Wednesday, February 29, 2012

Assassin's Creed 2

Assassin's Creed 2
Written By: Chiz


Original Nvidia 3D Vision Forum Link


This was probably the easiest of the last 3 AC installments to fix with the fewest problems in 3D.  Fixes were easy overall using HeliX's code samples.  This series of games always looked amazing in 3D with just a few minor issues, most of which were resolved and fixed with HeliX tools and detailed below.

Fixes:
V1.1- *DOWNLOAD*
  • UI 2D/3D - included a few presets, 90 actually makes enemy icons accurate but may be uncomfortable for HUD elements.
  • Skybox Fix
  • Ambient Occlusion Blob Shadows removed

Alice: Madness Returns

Alice: Madness Returns
Written By: Chiz




Video Preview by S3DGAMERZONE

With these fixes, Alice Madness Returns should rival any 3D Vision Ready game as the visuals were always fantastic in 3D.  2D UI was the only limiting factors as 2D crosshair and enemy icons made aiming inaccurate and high depth settings uncomfortable.  No longer the case, enjoy Alice's twisted world in full 3D Vision glory!

Alice Madness Returns Fixes

V1.1 -  *Download*
EDITOR NOTE: Also Need to download this file *HERE*
  • -Fixed rose/menu one eye texture
  • -Fixed Memories texture fragment (right side)
V1.0 -
  • -Uses HeliX mod to push 2D UI to 3D depths making crosshair and enemy icons accurate and usable in 3D Vision.



    Wheelman


     
    @Helix:
    Thanks a lot for the updates and for the fix of Amalur! The lighting issue is significantly reduced. Unfortunately now I have two bars at the side of the screen where lighting disappears. See: [WWW]http://photos.3dvisi...8501537e0000c0/ Changing frustum removes these bars by strechting the image or making them completely black. But both solutions are not very satisfying. Changing depth or convergence has no effect on the size of the bars. Disabling the fixed shader for the lighting removes these bars (and the lighting!). Any idea what could cause these bars? I'm playing with 1680x1050 if the resolution does matter.
    It is great to see that You can even solve issues with water reflections or halos! These issues are very common and solving them would make a lot of games more enjoyable. It is interesting that the iZ3D driver also uses a method to prevent halos and issues with water surfaces. Until now I've played Amalur using the iZ3D driver as it offered a flawless S3D with shadows turned off and lighting disabled with Your debug dll.
    I've also had a look at "Hunted The Daemon's Forge" as it is a UR3 game that suffers from numerous halos caused by fog or water surfaces. Unfortunately removing these issues by disabling pixel shaders also removed the complete objects like water or fog. If I play the same game using the iZ3D diver I don't have any issues with halos. So there must be a way to handle these shaders that they are correctly presented in S3D without causing halos.
    Do You think it is possible to fix the common halo issues in UR3 games using fixed shaders? Disabling these problematic halo shaders is a workaround suitable for some redundant fog effects. But disabling complete water surfaces turns some landscapes into floating islands like in Avatar :blink:
    It would be great if You can find a way to fix these "halo shaders" and if possible could teach us noobs how to do that :biggrin:

    BTW if I use Your debug dll in combination with iZ3D the saved shaders in the SingleShaders dump folder have another CRC32 filename than the one that is displayed in the debug HUD. The CRC32 displayed in the HUD is the correct one to use later for the file in the override folder. So if I note down the correct CRC32 shown in the HUD it is no problem. The content of the wrong named shader is the same as the content of the correct named shader I can find in the AllShaders folder.
    Depth and convergence presets would be extremly usefull. Amalur is a good example. Using iZ3D I can switch between two completely different settings that both are perfect for gameplay on the one hand or cutscenes on the other hand.Would love to also do that with 3DVision and not having to find a compromise for both situations.
    As You I'm also excited to discover what can be done with shaders and learning not only to disable but fix then.
    Disabling shaders only makes sense to games that only have a few issues and the game and visuals don't suffer too much when removing these elements. Removing all the issues in Hunted ruined many sceneries so I gave up to fix it. It didn't make sense as iZ3D allows me to play it without issues.
    A good example for fixing games by disabling shaders is
    Wheelman
    It's an UR3 game that works good with 3DVision. There only are issues with some light effects around certain street lamps and smoking wheels during full braking. My fix simply removes these issues without vitiating the graphics as You won't miss these effects.
    Attached File(s)




    PES 2012

    BEFORE
    AFTER


    Wow really awesome dll, Thanx Helix!


    I've removed shadows from PES 2012, It was unplayable... now it's awesome!
    There is the zip file with the dll (the release one), just unzip on the same folder as pes2012.exe and play!

