(0), u1.xyzx
lt r4.w, l(1.000000012E-007), cb9[0].w
if_nz r4.w
ishl r4.w, r0.z, l(7)
iadd r4.w, r4.w, cb10[0].z
and r4.w, r4.w, l(2047)
utof r4.w, r4.w
mul r4.w, r4.w, l(0.00306946016)
sincos null, r4.w, r4.w
add r5.w, r4.w, r4.w
mad r6.xyz, r4.wwww, l(2.000000, 2.000000, 2.000000, 0.000000), l(2.000000, 1.000000, -1.000000, 0.000000)
add r7.xyz, -cb9[1].xyzx, cb9[2].xyzx
mad r7.xyz, r6.xxxx, r7.xyzx, cb9[1].xyzx
add r8.xyz, -cb9[2].xyzx, cb9[3].xyzx
mad r6.xyw, r6.yyyy, r8.xyxz, cb9[2].xyxz
lt r8.xyz, r4.wwww, l(-0.500000, 0.000000, 0.500000, 0.000000)
add r9.xyz, -cb9[3].xyzx, cb9[4].xyzx
mad r9.xyz, r5.wwww, r9.xyzx, cb9[3].xyzx
add r10.xyz, cb9[1].xyzx, -cb9[4].xyzx
mad r10.xyz, r6.zzzz, r10.xyzx, cb9[4].xyzx
movc r9.xyz, r8.zzzz, r9.xyzx, r10.xyzx
movc r6.xyz, r8.yyyy, r6.xywx, r9.xyzx
movc r6.xyz, r8.xxxx, r7.xyzx, r6.xyzx
ult r4.w, r0.y, r0.w
iadd r7.xy, r0.xxxx, l(1, -1, 0, 0)
movc r4.w, r4.w, r7.x, r7.y
ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r7.xyz, r4.w, l(0), u0.xyzx
add r7.xyz, -r2.yzxy, r7.yzxy
dp3 r4.w, r7.xyzx, r7.xyzx
lt r5.w, r4.w, l(1.000000012E-007)
rsq r4.w, r4.w
mul r7.xyz, r4.wwww, r7.xyzx
movc r7.xyz, r5.wwww, l(0,0,1.000000,0), r7.xyzx
mul r8.xyz, r6.xyzx, r7.xyzx
mad r8.xyz, r7.zxyz, r6.yzxy, -r8.xyzx
mul r9.xyz, r7.xyzx, r8.xyzx
mad r7.xyz, r8.zxyz, r7.yzxy, -r9.xyzx
dp3 r4.w, r7.xyzx, r7.xyzx
lt r5.w, r4.w, l(1.000000012E-007)
rsq r4.w, r4.w
mul r7.xyz, r4.wwww, r7.xyzx
movc r7.xyz, r5.wwww, l(0,0,0,0), r7.xyzx
dp3 r4.w, r7.xyzx, r6.xyzx
mul r4.w, r4.w, cb9[0].w
mul r3.z, r3.z, r4.w
mul r6.xyz, r3.zzzz, r7.xyzx
else
mov r6.xyz, l(0,0,0,0)
endif
lt r3.z, l(1.000000012E-007), cb9[6].z
if_nz r3.z
ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r7.xyzw, r1.x, l(44), t3.xyzw
ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r8.xyzw, r1.x, l(60), t3.zwxy
ld_structured_indexable(structured_buffer, stride=156)(mixed,mixed,mixed,mixed) r9.xyzw, r1.x, l(76), t3.xyzw
ishl r0.z, r0.z, l(7)
iadd r0.z, r0.z, cb10[0].z
and r0.z, r0.z, l(2047)
utof r0.z, r0.z
mul r0.z, r0.z, l(0.00306946016)
sincos null, r0.z, r0.z
add r1.x, r0.z, r0.z
