Dark Souls III - 3D vision
  5 / 25    
Been playing in 3d regardless of issues. Thanks for all your efforts thus far. Great game worthy of it.
Been playing in 3d regardless of issues. Thanks for all your efforts thus far. Great game worthy of it.

#61
Posted 04/14/2016 10:09 AM   
Helifax - that profile would be great. Definitely better solution the 2D. Please post it in here.
Helifax - that profile would be great. Definitely better solution the 2D. Please post it in here.
[quote="RTdigital"]Been playing in 3d regardless of issues. Thanks for all your efforts thus far. Great game worthy of it. [/quote] I am also still playing this game in 3d as it is out of the box. With shadows disabled (I have never tried them on) for me it is definitely playable. Sometimes the convergence on my character is perfect, sometimes its off. I don't know why. There are definitely some elements not working correctly, and I appreciate those who can not play with them broken, because they are the ones who often fix them for us! I hope those who are able will not give up on a fix for this game, as I feel this game with a proper (or almost proper) fix has potential to be the best game of the year after Fallout.
RTdigital said:Been playing in 3d regardless of issues. Thanks for all your efforts thus far. Great game worthy of it.


I am also still playing this game in 3d as it is out of the box. With shadows disabled (I have never tried them on) for me it is definitely playable. Sometimes the convergence on my character is perfect, sometimes its off. I don't know why.
There are definitely some elements not working correctly, and I appreciate those who can not play with them broken, because they are the ones who often fix them for us!
I hope those who are able will not give up on a fix for this game, as I feel this game with a proper (or almost proper) fix has potential to be the best game of the year after Fallout.

NZXT Noctis 450. Asus ROG Formula VIII, 6700k, NZXT Kracken x61. Avexir Core DDR4 (Red) 16g. Windows 10. Samsung Evo 1T & 2T SSD. Asus Strix 1080ti. EVGA 1300w Modular Gold PSU.
Asus ROG Swift PG278Q Monitor: 1440p 3D Vision

#63
Posted 04/14/2016 05:53 PM   
As Helifax mentioned this game have hard times to deal with 3Dmigoto. I`ve managed to find a few shaders anyway - including that green glow on the ground around you hero that Helifax been raging about. Found fog and some lightning but I couldn`t track the shadows anywhere because there is not much of them and glow in disturbing me. Found that weird shade around character as well. I bet that Helifax got more shaders already dumped but I will post mine if anyone want to take a look at them. Download link: http://ul.to/shlqv0vq
As Helifax mentioned this game have hard times to deal with 3Dmigoto. I`ve managed to find a few shaders anyway - including that green glow on the ground around you hero that Helifax been raging about. Found fog and some lightning but I couldn`t track the shadows anywhere because there is not much of them and glow in disturbing me. Found that weird shade around character as well.

I bet that Helifax got more shaders already dumped but I will post mine if anyone want to take a look at them.

Download link:
http://ul.to/shlqv0vq
The Dark Souls 3 profile that I use and has CM: [code] Profile "Dark Souls III" ShowOn GeForce ProfileType Application Executable "darksoulsiii.exe" Setting ID_0x00a06746 = 0x00400000 Setting ID_0x00a06946 = 0x080020f5 Setting ID_0x1033cec2 = 0x00000002 Setting ID_0x1033dcd3 = 0x00000004 Setting ID_0x70092d4a = 0xb19c3534 InternalSettingFlag=V0 Setting ID_0x701eb457 = 0x2241ab21 InternalSettingFlag=V0 SettingString ID_0x7049c7ec = "웪ꑌ" InternalSettingFlag=V0 SettingString ID_0x704d456e = "쪳⃟쀰�㒺僪娟簹鹼瀣딅ᤶ厘�빁᱌뼝褧籝譯⑉贼㱅矻粁ꗪ熟胕㖩뫨뚄ᮈ쐹" InternalSettingFlag=V0 SettingString ID_0x7051e5f5 = "籪鸙" InternalSettingFlag=V0 Setting ID_0x708db8c5 = 0x5c0bc3fb InternalSettingFlag=V0 Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0 SettingString ID_0x70b5603f = "榛鳈⏙ꢗ" InternalSettingFlag=V0 Setting ID_0x70edb381 = 0x24208b6c InternalSettingFlag=V0 Setting ID_0x70f8e408 = 0x80b671f4 InternalSettingFlag=V0 Setting ID_0x709adada = 0x37f58257 InternalSettingFlag=V0 Setting ID_0x709adadb = 0x3F6C5C19 InternalSettingFlag=V0 Setting ID_0x709adadb = 0x3F79E06A UserSpecified=true EndProfile [/code] Take it with a grain of Salt as the UI is also in-depth. IT IS IMPORTANT YOU DISABLE MOTION BLUR in-game or it corrupts the depth-buffer in a weird way and makes CM glitch... Rest can be ON MAX!
The Dark Souls 3 profile that I use and has CM:

Profile "Dark Souls III"
ShowOn GeForce
ProfileType Application
Executable "darksoulsiii.exe"
Setting ID_0x00a06746 = 0x00400000
Setting ID_0x00a06946 = 0x080020f5
Setting ID_0x1033cec2 = 0x00000002
Setting ID_0x1033dcd3 = 0x00000004
Setting ID_0x70092d4a = 0xb19c3534 InternalSettingFlag=V0
Setting ID_0x701eb457 = 0x2241ab21 InternalSettingFlag=V0
SettingString ID_0x7049c7ec = "웪ꑌ" InternalSettingFlag=V0
SettingString ID_0x704d456e = "쪳⃟쀰�㒺僪娟簹鹼瀣딅ᤶ厘�빁᱌뼝褧籝譯⑉贼㱅矻粁ꗪ熟胕㖩뫨뚄ᮈ쐹" InternalSettingFlag=V0
SettingString ID_0x7051e5f5 = "籪鸙" InternalSettingFlag=V0
Setting ID_0x708db8c5 = 0x5c0bc3fb InternalSettingFlag=V0
Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0
SettingString ID_0x70b5603f = "榛鳈⏙ꢗ" InternalSettingFlag=V0
Setting ID_0x70edb381 = 0x24208b6c InternalSettingFlag=V0
Setting ID_0x70f8e408 = 0x80b671f4 InternalSettingFlag=V0
Setting ID_0x709adada = 0x37f58257 InternalSettingFlag=V0
Setting ID_0x709adadb = 0x3F6C5C19 InternalSettingFlag=V0
Setting ID_0x709adadb = 0x3F79E06A UserSpecified=true
EndProfile


Take it with a grain of Salt as the UI is also in-depth.
IT IS IMPORTANT YOU DISABLE MOTION BLUR in-game or it corrupts the depth-buffer in a weird way and makes CM glitch... Rest can be ON MAX!


Life is as empty without Terror, as is without Love...
But thou Chaos can be beautiful...
It can not last...


-
2x Asus GTX 980Ti Strix (OC edition), Custom Water-cooling to kick the Temperature & Noise arse ^_^
-3x Asus VG278HE 3D Vision 2 monitors (3D Surround)
i7 4790K @ 5.0Ghz ontop of Asus Maximus VII Ranger
DDR3 Corsair Vengeance 16GB 2133
RAID0 256GB SSDs
RAID0 2TB Mechanical HDD (WD Black)
-
Alienware M17x R5
GT880M (8GB VRAM)
120hz 3D Samsung LCD Panel

16gb 1600Mhz DDR3
256GB SSD + 1TB mechanical HDD
-
Alienware M14x R1
GT555M (1.5GB VRAM) - Regular LG LCD
8GB 1600Mhz DDR3
256 SSD + 512GB mechanical HDD
-
Paypal for donations: tavyhome@gmail.com

#65
Posted 04/14/2016 06:38 PM   
[quote="Mournz"] I hope those who are able will not give up on a fix for this game, as I feel this game with a proper (or almost proper) fix has potential to be the best game of the year after Fallout.[/quote] Fallout 4 - game of the Year... Please.... that is the most OVER-Hyped game from last year.... Is WORSE than even it's predecessors... definitely NOT GOTY... and Dark Souls while is awesome will never be GOTY as well... (DS1, DS2 never was and DS3 will not be...) NOW, THIS DOESN'T MEAN THE GAMES AREN'T AWESOME! They are !!! But for a GOTY title it requires a bit more.... A 3D Vision Fix is UNLIKELY to happen soon! due to weirdness that we have when 3DMigoto is running.... On a different note: Did anyone try to run DS3 with Flugan's wrapper? I wonder if we get the same GREEN stuff... If not, there is a possibility to Dump the shaders with 3DMigoto and fix them and then use Flugan's Wrapper for the actual fix;) I know is a hassle to change the wrappers around but... it can be done in theory if the wrapper works;) Anyone knows where I can get his wrapper from? I see www.flugan.net is down:(
Mournz said:
I hope those who are able will not give up on a fix for this game, as I feel this game with a proper (or almost proper) fix has potential to be the best game of the year after Fallout.