    Be careful with online game...
    PS: Added to the wiki
    Attached File(s)






    Need for Speed: Hot Pursuit

    BEFORE
    AFTER


    I would love to learn more about it! Some kind of tutorial would be great. Or can You recommend a website where a noob like me can learn something about shaders?
    I tried to fix the sky of Assassin's Creed 2 with the help of Your fix for ACB as a template but it didn't manage to identify the values I had to change. Unfortunately reloading the shaders with F10 didn't work in this game. So I had to restart the game to see the effects of my changes (they had either no effect or the clouds disappeared completely :sad: ) BTW reloading worked in ACB so this issue seems to be specific for AC 2.
    I also made some experiments with Dragon Age 2 that also suffers from a sky at wrong depth. In this case disabling the shader for the sky resultet in a black space. Even when I placed an exact copy of the dumped sky shader (without any changes!) in the override folder the sky turned black :huh:


    But I also had success using the tool:

    Need for Speed Hot Pursuit was unplayable in tunnels or during dawn or night time because of numerous lighting issues. After disabling some shaders this issues could be removed. The scenery looks darker but as the road marking and other cars are still illuminated You can still drive without problems. So disabling shaders can make the difference between unplayable and playable in S3D. Compare: [WWW]http://photos.3dvisi...85011e09000003/
    I played the game offline to prevent problems with autolog.
    Attached File [WWW]NfSHot Pursuit.zip (1.39K)
    [WWW]Release

    BTW it is great that the debug-dll also shows the actual values for the convergence settings. It was always hard to explain unexperienced users which settings they should use for manual convergence adjustment as there is only a scale for depth but not for convergence.
    I think that the dll can only read the values for convergence and depth but not change the values? Otherwise this could be a way to make different presets for depth and convergence for different game situations (cutscenes, ego- or 3rd person perspective, etc.). iZ3D drivers already offer this very useful functionality.




    Fable

    By eqzitara
    FABLE
    BEFORE
    AFTER




    The first fable and ironically the only good fable. Its a super old classic so I just removed stuff that needed to be removed. I dont know how the old shader terms that well so couldn't fix the hud. Which is not to big of a deal. Wierd glowing around characters is gone, trees past a distance that show up in only one eye gone, Bright messed up sky gone (looks normal now). Originals of each shader are included.

    http://photos.3dvisi...e.com/eqzitara/


    for pics



    will put on wiki laterz.

    Attached File(s)

    Dungeon Defenders


    Dungeon Defenders - Helix Mod
    BEFORE
    AFTER

    Dungeon Defenders fix
    Man was this game TERRIBLE in 3d. Wierd lines showing around all objects, wierd light orbs, shadows displaying very oddly. All gone. This went from completely unplayable to good. Attached are before and after pics. Follow installation directions extract both zips in win32 directory.


    [WWW]http://helixmod.wikispot.org/
    As always 99.99999% credit goes to helix.
    PS If anyone wants to run debug and see if they can fix anything else feel free. Just post the new files here and let me know via pm.
    Those pictures really came out bad for some reason... Looks better ingame.
    Attached File(s)





    Dead Island




    Alan Wake


    Alan Wake - Helix Mod

    After a lot of testing for me this solution offered the best results:
    - graphic settings: everything maximized besides from FXAA (off) and shadows (low)
    - Using the attached shader overrides
    - Using the DX9Settings.ini from Helix's post
    - Using the debug dll (not the release dll!)from Helix
    - AFTER the game has loaded deactivate the pixel shader F585A3A1 (in my case always index # 319) and FB330F3E (in my case always index # 315). This removes the wrong rendered dynamic shadows for the flashlight, headlights and street lights. Disabling these shaders by override removes the light cones completely but disabling them after the game has loaded keeps them visible as pale rectangular spots. So You still get the necessary informations about dark and light for the gameplay. The borders of the light cone is still a little bit irritating but I learned to ignore it. FB330F3E also replaces the central spot of the flashlight cone making it harder to recognize. As this spot helps aiming I deactivated FB330F3E only when it was necessary (inside buildings or driving a car with headlights).
    This solution offers acceptable S3D using 100% depth for scenarios in the forest during night-time or within dark buildings - which makes about 80% of the gameplay. The sky is still at wrong depth but I didn't want to remove it. Unfortunately I couldn't find a shader for moon or sun.
    I hope that there will be an update from the developers but with this workaround Alan Wake is at least playable with S3D. It is a little bit more difficult as the light spots are less obvious and the enemies harder to detect (had to remove the "darkness aura" as it caused halos). But You should be able to play it without a trainer as I did to be able to rush through the game to find S3D issues :shifty:

    *Hit f11 to hide red text*
    Here some images: [WWW]http://photos.3dvisi...85012803000004/



    Skydrift


    BEFORE
    AFTER


    Ok made it! ..And that should be the final version! :)
    I've fixed the doubling issue and I've imposed a saturation level for colors... now the game should look well I suppose (make me know if you have any suggestion).