mad r10.xyz, r0.zzzz, l(2.000000, 2.000000, 2.000000, 0.000000), l(2.000000, 1.000000, -1.000000, 0.000000)
mov r11.x, r7.w
mov r11.yz, r8.zzwz
add r12.xyz, -r7.xyzx, r11.xyzx
mad r12.xyz, r10.xxxx, r12.xyzx, r7.xyzx
mov r8.z, r9.x
add r13.xyz, -r11.xyzx, r8.xyzx
mad r10.xyw, r10.yyyy, r13.xyxz, r11.xyxz
lt r11.xyz, r0.zzzz, l(-0.500000, 0.000000, 0.500000, 0.000000)
add r13.xyz, -r8.xyzx, r9.yzwy
mad r8.xyz, r1.xxxx, r13.xyzx, r8.xyzx
add r7.xyz, r7.xyzx, -r9.yzwy
mad r7.xyz, r10.zzzz, r7.xyzx, r9.yzwy
movc r7.xyz, r11.zzzz, r8.xyzx, r7.xyzx
movc r7.xyz, r11.yyyy, r10.xywx, r7.xyzx
movc r7.xyz, r11.xxxx, r12.xyzx, r7.xyzx
ult r0.y, r0.y, r0.w
iadd r0.zw, r0.xxxx, l(0, 0, 1, -1)
movc r0.y, r0.y, r0.z, r0.w
ld_structured_indexable(structured_buffer, stride=16)(mixed,mixed,mixed,mixed) r0.yzw, r0.y, l(0), u0.xxyz
add r0.yzw, -r2.yyzx, r0.zzwy
dp3 r1.x, r0.yzwy, r0.yzwy
lt r3.z, r1.x, l(1.000000012E-007)
rsq r1.x, r1.x
mul r0.yzw, r0.yyzw, r1.xxxx
movc r0.yzw, r3.zzzz, l(0,0,0,1.000000), r0.yyzw
mul r8.xyz, r7.xyzx, r0.yzwy
mad r8.xyz, r0.wyzw, r7.yzxy, -r8.xyzx
mul r9.xyz, r0.yzwy, r8.xyzx
mad r0.yzw, r8.zzxy, r0.zzwy, -r9.xxyz
dp3 r1.x, r0.yzwy, r0.yzwy
lt r3.z, r1.x, l(1.000000012E-007)
rsq r1.x, r1.x
mul r0.yzw, r0.yyzw, r1.xxxx
movc r0.yzw, r3.zzzz, l(0,0,0,0), r0.yyzw
dp3 r1.x, r0.yzwy, r7.xyzx
mul r1.x, r1.x, cb9[6].z
mul r1.x, r1.z, r1.x
mul r1.x, r1.x, cb9[6].y
mad r6.xyz, r0.yzwy, r1.xxxx, r6.xyzx
endif
mul r0.yzw, r3.xxxx, l(0.000000, 0.000000, 0.000000, -1.000000)
add r5.xyz, r2.xyzx, -r5.xyzx
mul r1.x, r1.w, r1.w
add r1.z, -r3.y, l(1.000000)
mad r3.xyz, r1.zzzz, r5.xyzx, r2.xyzx
mad r0.yzw, r0.yyzw, r1.xxxx, r3.xxyz
mad r0.yzw, r6.xxyz, r1.xxxx, r0.yyzw
mad r1.x, -r3.w, cb9[6].y, l(1.000000)
mad r0.yzw, cb9[8].xxyz, r1.xxxx, r0.yyzw
mad r2.xyz, cb9[8].xyzx, r1.xxxx, r2.xyzx
add r1.xzw, -r0.yyzw, r4.xxyz
mul r1.y, r1.y, r2.w
mad r4.xyz, r1.yyyy, r1.xzwx, r0.yzwy
endif
movc r0.yzw, cb10[0].yyyy, r4.xxyz, r2.xxyz
store_structured u1.xyz, r0.x, l(0), r0.yzwy
store_structured u0.xyz, r0.x, l(0), r4.xyzx
endif
ret
// Approximately 423 instruction slots used