Fallout 4 - game of the Year... Please.... that is the most OVER-Hyped game from last year.... Is WORSE than even it's predecessors... definitely NOT GOTY... and Dark Souls while is awesome will never be GOTY as well... (DS1, DS2 never was and DS3 will not be...) NOW, THIS DOESN'T MEAN THE GAMES AREN'T AWESOME! They are !!!
But for a GOTY title it requires a bit more....

A 3D Vision Fix is UNLIKELY to happen soon! due to weirdness that we have when 3DMigoto is running....

On a different note:
Did anyone try to run DS3 with Flugan's wrapper? I wonder if we get the same GREEN stuff... If not, there is a possibility to Dump the shaders with 3DMigoto and fix them and then use Flugan's Wrapper for the actual fix;)
I know is a hassle to change the wrappers around but... it can be done in theory if the wrapper works;)

Anyone knows where I can get his wrapper from? I see www.flugan.net is down:(


Life is as empty without Terror, as is without Love...
But thou Chaos can be beautiful...
It can not last...


-
2x Asus GTX 980Ti Strix (OC edition), Custom Water-cooling to kick the Temperature & Noise arse ^_^
-3x Asus VG278HE 3D Vision 2 monitors (3D Surround)
i7 4790K @ 5.0Ghz ontop of Asus Maximus VII Ranger
DDR3 Corsair Vengeance 16GB 2133
RAID0 256GB SSDs
RAID0 2TB Mechanical HDD (WD Black)
-
Alienware M17x R5
GT880M (8GB VRAM)
120hz 3D Samsung LCD Panel

16gb 1600Mhz DDR3
256GB SSD + 1TB mechanical HDD
-
Alienware M14x R1
GT555M (1.5GB VRAM) - Regular LG LCD
8GB 1600Mhz DDR3
256 SSD + 512GB mechanical HDD
-
Paypal for donations: tavyhome@gmail.com

