Thanks a lot for Your interesting 2nd lesson! It was very instructive for me although I have thought that I already know how to disable shaders ;) But until now I only used the "empty" shader ("ps_3_0") method and didn't know that there are safer ways to disable shaders. Your information about the color code inspired me to try to make the menu transparent - and it even worked :) http://wiki.bo3b.net/index.php?title=User:3d4dd#Lesson_2 Maybe useful when I want to make some HUD elements less obtrusive... In this context a (stupid) question: can I additionally define constants (as c2 in my example) or is there a risk that it also affects other shaders? How "global" are the constants? Do the constants always need x,y,z,w values?
Regarding disabled shaders: In some games it happened to me that I disabled shaders when hunting in the debug mode and the game still looked fine (e.g. removed dynamic lights). But when I disabled the shader with an override and startet the game with the already disabled shader the complete lighting system was messed up (e.g. no lights at all, black screen). So the only solution was to disable every time the shader manually in the debug mode after the game has started with the still enabled shader. A hot fix but not very comfortable and suitable to offer it to other players. Is there a more elegant way to disable shaders like these?
Thanks a lot for Your interesting 2nd lesson! It was very instructive for me although I have thought that I already know how to disable shaders ;) But until now I only used the "empty" shader ("ps_3_0") method and didn't know that there are safer ways to disable shaders. Your information about the color code inspired me to try to make the menu transparent - and it even worked :) http://wiki.bo3b.net/index.php?title=User:3d4dd#Lesson_2 Maybe useful when I want to make some HUD elements less obtrusive... In this context a (stupid) question: can I additionally define constants (as c2 in my example) or is there a risk that it also affects other shaders? How "global" are the constants? Do the constants always need x,y,z,w values?
Regarding disabled shaders: In some games it happened to me that I disabled shaders when hunting in the debug mode and the game still looked fine (e.g. removed dynamic lights). But when I disabled the shader with an override and startet the game with the already disabled shader the complete lighting system was messed up (e.g. no lights at all, black screen). So the only solution was to disable every time the shader manually in the debug mode after the game has started with the still enabled shader. A hot fix but not very comfortable and suitable to offer it to other players. Is there a more elegant way to disable shaders like these?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote="3d4dd"]Thanks a lot for Your interesting 2nd lesson! It was very instructive for me although I have thought that I already know how to disable shaders ;) But until now I only used the "empty" shader ("ps_3_0") method and didn't know that there are safer ways to disable shaders. Your information about the color code inspired me to try to make the menu transparent - and it even worked :) http://wiki.bo3b.net/index.php?title=User:3d4dd#Lesson_2 Maybe useful when I want to make some HUD elements less obtrusive... In this context a (stupid) question: can I additionally define constants (as c2 in my example) or is there a risk that it also affects other shaders? How "global" are the constants? Do the constants always need x,y,z,w values?[/quote]Great! Very glad to hear that it's been helpful even past the basics of disabling an effect. That's the main reason I'm doing the videos, so that I can add some background info that is hard to collect/writeup otherwise.
You can pretty much add any constant that you want there. These are only local to the current pixel shader (formal name is [i]locally scoped[/i]). So anything you add there won't, and actually cannot be seen elsewhere.
I like the idea of making the HUD more transparent, they tend to be in the way a lot.
[quote="3d4dd"]Regarding disabled shaders: In some games it happened to me that I disabled shaders when hunting in the debug mode and the game still looked fine (e.g. removed dynamic lights). But when I disabled the shader with an override and startet the game with the already disabled shader the complete lighting system was messed up (e.g. no lights at all, black screen). So the only solution was to disable every time the shader manually in the debug mode after the game has started with the still enabled shader. A hot fix but not very comfortable and suitable to offer it to other players. Is there a more elegant way to disable shaders like these?[/quote]I'm not sure what would be happening there.