Now, what I tried was to add a section in d3dx.ini and declare "handling=mono" but on F10 I get an error noise...hmmm

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)

Posted 03/02/2016 11:55 PM   
[quote="helifax"]@DarkStarSword: So I have a thing that bugs me now... [/quote] Thought you were done... you're a glutton for punishment :)
helifax said:@DarkStarSword:

So I have a thing that bugs me now...

Thought you were done... you're a glutton for punishment :)

Posted 03/03/2016 12:25 AM   
[quote="Kershek"][quote="helifax"]@DarkStarSword: So I have a thing that bugs me now... [/quote] Thought you were done... you're a glutton for punishment :)[/quote] Hehe...old habits die hard;)) and perfect means...well perfect;)) Right! I think I am on to something here;) Requires more testing BUT I think I can make the PureHair Animation Semi-Static! This translates as: since it will do less calculations it will actually give you back the performance from the NORMAL HAIR (PureHair == OFF). Now I am not sure about the ABOVE YET! But is a neat-workaround for SLI users so pure-hair doesn't bug in it's motion! (I bet a proper fix can be found for that one) but STATIC PUREHAIR is PERFECT IN MY BOOK!! Never liked the movement of the hair that much but liked how it looks;) SOOOO QUESTION: How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those) Is there a possibility to add another IniParam that I can load in my shader?:) (A quick answer before I go to bed would be AWESOME;)) )
Kershek said:
helifax said:@DarkStarSword:

So I have a thing that bugs me now...

Thought you were done... you're a glutton for punishment :)

Hehe...old habits die hard;)) and perfect means...well perfect;))





Right! I think I am on to something here;) Requires more testing BUT I think I can make the PureHair Animation Semi-Static! This translates as: since it will do less calculations it will actually give you back the performance from the NORMAL HAIR (PureHair == OFF).

Now I am not sure about the ABOVE YET! But is a neat-workaround for SLI users so pure-hair doesn't bug in it's motion! (I bet a proper fix can be found for that one) but STATIC PUREHAIR is PERFECT IN MY BOOK!! Never liked the movement of the hair that much but liked how it looks;)

SOOOO QUESTION:

How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those)
Is there a possibility to add another IniParam that I can load in my shader?:)
(A quick answer before I go to bed would be 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)

Posted 03/03/2016 12:30 AM   
[quote="helifax"][quote="Kershek"][quote="helifax"]@DarkStarSword: So I have a thing that bugs me now... [/quote] Thought you were done... you're a glutton for punishment :)[/quote] Hehe...old habits die hard;)) and perfect means...well perfect;)) Right! I think I am on to something here;) Requires more testing BUT I think I can make the PureHair Animation Semi-Static! This translates as: since it will do less calculations it will actually give you back the performance from the NORMAL HAIR (PureHair == OFF). Now I am not sure about the ABOVE YET! But is a neat-workaround for SLI users so pure-hair doesn't bug in it's motion! (I bet a proper fix can be found for that one) but STATIC PUREHAIR is PERFECT IN MY BOOK!! Never liked the movement of the hair that much but liked how it looks;) SOOOO QUESTION: How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those) Is there a possibility to add another IniParam that I can load in my shader?:) (A quick answer before I go to bed would be AWESOME;)) )[/quote] @Helifax I am noticing some weird SLI effects on the snow in Syberia. When impressions are made in the snow it looks exactly like what the hair effects look like when they are turned on. I did not notice this at all yesterday when I was playing with the initial release of the fix. When I turn off SLI everything is fine. Curious if anyone else is seeing that.
helifax said:
Kershek said:
helifax said:@DarkStarSword:

So I have a thing that bugs me now...

Thought you were done... you're a glutton for punishment :)

Hehe...old habits die hard;)) and perfect means...well perfect;))





Right! I think I am on to something here;) Requires more testing BUT I think I can make the PureHair Animation Semi-Static! This translates as: since it will do less calculations it will actually give you back the performance from the NORMAL HAIR (PureHair == OFF).