#66
Posted 04/14/2016 06:43 PM   
[quote="SKAUT"] I bet that Helifax got more shaders already dumped but I will post mine if anyone want to take a look at them. [/quote] I've downloaded your dumped shaders. What is the disabled effect of each one? Is a048d2fae9b16f67-ps_replace.txt the fog pixel shader? If it's possible, I prefer fixing haloing in the vertex shader. Since I'm doing this blindly, I'll give you to possible solutions for that pixel shader. If TEXCOORD0 needs the fix: [code]// ---- Created with 3Dmigoto v1.2.30 on Thu Apr 14 19:15:00 2016 cbuffer cbFog : register(b6) { struct { float4 Param; float4 Col; float4 ExtParam; float4 HeightParam; float4 HeightCol; bool4 fogType; } FC_FogParamArray[2] : packoffset(c0); } cbuffer cbLightAccParam : register(b0) { float4x4 g_InvProjMatrix : packoffset(c0); float4x3 g_ViewMatrix : packoffset(c4); float4 g_ScreenSize : packoffset(c7); float4x4 g_CameraMatrix : packoffset(c8); float4 g_specPowerParam : packoffset(c12); float4x4 g_ProjMatrix : packoffset(c13); uint g_lightCount : packoffset(c17); bool g_visualizeLightCount : packoffset(c17.y); uint g_spotLightCount : packoffset(c17.z); uint g_lineLightCount : packoffset(c17.w); float g_frustumNear : packoffset(c18); float g_frustumFar : packoffset(c18.y); float g_frustumSliceScale : packoffset(c18.z); float g_frustumSliceBias : packoffset(c18.w); uint4 g_lightTileSize : packoffset(c19); } SamplerState SS_ClampPoint_s : register(s7); Texture2D<float4> g_DepthTexture : register(t1); Texture2D<float4> g_GBuffer2Texture : register(t4); Texture2D<float4> g_GBuffer3Texture : register(t5); Texture2D<float4> g_IrradianceTexture : register(t6); Texture2D<float4> g_SpecularAccTexture : register(t7); Texture2D<float4> g_EmissiveAccTexture : register(t8); StructuredBuffer<gLitTextureFlat> gLitTextureFlat : register(t17); // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float4 v1 : TEXCOORD0, float4 v2 : TEXCOORD1, out float4 o0 : SV_TARGET0) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; float4 stereo = StereoParams.Load(0); float separation = stereo.x; float convergence = stereo.y; float4 fv1; fv1.xyzw=v1.xyzw; fv1.x+=separation*(fv1.w-convergence); r0.xyz = g_IrradianceTexture.Sample(SS_ClampPoint_s, fv1.xy).xyz; r1.xyz = g_SpecularAccTexture.Sample(SS_ClampPoint_s, fv1.xy).xyz; r0.xyz = r1.xyz + r0.xyz; r1.xyz = g_EmissiveAccTexture.Sample(SS_ClampPoint_s, fv1.xy).xyz; r0.xyz = r1.xyz + r0.xyz; r1.xy = (uint2)v0.yx; r1.xy = (uint2)r1.xy; r0.w = r1.x * g_ScreenSize.x + r1.y; r0.w = (uint)r0.w; // Known bad code for instruction (needs manual fix): ld_structured_indexable(structured_buffer, stride=8)(mixed,mixed,mixed,mixed) r1.xy, r0.w, l(0), t17.xyxx r1.x = SS_ClampPoint[]..swiz; r1.y = SS_ClampPoint[]..swiz; r0.w = (uint)r1.x >> 16; r1.xy = f16tof32(r1.xy); r1.z = f16tof32(r0.w); r0.xyz = g_visualizeLightCount ? r1.xyz : r0.xyz; r1.z = g_DepthTexture.Sample(SS_ClampPoint_s, fv1.xy).x; r1.xy = v2.xy; r1.w = 1; r2.x = dot(r1.xyzw, g_InvProjMatrix._m00_m10_m20_m30); r2.y = dot(r1.xyzw, g_InvProjMatrix._m01_m11_m21_m31); r2.z = dot(r1.xyzw, g_InvProjMatrix._m02_m12_m22_m32); r0.w = dot(r1.xyzw, g_InvProjMatrix._m03_m13_m23_m33); r1.xyz = r2.xyz / r0.www; r2.x = dot(r1.xyz, g_CameraMatrix._m00_m10_m20); r2.y = dot(r1.xyz, g_CameraMatrix._m02_m12_m22); r0.w = dot(r1.xyz, g_CameraMatrix._m01_m11_m21); r1.x = dot(r2.xy, r2.xy); r1.x = sqrt(r1.x); r1.y = g_GBuffer3Texture.Sample(SS_ClampPoint_s, fv1.xy).w; r1.y = 255 * r1.y; r1.y = (int)r1.y; r1.y = (int)r1.y * 6; r1.x = -FC_FogParamArray[r1.y].ExtParam.y + r1.x; r1.x = FC_FogParamArray[r1.y].ExtParam.z * r1.x; r1.x = exp2(-r1.x); r1.x = saturate(-r1.x * FC_FogParamArray[r1.y].ExtParam.x + FC_FogParamArray[r1.y].ExtParam.x); r1.z = dot(r0.xyz, float3(0.298909992,0.586610019,0.114480004)); r1.z = -1 + r1.z; r1.w = FC_FogParamArray[r1.y].Col.w * r1.z + 1; r1.z = FC_FogParamArray[r1.y].HeightCol.w * r1.z + 1; r2.xyz = FC_FogParamArray[r1.y].Col.xyz * r1.www + -r0.xyz; r0.xyz = r1.xxx * r2.xyz + r0.xyz; r1.xzw = FC_FogParamArray[r1.y].HeightCol.xyz * r1.zzz + -r0.xyz; r0.w = FC_FogParamArray[r1.y].HeightParam.w + r0.w; r0.w = -FC_FogParamArray[r1.y].HeightParam.y + r0.w; r0.w = saturate(FC_FogParamArray[r1.y].HeightParam.z * r0.w); r0.w = saturate(FC_FogParamArray[r1.y].HeightParam.x * r0.w); o0.xyz = r0.www * r1.xzw + r0.xyz; r0.x = g_GBuffer2Texture.Sample(SS_ClampPoint_s, fv1.xy).w; o0.w = r0.x; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546 // // using 3Dmigoto v1.2.30 on Thu Apr 14 19:15:00 2016 // // // Buffer Definitions: // // cbuffer cbFog // { // // struct FogParam // { // // float4 Param; // Offset: 0 // float4 Col; // Offset: 16 // float4 ExtParam; // Offset: 32 // float4 HeightParam; // Offset: 48 // float4 HeightCol; // Offset: 64 // bool4 fogType; // Offset: 80 // // } FC_FogParamArray[2]; // Offset: 0 Size: 192 // // } // // cbuffer cbLightAccParam // { // // float4x4 g_InvProjMatrix; // Offset: 0 Size: 64 // float4x3 g_ViewMatrix; // Offset: 64 Size: 48 [unused] // float4 g_ScreenSize; // Offset: 112 Size: 16 // float4x4 g_CameraMatrix; // Offset: 128 Size: 64 // float4 g_specPowerParam; // Offset: 192 Size: 16 [unused] // float4x4 g_ProjMatrix; // Offset: 208 Size: 64 [unused] // uint g_lightCount; // Offset: 272 Size: 4 [unused] // bool g_visualizeLightCount; // Offset: 276 Size: 4 // uint g_spotLightCount; // Offset: 280 Size: 4 [unused] // uint g_lineLightCount; // Offset: 284 Size: 4 [unused] // float g_frustumNear; // Offset: 288 Size: 4 [unused] // float g_frustumFar; // Offset: 292 Size: 4 [unused] // float g_frustumSliceScale; // Offset: 296 Size: 4 [unused] // float g_frustumSliceBias; // Offset: 300 Size: 4 [unused] // uint4 g_lightTileSize; // Offset: 304 Size: 16 [unused] // // } // // Resource bind info for gLitTextureFlat // { // // uint2 $Element; // Offset: 0 Size: 8 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // SS_ClampPoint sampler NA NA 7 1 // g_DepthTexture texture float4 2d 1 1 // g_GBuffer2Texture texture float4 2d 4 1 // g_GBuffer3Texture texture float4 2d 5 1 // g_IrradianceTexture texture float4 2d 6 1 // g_SpecularAccTexture texture float4 2d 7 1 // g_EmissiveAccTexture texture float4 2d 8 1 // gLitTextureFlat texture struct r/o 17 1 // cbLightAccParam cbuffer NA NA 0 1 // cbFog cbuffer NA NA 6 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xy // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 xyzw 2 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb6[12], dynamicIndexed dcl_constantbuffer cb0[18], immediateIndexed dcl_sampler s7, mode_default dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t5 dcl_resource_texture2d (float,float,float,float) t6 dcl_resource_texture2d (float,float,float,float) t7 dcl_resource_texture2d (float,float,float,float) t8 dcl_resource_structured t17, 8 dcl_input_ps_siv linear noperspective v0.xy, position dcl_input_ps linear v1.xy dcl_input_ps linear v2.xy dcl_output o0.xyzw dcl_temps 3 sample_indexable(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t6.xyzw, s7 sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t7.xyzw, s7 add r0.xyz, r0.xyzx, r1.xyzx sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t8.xyzw, s7 add r0.xyz, r0.xyzx, r1.xyzx ftou r1.xy, v0.yxyy utof r1.xy, r1.xyxx mad r0.w, r1.x, cb0[7].x, r1.y ftou r0.w, r0.w ld_structured_indexable(structured_buffer, stride=8)(mixed,mixed,mixed,mixed) r1.xy, r0.w, l(0), t17.xyxx ushr r0.w, r1.x, l(16) f16tof32 r1.xy, r1.xyxx f16tof32 r1.z, r0.w movc r0.xyz, cb0[17].yyyy, r1.xyzx, r0.xyzx sample_indexable(texture2d)(float,float,float,float) r1.z, v1.xyxx, t1.yzxw, s7 mov r1.xy, v2.xyxx mov r1.w, l(1.000000) dp4 r2.x, r1.xyzw, cb0[0].xyzw dp4 r2.y, r1.xyzw, cb0[1].xyzw dp4 r2.z, r1.xyzw, cb0[2].xyzw dp4 r0.w, r1.xyzw, cb0[3].xyzw div r1.xyz, r2.xyzx, r0.wwww dp3 r2.x, r1.xyzx, cb0[8].xyzx dp3 r2.y, r1.xyzx, cb0[10].xyzx dp3 r0.w, r1.xyzx, cb0[9].xyzx dp2 r1.x, r2.xyxx, r2.xyxx sqrt r1.x, r1.x sample_indexable(texture2d)(float,float,float,float) r1.y, v1.xyxx, t5.xwyz, s7 mul r1.y, r1.y, l(255.000000) ftoi r1.y, r1.y imul null, r1.y, r1.y, l(6) add r1.x, r1.x, -cb6[r1.y + 2].y mul r1.x, r1.x, cb6[r1.y + 2].z exp r1.x, -r1.x mad_sat r1.x, -r1.x, cb6[r1.y + 2].x, cb6[r1.y + 2].x dp3 r1.z, r0.xyzx, l(0.298910, 0.586610, 0.114480, 0.000000) add r1.z, r1.z, l(-1.000000) mad r1.w, cb6[r1.y + 1].w, r1.z, l(1.000000) mad r1.z, cb6[r1.y + 4].w, r1.z, l(1.000000) mad r2.xyz, cb6[r1.y + 1].xyzx, r1.wwww, -r0.xyzx mad r0.xyz, r1.xxxx, r2.xyzx, r0.xyzx mad r1.xzw, cb6[r1.y + 4].xxyz, r1.zzzz, -r0.xxyz add r0.w, r0.w, cb6[r1.y + 3].w add r0.w, r0.w, -cb6[r1.y + 3].y mul_sat r0.w, r0.w, cb6[r1.y + 3].z mul_sat r0.w, r0.w, cb6[r1.y + 3].x mad o0.xyz, r0.wwww, r1.xzwx, r0.xyzx sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t4.wxyz, s7 mov o0.w, r0.x ret // Approximately 50 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] If TEXCOORD1 