    There where two vertex shaders for the water, one for the superior surface and the other that simulated the seabed. At first I've tried to fix the superior surface thinking the doubling was a plane's shadow issue but I've not been getting any good result.. then I noticed that decreasing convercence caused the doubling halo to disappear... so at the end I've removed the doubling issue by modifying the old water shader adding a 'slt' instruction, so that it can change convercence value's sign when it is less than the actual vertex depth value.

    I attach the complete shaderoverride folder, an image of the final version and an image with the game in its original state (should be good for the wiki..)

    @Helix: Great job for skyrim fixes! It's a great game and it deserves this treatment! :)


    Edit: I've also edited some pixel shaders adding some transparency to the hud and pilots' names becouse I think it allows to see better.

    Attached File(s)






    Insane 2

    BY MANA84
    BEFORE
    AFTER
    fix for 'insane 2':
    -moved hud and indicators further into the screen
    -mountains had wrong depth.. now should be rigth
    Shaderoveride
    Release

    Dead Space 1

    WRITTEN BY HELIX
    http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365864
    [WWW]

    What exactly does it fix:
    - halo around Isaac and other object(work with any separation);
    - removed Stasis shader (couldn't fix it at this moment)
    - fixed doors highlight;
    - Fixed lights (separation should be around zero)
    - Fixed shadows (separation should be around zero)
    - Fixed flash light (separation should be around zero)





    Darkness 2

    Written by Helix



    Clive Barker's Jericho


    Clive barker's jericho
    fixed reflection shader(levels with water were unplayable).

    Also as bonus added mod which removes cross-hair.
    Instalation :
    Put d3d9.dll from Release Zip in "\clive barker's jericho\Bin" folder.
    Extract Clive barker's Jericho Fix and no cross mod to "\clive barker's jericho" (not "\clive barker's jericho\Bin" !) folder.
    Screenshots

    Editor note: *This will produce better results* Another option is to install no cross mod and instead of jericho fix. Is to download nvidia inspector. Remove Jericho.exe from Clive Barker's Jericho's profile and add to PROTOTYPE's profile. This should fix water and smoke issues.

    Assassin's Creed: Brotherhood



    What exactly does it fix:

    - SkyBox moved to far plane

    - Sun/Moon moved to far plane

    - removes shadow blobs under NPC and main character(it's hard to fix them correctly, because pixel shader doesn't have some necessary information for correct calculation. So it's disabled for now)

    - doesn't fix shadows in cut scenes, Just reduce them in some cut scenes. This can also cause other shadows issues in cut scenes.

    - moves HUD deeper in plane, useful for large convergence value. There are 3 variants of the fix: 1. HI_DEPTH_HUD - used by default; 2. LOW_DEPTH_HUD - lower deep value; 3. ORIGINAL_2D_HUD - original 2D HUD.


    for example if you want to use original 2D hud just copy all files from ORIGINAL_2D_HUD to ShaderOverride\PixelShaders folder with replace. for 3D hud copy and replace files from HI_DEPTH_HUD of LOW_DEPTH_HUD folders.
    Installation:

    Copy release version of DLL.

    Extract folder from [Brotherhood fix to the game folder where "ACBSP.exe" located.


    Screenshots with fixed shaders

    Monday, February 6, 2012

    Automatic Situational Depth/Convergence Changer



    1. What is this?
    -This is a feature added by Helix into his wrapper. Depending on a certain "situation" convergence and sometimes depth values will automatically change. USUALLY when gameplay/cinematics start.

    2. Can it be implemented in every game?
    -No, it can only be implemented into certain games.

    3. How to turn off this feature? [SEE 6. THE LAST REMNANT]
    - Open your DX9SETTINGS.INI
    Search for the term
    [PRES8]
    REPLACE WITH
    [PRES99]

    ALSO

    [PRES9]
    REPLACE WITH
    [PRES99]

    4. How to use this feature to only change convergence [not depth/seperation]?
    - Search for Separation =
    Disable it by adding // in front, such as..
    //Separation = 0x42c80000

    5. Feature is not working correctly. How do I fix it?
    -If values arent saving with F7 even after restart of game skip to 7. Manual changes
    Please make sure installed in correct folder.
    Please make sure your dx9settings.ini is not set for read-only.
    Please keep in mind sometimes you may have to restart game once if you wish to apply new settings.

    6. The Last Remnant features.
    PRES7 = Cinematics  [Does not change depth value]
    PRES8 = Travel [Does not change depth value]
    PRES9 = Combat [Uses 50% depth]

    7. Manual Changes
    -Can manually change the values of depth/convergence if for some reason values arent changing/storing. Will require restarting game till you find the values you need... kind of a pain in the ass. I am not sure anyone will need to do this but writing it down in case. Open dx9settings.ini Seperation = [This value is depth] convergence = [this value is convergence]
    Go to this site
    http://gregstoll.dyndns.org/~gregstoll/floattohex/
    Type a value into FLOAT then convert it to hex. Paste value. Repeat till you find what you want.
     
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