Now I am not sure about the ABOVE YET! But is a neat-workaround for SLI users so pure-hair doesn't bug in it's motion! (I bet a proper fix can be found for that one) but STATIC PUREHAIR is PERFECT IN MY BOOK!! Never liked the movement of the hair that much but liked how it looks;)

SOOOO QUESTION:

How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those)
Is there a possibility to add another IniParam that I can load in my shader?:)
(A quick answer before I go to bed would be AWESOME;)) )


@Helifax

I am noticing some weird SLI effects on the snow in Syberia. When impressions are made in the snow it looks exactly like what the hair effects look like when they are turned on.

I did not notice this at all yesterday when I was playing with the initial release of the fix. When I turn off SLI everything is fine. Curious if anyone else is seeing that.

Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay

Posted 03/03/2016 01:02 AM   
[quote="mgriggs22"][quote="helifax"][quote="Kershek"][quote="helifax"]@DarkStarSword: So I have a thing that bugs me now... [/quote] Thought you were done... you're a glutton for punishment :)[/quote] Hehe...old habits die hard;)) and perfect means...well perfect;)) Right! I think I am on to something here;) Requires more testing BUT I think I can make the PureHair Animation Semi-Static! This translates as: since it will do less calculations it will actually give you back the performance from the NORMAL HAIR (PureHair == OFF). Now I am not sure about the ABOVE YET! But is a neat-workaround for SLI users so pure-hair doesn't bug in it's motion! (I bet a proper fix can be found for that one) but STATIC PUREHAIR is PERFECT IN MY BOOK!! Never liked the movement of the hair that much but liked how it looks;) SOOOO QUESTION: How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those) Is there a possibility to add another IniParam that I can load in my shader?:) (A quick answer before I go to bed would be AWESOME;)) )[/quote] @Helifax I am noticing some weird SLI effects on the snow in Syberia. When impressions are made in the snow it looks exactly like what the hair effects look like when they are turned on. I did not notice this at all yesterday when I was playing with the initial release of the fix. When I turn off SLI everything is fine. Curious if anyone else is seeing that. [/quote] That is the ALTERNATIVE SLI FLAG bug! Is explained in the main page and here (the person who showed it): [url]http://www.forum-3dcenter.org/vbulletin/showthread.php?p=10927377#post10927377[/url] Again the link is on the main page;) If you don't need the SLI scaling (50% FPS gain) you can revert to the ORIGINAL flags for SLI using Nvidia Inspector;) Or disable SLI or Remove the SLI flags (with NvInspector == 1 GPU usage). I can't address that problem since is between the game and the Nvidia driver SLI module... [quote] ====================================== Game Issues and not caused by the FIX: ====================================== The game has a couple of rendering bugs that are present with or without a fix. - In SLI - some of the tessellated snow tracks will flicker. (Side-effect from alternative SLI profile) - In "Geothermal Valley" - some grass will flicker. (Side-effect from alternative SLI profile) [/quote] As already said;)
mgriggs22 said:
helifax said:
Kershek said:
helifax said:@DarkStarSword:

So I have a thing that bugs me now...

Thought you were done... you're a glutton for punishment :)

Hehe...old habits die hard;)) and perfect means...well perfect;))





Right! I think I am on to something here;) Requires more testing BUT I think I can make the PureHair Animation Semi-Static! This translates as: since it will do less calculations it will actually give you back the performance from the NORMAL HAIR (PureHair == OFF).

Now I am not sure about the ABOVE YET! But is a neat-workaround for SLI users so pure-hair doesn't bug in it's motion! (I bet a proper fix can be found for that one) but STATIC PUREHAIR is PERFECT IN MY BOOK!! Never liked the movement of the hair that much but liked how it looks;)

SOOOO QUESTION:

How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those)
Is there a possibility to add another IniParam that I can load in my shader?:)
(A quick answer before I go to bed would be AWESOME;)) )


@Helifax

I am noticing some weird SLI effects on the snow in Syberia. When impressions are made in the snow it looks exactly like what the hair effects look like when they are turned on.

I did not notice this at all yesterday when I was playing with the initial release of the fix. When I turn off SLI everything is fine. Curious if anyone else is seeing that.


That is the ALTERNATIVE SLI FLAG bug! Is explained in the main page and here (the person who showed it):
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=10927377#post10927377

Again the link is on the main page;) If you don't need the SLI scaling (50% FPS gain) you can revert to the ORIGINAL flags for SLI using Nvidia Inspector;) Or disable SLI or Remove the SLI flags (with NvInspector == 1 GPU usage).

I can't address that problem since is between the game and the Nvidia driver SLI module...


======================================
Game Issues and not caused by the FIX:
======================================
The game has a couple of rendering bugs that are present with or without a fix.
- In SLI - some of the tessellated snow tracks will flicker. (Side-effect from alternative SLI profile)
- In "Geothermal Valley" - some grass will flicker. (Side-effect from alternative SLI profile)


As already said;)

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)

Posted 03/03/2016 01:10 AM   
helifax said: That is the ALTERNATIVE SLI FLAG bug! Is explained in the main page and here (the person who showed it): http://www.forum-3dcenter.org/vbulletin/showthread.php?p=10927377#post10927377 Again the link is on the main page;) If you don't need the SLI scaling (50% FPS gain) you can revert to the ORIGINAL flags for SLI using Nvidia Inspector;) Or disable SLI or Remove the SLI flags (with NvInspector == 1 GPU usage). I can't address that problem since is between the game and the Nvidia driver SLI module... ====================================== Game Issues and not caused by the FIX: ====================================== The game has a couple of rendering bugs that are present with or without a fix. - In SLI - some of the tessellated snow tracks will flicker. (Side-effect from alternative SLI profile) - In "Geothermal Valley" - some grass will flicker. (Side-effect from alternative SLI profile) As already said;) =================== Totally understand, and did read this. I just thought it was odd since I was running SLI yesterday, same settings, profile provided with the updated flags, same everything, and the snow tracks looked perfect. All I did was put in the updated fix. Please know, not complaining at all, just trying to let you know what I was seeing.
helifax said:

That is the ALTERNATIVE SLI FLAG bug! Is explained in the main page and here (the person who showed it):
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=10927377#post10927377

Again the link is on the main page;) If you don't need the SLI scaling (50% FPS gain) you can revert to the ORIGINAL flags for SLI using Nvidia Inspector;) Or disable SLI or Remove the SLI flags (with NvInspector == 1 GPU usage).

I can't address that problem since is between the game and the Nvidia driver SLI module...



======================================
Game Issues and not caused by the FIX:
======================================
The game has a couple of rendering bugs that are present with or without a fix.
- In SLI - some of the tessellated snow tracks will flicker. (Side-effect from alternative SLI profile)
- In "Geothermal Valley" - some grass will flicker. (Side-effect from alternative SLI profile)



As already said;)
===================

Totally understand, and did read this. I just thought it was odd since I was running SLI yesterday, same settings, profile provided with the updated flags, same everything, and the snow tracks looked perfect. All I did was put in the updated fix. Please know, not complaining at all, just trying to let you know what I was seeing.

Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay

Posted 03/03/2016 01:21 AM   
[quote="helifax"]SOOOO QUESTION: How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those) Is there a possibility to add another IniParam that I can load in my shader?:) (A quick answer before I go to bed would be AWESOME;)) )[/quote] I think you can use x1, x2, x3,....... same with y,z, w For example: For SBS and TB mode DSS use x7=value for mode selection You can try that
helifax said:SOOOO QUESTION:

How can I define in 3DMigoto MORE than the normal x,y,z,w constants?? ( I am already using those)
Is there a possibility to add another IniParam that I can load in my shader?:)
(A quick answer before I go to bed would be AWESOME;)) )


I think you can use x1, x2, x3,....... same with y,z, w
For example: For SBS and TB mode DSS use x7=value for mode selection
You can try that

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Posted 03/03/2016 01:23 AM   
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