In general, I don't think there is any difference between debug mode hunting, and disabling via ShaderOverride, but I don't know exactly how Helix does debug mode. He might just skip the shader altogether, which would make it different.
It sounds like you tried that before using the 'delete code' technique, which I think is not as good because Microsoft states it has undefined results when the output is not set. That could easily be the problem, so if you can, try setting the result to zero as I show instead. Please let me know what happens.
3d4dd said:Thanks a lot for Your interesting 2nd lesson! It was very instructive for me although I have thought that I already know how to disable shaders ;) But until now I only used the "empty" shader ("ps_3_0") method and didn't know that there are safer ways to disable shaders. Your information about the color code inspired me to try to make the menu transparent - and it even worked :) http://wiki.bo3b.net/index.php?title=User:3d4dd#Lesson_2 Maybe useful when I want to make some HUD elements less obtrusive... In this context a (stupid) question: can I additionally define constants (as c2 in my example) or is there a risk that it also affects other shaders? How "global" are the constants? Do the constants always need x,y,z,w values?
Great! Very glad to hear that it's been helpful even past the basics of disabling an effect. That's the main reason I'm doing the videos, so that I can add some background info that is hard to collect/writeup otherwise.
You can pretty much add any constant that you want there. These are only local to the current pixel shader (formal name is locally scoped). So anything you add there won't, and actually cannot be seen elsewhere.
I like the idea of making the HUD more transparent, they tend to be in the way a lot.
3d4dd said:Regarding disabled shaders: In some games it happened to me that I disabled shaders when hunting in the debug mode and the game still looked fine (e.g. removed dynamic lights). But when I disabled the shader with an override and startet the game with the already disabled shader the complete lighting system was messed up (e.g. no lights at all, black screen). So the only solution was to disable every time the shader manually in the debug mode after the game has started with the still enabled shader. A hot fix but not very comfortable and suitable to offer it to other players. Is there a more elegant way to disable shaders like these?
I'm not sure what would be happening there.
In general, I don't think there is any difference between debug mode hunting, and disabling via ShaderOverride, but I don't know exactly how Helix does debug mode. He might just skip the shader altogether, which would make it different.
It sounds like you tried that before using the 'delete code' technique, which I think is not as good because Microsoft states it has undefined results when the output is not set. That could easily be the problem, so if you can, try setting the result to zero as I show instead. Please let me know what happens.
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
[quote="InsaneInGame"]Hi Bo3b. Thank you so much for crafting these lessons.
I just completed lesson 2, and uploaded the "results" to my wiki account. I've tried to harvest some more information (through the links you provided) on the different terminologies to supplement my understanding. So far so good. :) It is a very satisfying feeling to come from "nowhere", with no relation to any of this, to actually follow through with your instructions, code, and actually grasp what is going on. Even though this is probably on an extremely basic level, I still feel motivated to continue learning, and that is because you're crafting the videos and lessons in a way that makes me want to pursue higher levels of the understanding of "shader hacking". It is fascinating to get a picture of what goes beyond what only the eyes can reveal, and that makes me hungry for more material and more in-depth knowledge.
I just wanted to say that I'm very grateful for you sharing your knowledge and insight with me/us, and for crafting these time consuming lessons in both text and video format. The video tutorials so far has been of great assistance, and the background data through the links you provided has been of equal importance for illuminating and answering some of the questions I had in mind earlier.
I'm really enthusiastic about further extending my knowledge, and I hope you will continue to add more material down the line.
You're awesome! Thank you so much for everything. :)[/quote]Awesome seeing the results, thanks for sharing!
And thanks for the feedback on what is working for you. I have a much better idea of how to make videos now (note to self: do not use Movie Maker!), so I'll keep going as long as it makes sense. The video makes it much easier for me to demonstrate what's going on, rather than a lot of text.
InsaneInGame said:Hi Bo3b. Thank you so much for crafting these lessons.