needs the fix: [code]// ---- Created with 3Dmigoto v1.2.30 on Thu Apr 14 19:15:00 2016 cbuffer cbFog : register(b6) { struct { float4 Param; float4 Col; float4 ExtParam; float4 HeightParam; float4 HeightCol; bool4 fogType; } FC_FogParamArray[2] : packoffset(c0); } cbuffer cbLightAccParam : register(b0) { float4x4 g_InvProjMatrix : packoffset(c0); float4x3 g_ViewMatrix : packoffset(c4); float4 g_ScreenSize : packoffset(c7); float4x4 g_CameraMatrix : packoffset(c8); float4 g_specPowerParam : packoffset(c12); float4x4 g_ProjMatrix : packoffset(c13); uint g_lightCount : packoffset(c17); bool g_visualizeLightCount : packoffset(c17.y); uint g_spotLightCount : packoffset(c17.z); uint g_lineLightCount : packoffset(c17.w); float g_frustumNear : packoffset(c18); float g_frustumFar : packoffset(c18.y); float g_frustumSliceScale : packoffset(c18.z); float g_frustumSliceBias : packoffset(c18.w); uint4 g_lightTileSize : packoffset(c19); } SamplerState SS_ClampPoint_s : register(s7); Texture2D<float4> g_DepthTexture : register(t1); Texture2D<float4> g_GBuffer2Texture : register(t4); Texture2D<float4> g_GBuffer3Texture : register(t5); Texture2D<float4> g_IrradianceTexture : register(t6); Texture2D<float4> g_SpecularAccTexture : register(t7); Texture2D<float4> g_EmissiveAccTexture : register(t8); StructuredBuffer<gLitTextureFlat> gLitTextureFlat : register(t17); // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float4 v1 : TEXCOORD0, float4 v2 : TEXCOORD1, out float4 o0 : SV_TARGET0) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; float4 stereo = StereoParams.Load(0); float separation = stereo.x; float convergence = stereo.y; float4 fv2; fv2.xyzw=v2.xyzw; fv2.x+=separation*(fv2.w-convergence); r0.xyz = g_IrradianceTexture.Sample(SS_ClampPoint_s, v1.xy).xyz; r1.xyz = g_SpecularAccTexture.Sample(SS_ClampPoint_s, v1.xy).xyz; r0.xyz = r1.xyz + r0.xyz; r1.xyz = g_EmissiveAccTexture.Sample(SS_ClampPoint_s, v1.xy).xyz; r0.xyz = r1.xyz + r0.xyz; r1.xy = (uint2)v0.yx; r1.xy = (uint2)r1.xy; r0.w = r1.x * g_ScreenSize.x + r1.y; r0.w = (uint)r0.w; // Known bad code for instruction (needs manual fix): ld_structured_indexable(structured_buffer, stride=8)(mixed,mixed,mixed,mixed) r1.xy, r0.w, l(0), t17.xyxx r1.x = SS_ClampPoint[]..swiz; r1.y = SS_ClampPoint[]..swiz; r0.w = (uint)r1.x >> 16; r1.xy = f16tof32(r1.xy); r1.z = f16tof32(r0.w); r0.xyz = g_visualizeLightCount ? r1.xyz : r0.xyz; r1.z = g_DepthTexture.Sample(SS_ClampPoint_s, v1.xy).x; r1.xy = fv2.xy; r1.w = 1; r2.x = dot(r1.xyzw, g_InvProjMatrix._m00_m10_m20_m30); r2.y = dot(r1.xyzw, g_InvProjMatrix._m01_m11_m21_m31); r2.z = dot(r1.xyzw, g_InvProjMatrix._m02_m12_m22_m32); r0.w = dot(r1.xyzw, g_InvProjMatrix._m03_m13_m23_m33); r1.xyz = r2.xyz / r0.www; r2.x = dot(r1.xyz, g_CameraMatrix._m00_m10_m20); r2.y = dot(r1.xyz, g_CameraMatrix._m02_m12_m22); r0.w = dot(r1.xyz, g_CameraMatrix._m01_m11_m21); r1.x = dot(r2.xy, r2.xy); r1.x = sqrt(r1.x); r1.y = g_GBuffer3Texture.Sample(SS_ClampPoint_s, v1.xy).w; r1.y = 255 * r1.y; r1.y = (int)r1.y; r1.y = (int)r1.y * 6; r1.x = -FC_FogParamArray[r1.y].ExtParam.y + r1.x; r1.x = FC_FogParamArray[r1.y].ExtParam.z * r1.x; r1.x = exp2(-r1.x); r1.x = saturate(-r1.x * FC_FogParamArray[r1.y].ExtParam.x + FC_FogParamArray[r1.y].ExtParam.x); r1.z = dot(r0.xyz, float3(0.298909992,0.586610019,0.114480004)); r1.z = -1 + r1.z; r1.w = FC_FogParamArray[r1.y].Col.w * r1.z + 1; r1.z = FC_FogParamArray[r1.y].HeightCol.w * r1.z + 1; r2.xyz = FC_FogParamArray[r1.y].Col.xyz * r1.www + -r0.xyz; r0.xyz = r1.xxx * r2.xyz + r0.xyz; r1.xzw = FC_FogParamArray[r1.y].HeightCol.xyz * r1.zzz + -r0.xyz; r0.w = FC_FogParamArray[r1.y].HeightParam.w + r0.w; r0.w = -FC_FogParamArray[r1.y].HeightParam.y + r0.w; r0.w = saturate(FC_FogParamArray[r1.y].HeightParam.z * r0.w); r0.w = saturate(FC_FogParamArray[r1.y].HeightParam.x * r0.w); o0.xyz = r0.www * r1.xzw + r0.xyz; r0.x = g_GBuffer2Texture.Sample(SS_ClampPoint_s, v1.xy).w; o0.w = r0.x; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546 // // using 3Dmigoto v1.2.30 on Thu Apr 14 19:15:00 2016 // // // Buffer Definitions: // // cbuffer cbFog // { // // struct FogParam // { // // float4 Param; // Offset: 0 // float4 Col; // Offset: 16 // float4 ExtParam; // Offset: 32 // float4 HeightParam; // Offset: 48 // float4 HeightCol; // Offset: 64 // bool4 fogType; // Offset: 80 // // } FC_FogParamArray[2]; // Offset: 0 Size: 192 // // } // // cbuffer cbLightAccParam // { // // float4x4 g_InvProjMatrix; // Offset: 0 Size: 64 // float4x3 g_ViewMatrix; // Offset: 64 Size: 48 [unused] // float4 g_ScreenSize; // Offset: 112 Size: 16 // float4x4 g_CameraMatrix; // Offset: 128 Size: 64 // float4 g_specPowerParam; // Offset: 192 Size: 16 [unused] // float4x4 g_ProjMatrix; // Offset: 208 Size: 64 [unused] // uint g_lightCount; // Offset: 272 Size: 4 [unused] // bool g_visualizeLightCount; // Offset: 276 Size: 4 // uint g_spotLightCount; // Offset: 280 Size: 4 [unused] // uint g_lineLightCount; // Offset: 284 Size: 4 [unused] // float g_frustumNear; // Offset: 288 Size: 4 [unused] // float g_frustumFar; // Offset: 292 Size: 4 [unused] // float g_frustumSliceScale; // Offset: 296 Size: 4 [unused] // float g_frustumSliceBias; // Offset: 300 Size: 4 [unused] // uint4 g_lightTileSize; // Offset: 304 Size: 16 [unused] // // } // // Resource bind info for gLitTextureFlat // { // // uint2 $Element; // Offset: 0 Size: 8 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // SS_ClampPoint sampler NA NA 7 1 // g_DepthTexture texture float4 2d 1 1 // g_GBuffer2Texture texture float4 2d 4 1 // g_GBuffer3Texture texture float4 2d 5 1 // g_IrradianceTexture texture float4 2d 6 1 // g_SpecularAccTexture texture float4 2d 7 1 // g_EmissiveAccTexture texture float4 2d 8 1 // gLitTextureFlat texture struct r/o 17 1 // cbLightAccParam cbuffer NA NA 0 1 // cbFog cbuffer NA NA 6 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xy // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 xyzw 2 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb6[12], dynamicIndexed dcl_constantbuffer cb0[18], immediateIndexed dcl_sampler s7, mode_default dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t5 dcl_resource_texture2d (float,float,float,float) t6 dcl_resource_texture2d (float,float,float,float) t7 dcl_resource_texture2d (float,float,float,float) t8 dcl_resource_structured t17, 8 dcl_input_ps_siv linear noperspective v0.xy, position dcl_input_ps linear v1.xy dcl_input_ps linear v2.xy dcl_output o0.xyzw dcl_temps 3 sample_indexable(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t6.xyzw, s7 sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t7.xyzw, s7 add r0.xyz, r0.xyzx, r1.xyzx sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t8.xyzw, s7 add r0.xyz, r0.xyzx, r1.xyzx ftou r1.xy, v0.yxyy utof r1.xy, r1.xyxx mad r0.w, r1.x, cb0[7].x, r1.y ftou r0.w, r0.w ld_structured_indexable(structured_buffer, stride=8)(mixed,mixed,mixed,mixed) r1.xy, r0.w, l(0), t17.xyxx ushr r0.w, r1.x, l(16) f16tof32 r1.xy, r1.xyxx f16tof32 r1.z, r0.w movc r0.xyz, cb0[17].yyyy, r1.xyzx, r0.xyzx sample_indexable(texture2d)(float,float,float,float) r1.z, v1.xyxx, t1.yzxw, s7 mov r1.xy, v2.xyxx mov r1.w, l(1.000000) dp4 r2.x, r1.xyzw, cb0[0].xyzw dp4 r2.y, r1.xyzw, cb0[1].xyzw dp4 r2.z, r1.xyzw, cb0[2].xyzw dp4 r0.w, r1.xyzw, cb0[3].xyzw div r1.xyz, r2.xyzx, r0.wwww dp3 r2.x, r1.xyzx, cb0[8].xyzx dp3 r2.y, r1.xyzx, cb0[10].xyzx dp3 r0.w, r1.xyzx, cb0[9].xyzx dp2 r1.x, r2.xyxx, r2.xyxx sqrt r1.x, r1.x sample_indexable(texture2d)(float,float,float,float) r1.y, v1.xyxx, t5.xwyz, s7 mul r1.y, r1.y, l(255.000000) ftoi r1.y, r1.y imul null, r1.y, r1.y, l(6) add r1.x, r1.x, -cb6[r1.y + 2].y mul r1.x, r1.x, cb6[r1.y + 2].z exp r1.x, -r1.x mad_sat r1.x, -r1.x, cb6[r1.y + 2].x, cb6[r1.y + 2].x dp3 r1.z, r0.xyzx, l(0.298910, 0.586610, 0.114480, 0.000000) add r1.z, r1.z, l(-1.000000) mad r1.w, cb6[r1.y + 1].w, r1.z, l(1.000000) mad r1.z, cb6[r1.y + 4].w, r1.z, l(1.000000) mad r2.xyz, cb6[r1.y + 1].xyzx, r1.wwww, -r0.xyzx mad r0.xyz, r1.xxxx, r2.xyzx, r0.xyzx mad r1.xzw, cb6[r1.y + 4].xxyz, r1.zzzz, -r0.xxyz add r0.w, r0.w, cb6[r1.y + 3].w add r0.w, r0.w, -cb6[r1.y + 3].y mul_sat r0.w, r0.w, cb6[r1.y + 3].z mul_sat r0.w, r0.w, cb6[r1.y + 3].x mad o0.xyz, r0.wwww, r1.xzwx, r0.xyzx sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t4.wxyz, s7 mov o0.w, r0.x ret // Approximately 50 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] However, I didn't touch that "// Known bad code for instruction (needs manual fix):" part, because I don't know what to do with it. I intercepted the texcoords before anything else happens, to do the same as I would do in the vertex shader (however, if more pixel shaders depend from that vertex shader, they won't be fixed). Edit: corrected a variable in option 2.
SKAUT said:
I bet that Helifax got more shaders already dumped but I will post mine if anyone want to take a look at them.


