How does geo11 work with dx12

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a31632
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Re: How does geo11 work with dx12

Post by a31632 »

The simple answer is: it doesn’t work with DX12
UnityBeing
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Re: How does geo11 work with dx12

Post by UnityBeing »

Yes, I hacked it to work viewtopic.php?t=26823
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WickedScav
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Re: How does geo11 work with dx12

Post by WickedScav »

UnityBeing wrote: Fri Sep 22, 2023 5:43 pm Yes, I hacked it to work viewtopic.php?t=26823
I guess, you are just forcing the game to use DX11, as basically all UE4 games are capable of. Making geo11 work with pure DX12 games would be a huge breakthrough...
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Re: How does geo11 work with dx12

Post by UnityBeing »

WickedScav wrote: Sat Sep 23, 2023 2:39 am
UnityBeing wrote: Fri Sep 22, 2023 5:43 pm Yes, I hacked it to work viewtopic.php?t=26823
I guess, you are just forcing the game to use DX11, as basically all UE4 games are capable of. Making geo11 work with pure DX12 games would be a huge breakthrough...
Only one way u can find out. 4070ti, latest nvidia game ready drivers, game and my hacked files.
a31632
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Re: How does geo11 work with dx12

Post by a31632 »

UnityBeing wrote: Fri Sep 22, 2023 5:43 pm Yes, I hacked it to work viewtopic.php?t=26823
Unfortunately this is not a "hack" at all to get it to work with dx12.
UE engine sometimes allows for DX12 and DX11 to be activated, even though the game itself states "DX12 only".
In your "hacked" fix in the the "GameUserSettings.ini" you entered the code:
[D3DRHIPreference]
bPreferD3D12InGame=False

So in other words, the game doesn't use DX12 but DX11.

The Ascent as per PCGamingWiki is able to use both DX11 and DX12.

If only a REAL solution would be available to actually play a DX12 game only (like for example the 2023 version of Layers Of Fear) with UE in 3D that would be fantastic.

As it is your statements are misleading and incorrect, DX11 has no raytracing either
UnityBeing
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Re: How does geo11 work with dx12

Post by UnityBeing »

This guy talking out of balls. I played Ascent with Ray Tracing, max settings and DX12. Oh well, pls don't reply to me anymore. No time for bs. Leaving this thread.
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Re: How does geo11 work with dx12

Post by 3DNovice »

a31632 wrote: Sat Jun 10, 2023 11:07 am The simple answer is: it doesn’t work with DX12

This is the correct answer, AFAIK
If Geo-11/3DMigoto had some basic dx12 hooking available, it would be announced so that a wide variety of games could be tested by community members,
since neither bo3b or davegl1234 would own every or even very many dx12 games. Thus, via an open announcement, valuable feedback could be obtained.

Keep in mind, simply being able to hook dx12 games and being able to shaderhack a game are two different things.

Flugan had initial success hooking a few games but had many that crashed
Flugaren wrote: Sat Jul 17, 2021 1:50 pm I have a basic DX12 proxy dll capable of dumping shaders.

The dll crashes in some games for reasons unknown to me.
There are 100+ DX12 games
Only a few is DX12 only but raytracing games don't support raytracing in DX11

I have an old GTX 980 machine which can run DX12 games with 452.06 without any driver hack.
Problem is that the specs of that 14 year old machine can't support the latest games.

I've done testing with my current 3D Vision rig (i7 + 2080) with 425.31 which does not require driver hack.
Of the games I have some work while others fail to run with such an old driver.

We don't have a driver hack for DX12 right now and it is currently what needs to be solved next to allow modern 3D Vision rigs to use the golden driver.

I need to get the proxy dll to work in more games as it tends to crash in dx12 exclusive titles.

While I've been working on DX12 for years progress is only in it's early stages.

Testing is another timeconsuming thing, I have 64 DX12 games two 3D vision computers and 2 major drivers along with no working driver hack.

I gladly accept help from the community but I kind of expect to do the driver hack myself unless I find a capable soul.

The progress as you might guess is not smooth.
I think he is on Discord, anyone wanting to help him should look for him there? Dunno, if he is a good horse to bet on, but he is in the race, if interested.
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Re: How does geo11 work with dx12

Post by 3DNovice »

FWIW

Perhaps Geo-11 and the Universal fix are hooking into this in dx12, but this game is not a true dx12 game. It started out as dx11 and migrated to dx12. Microsoft
has a thing called dx11 on 12 https://devblogs.microsoft.com/directx/ ... en-source/
I have talked about these dx11on12 games behaving differently in other threads and these are quite different vs a game that is exclusively built in dx12.
a31632 wrote: Sat Sep 23, 2023 10:36 am In your "hacked" fix in the the "GameUserSettings.ini" you entered the code:
[D3DRHIPreference]
bPreferD3D12InGame=False
This could very well be the case, he is running it in dx11, only verification via a program like MSI Afterburner could tell for sure.

As far as Ray Tracing, yes the latest drivers and OS Version are required if the game is leveraging the DX12 Ultimate SDK. But many engines, developers
and modders have implemented versions that work on old drivers/Operating Systems/APIs (such as dx11)

Of course, this game could simply work out of the box in dx12 3D and putting in Geo-11/UE4UF is just a placebo?

But yah, I agree with a31632
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