I just completed lesson 2, and uploaded the "results" to my wiki account. I've tried to harvest some more information (through the links you provided) on the different terminologies to supplement my understanding. So far so good. :) It is a very satisfying feeling to come from "nowhere", with no relation to any of this, to actually follow through with your instructions, code, and actually grasp what is going on. Even though this is probably on an extremely basic level, I still feel motivated to continue learning, and that is because you're crafting the videos and lessons in a way that makes me want to pursue higher levels of the understanding of "shader hacking". It is fascinating to get a picture of what goes beyond what only the eyes can reveal, and that makes me hungry for more material and more in-depth knowledge.
I just wanted to say that I'm very grateful for you sharing your knowledge and insight with me/us, and for crafting these time consuming lessons in both text and video format. The video tutorials so far has been of great assistance, and the background data through the links you provided has been of equal importance for illuminating and answering some of the questions I had in mind earlier.
I'm really enthusiastic about further extending my knowledge, and I hope you will continue to add more material down the line.
You're awesome! Thank you so much for everything. :)
Awesome seeing the results, thanks for sharing!
And thanks for the feedback on what is working for you. I have a much better idea of how to make videos now (note to self: do not use Movie Maker!), so I'll keep going as long as it makes sense. The video makes it much easier for me to demonstrate what's going on, rather than a lot of text.
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
[quote="bo3b"]
It sounds like you tried that before using the 'delete code' technique, which I think is not as good because Microsoft states it has undefined results when the output is not set. That could easily be the problem, so if you can, try setting the result to zero as I show instead. Please let me know what happens.[/quote]
Indeed I used the 'delete code' technique and in most cases I also prefered to disable VS (which has more side effects than disabling PS as You described in Your lesson). So this could be the reason why some games started with some (lighting) issues when I used my old override method. Unfortunately my 3D Vision glasses are broken atm and can't do any tests in the next 2-3 days. I'm also not sure which games had these issues. I think it was Dark Souls 2 and Bound by Flame...
bo3b said:
It sounds like you tried that before using the 'delete code' technique, which I think is not as good because Microsoft states it has undefined results when the output is not set. That could easily be the problem, so if you can, try setting the result to zero as I show instead. Please let me know what happens.
Indeed I used the 'delete code' technique and in most cases I also prefered to disable VS (which has more side effects than disabling PS as You described in Your lesson). So this could be the reason why some games started with some (lighting) issues when I used my old override method. Unfortunately my 3D Vision glasses are broken atm and can't do any tests in the next 2-3 days. I'm also not sure which games had these issues. I think it was Dark Souls 2 and Bound by Flame...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Interesting stuff ... I finally got something to work. Lol ... following 3d4dd's lead I wanted to try and make a HUD transparent in a Unity engine game, at this time I can't seem to zero in on just the crosshair but I was able to get the transparency to work, albiet a little different than the way 3d4dd did because it was a VS(vs_2_0), not a PS. So between what 3d4dd [url=http://wiki.bo3b.net/index.php?title=User:3d4dd#Lesson_2]did[/url] and poking around in the [url=http://msdn.microsoft.com/en-us/library/windows/desktop/bb219840(v=vs.85).aspx]references[/url] I was able to get it to at least work. :)
[code][snip]
dcl_color v1
// def reg, R, G, B, Alpha 0-1
def c66, 1, 1, 1, .5
[snip]
// replaced v1 with c66
mov oD0, c66
[snip][/code]
edit:if anyone's interested this is what I'm currently using to copy over the Shaders dumped manually(SingleShaders) to, and create, the ShaderOverride with corrected names, I put a prompt in it for if the file already exists so it'll ask if you want to overwrite it. It copies the manually dumped Shaders to the Pixel/VertexShaders folders and another 'Source' copy to a Sources folder located in the the Shaders' folder.