I've downloaded your dumped shaders. What is the disabled effect of each one?

Is a048d2fae9b16f67-ps_replace.txt the fog pixel shader? If it's possible, I prefer fixing haloing in the vertex shader.

Since I'm doing this blindly, I'll give you to possible solutions for that pixel shader.

If TEXCOORD0 needs the fix:

// ---- Created with 3Dmigoto v1.2.30 on Thu Apr 14 19:15:00 2016

cbuffer cbFog : register(b6)
{

struct
{
float4 Param;
float4 Col;
float4 ExtParam;
float4 HeightParam;
float4 HeightCol;
bool4 fogType;
} FC_FogParamArray[2] : packoffset(c0);

}

cbuffer cbLightAccParam : register(b0)
{
float4x4 g_InvProjMatrix : packoffset(c0);
float4x3 g_ViewMatrix : packoffset(c4);
float4 g_ScreenSize : packoffset(c7);
float4x4 g_CameraMatrix : packoffset(c8);
float4 g_specPowerParam : packoffset(c12);
float4x4 g_ProjMatrix : packoffset(c13);
uint g_lightCount : packoffset(c17);
bool g_visualizeLightCount : packoffset(c17.y);
uint g_spotLightCount : packoffset(c17.z);
uint g_lineLightCount : packoffset(c17.w);
float g_frustumNear : packoffset(c18);
float g_frustumFar : packoffset(c18.y);
float g_frustumSliceScale : packoffset(c18.z);
float g_frustumSliceBias : packoffset(c18.w);
uint4 g_lightTileSize : packoffset(c19);
}

SamplerState SS_ClampPoint_s : register(s7);
Texture2D<float4> g_DepthTexture : register(t1);
Texture2D<float4> g_GBuffer2Texture : register(t4);
Texture2D<float4> g_GBuffer3Texture : register(t5);
Texture2D<float4> g_IrradianceTexture : register(t6);
Texture2D<float4> g_SpecularAccTexture : register(t7);
Texture2D<float4> g_EmissiveAccTexture : register(t8);
StructuredBuffer<gLitTextureFlat> gLitTextureFlat : register(t17);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : SV_POSITION0,
float4 v1 : TEXCOORD0,
float4 v2 : TEXCOORD1,
out float4 o0 : SV_TARGET0)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x;
float convergence = stereo.y;

float4 fv1;

fv1.xyzw=v1.xyzw;
fv1.x+=separation*(fv1.w-convergence);

