In times like these I wish I would to be a millionaire...so I could pay the rest in one go....but I am not (currently studying so I don't even have a job:))) ) but It would be sooo awesome just to click click click and be there at the target...aaahhhhh...unfortunately my previous donation (so far) will have to do...but I am thinking about the possibilities... Where are the rich investors when you need them??? I bet they would rather invest in something else anyway rather than science :))
Still I really hope the target is met (I pray for it actually)!!!
In times like these I wish I would to be a millionaire...so I could pay the rest in one go....but I am not (currently studying so I don't even have a job:))) ) but It would be sooo awesome just to click click click and be there at the target...aaahhhhh...unfortunately my previous donation (so far) will have to do...but I am thinking about the possibilities... Where are the rich investors when you need them??? I bet they would rather invest in something else anyway rather than science :))
Still I really hope the target is met (I pray for it actually)!!!
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
I think some people assume that Windows 8/ DX 11.1 with it's native stereoscopic support will pick up the slack and allow 3D gaming to continue. Or they assume that if the PS4 or XBox One support 3D it will carry over to PC support. Or maybe they are even assuming in some way that the new HDMI 2.0 specification will be their savior.
Quality High Definition Stereoscopic Gaming via Nvidia 3D Vision will still be the go to choice for many of us. Sure we might grab a PS4 or XBox One for some exclusive title. But otherwise we'll continue with the PC as our platform of "choice" knowing it's superiority of freedom.
Since the release of the Helix mod and some by others along with the efforts of the community, stereoscopic gaming via 3D Vision has been better than ever.
Indigomod is the next step in continuing this unprecedented level of stereoscopic compatibility of gaming via 3D Vision. Just look at how Bioshock Infinite was a no go!! But, modded with the new fixes it's looking very promising.
The ongoing support of this mod may be questionable with the release of subsequent games. Whether it could be accomplished by the community once the mod is relesed or if it may require additional funding so that Chiri and others step up.
Only time will tell how great this mod works, so don't let this be a missed opportunity.
If you love stereoscopic gaming via 3D Vision/3D TV Play I implore you to take a leap of faith and pledge what you can afford to make this happen if you haven't done so already.
Otherwise things may revert back to when we had to settle for gaming in 3D with games that worked half-assed vs community modded/fixed to near perfection.
I think some people assume that Windows 8/ DX 11.1 with it's native stereoscopic support will pick up the slack and allow 3D gaming to continue. Or they assume that if the PS4 or XBox One support 3D it will carry over to PC support. Or maybe they are even assuming in some way that the new HDMI 2.0 specification will be their savior.
Quality High Definition Stereoscopic Gaming via Nvidia 3D Vision will still be the go to choice for many of us. Sure we might grab a PS4 or XBox One for some exclusive title. But otherwise we'll continue with the PC as our platform of "choice" knowing it's superiority of freedom.
Since the release of the Helix mod and some by others along with the efforts of the community, stereoscopic gaming via 3D Vision has been better than ever.
Indigomod is the next step in continuing this unprecedented level of stereoscopic compatibility of gaming via 3D Vision. Just look at how Bioshock Infinite was a no go!! But, modded with the new fixes it's looking very promising.
The ongoing support of this mod may be questionable with the release of subsequent games. Whether it could be accomplished by the community once the mod is relesed or if it may require additional funding so that Chiri and others step up.
Only time will tell how great this mod works, so don't let this be a missed opportunity.
If you love stereoscopic gaming via 3D Vision/3D TV Play I implore you to take a leap of faith and pledge what you can afford to make this happen if you haven't done so already.
Otherwise things may revert back to when we had to settle for gaming in 3D with games that worked half-assed vs community modded/fixed to near perfection.