@SingleShaders2OverrideSource.bat
[code]@Echo Off
SetLocal EnableDelayedExpansion
pushd "%~dp0"
for /F "delims=" %%? in ('dir /b /s "Dumps\SingleShaders\*.txt"') do (
for /F "tokens=1,4 delims=_ " %%i in ("%%~n?") do (
Set "$tmp=%%j"&&Call :zLoop
for %%k in (PixelShader,VertexShader) do (
if /i "%%i" == "%%k" (
if Not Exist "ShaderOverride\%%ks\Sources\" MD "ShaderOverride\%%ks\Sources\"
if Exist "ShaderOverride\%%ks\!$tmp!.txt" (
Copy /-Y "%%?" "ShaderOverride\%%ks\!$tmp!.txt"
) else (
Copy "%%?" "ShaderOverride\%%ks\!$tmp!.txt"
)
if Not Exist "ShaderOverride\%%ks\Sources\!$tmp!.txt" (
Copy "%%?" "ShaderOverride\%%ks\Sources\!$tmp!.txt"
)))))
Timeout /T 3&&Goto :Eof
:zLoop
Set "$zCRC=!$tmp:~7,1!"
if "!$zCRC!" == "" Set "$tmp=0!$tmp!"&&Goto :zLoop
Goto :Eof[/code]
edit:watches Lesson 2 ... gets taught 'Lesson 2' after trial and erroring 'Lesson 2' and not even knowing it. Lol. :D
Interesting stuff ... I finally got something to work. Lol ... following 3d4dd's lead I wanted to try and make a HUD transparent in a Unity engine game, at this time I can't seem to zero in on just the crosshair but I was able to get the transparency to work, albiet a little different than the way 3d4dd did because it was a VS(vs_2_0), not a PS. So between what 3d4dd did and poking around in the references I was able to get it to at least work. :)
edit:if anyone's interested this is what I'm currently using to copy over the Shaders dumped manually(SingleShaders) to, and create, the ShaderOverride with corrected names, I put a prompt in it for if the file already exists so it'll ask if you want to overwrite it. It copies the manually dumped Shaders to the Pixel/VertexShaders folders and another 'Source' copy to a Sources folder located in the the Shaders' folder.
@SingleShaders2OverrideSource.bat
@Echo Off
SetLocal EnableDelayedExpansion
pushd "%~dp0"
for /F "delims=" %%? in ('dir /b /s "Dumps\SingleShaders\*.txt"') do (
for /F "tokens=1,4 delims=_ " %%i in ("%%~n?") do (
Set "$tmp=%%j"&&Call :zLoop
for %%k in (PixelShader,VertexShader) do (
if /i "%%i" == "%%k" (
if Not Exist "ShaderOverride\%%ks\Sources\" MD "ShaderOverride\%%ks\Sources\"
if Exist "ShaderOverride\%%ks\!$tmp!.txt" (
Copy /-Y "%%?" "ShaderOverride\%%ks\!$tmp!.txt"
) else (
Copy "%%?" "ShaderOverride\%%ks\!$tmp!.txt"
)
if Not Exist "ShaderOverride\%%ks\Sources\!$tmp!.txt" (
Copy "%%?" "ShaderOverride\%%ks\Sources\!$tmp!.txt"
)))))
Timeout /T 3&&Goto :Eof
:zLoop
Set "$zCRC=!$tmp:~7,1!"
if "!$zCRC!" == "" Set "$tmp=0!$tmp!"&&Goto :zLoop
Goto :Eof
edit:watches Lesson 2 ... gets taught 'Lesson 2' after trial and erroring 'Lesson 2' and not even knowing it. Lol. :D
Finished all the lessons (using The Ball Game for obvious reasons ^_^).
Uploaded all the screenies + shaders in the Wiki page;))
(http://wiki.bo3b.net/index.php?title=User:Helifax)
KEEP THE LESSONS COMING!!! I WANT TO GET TO THE COOL STUFF ^_^;))
Really awesome job so far;))
KEEP THE LESSONS COMING!!! I WANT TO GET TO THE COOL STUFF ^_^;))
Really awesome job so far;))
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
This sounds like an excellent idea! I've already started learning shader modding, but I'll try to find some time this weekend to catch up on these lessons :)
This sounds like an excellent idea! I've already started learning shader modding, but I'll try to find some time this weekend to catch up on these lessons :)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Thanks! It's great to have you all here and taking a look.