r0.xyz = g_IrradianceTexture.Sample(SS_ClampPoint_s, fv1.xy).xyz;
r1.xyz = g_SpecularAccTexture.Sample(SS_ClampPoint_s, fv1.xy).xyz;
r0.xyz = r1.xyz + r0.xyz;
r1.xyz = g_EmissiveAccTexture.Sample(SS_ClampPoint_s, fv1.xy).xyz;
r0.xyz = r1.xyz + r0.xyz;
r1.xy = (uint2)v0.yx;
r1.xy = (uint2)r1.xy;
r0.w = r1.x * g_ScreenSize.x + r1.y;
r0.w = (uint)r0.w;
// Known bad code for instruction (needs manual fix):
ld_structured_indexable(structured_buffer, stride=8)(mixed,mixed,mixed,mixed) r1.xy, r0.w, l(0), t17.xyxx
r1.x = SS_ClampPoint[]..swiz;
r1.y = SS_ClampPoint[]..swiz;
r0.w = (uint)r1.x >> 16;
r1.xy = f16tof32(r1.xy);
r1.z = f16tof32(r0.w);
r0.xyz = g_visualizeLightCount ? r1.xyz : r0.xyz;
r1.z = g_DepthTexture.Sample(SS_ClampPoint_s, fv1.xy).x;
r1.xy = v2.xy;
r1.w = 1;
r2.x = dot(r1.xyzw, g_InvProjMatrix._m00_m10_m20_m30);
r2.y = dot(r1.xyzw, g_InvProjMatrix._m01_m11_m21_m31);
r2.z = dot(r1.xyzw, g_InvProjMatrix._m02_m12_m22_m32);
r0.w = dot(r1.xyzw, g_InvProjMatrix._m03_m13_m23_m33);
r1.xyz = r2.xyz / r0.www;
r2.x = dot(r1.xyz, g_CameraMatrix._m00_m10_m20);
r2.y = dot(r1.xyz, g_CameraMatrix._m02_m12_m22);
r0.w = dot(r1.xyz, g_CameraMatrix._m01_m11_m21);
r1.x = dot(r2.xy, r2.xy);
r1.x = sqrt(r1.x);
r1.y = g_GBuffer3Texture.Sample(SS_ClampPoint_s, fv1.xy).w;
r1.y = 255 * r1.y;
r1.y = (int)r1.y;
r1.y = (int)r1.y * 6;
r1.x = -FC_FogParamArray[r1.y].ExtParam.y + r1.x;
r1.x = FC_FogParamArray[r1.y].ExtParam.z * r1.x;
r1.x = exp2(-r1.x);
r1.x = saturate(-r1.x * FC_FogParamArray[r1.y].ExtParam.x + FC_FogParamArray[r1.y].ExtParam.x);
r1.z = dot(r0.xyz, float3(0.298909992,0.586610019,0.114480004));
r1.z = -1 + r1.z;
r1.w = FC_FogParamArray[r1.y].Col.w * r1.z + 1;
r1.z = FC_FogParamArray[r1.y].HeightCol.w * r1.z + 1;
r2.xyz = FC_FogParamArray[r1.y].Col.xyz * r1.www + -r0.xyz;
r0.xyz = r1.xxx * r2.xyz + r0.xyz;
r1.xzw = FC_FogParamArray[r1.y].HeightCol.xyz * r1.zzz + -r0.xyz;
r0.w = FC_FogParamArray[r1.y].HeightParam.w + r0.w;
r0.w = -FC_FogParamArray[r1.y].HeightParam.y + r0.w;
r0.w = saturate(FC_FogParamArray[r1.y].HeightParam.z * r0.w);
r0.w = saturate(FC_FogParamArray[r1.y].HeightParam.x * r0.w);
o0.xyz = r0.www * r1.xzw + r0.xyz;
r0.x = g_GBuffer2Texture.Sample(SS_ClampPoint_s, fv1.xy).w;
o0.w = r0.x;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
// using 3Dmigoto v1.2.30 on Thu Apr 14 19:15:00 2016
//
//
// Buffer Definitions:
//
// cbuffer cbFog
// {
//
// struct FogParam
// {
//
// float4 Param; // Offset: 0
// float4 Col; // Offset: 16
// float4 ExtParam; // Offset: 32
// float4 HeightParam; // Offset: 48
// float4 HeightCol; // Offset: 64
// bool4 fogType; // Offset: 80
//
// } FC_FogParamArray[2]; // Offset: 0 Size: 192
//
// }
//
// cbuffer cbLightAccParam
// {
//
// float4x4 g_InvProjMatrix; // Offset: 0 Size: 64
// float4x3 g_ViewMatrix; // Offset: 64 Size: 48 [unused]
// float4 g_ScreenSize; // Offset: 112 Size: 16
// float4x4 g_CameraMatrix; // Offset: 128 Size: 64
// float4 g_specPowerParam; // Offset: 192 Size: 16 [unused]
// float4x4 g_ProjMatrix; // Offset: 208 Size: 64 [unused]
// uint g_lightCount; // Offset: 272 Size: 4 [unused]
// bool g_visualizeLightCount; // Offset: 276 Size: 4
// uint g_spotLightCount; // Offset: 280 Size: 4 [unused]
// uint g_lineLightCount; // Offset: 284 Size: 4 [unused]
// float g_frustumNear; // Offset: 288 Size: 4 [unused]
// float g_frustumFar; // Offset: 292 Size: 4 [unused]
// float g_frustumSliceScale; // Offset: 296 Size: 4 [unused]
// float g_frustumSliceBias; // Offset: 300 Size: 4 [unused]
// uint4 g_lightTileSize; // Offset: 304 Size: 16 [unused]
//
// }
//
// Resource bind info for gLitTextureFlat
// {
//
// uint2 $Element; // Offset: 0 Size: 8
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SS_ClampPoint sampler NA NA 7 1
// g_DepthTexture texture float4 2d 1 1
// g_GBuffer2Texture texture float4 2d 4 1
// g_GBuffer3Texture texture float4 2d 5 1
// g_IrradianceTexture texture float4 2d 6 1
// g_SpecularAccTexture texture float4 2d 7 1
// g_EmissiveAccTexture texture float4 2d 8 1
// gLitTextureFlat texture struct r/o 17 1
// cbLightAccParam cbuffer NA NA 0 1
// cbFog cbuffer NA NA 6 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xy
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xyzw 2 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb6[12], dynamicIndexed
dcl_constantbuffer cb0[18], immediateIndexed
dcl_sampler s7, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_structured t17, 8
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 3
sample_indexable(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t6.xyzw, s7
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t7.xyzw, s7
add r0.xyz, r0.xyzx, r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t8.xyzw, s7
add r0.xyz, r0.xyzx, r1.xyzx
ftou r1.xy, v0.yxyy
utof r1.xy, r1.xyxx
mad r0.w, r1.x, cb0[7].x, r1.y
ftou r0.w, r0.w
ld_structured_indexable(structured_buffer, stride=8)(mixed,mixed,mixed,mixed) r1.xy, r0.w, l(0), t17.xyxx
ushr r0.w, r1.x, l(16)
f16tof32 r1.xy, r1.xyxx
f16tof32 r1.z, r0.w
movc r0.xyz, cb0[17].yyyy, r1.xyzx, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.z, v1.xyxx, t1.yzxw, s7
mov r1.xy, v2.xyxx
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb0[0].xyzw
dp4 r2.y, r1.xyzw, cb0[1].xyzw
dp4 r2.z, r1.xyzw, cb0[2].xyzw
dp4 r0.w, r1.xyzw, cb0[3].xyzw
div r1.xyz, r2.xyzx, r0.wwww
dp3 r2.x, r1.xyzx, cb0[8].xyzx
dp3 r2.y, r1.xyzx, cb0[10].xyzx
dp3 r0.w, r1.xyzx, cb0[9].xyzx
dp2 r1.x, r2.xyxx, r2.xyxx
sqrt r1.x, r1.x
sample_indexable(texture2d)(float,float,float,float) r1.y, v1.xyxx, t5.xwyz, s7
mul r1.y, r1.y, l(255.000000)
ftoi r1.y, r1.y
imul null, r1.y, r1.y, l(6)
add r1.x, r1.x, -cb6[r1.y + 2].y
mul r1.x, r1.x, cb6[r1.y + 2].z
exp r1.x, -r1.x
mad_sat r1.x, -r1.x, cb6[r1.y + 2].x, cb6[r1.y + 2].x
dp3 r1.z, r0.xyzx, l(0.298910, 0.586610, 0.114480, 0.000000)
add r1.z, r1.z, l(-1.000000)
mad r1.w, cb6[r1.y + 1].w, r1.z, l(1.000000)
mad r1.z, cb6[r1.y + 4].w, r1.z, l(1.000000)
mad r2.xyz, cb6[r1.y + 1].xyzx, r1.wwww, -r0.xyzx
mad r0.xyz, r1.xxxx, r2.xyzx, r0.xyzx
mad r1.xzw, cb6[r1.y + 4].xxyz, r1.zzzz, -r0.xxyz
add r0.w, r0.w, cb6[r1.y + 3].w
add r0.w, r0.w, -cb6[r1.y + 3].y
mul_sat r0.w, r0.w, cb6[r1.y + 3].z
mul_sat r0.w, r0.w, cb6[r1.y + 3].x
mad o0.xyz, r0.wwww, r1.xzwx, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t4.wxyz, s7
mov o0.w, r0.x
ret
// Approximately 50 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


If TEXCOORD1 needs the fix:

// ---- Created with 3Dmigoto v1.2.30 on Thu Apr 14 19:15:00 2016

cbuffer cbFog : register(b6)
{

struct
{
float4 Param;
float4 Col;
float4 ExtParam;
float4 HeightParam;
float4 HeightCol;
bool4 fogType;
} FC_FogParamArray[2] : packoffset(c0);

}

cbuffer cbLightAccParam : register(b0)
{
float4x4 g_InvProjMatrix : packoffset(c0);
float4x3 g_ViewMatrix : packoffset(c4);
float4 g_ScreenSize : packoffset(c7);
float4x4 g_CameraMatrix : packoffset(c8);
float4 g_specPowerParam : packoffset(c12);
float4x4 g_ProjMatrix : packoffset(c13);
uint g_lightCount : packoffset(c17);
bool g_visualizeLightCount : packoffset(c17.y);
uint g_spotLightCount : packoffset(c17.z);
uint g_lineLightCount : packoffset(c17.w);
float g_frustumNear : packoffset(c18);
float g_frustumFar : packoffset(c18.y);
float g_frustumSliceScale : packoffset(c18.z);
float g_frustumSliceBias : packoffset(c18.w);
uint4 g_lightTileSize : packoffset(c19);
}

SamplerState SS_ClampPoint_s : register(s7);
Texture2D<float4> g_DepthTexture : register(t1);
Texture2D<float4> g_GBuffer2Texture : register(t4);
Texture2D<float4> g_GBuffer3Texture : register(t5);
Texture2D<float4> g_IrradianceTexture : register(t6);
Texture2D<float4> g_SpecularAccTexture : register(t7);
Texture2D<float4> g_EmissiveAccTexture : register(t8);
StructuredBuffer<gLitTextureFlat> gLitTextureFlat : register(t17);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : SV_POSITION0,
float4 v1 : TEXCOORD0,
float4 v2 : TEXCOORD1,
out float4 o0 : SV_TARGET0)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x;
float convergence = stereo.y;

float4 fv2;

fv2.xyzw=v2.xyzw;
fv2.x+=separation*(fv2.w-convergence);