[quote="bo3b"]IndigoMod needs a FB page. It's how most people find stuff nowadays. At least for younger folks. Random websites, not as much.[/quote]
I have made a facebook page for the indigomod
[url]https://www.facebook.com/indigomod[/url]
[i]I clicked the wrong option somewhere along the line, so it's not a organisation page (im no facebook expert) but it manages to do the job.[/i]
We now need as many cross links as possible
[quote="solutiongaming"][quote="bo3b"]IndigoMod needs a FB page. It's how most people find stuff nowadays. At least for younger folks. Random websites, not as much.[/quote]
I have made a facebook page for the indigomod
[url]https://www.facebook.com/indigomod[/url]
[i]I clicked the wrong option somewhere along the line, so it's not a organisation page (im no facebook expert) but it manages to do the job.[/i]
We now need as many cross links as possible
[/quote]
Invitation send & sharing done;))
I clicked the wrong option somewhere along the line, so it's not a organisation page (im no facebook expert) but it manages to do the job.
We now need as many cross links as possible
Invitation send & sharing done;))
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
[quote="helifax"]Invitation send & sharing done;)) [/quote]
Same here! If anyone has any connections to any computer or gaming related sites, please try to let them know about this project. Especially if mentioning nVidias lack of support for their own tech might raise some interest and maybe they'll make a little article about this thing, and even if not, at least you've tried. Also let's all try to make new threads in as many gaming and pc tech forums as possible. Some of them might get deleted (because they might think it's spam or just plain advertising), but someone might have had still read it and decided to check it out. This just needs as much exposure as possible!
Same here! If anyone has any connections to any computer or gaming related sites, please try to let them know about this project. Especially if mentioning nVidias lack of support for their own tech might raise some interest and maybe they'll make a little article about this thing, and even if not, at least you've tried. Also let's all try to make new threads in as many gaming and pc tech forums as possible. Some of them might get deleted (because they might think it's spam or just plain advertising), but someone might have had still read it and decided to check it out. This just needs as much exposure as possible!
Intel i5 2500K @ 4.5GHz
Asus P8P67 PRO
Corsair XMS3 DDR3 8GB
nVidia GTX 660 SLI + nVidia 3D Vision
Asus Xonar Essence ST with AKG K601/Sennheiser HD 595
Corsair Force GT 120GB SSD + 5TB HDD Storage
Corsair AX 850 PSU
Coolermaster HAF 932 Case
UPDATE NEWS
===========
Just an update on the progress of the indigomod, we are now approaching our final hurdle, the single main issue that remains is the Preshadow-renderbuffer, currently we are trying to identify the correct shader, from approx 9000 ( were having to actually calculate the light factor from the preshadow buffer together with material maps). Once this is done - we can consider the wrapper as a fully working concept, we will continue to tweak the wrapper to iron out any last lingering issues.
Putting a timeline on finding this shader is difficult, it could be the very next one we try, or we could spend another week trying to track it down. Once found, 3dsolutiongaming will produce and release a new video as quickly as possible.
FACEBOOK PAGE
[url]https://www.facebook.com/indigomod[/url]
OFFICIAL WEBSITE
[url]http://www.indigomod.com[/url]
Just an update on the progress of the indigomod, we are now approaching our final hurdle, the single main issue that remains is the Preshadow-renderbuffer, currently we are trying to identify the correct shader, from approx 9000 ( were having to actually calculate the light factor from the preshadow buffer together with material maps). Once this is done - we can consider the wrapper as a fully working concept, we will continue to tweak the wrapper to iron out any last lingering issues.
Putting a timeline on finding this shader is difficult, it could be the very next one we try, or we could spend another week trying to track it down. Once found, 3dsolutiongaming will produce and release a new video as quickly as possible.
[quote="solutiongaming"]currently we are trying to indentify the correct shader, from approx 9000[/quote]
Could you explain how this process works in this wrapper? And what makes it different from the DX9wrapper?
I mean, as I recall you scroll through the shaders(DX9wraper) and of 1 of them disappeard, than that was the one you were looking for.
I remember reading somewhere it was not possible to give visuale feedback with the DX11 wrapper. My thought would be: use auido: like if I press '4' for the next shader, i hear a voice saying "(vertex/pixel) shader 1000" and if that shader went blank: shader located! (but I'm a noob, and not sure if what I'm writtig makes any sense ;-)
solutiongaming said:currently we are trying to indentify the correct shader, from approx 9000
Could you explain how this process works in this wrapper? And what makes it different from the DX9wrapper?