@Helifax: I will keep adding more Lessons, but it's going to be too slow for you, I expect. I want to specifically build a really solid base of information before getting into the harder stuff, because the harder stuff rapidly turns into magic.
And, even with just disabling effects, even beginners can start today to fix games they are interested in.
I do want to get to more interesting pieces as soon as I can.
If people are keen to try harder stuff right away, please go ahead and post in the HelixMod thread, and we'll help you out there.
I'd like to help more advanced people there at the same time while we build a foundation here. Keeping them separate will avoid baffling conversations for newcomers here.
Thanks! It's great to have you all here and taking a look.
@Helifax: I will keep adding more Lessons, but it's going to be too slow for you, I expect. I want to specifically build a really solid base of information before getting into the harder stuff, because the harder stuff rapidly turns into magic.
And, even with just disabling effects, even beginners can start today to fix games they are interested in.
I do want to get to more interesting pieces as soon as I can.
If people are keen to try harder stuff right away, please go ahead and post in the HelixMod thread, and we'll help you out there.
I'd like to help more advanced people there at the same time while we build a foundation here. Keeping them separate will avoid baffling conversations for newcomers here.
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
[quote="bo3b"]Thanks! It's great to have you all here and taking a look.
@Helifax: I will keep adding more Lessons, but it's going to be too slow for you, I expect. I want to specifically build a really solid base of information before getting into the harder stuff, because the harder stuff rapidly turns into magic.
And, even with just disabling effects, even beginners can start today to fix games they are interested in.
I do want to get to more interesting pieces as soon as I can.
If people are keen to try harder stuff right away, please go ahead and post in the HelixMod thread, and we'll help you out there.
I'd like to help more advanced people there at the same time while we build a foundation here. Keeping them separate will avoid baffling conversations for newcomers here.[/quote]
I am not in a rush;)) and take your time;)) Explaining all the basic steps in a detailed mode is awesome. It avoids confusion ;)) Aye, I went quite ahead and the magic happened to me:))
I will wait patiently for all the lessons ^_^.
What I am personally interested in and maybe you can structure a lesson at some point like this, is the patterns that one must look for when browsing the shaders for different fixes or the like.
Also, I don't know if this might help you or not, but yesteday I played a bit with cgc (Nvidia Shader compiler) and it can output from HLSL to ASM shader output. I just created in HLSL a thoughtless vertex shader and compile it so I can see the ASM variant and after around 20 minutes I actually understood what the ASM was doing:)) (I had to manually understand each operation).
Maybe you can use this info in a lesson or for some other things;)) Just wanted to point it out;))
bo3b said:Thanks! It's great to have you all here and taking a look.
@Helifax: I will keep adding more Lessons, but it's going to be too slow for you, I expect. I want to specifically build a really solid base of information before getting into the harder stuff, because the harder stuff rapidly turns into magic.
And, even with just disabling effects, even beginners can start today to fix games they are interested in.
I do want to get to more interesting pieces as soon as I can.
If people are keen to try harder stuff right away, please go ahead and post in the HelixMod thread, and we'll help you out there.
I'd like to help more advanced people there at the same time while we build a foundation here. Keeping them separate will avoid baffling conversations for newcomers here.
I am not in a rush;)) and take your time;)) Explaining all the basic steps in a detailed mode is awesome. It avoids confusion ;)) Aye, I went quite ahead and the magic happened to me:))
I will wait patiently for all the lessons ^_^.
What I am personally interested in and maybe you can structure a lesson at some point like this, is the patterns that one must look for when browsing the shaders for different fixes or the like.