r0.xyz = g_IrradianceTexture.Sample(SS_ClampPoint_s, v1.xy).xyz;
r1.xyz = g_SpecularAccTexture.Sample(SS_ClampPoint_s, v1.xy).xyz;
r0.xyz = r1.xyz + r0.xyz;
r1.xyz = g_EmissiveAccTexture.Sample(SS_ClampPoint_s, v1.xy).xyz;
r0.xyz = r1.xyz + r0.xyz;
r1.xy = (uint2)v0.yx;
r1.xy = (uint2)r1.xy;
r0.w = r1.x * g_ScreenSize.x + r1.y;
r0.w = (uint)r0.w;
// Known bad code for instruction (needs manual fix):
ld_structured_indexable(structured_buffer, stride=8)(mixed,mixed,mixed,mixed) r1.xy, r0.w, l(0), t17.xyxx
r1.x = SS_ClampPoint[]..swiz;
r1.y = SS_ClampPoint[]..swiz;
r0.w = (uint)r1.x >> 16;
r1.xy = f16tof32(r1.xy);
r1.z = f16tof32(r0.w);
r0.xyz = g_visualizeLightCount ? r1.xyz : r0.xyz;
r1.z = g_DepthTexture.Sample(SS_ClampPoint_s, v1.xy).x;
r1.xy = fv2.xy;
r1.w = 1;
r2.x = dot(r1.xyzw, g_InvProjMatrix._m00_m10_m20_m30);
r2.y = dot(r1.xyzw, g_InvProjMatrix._m01_m11_m21_m31);
r2.z = dot(r1.xyzw, g_InvProjMatrix._m02_m12_m22_m32);
r0.w = dot(r1.xyzw, g_InvProjMatrix._m03_m13_m23_m33);
r1.xyz = r2.xyz / r0.www;
r2.x = dot(r1.xyz, g_CameraMatrix._m00_m10_m20);
r2.y = dot(r1.xyz, g_CameraMatrix._m02_m12_m22);
r0.w = dot(r1.xyz, g_CameraMatrix._m01_m11_m21);
r1.x = dot(r2.xy, r2.xy);
r1.x = sqrt(r1.x);
r1.y = g_GBuffer3Texture.Sample(SS_ClampPoint_s, v1.xy).w;
r1.y = 255 * r1.y;
r1.y = (int)r1.y;
r1.y = (int)r1.y * 6;
r1.x = -FC_FogParamArray[r1.y].ExtParam.y + r1.x;
r1.x = FC_FogParamArray[r1.y].ExtParam.z * r1.x;
r1.x = exp2(-r1.x);
r1.x = saturate(-r1.x * FC_FogParamArray[r1.y].ExtParam.x + FC_FogParamArray[r1.y].ExtParam.x);
r1.z = dot(r0.xyz, float3(0.298909992,0.586610019,0.114480004));
r1.z = -1 + r1.z;
r1.w = FC_FogParamArray[r1.y].Col.w * r1.z + 1;
r1.z = FC_FogParamArray[r1.y].HeightCol.w * r1.z + 1;
r2.xyz = FC_FogParamArray[r1.y].Col.xyz * r1.www + -r0.xyz;
r0.xyz = r1.xxx * r2.xyz + r0.xyz;
r1.xzw = FC_FogParamArray[r1.y].HeightCol.xyz * r1.zzz + -r0.xyz;
r0.w = FC_FogParamArray[r1.y].HeightParam.w + r0.w;
r0.w = -FC_FogParamArray[r1.y].HeightParam.y + r0.w;
r0.w = saturate(FC_FogParamArray[r1.y].HeightParam.z * r0.w);
r0.w = saturate(FC_FogParamArray[r1.y].HeightParam.x * r0.w);
o0.xyz = r0.www * r1.xzw + r0.xyz;
r0.x = g_GBuffer2Texture.Sample(SS_ClampPoint_s, v1.xy).w;
o0.w = r0.x;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
// using 3Dmigoto v1.2.30 on Thu Apr 14 19:15:00 2016
//
//
// Buffer Definitions:
//
// cbuffer cbFog
// {
//
// struct FogParam
// {
//
// float4 Param; // Offset: 0
// float4 Col; // Offset: 16
// float4 ExtParam; // Offset: 32
// float4 HeightParam; // Offset: 48
// float4 HeightCol; // Offset: 64
// bool4 fogType; // Offset: 80
//
// } FC_FogParamArray[2]; // Offset: 0 Size: 192
//
// }
//
// cbuffer cbLightAccParam
// {
//
// float4x4 g_InvProjMatrix; // Offset: 0 Size: 64
// float4x3 g_ViewMatrix; // Offset: 64 Size: 48 [unused]
// float4 g_ScreenSize; // Offset: 112 Size: 16
// float4x4 g_CameraMatrix; // Offset: 128 Size: 64
// float4 g_specPowerParam; // Offset: 192 Size: 16 [unused]
// float4x4 g_ProjMatrix; // Offset: 208 Size: 64 [unused]
// uint g_lightCount; // Offset: 272 Size: 4 [unused]
// bool g_visualizeLightCount; // Offset: 276 Size: 4
// uint g_spotLightCount; // Offset: 280 Size: 4 [unused]
// uint g_lineLightCount; // Offset: 284 Size: 4 [unused]
// float g_frustumNear; // Offset: 288 Size: 4 [unused]
// float g_frustumFar; // Offset: 292 Size: 4 [unused]
// float g_frustumSliceScale; // Offset: 296 Size: 4 [unused]
// float g_frustumSliceBias; // Offset: 300 Size: 4 [unused]
// uint4 g_lightTileSize; // Offset: 304 Size: 16 [unused]
//
// }
//
// Resource bind info for gLitTextureFlat
// {
//
// uint2 $Element; // Offset: 0 Size: 8
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SS_ClampPoint sampler NA NA 7 1
// g_DepthTexture texture float4 2d 1 1
// g_GBuffer2Texture texture float4 2d 4 1
// g_GBuffer3Texture texture float4 2d 5 1
// g_IrradianceTexture texture float4 2d 6 1
// g_SpecularAccTexture texture float4 2d 7 1
// g_EmissiveAccTexture texture float4 2d 8 1
// gLitTextureFlat texture struct r/o 17 1
// cbLightAccParam cbuffer NA NA 0 1
// cbFog cbuffer NA NA 6 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xy
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xyzw 2 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb6[12], dynamicIndexed
dcl_constantbuffer cb0[18], immediateIndexed
dcl_sampler s7, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_structured t17, 8
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 3
sample_indexable(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t6.xyzw, s7
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t7.xyzw, s7
add r0.xyz, r0.xyzx, r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t8.xyzw, s7
add r0.xyz, r0.xyzx, r1.xyzx
ftou r1.xy, v0.yxyy
utof r1.xy, r1.xyxx
mad r0.w, r1.x, cb0[7].x, r1.y
ftou r0.w, r0.w
ld_structured_indexable(structured_buffer, stride=8)(mixed,mixed,mixed,mixed) r1.xy, r0.w, l(0), t17.xyxx
ushr r0.w, r1.x, l(16)
f16tof32 r1.xy, r1.xyxx
f16tof32 r1.z, r0.w
movc r0.xyz, cb0[17].yyyy, r1.xyzx, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.z, v1.xyxx, t1.yzxw, s7
mov r1.xy, v2.xyxx
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb0[0].xyzw
dp4 r2.y, r1.xyzw, cb0[1].xyzw
dp4 r2.z, r1.xyzw, cb0[2].xyzw
dp4 r0.w, r1.xyzw, cb0[3].xyzw
div r1.xyz, r2.xyzx, r0.wwww
dp3 r2.x, r1.xyzx, cb0[8].xyzx
dp3 r2.y, r1.xyzx, cb0[10].xyzx
dp3 r0.w, r1.xyzx, cb0[9].xyzx
dp2 r1.x, r2.xyxx, r2.xyxx
sqrt r1.x, r1.x
sample_indexable(texture2d)(float,float,float,float) r1.y, v1.xyxx, t5.xwyz, s7
mul r1.y, r1.y, l(255.000000)
ftoi r1.y, r1.y
imul null, r1.y, r1.y, l(6)
add r1.x, r1.x, -cb6[r1.y + 2].y
mul r1.x, r1.x, cb6[r1.y + 2].z
exp r1.x, -r1.x
mad_sat r1.x, -r1.x, cb6[r1.y + 2].x, cb6[r1.y + 2].x
dp3 r1.z, r0.xyzx, l(0.298910, 0.586610, 0.114480, 0.000000)
add r1.z, r1.z, l(-1.000000)
mad r1.w, cb6[r1.y + 1].w, r1.z, l(1.000000)
mad r1.z, cb6[r1.y + 4].w, r1.z, l(1.000000)
mad r2.xyz, cb6[r1.y + 1].xyzx, r1.wwww, -r0.xyzx
mad r0.xyz, r1.xxxx, r2.xyzx, r0.xyzx
mad r1.xzw, cb6[r1.y + 4].xxyz, r1.zzzz, -r0.xxyz
add r0.w, r0.w, cb6[r1.y + 3].w
add r0.w, r0.w, -cb6[r1.y + 3].y
mul_sat r0.w, r0.w, cb6[r1.y + 3].z
mul_sat r0.w, r0.w, cb6[r1.y + 3].x
mad o0.xyz, r0.wwww, r1.xzwx, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t4.wxyz, s7
mov o0.w, r0.x
ret
// Approximately 50 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/



However, I didn't touch that "// Known bad code for instruction (needs manual fix):" part, because I don't know what to do with it. I intercepted the texcoords before anything else happens, to do the same as I would do in the vertex shader (however, if more pixel shaders depend from that vertex shader, they won't be fixed).

Edit: corrected a variable in option 2.