I mean, as I recall you scroll through the shaders(DX9wraper) and of 1 of them disappeard, than that was the one you were looking for.
I remember reading somewhere it was not possible to give visuale feedback with the DX11 wrapper. My thought would be: use auido: like if I press '4' for the next shader, i hear a voice saying "(vertex/pixel) shader 1000" and if that shader went blank: shader located! (but I'm a noob, and not sure if what I'm writtig makes any sense ;-)
[quote="Schmeltzer"][quote="solutiongaming"]currently we are trying to identify the correct shader, from approx 9000[/quote]
Could you explain how this process works in this wrapper? And what makes it different from the DX9wrapper?
I mean, as I recall you scroll through the shaders(DX9wraper) and of 1 of them disappeard, than that was the one you were looking for.
I remember reading somewhere it was not possible to give visuale feedback with the DX11 wrapper. My thought would be: use auido: like if I press '4' for the next shader, i hear a voice saying "(vertex/pixel) shader 1000" and if that shader went blank: shader located! (but I'm a noob, and not sure if what I'm writtig makes any sense ;-)[/quote]
When SG said 'we are trying to identify' that really should translate as Chiri is trying to identify :-)
as for the answer to your question, that one will have to go to Chiri himself.
solutiongaming said:currently we are trying to identify the correct shader, from approx 9000
Could you explain how this process works in this wrapper? And what makes it different from the DX9wrapper?
I mean, as I recall you scroll through the shaders(DX9wraper) and of 1 of them disappeard, than that was the one you were looking for.
I remember reading somewhere it was not possible to give visuale feedback with the DX11 wrapper. My thought would be: use auido: like if I press '4' for the next shader, i hear a voice saying "(vertex/pixel) shader 1000" and if that shader went blank: shader located! (but I'm a noob, and not sure if what I'm writtig makes any sense ;-)
When SG said 'we are trying to identify' that really should translate as Chiri is trying to identify :-)
as for the answer to your question, that one will have to go to Chiri himself.
Chiri has some clever techniques for finding the shader, much better than stepping through 9000 shaders trying to find the right one.
For example, this might be a good case where using the binary search is the right call, where you do half the shaders at a time, instead of one-by-one. If there isn't a conflict, it takes it from sifting through 9000 shaders, to have to try about 13 times.
[url]http://en.wikipedia.org/wiki/Binary_search_algorithm[/url]
Chiri has some clever techniques for finding the shader, much better than stepping through 9000 shaders trying to find the right one.
For example, this might be a good case where using the binary search is the right call, where you do half the shaders at a time, instead of one-by-one. If there isn't a conflict, it takes it from sifting through 9000 shaders, to have to try about 13 times.
Hi. I'm still pretty busy working on the patch on a daily basis, cutting off some other work, which I shouldn't.
[quote="Schmeltzer"]Could you explain how this process works in this wrapper? And what makes it different from the DX9wrapper?
I mean, as I recall you scroll through the shaders(DX9wraper) and of 1 of them disappeard, than that was the one you were looking for.[/quote]
That's the normal way to go: You can step through the shaders of the current scene, which are normally around 150, counting vertex and pixel shaders together. They are marked using
[code]; Highlight mode of currently selected shader / rendertarget.
; "skip" = skip shader. don't render anything using the currently selected shader.
; "original" = fall back to original shader if the currently selected shader was patched.
; "mono" = disable stereo for the selected shader / rendertarget.
; "zero" = shader output is all zero. NOTE: this has a big performance impact.
marking_mode=zero
[/code]
So I know exactly which shader is going to write animated body lighting, animated face lighting, static objects lighting and so on..
If you want to skip lighting, the job is done by putting a discard statement in that shader and you're done. But this looks like crap, so the job goes on.
The problem with deferred rendering is the pixel shader doesn't really calculate the lighting. It writes into several target buffers, like geometry buffer, normal buffer, irradiance volume buffers, diffuse/specular lighting buffers, shadow buffers and so on. Then a few bunch of shaders are manupulating several buffers at once, processing all the lights of all objects simulateously. And this is done around 20 times for each scene. Marking such a shader will remove shadows/lighting/effects for the whole scene and not just some objects. And normally such a pixel shader is processing around 5-10 input buffers and writing to 2-3 output buffers.