Also, I don't know if this might help you or not, but yesteday I played a bit with cgc (Nvidia Shader compiler) and it can output from HLSL to ASM shader output. I just created in HLSL a thoughtless vertex shader and compile it so I can see the ASM variant and after around 20 minutes I actually understood what the ASM was doing:)) (I had to manually understand each operation).
Maybe you can use this info in a lesson or for some other things;)) Just wanted to point it out;))
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
Pretty sure no one is waiting with baited breath for the next Lesson, but just wanted to give you a heads up that I'm going to be late with the next one. Probably Sunday, but will depend on if I hit another blocker.
Ran into a snag where my knowledge of HelixMod mostly revolves around older versions, and the latest version changed some techniques. Worked out the details, but when things go off the rails it's hard to figure out, which is why I'm trying to provide a really solid do-this style of presentation.
I think this next one should be pretty interesting. More soon.
Pretty sure no one is waiting with baited breath for the next Lesson, but just wanted to give you a heads up that I'm going to be late with the next one. Probably Sunday, but will depend on if I hit another blocker.
Ran into a snag where my knowledge of HelixMod mostly revolves around older versions, and the latest version changed some techniques. Worked out the details, but when things go off the rails it's hard to figure out, which is why I'm trying to provide a really solid do-this style of presentation.
I think this next one should be pretty interesting. More soon.
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
[quote="bo3b"]Pretty sure no one is waiting with baited breath for the next Lesson, but just wanted to give you a heads up that I'm going to be late with the next one. Probably Sunday, but will depend on if I hit another blocker.
Ran into a snag where my knowledge of HelixMod mostly revolves around older versions, and the latest version changed some techniques. Worked out the details, but when things go off the rails it's hard to figure out, which is why I'm trying to provide a really solid do-this style of presentation.
I think this next one should be pretty interesting. More soon.[/quote]
Well I am waiting with " baited breath for the next Lesson" ^_^. I do know that these things take a LOOT of time (more than you initially anticipate).
So I will keep holding my breath a little longer ^_-;))
bo3b said:Pretty sure no one is waiting with baited breath for the next Lesson, but just wanted to give you a heads up that I'm going to be late with the next one. Probably Sunday, but will depend on if I hit another blocker.
Ran into a snag where my knowledge of HelixMod mostly revolves around older versions, and the latest version changed some techniques. Worked out the details, but when things go off the rails it's hard to figure out, which is why I'm trying to provide a really solid do-this style of presentation.
I think this next one should be pretty interesting. More soon.
Well I am waiting with " baited breath for the next Lesson" ^_^. I do know that these things take a LOOT of time (more than you initially anticipate).
So I will keep holding my breath a little longer ^_-;))
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
Take your time - I've already experienced how much of a time drain Helix can be, but OMG thankyou for the UseRenderedShaders=true tip - wish I'd known about that 6 months ago!
I've caught up with the lessons so far and am looking forward to getting into more advanced stuff later on:
http://wiki.bo3b.net/index.php?title=User:DarkStarSword
Take your time - I've already experienced how much of a time drain Helix can be, but OMG thankyou for the UseRenderedShaders=true tip - wish I'd known about that 6 months ago!
I've caught up with the lessons so far and am looking forward to getting into more advanced stuff later on:
Regarding disabled shaders: In some games it happened to me that I disabled shaders when hunting in the debug mode and the game still looked fine (e.g. removed dynamic lights). But when I disabled the shader with an override and startet the game with the already disabled shader the complete lighting system was messed up (e.g. no lights at all, black screen). So the only solution was to disable every time the shader manually in the debug mode after the game has started with the still enabled shader. A hot fix but not very comfortable and suitable to offer it to other players. Is there a more elegant way to disable shaders like these?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
You can pretty much add any constant that you want there. These are only local to the current pixel shader (formal name is locally scoped). So anything you add there won't, and actually cannot be seen elsewhere.
I like the idea of making the HUD more transparent, they tend to be in the way a lot.
I'm not sure what would be happening there.