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#67
Posted 04/14/2016 06:57 PM   
I`ve tried Flugan`s wrapper and it blocks the game - didn`t even go to menu. Masterotaku - I have no idea about fixing shaders. Been looking into it but that is magic to me. I`ve managed understand everything up to shaders dumping process and I try my best if anyone need someone to do that. I was just wondering if disabling those effects would help. Just to get rid of the annoying ones. When 3Dmigoto is running the frame rate is killing me - 2fps at top.
I`ve tried Flugan`s wrapper and it blocks the game - didn`t even go to menu.

Masterotaku - I have no idea about fixing shaders. Been looking into it but that is magic to me. I`ve managed understand everything up to shaders dumping process and I try my best if anyone need someone to do that.
I was just wondering if disabling those effects would help. Just to get rid of the annoying ones.
When 3Dmigoto is running the frame rate is killing me - 2fps at top.
[quote="helifax"]Anyone knows where I can get his wrapper from? I see www.flugan.net is down:([/quote] [quote="Flugan"]My homepage is now dead and I've lost all the HTML pages etc. I couldn't wrap my head around hosting solutions so I kept my own computer on and hosted it myself. I seem to remember my uplink being faster but for now it's stuck at arund 6mbit/s and less important downlink of 60mbit/s. Just standard ADSL.[/quote] [url]https://forums.geforce.com/default/topic/929666/3d-vision/flugan-megathread/post/4854248/#4854248[/url] Perhaps try github https://github.com/Flugan
helifax said:Anyone knows where I can get his wrapper from? I see www.flugan.net is down:(


Flugan said:My homepage is now dead and I've lost all the HTML pages etc. I couldn't wrap my head around hosting solutions so I kept my own computer on and hosted it myself. I seem to remember my uplink being faster but for now it's stuck at arund 6mbit/s and less important downlink of 60mbit/s. Just standard ADSL.


https://forums.geforce.com/default/topic/929666/3d-vision/flugan-megathread/post/4854248/#4854248


Perhaps try github

https://github.com/Flugan

#69
Posted 04/14/2016 07:05 PM   
CRAP :( I hoped it worked... I still have a few version around my Cloud need to dig it up and give it a try as well. Maybe I am more lucky...;) In any case I think the best bet is to make 3DMigoto work around this thing, but that is not up to me, but bo3b and DarkStarSword :( For the shaders, since we get that decompile issue which can be fixed in HLSL but is a bit hard, we definitely need to stick with the ASM variant:( If you just want to disable the shaders you can mark their CRC in the ini file and handle=skip ;)
CRAP :( I hoped it worked... I still have a few version around my Cloud need to dig it up and give it a try as well. Maybe I am more lucky...;) In any case I think the best bet is to make 3DMigoto work around this thing, but that is not up to me, but bo3b and DarkStarSword :(

For the shaders, since we get that decompile issue which can be fixed in HLSL but is a bit hard, we definitely need to stick with the ASM variant:(

If you just want to disable the shaders you can mark their CRC in the ini file and handle=skip ;)


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But thou Chaos can be beautiful...
It can not last...


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#70
Posted 04/14/2016 07:09 PM   
[quote="helifax"]In any case I think the best bet is to make 3DMigoto work around this thing, but that is not up to me, but bo3b and DarkStarSword :([/quote] It's possible that they didn't see this thread. I think you should post the problems you have found in the 3Dmigoto thread.
helifax said:In any case I think the best bet is to make 3DMigoto work around this thing, but that is not up to me, but bo3b and DarkStarSword :(


It's possible that they didn't see this thread. I think you should post the problems you have found in the 3Dmigoto thread.

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#71
Posted 04/14/2016 07:32 PM   
[quote="masterotaku"][quote="helifax"]In any case I think the best bet is to make 3DMigoto work around this thing, but that is not up to me, but bo3b and DarkStarSword :([/quote] It's possible that they didn't see this thread. I think you should post the problems you have found in the 3Dmigoto thread.[/quote] I've sent bo3b a PM letting him know what we see here. If he is willing and has the time/feels like it:) at least he will tell us we/he can do something about it or not:) This way we will know at least if is worth trying to fix any shaders or not;) Also, one thing to add; FU GAME, FU OVER AND OVER AGAIN ^_^ (It seems the Devs not only made the game being frustrating playing it, but also fixing it ^_^ Dark Souls all the way INDEED ^_^)
masterotaku said:
helifax said:In any case I think the best bet is to make 3DMigoto work around this thing, but that is not up to me, but bo3b and DarkStarSword :(


It's possible that they didn't see this thread. I think you should post the problems you have found in the 3Dmigoto thread.


I've sent bo3b a PM letting him know what we see here. If he is willing and has the time/feels like it:) at least he will tell us we/he can do something about it or not:) This way we will know at least if is worth trying to fix any shaders or not;)

Also, one thing to add; FU GAME, FU OVER AND OVER AGAIN ^_^ (It seems the Devs not only made the game being frustrating playing it, but also fixing it ^_^ Dark Souls all the way INDEED ^_^)


Life is as empty without Terror, as is without Love...
But thou Chaos can be beautiful...
It can not last...


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#72
Posted 04/14/2016 09:48 PM   
I raged quit... not because of the lightning broken shaders - it seems I am fine by playing a 3d broken game -, but because I lost 6000 souls... arghhh...
I raged quit... not because of the lightning broken shaders - it seems I am fine by playing a 3d broken game -, but because I lost 6000 souls... arghhh...

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#73
Posted 04/14/2016 10:29 PM   
Well, I know that you guys always like to jump into these games as soon as they come out, but the reality is that games barely run on the first days. I don't like to spend time looking at stuff that is likely to be fixed if we have a little patience. In this case, we don't have a first patch for the game yet, and we don't have a game-ready driver, which you know has got to be coming. We've never seen the green plus blown out view before, but earlier in this thread people are getting blue/red conversions from changing something with alt-f11. That all seems really sketchy. With just loading 3Dmigoto, there aren't any shaders changed, so somehow it changes the game. Most likely candidate is a conflict on the stereo register of 125 or the constants at 120. Worth trying changing those, especially if you correlate those registers as being in use by a shader. Maybe try -1 to disable them as a test. Edit: Took a quick look at the log, and it all looks normal, no serious errors that I see. The stereo texture returns an error of -144 because stereo is disabled at launch, but I doubt that had an impact here. I'd also remove the SBS activation as unnecessary complexity while trying to debug problems. The more features, the more complexity, the more likely there can be conflicts. With it enabled, it could be damaging the pipeline for example with a missing shader, changing some values the game needs.
Well, I know that you guys always like to jump into these games as soon as they come out, but the reality is that games barely run on the first days. I don't like to spend time looking at stuff that is likely to be fixed if we have a little patience.

In this case, we don't have a first patch for the game yet, and we don't have a game-ready driver, which you know has got to be coming.


We've never seen the green plus blown out view before, but earlier in this thread people are getting blue/red conversions from changing something with alt-f11. That all seems really sketchy.

With just loading 3Dmigoto, there aren't any shaders changed, so somehow it changes the game. Most likely candidate is a conflict on the stereo register of 125 or the constants at 120. Worth trying changing those, especially if you correlate those registers as being in use by a shader. Maybe try -1 to disable them as a test.


Edit: Took a quick look at the log, and it all looks normal, no serious errors that I see. The stereo texture returns an error of -144 because stereo is disabled at launch, but I doubt that had an impact here.

I'd also remove the SBS activation as unnecessary complexity while trying to debug problems. The more features, the more complexity, the more likely there can be conflicts. With it enabled, it could be damaging the pipeline for example with a missing shader, changing some values the game needs.

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#74
Posted 04/15/2016 04:18 AM   
Big thanks bo3b! Your help is always greatly appreciated! I will give it a try this evening and change the stereo and constant register to something else like 253 and 254 for example and see if this helps with anything;) That exactly my feeling as well, that something not related to 3DMigoto is changing the pipeline in some weird way that makes the game act up weird... I'll do some more testing;) Thank you again! I tried setting StereoParams on register 225 and ConstantParams on 210 => Same result...sadly:(( So... currently no go...will dig some more....
Big thanks bo3b!
Your help is always greatly appreciated!

I will give it a try this evening and change the stereo and constant register to something else like 253 and 254 for example and see if this helps with anything;)

That exactly my feeling as well, that something not related to 3DMigoto is changing the pipeline in some weird way that makes the game act up weird...

I'll do some more testing;)
Thank you again!

I tried setting StereoParams on register 225 and ConstantParams on 210 => Same result...sadly:((
So... currently no go...will dig some more....


Life is as empty without Terror, as is without Love...
But thou Chaos can be beautiful...
It can not last...


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#75
Posted 04/15/2016 10:01 AM   
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