To bring some order in this chaos, I added a "shader usage dump" option:
[code]; stores a ShaderUsage.txt file on any marking button press.
dump_usage=1
[/code]
This writes all the input/output buffer handles from all used shaders in an XML file. Allowing me to connect the shaders and see how the scene is processed using all those shaders.
My current problem is dynamic object lighting. I can say the shader writing into light buffers and normal buffers is working properly in stereo, just the after calculation shaders are doing something wrong and I'm going through all those shaders at the moment, tweaking stuff and check if I'm at the right spot. This a tidious task and could be so much accelerated by using some NVidia debugging tools. If I find some time I'll try [url]https://developer.nvidia.com/nvidia-perfhud[/url] to see if it's of any use.
Hi. I'm still pretty busy working on the patch on a daily basis, cutting off some other work, which I shouldn't.
Schmeltzer said:Could you explain how this process works in this wrapper? And what makes it different from the DX9wrapper?
I mean, as I recall you scroll through the shaders(DX9wraper) and of 1 of them disappeard, than that was the one you were looking for.
That's the normal way to go: You can step through the shaders of the current scene, which are normally around 150, counting vertex and pixel shaders together. They are marked using
; Highlight mode of currently selected shader / rendertarget.
; "skip" = skip shader. don't render anything using the currently selected shader.
; "original" = fall back to original shader if the currently selected shader was patched.
; "mono" = disable stereo for the selected shader / rendertarget.
; "zero" = shader output is all zero. NOTE: this has a big performance impact.
marking_mode=zero
So I know exactly which shader is going to write animated body lighting, animated face lighting, static objects lighting and so on..
If you want to skip lighting, the job is done by putting a discard statement in that shader and you're done. But this looks like crap, so the job goes on.
The problem with deferred rendering is the pixel shader doesn't really calculate the lighting. It writes into several target buffers, like geometry buffer, normal buffer, irradiance volume buffers, diffuse/specular lighting buffers, shadow buffers and so on. Then a few bunch of shaders are manupulating several buffers at once, processing all the lights of all objects simulateously. And this is done around 20 times for each scene. Marking such a shader will remove shadows/lighting/effects for the whole scene and not just some objects. And normally such a pixel shader is processing around 5-10 input buffers and writing to 2-3 output buffers.
To bring some order in this chaos, I added a "shader usage dump" option:
; stores a ShaderUsage.txt file on any marking button press.
dump_usage=1
This writes all the input/output buffer handles from all used shaders in an XML file. Allowing me to connect the shaders and see how the scene is processed using all those shaders.
My current problem is dynamic object lighting. I can say the shader writing into light buffers and normal buffers is working properly in stereo, just the after calculation shaders are doing something wrong and I'm going through all those shaders at the moment, tweaking stuff and check if I'm at the right spot. This a tidious task and could be so much accelerated by using some NVidia debugging tools. If I find some time I'll try https://developer.nvidia.com/nvidia-perfhud to see if it's of any use.
I used perfhud some time ago...but for DX9. Last I checked the support ends at DX10...unless they included a DX 11 feature into it. It was a very good tool last I remember but still with some minor problems here and there..
I used perfhud some time ago...but for DX9. Last I checked the support ends at DX10...unless they included a DX 11 feature into it. It was a very good tool last I remember but still with some minor problems here and there..
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
[quote="Chiri"]Hi. I'm still pretty busy working on the patch on a daily basis, cutting off some other work, which I shouldn't...[text deleted]......to see if it's of any use.[/quote]
Thanks for the info! And the best of luck with the wrapper! I'll try to donate more.
Chiri said:Hi. I'm still pretty busy working on the patch on a daily basis, cutting off some other work, which I shouldn't...[text deleted]......to see if it's of any use.
Thanks for the info! And the best of luck with the wrapper! I'll try to donate more.
[quote="helifax"]I used perfhud some time ago...but for DX9. Last I checked the support ends at DX10...unless they included a DX 11 feature into it. It was a very good tool last I remember but still with some minor problems here and there..[/quote]
PerfHud is now included in NVIDIA Nsight Visual Studio Edition and only available for a seperate download in older versions.
I imagine they've upgraded it with the new addition of nvFX and since they've said CgFX is not expected to evolve.
helifax said:I used perfhud some time ago...but for DX9. Last I checked the support ends at DX10...unless they included a DX 11 feature into it. It was a very good tool last I remember but still with some minor problems here and there..
PerfHud is now included in NVIDIA Nsight Visual Studio Edition and only available for a seperate download in older versions.
I imagine they've upgraded it with the new addition of nvFX and since they've said CgFX is not expected to evolve.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Still I really hope the target is met (I pray for it actually)!!!
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)
Quality High Definition Stereoscopic Gaming via Nvidia 3D Vision will still be the go to choice for many of us. Sure we might grab a PS4 or XBox One for some exclusive title. But otherwise we'll continue with the PC as our platform of "choice" knowing it's superiority of freedom.
Since the release of the Helix mod and some by others along with the efforts of the community, stereoscopic gaming via 3D Vision has been better than ever.
Indigomod is the next step in continuing this unprecedented level of stereoscopic compatibility of gaming via 3D Vision. Just look at how Bioshock Infinite was a no go!! But, modded with the new fixes it's looking very promising.
The ongoing support of this mod may be questionable with the release of subsequent games. Whether it could be accomplished by the community once the mod is relesed or if it may require additional funding so that Chiri and others step up.
Only time will tell how great this mod works, so don't let this be a missed opportunity.
If you love stereoscopic gaming via 3D Vision/3D TV Play I implore you to take a leap of faith and pledge what you can afford to make this happen if you haven't done so already.
Otherwise things may revert back to when we had to settle for gaming in 3D with games that worked half-assed vs community modded/fixed to near perfection.
I have made a facebook page for the indigomod
https://www.facebook.com/indigomod
I clicked the wrong option somewhere along the line, so it's not a organisation page (im no facebook expert) but it manages to do the job.
We now need as many cross links as possible
Asus Rampage Extreme II | Quad core intel I7 2.6 | 6gig ram | Geforce GTX 680 | Samsung 22" 2233RZ | Acer 5360 | win8
3D website dedicated soley for nvidia 3D Vision
Visit 3dSolutionGaming.com for an A-Z listing of 3D streaming video's, automated slideshows, download packs and common fixes for 3dvision gamers.
Facebook Page: https://www.facebook.com/3dsolutiongaming
Twitter page: https://twitter.com/solutiongaming
Youtube Channel: www.youtube.com/user/SolutionGaming
Keenly supporting the Helixwrapper
http://helixmod.blogspot.com/
Invitation send & sharing done;))
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)
Same here! If anyone has any connections to any computer or gaming related sites, please try to let them know about this project. Especially if mentioning nVidias lack of support for their own tech might raise some interest and maybe they'll make a little article about this thing, and even if not, at least you've tried. Also let's all try to make new threads in as many gaming and pc tech forums as possible. Some of them might get deleted (because they might think it's spam or just plain advertising), but someone might have had still read it and decided to check it out. This just needs as much exposure as possible!
Intel i5 2500K @ 4.5GHz
Asus P8P67 PRO
Corsair XMS3 DDR3 8GB
nVidia GTX 660 SLI + nVidia 3D Vision
Asus Xonar Essence ST with AKG K601/Sennheiser HD 595
Corsair Force GT 120GB SSD + 5TB HDD Storage
Corsair AX 850 PSU
Coolermaster HAF 932 Case
HELIX MOD - A must for any 3D Vision gamer
===========
Just an update on the progress of the indigomod, we are now approaching our final hurdle, the single main issue that remains is the Preshadow-renderbuffer, currently we are trying to identify the correct shader, from approx 9000 ( were having to actually calculate the light factor from the preshadow buffer together with material maps). Once this is done - we can consider the wrapper as a fully working concept, we will continue to tweak the wrapper to iron out any last lingering issues.
Putting a timeline on finding this shader is difficult, it could be the very next one we try, or we could spend another week trying to track it down. Once found, 3dsolutiongaming will produce and release a new video as quickly as possible.
FACEBOOK PAGE
https://www.facebook.com/indigomod
OFFICIAL WEBSITE
http://www.indigomod.com
Asus Rampage Extreme II | Quad core intel I7 2.6 | 6gig ram | Geforce GTX 680 | Samsung 22" 2233RZ | Acer 5360 | win8
3D website dedicated soley for nvidia 3D Vision
Visit 3dSolutionGaming.com for an A-Z listing of 3D streaming video's, automated slideshows, download packs and common fixes for 3dvision gamers.
Facebook Page: https://www.facebook.com/3dsolutiongaming
Twitter page: https://twitter.com/solutiongaming
Youtube Channel: www.youtube.com/user/SolutionGaming
Keenly supporting the Helixwrapper
http://helixmod.blogspot.com/
Could you explain how this process works in this wrapper? And what makes it different from the DX9wrapper?
I mean, as I recall you scroll through the shaders(DX9wraper) and of 1 of them disappeard, than that was the one you were looking for.
I remember reading somewhere it was not possible to give visuale feedback with the DX11 wrapper. My thought would be: use auido: like if I press '4' for the next shader, i hear a voice saying "(vertex/pixel) shader 1000" and if that shader went blank: shader located! (but I'm a noob, and not sure if what I'm writtig makes any sense ;-)
When SG said 'we are trying to identify' that really should translate as Chiri is trying to identify :-)
as for the answer to your question, that one will have to go to Chiri himself.
Asus Rampage Extreme II | Quad core intel I7 2.6 | 6gig ram | Geforce GTX 680 | Samsung 22" 2233RZ | Acer 5360 | win8
3D website dedicated soley for nvidia 3D Vision
Visit 3dSolutionGaming.com for an A-Z listing of 3D streaming video's, automated slideshows, download packs and common fixes for 3dvision gamers.
Facebook Page: https://www.facebook.com/3dsolutiongaming
Twitter page: https://twitter.com/solutiongaming
Youtube Channel: www.youtube.com/user/SolutionGaming
Keenly supporting the Helixwrapper
http://helixmod.blogspot.com/
For example, this might be a good case where using the binary search is the right call, where you do half the shaders at a time, instead of one-by-one. If there isn't a conflict, it takes it from sifting through 9000 shaders, to have to try about 13 times.
http://en.wikipedia.org/wiki/Binary_search_algorithm
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
That's the normal way to go: You can step through the shaders of the current scene, which are normally around 150, counting vertex and pixel shaders together. They are marked using
So I know exactly which shader is going to write animated body lighting, animated face lighting, static objects lighting and so on..
If you want to skip lighting, the job is done by putting a discard statement in that shader and you're done. But this looks like crap, so the job goes on.
The problem with deferred rendering is the pixel shader doesn't really calculate the lighting. It writes into several target buffers, like geometry buffer, normal buffer, irradiance volume buffers, diffuse/specular lighting buffers, shadow buffers and so on. Then a few bunch of shaders are manupulating several buffers at once, processing all the lights of all objects simulateously. And this is done around 20 times for each scene. Marking such a shader will remove shadows/lighting/effects for the whole scene and not just some objects. And normally such a pixel shader is processing around 5-10 input buffers and writing to 2-3 output buffers.
To bring some order in this chaos, I added a "shader usage dump" option:
This writes all the input/output buffer handles from all used shaders in an XML file. Allowing me to connect the shaders and see how the scene is processed using all those shaders.
My current problem is dynamic object lighting. I can say the shader writing into light buffers and normal buffers is working properly in stereo, just the after calculation shaders are doing something wrong and I'm going through all those shaders at the moment, tweaking stuff and check if I'm at the right spot. This a tidious task and could be so much accelerated by using some NVidia debugging tools. If I find some time I'll try https://developer.nvidia.com/nvidia-perfhud to see if it's of any use.
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)
Thanks for the info! And the best of luck with the wrapper! I'll try to donate more.
PerfHud is now included in NVIDIA Nsight Visual Studio Edition and only available for a seperate download in older versions.
I imagine they've upgraded it with the new addition of nvFX and since they've said CgFX is not expected to evolve.