In general, I don't think there is any difference between debug mode hunting, and disabling via ShaderOverride, but I don't know exactly how Helix does debug mode. He might just skip the shader altogether, which would make it different.
It sounds like you tried that before using the 'delete code' technique, which I think is not as good because Microsoft states it has undefined results when the output is not set. That could easily be the problem, so if you can, try setting the result to zero as I show instead. Please let me know what happens.
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
And thanks for the feedback on what is working for you. I have a much better idea of how to make videos now (note to self: do not use Movie Maker!), so I'll keep going as long as it makes sense. The video makes it much easier for me to demonstrate what's going on, rather than a lot of text.
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
Indeed I used the 'delete code' technique and in most cases I also prefered to disable VS (which has more side effects than disabling PS as You described in Your lesson). So this could be the reason why some games started with some (lighting) issues when I used my old override method. Unfortunately my 3D Vision glasses are broken atm and can't do any tests in the next 2-3 days. I'm also not sure which games had these issues. I think it was Dark Souls 2 and Bound by Flame...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
edit:if anyone's interested this is what I'm currently using to copy over the Shaders dumped manually(SingleShaders) to, and create, the ShaderOverride with corrected names, I put a prompt in it for if the file already exists so it'll ask if you want to overwrite it. It copies the manually dumped Shaders to the Pixel/VertexShaders folders and another 'Source' copy to a Sources folder located in the the Shaders' folder.
@SingleShaders2OverrideSource.bat
edit:watches Lesson 2 ... gets taught 'Lesson 2' after trial and erroring 'Lesson 2' and not even knowing it. Lol. :D
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Uploaded all the screenies + shaders in the Wiki page;))
(http://wiki.bo3b.net/index.php?title=User:Helifax)
KEEP THE LESSONS COMING!!! I WANT TO GET TO THE COOL STUFF ^_^;))
Really awesome job so far;))
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)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
@Helifax: I will keep adding more Lessons, but it's going to be too slow for you, I expect. I want to specifically build a really solid base of information before getting into the harder stuff, because the harder stuff rapidly turns into magic.
And, even with just disabling effects, even beginners can start today to fix games they are interested in.
I do want to get to more interesting pieces as soon as I can.
If people are keen to try harder stuff right away, please go ahead and post in the HelixMod thread, and we'll help you out there.
I'd like to help more advanced people there at the same time while we build a foundation here. Keeping them separate will avoid baffling conversations for newcomers here.
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
I am not in a rush;)) and take your time;)) Explaining all the basic steps in a detailed mode is awesome. It avoids confusion ;)) Aye, I went quite ahead and the magic happened to me:))
I will wait patiently for all the lessons ^_^.
What I am personally interested in and maybe you can structure a lesson at some point like this, is the patterns that one must look for when browsing the shaders for different fixes or the like.
Also, I don't know if this might help you or not, but yesteday I played a bit with cgc (Nvidia Shader compiler) and it can output from HLSL to ASM shader output. I just created in HLSL a thoughtless vertex shader and compile it so I can see the ASM variant and after around 20 minutes I actually understood what the ASM was doing:)) (I had to manually understand each operation).
Maybe you can use this info in a lesson or for some other things;)) Just wanted to point it out;))
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)
Ran into a snag where my knowledge of HelixMod mostly revolves around older versions, and the latest version changed some techniques. Worked out the details, but when things go off the rails it's hard to figure out, which is why I'm trying to provide a really solid do-this style of presentation.
I think this next one should be pretty interesting. More soon.
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
Well I am waiting with " baited breath for the next Lesson" ^_^. I do know that these things take a LOOT of time (more than you initially anticipate).
So I will keep holding my breath a little longer ^_-;))
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)
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Any chance you could update the first post with the wiki please?
'some!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
I've caught up with the lessons so far and am looking forward to getting into more advanced stuff later on:
http://wiki.bo3b.net/index.php?title=User:DarkStarSword
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword