Improved DHR Unreal 4 Engine Universal fix [Released-V3.60] - CONFIG TOOL INCLUDED

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skyrimer
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by skyrimer »

Well since I'm an idiot, this is how I see it in layman terms:

1) Losti suggest a few improvements to DJ RK, which I don't consider a bad thing at all, DJ RK explodes in hate against Losti on how he fixes games.

2) DJ RK explains that Losti has hijacked some of his work, so if true, I think Losti should take more care in crediting and using other people's work. I find this weird though, since Losti is very explicit on telling on every fix that his work is complimetary to other shaderhackers, and mentions them in every fix. He even opened a "thank you" thread ( https://www.mtbs3d.com/phpBB/viewtopic. ... 81&t=23381 ) where he specified the donation addresses of many other shaderhackers and excluding himself, which was surprising to me, so I don't think he's such evil guy at all, and more that this was hopefully a misunderstanding.

3) DJ RK attacks Losti on his personality, that he does it for the money, attention whore, Losti show, etc. There are a lot of suppositions there (he caused Helifax and DHR to leave, he only cares about money, etc.) I can't agree with personal attacks, even more completely unsupported and where actually bo3bobber confirms it was not the case. I actually like Losti being as enthusiastic as he is, current 3d vision scene is really ugly so I'm thankful for his light hearted attitude. Also, asking for donations is far from a bad thing, he's still releasing everything for free. He could easily create a patreon and put his fixes behind a paywall and earn a lot more money than with donations, yet he never did, so I don't think he's fixing for the money and I have not a single issue with him asking for donations, he really earned them, just like DJ RK earns every donation he gets.

So my conclusion here is, for Losti to be more careful with other people's work and acknoledgment if necessary, and for the love of God avoid giving any fixing suggestions to DJ RK, and DJ RK I really hope we can take personal attacks out of the equation here, even more if they are purely speculative.

And above all, huge thanks to you both for your amazing work keeping 3d vision alive and releasing such fantastic fixes.

But hey I'm an idiot so what would I know.
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Losti
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

@ DJ, Thank you for your last post! We both should now go out ways we like to ! But let me comment some things i feel i need to:
DJ-RK wrote: but in this case Losti came to me boasting this as a "perfect" fix for volumetric lighting in my Fallen Order thread
I only have written that i have a solution for fog and vol lights thats working perfect for 5 games i have tested, nothing more and if you want you can try it, because you have written that you only have approx fixed it and make a disable key here.
Thats all, if alwas i just wanted to help!
Losti wrote:If you want you can try some of the RegEx for Reflections/Dynamic-Volumetric-Fog/Light apperance that is dooing a peerfect job so far in 5 games i have checked it!
DJ-RK wrote:This is after he came into my Trine 4 thread, unsolicited, suggesting a texture override which entailed setting all render targets to mono
First: I did not know that you can post in a forum only when prompted ...lol
Second: I only wanted to suggest some thing that worked for me. I have not seen that you are workin on trine and started the first attemps one day ago. It was the wrong subforum for the trine post, i havnt seen this. As i noticed that you are working on a fix (as i can remember Masterotaku was telling me this) i stopped my actions here and just wanted to let you know what fixes some problems for me. If this is not fixing something for you or working for others its OK. Just have told you that it was working for me not to use, not thats the solution for anything, nothing like this. I just wanted to help!

Ok and now for the rest of the text wall:

Yes, donations keep my work alive, without giving something back to my woman i cant do this and yes, i am doing this because its a great feeling if some one respects the work and showing his appreciation for it.

For the Blair witch comment i have apollogizes my selfe. "PLease see if you can fix it!" was sounding like "Sieh zu das du das repariest" for me "See that you repair that" so it was a bit lack of translation here.

I support DSS via Pateron since about a year and also have send some huge donation to masterotaku and DHR some months ago. As you can see also peoples conate for the persons mentioned in the fix blog post, like for OuterWorlds i have read that a donation also was sent to DSS. More games that are fixed will support HelixVision.
So you should not make any assumptions or accusations or assertions if you do not know.
DJ-RK wrote:Actually, I don't need to. 4 people have contacted me in private expressing their agreement and concerns regarding your fixes. I'm being completely honest here, and would even post up quotes or blurred out screenshots, but I don't want to give away any indication of their identities and I fear you'll respond with, "Well, if people don't like my fixes I'll stop making them." But you're the one who said "ask others" so I'm telling you.
Well, whatever they have told you and whatever they dont like: No i dont say i stop making fixes i say: If you dont like it dont use it or play 2D, thats all :-)
DJ-RK wrote:I question his underlying motivations being more of a self-serving nature than a noble one
I do not think you have repaired all the games you've ever repaired out of sheer charity and generosity. Everyone is dooing things for himselfe but I have no problem to share my work i have done for myselfe with others and also do some things for games i will never play but with a less intense of course.
DJ-RK wrote:I would just hope that he would seek out to utilize standard methods before taking his own "gunslinger" approach to things, because I've learned from my own experience that not using proper methodology usually rears it's ugly head down the line, sometimes in unexpected ways.
DJ, do you realy think i do not standard fixes all the time? Thats the last approach for fixing things i was not able to fix with common methods! And this is majority!!!! And if i do so its often a formulathat scales effect depth with convergence with a calculated correction value out of the convergence use CBs for correction thats not uncommon!


OK and now only for some recapitulation of the things i have made an overview for you. I read your post and your real reasons for attacking me later after creating this, so i found the solution for theanswer hat is at the bottom of this text wall:

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For all of you to recapitulate the BIG STORRY about Kingdome Comes Deliverance fix:

- i have started working on a game fix and provided a CM version:
https://www.nvidia.com/en-us/geforce/fo ... 5/#5295325

- I have started to use prev. cryengine fixes and try to use the methods of fixing for fix KCD. (like you DJ_RK did with Dragons Dogma Dark Arising 4 years ago):
https://www.nvidia.com/en-us/geforce/fo ... 8/#5295325

- I have posted a WIP of my work:
https://www.nvidia.com/en-us/geforce/fo ... e/1761153/

- Than, beeing out of my little things i know about fixing games, i gave up the work for the first time and wantedto wait for a sahderhacker to have a look at:
https://www.nvidia.com/en-us/geforce/fo ... e/1761174/

- I have donated KCD to the Steam account for shader hackers:
https://www.nvidia.com/en-us/geforce/fo ... s/1624296/

- Than DJ_RK starts the work on the fix, he was making it new from the scratch (like you always do) and this was the time i think you mean THIS IS YOUR GAME TO FIX"
DJ_RK wrote:Although I did try out Losti's version to see where it was at (quite a good job getting that far man!) I've built my own version from scratch, including I've fixed all the lighting by creating my own regex patterns.
https://www.nvidia.com/en-us/geforce/fo ... e/1761226/

- You provided a first WIP for YOUR fix:
https://www.nvidia.com/en-us/geforce/fo ... e/1761234/

- I have tested the WIP and found some broken things and continued working on this base, and fixed some Shadows that was wrong:
https://www.nvidia.com/en-us/geforce/fo ... e/1761242/

- You told me that this should have been catched by RegEx but there is a MIGOTO problem:
https://www.nvidia.com/en-us/geforce/fo ... e/1761243/

- DSS/BO3B released an Migoto Update that fixes this problem and you have corrected something in the RegEx and privided this. You told us that you are bussy the next days:
https://www.nvidia.com/en-us/geforce/fo ... e/1761251/

- I am impatient and wanted to create a version for me to continue playing until you have time to fix the things left:
https://www.nvidia.com/en-us/geforce/fo ... e/1761252/

- As a result of workin on this i pushed out a new WIP based on a mix of my prev. fixed things and your WIP fix:
https://www.nvidia.com/en-us/geforce/fo ... e/1761255/

- You posted some thing that reffers to the performance and tells us you dont have the time here because of your work and its not easy to manage your time:
https://www.nvidia.com/en-us/geforce/fo ... e/1761271/

- I have posted several updates and fixed the reflections that was left, you response and congrats me, you asked some questions and told us that you MAY have a forther look @ this fix for getting 100 % depth game, because the current WIP from me was at 40 % only or lower:
DJ_RK wrote:...then I'll probably still have a further look at some point
https://www.nvidia.com/en-us/geforce/fo ... e/1761276/

- THAN you was impressed that i have fixed the things and you congrats me again and you again told us that you are really bussy so far and THAN the major part here in your post was:
DJ_RK wrote:....so since you've gotten KDC into a very good spot I'll leave it be for now.
https://www.nvidia.com/en-us/geforce/fo ... e/1761280/

- At this point i was alone again without many knwledge so i asked you to request help from DSS any you totally agree:
https://www.nvidia.com/en-us/geforce/fo ... e/1761283/

- Forther fixes from me and DSS and i was in the mood to open a new post for this fix release:
https://www.nvidia.com/en-us/geforce/fo ... e/1761299/

- That was the time you first started to beeing angry:
https://www.nvidia.com/en-us/geforce/fo ... 1/1991158/

- And THIS was the reaseon:
DJ_RK wrote: So when I see people creating whole new threads (while the original thread is still there on the first page of the forum), to me it screams "Look at meeeee!!! I'm so cool and special and great and my fix is 2 million trillion percent 3D ready and bestest game evarrr (until the next one I fix, of course). Yipeeeee!" and I'm one to prefer a little more humility than such displays.
https://www.nvidia.com/en-us/geforce/fo ... 1/1991169/

- I have continued fixing as well as DSS and provided more updates, and as the first donations was incoming (i think i was arround 60 e for the complete KCD game!) I have told that I shade it:
- as you can read chtiblue wrotet that there no need because he also have had send donations to DSS and you DJ_RK
https://www.nvidia.com/en-us/geforce/fo ... 1/1991179/

- you reject my donations i have shared and give me a nice feedback here:
https://www.nvidia.com/en-us/geforce/fo ... 1/1991182/

- After more and more fixes and hel from DSS and DHR i could releasethis fix as a community work and was proud of my first fix i was mainily involved:
https://www.nvidia.com/en-us/geforce/fo ... 1/1991259/

- Some updated because new problems and some additions for water form DSS, some updates because of game update breakes fix and thatsthe state until today!!

***This fix was made of prev. Cryengine games made by DarkStarSword, DHR and DJ-RK that served as tamplates***

Code: Select all

Special Thx goes to:

DarkStarSword - "cracking" the Cryengine the first time

DJ-RK- who made a likely playable WIP fix with me and supports me with his knowledge

DHR - applying the 3D-Vision Ready CS lightening fix

DarkStarSword - fixing the hard to fix issues we all cannot fix especially some water-reflection, flimmering shadows and screen space reflections and SSDO!!!!

DarkStarSword - learned me a lot of things to get my 3D-fixing-knwoledge up to 3 of 10 points ^^

==> This was a really good collaboration of common 3D-shader-hackers, even Helifax offered his help, THX A LOT!!! I am very proud of presenting the following fix that where never be possible without this community!! GO AHEAD!!
THATS ALL !!!


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For all of you to recapitulate the BIG STORRY about XCOM WOTC fix:

- some user was requesting an update XCOM DLC (WOTC) and you wrote:
DJ_RK wrote: Actually yes, I do plan on eventually coming back and updating the fix for the DLC. Can't give an ETA because a) I'm working on a couple other fixes at the moment, and b) the base game is on a shared account (not my own) and I'm waiting for us to procure a copy of the DLC on that account.
http://helixmod.blogspot.com/2016/07/xc ... 3695869693

- You wrote "I do plan on eventually coming back and updating the fix" and than that you wait for getting a copy for the ShaderHackers Steam account.
- As there was no answer or message for you and i wanted to play this game i wrote that i will have a look @ the DLC and your answer was a bit confiding for me. You complain about the working synamic in the KDC fix and you told me that you will fix the DLC and wish me good luck with whatever i will fix next.
- Your answer was a day after my comment:
http://helixmod.blogspot.com/2016/07/xc ... 0664908989

- I wrot a PM to you and asked whats about your a bit rougth sounding message at the blog:
Losti wrote:Hi DJ-RK, may be my english is not good enough to get the whole content of your Helix mod reply. Souds like you are a bit upset? Because of KDC? Whats the matter?
- I have told you in ths PM that i have worked on the fix for XCOM DLC the past day and than i have read that you will fix it because of your request at the shader hackers account that i havnt read!
- I have told you that i used your XCOM basic game fix and added some shaders that needs to be fixed additional for the DLC. I have asked you what you want to prefere by typing 3 options here you can decide how to go on:
XCOM WOTC is a game that I can Play very good with breakes and only 2h a day because ist not that sorry telling. This is whay I installed it and have looked for a 3D fix, even if a game like XCOM will not need it to be cool. I have seen your fix and that there is no support for the DLC but ist the same game in general. Hence decided to start the "fixing" by taking yours and adding the new shaders that missed for the DLC. The game looks realy great in its current state, I worked the whole day yesterday on it but there are issues left...strange ones: the fog of war shader (that covers/darken) the not explored areas) is fixed in the normal game, i could identify the shaders but it is not fixed in the DLC. Its @ Screen depth. I have tryed everything to move the shader but with success. Id like to work on that today in the evening and have a look to frame analysis...anyway... There are 3 options because I can feel your not happy with the fact that I have grapped the game...hence please decide: 1. Ill continue my work, you write me a PM the time you want to start fixing and I can send you the state it is, you make it ready and relese the fix if its done 2. You will do all from the beginning by your own relese the fix if its done 3. You skip the game and I release it if its done that far I can go with the current Problems (I think I will get stuck with that...) OR I will not release everything if you dont want me to release and only use it for my own...
- I have also told you that what ever you decide i will continue fixing only for my own purpose to play the game becaue I dont want to wait:
Losti wrote:...But what ever you decide, Ill continue my work today, even if this will only for me, because I want to Play the DLC as fast as possible and I can make a version that is OK for me to start and I havnt to wait for the game to be fixed.
- Than some harsh discussions and attacks was going on and i dont want to post all this here, at the end we discussed the matters and both calmed down
- Than i wrote:
Losti wrote:Reffering XCOM2 I have learned that I have to ask in such situations the main autors first, even if a person is working on that or say planing to work on that.
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You can of cause make the DLC fix and there will be no post from me reffering my own progess with it but I will continue the work, not only for getting the game fixd until the weekend (you know i am impatient, YES thats true), its for continuing the learning progress.
- I wrote you about some progress here and offered my help and that i can send you the shaders that you can have a look especially for the clipping problem and you answered:
DJ_RK wrote:So by all means, if you want to send me your fix I'll take a look at it. I admittedly am curious to see if/how you've actually fixed the light clipping issue. It's been a long time since I worked on XCom 2, and I've learned a lot since then, so I figured that if I were to revisit that same issue it wouldn't be difficult to find an answer myself, but if you have found a correct answer then I'll implement it and utilize it (and give credit for) in my new fix, so thanks.
- I have shared my findings ref. the clipping with you and you wrote:
DJ_RK wrote:You know what? That is actually a really good finding and observation, and I can honestly say that I probably wouldn't have tried anything like that. I have a few tricks that I use to test and debug these sort of things, so I'll definitely play around with that a bit and see what I can uncover from that. I mean this as no offense, but that might not necessarily be an accurate way to fix it, but you finding that may help me to discover what the true accurate fix is. I'll share any findings I have with you on that. Seriously man, really good find there, and I'll officially say that I now regret underestimating your ability to find something that I likely wouldn't have. Congratulations!
- some nice conversation after this and my final PM and my last communication with you was:
Losti wrote:THANK YOU for your kind and REALY true words. I try to write some more here if i finish up my KCD fix ^^ May be today...or in 2 days....but be sure you will get a more detailed message here from me THY DUDE !!!!!!!!!!!!
Given, i have never send you the message i have announced....

__________________

So at the end i DONT see anything that have driven you to attack me like you done here now!!!!
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DJ-RK
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by DJ-RK »

LOL, you were doing so well with your response, but then you decided to be an idiot for going and reposting our actual conversation, or at least just your parts. You left out my entire conversation where I respectfully and courteously explained all my points and motivations. You cherry picked parts out of my conversation which shows how I still tried to be friendly and encouraging towards you at the time.

Like I already said in here about KC:D, when you went ahead without my consent without me blowing up on you. At the time I decided to say to myself, "Hey DJ-RK, you've made several fixes now, and this is Losti's first fix. Why don't you just step back and let him enjoy his moment." I also realized that you were way too impatient and disrespectful for me to continue working with you (which the links you provide actually demonstrate perfectly, so thank you for proving my point to the others), and that's why I said to you "so since you've gotten KDC into a very good spot I'll leave it be for now." because I was done with you (but still being nice and respectful enough to let you have your moment to shine). You then proceeded to turn into a spectacle and that's where I was like, "Wait a minute... this guy is actually being an ass" and started to try to prevent you from becoming the turd that you've become, and sadly I failed. Given that the community sided with you (of course they would, everyone is too "nice" and "soft" around here, and most importantly they want fixes, so who cares if someone is an egotistical "look at meeee" attention whore if it means they will get more fixes) I decided to go back to being courteous and encouraging.

As for XCom2, I almost feel obligated to post our entire conversation now, but I won't. Again, I was SUPER respectful and courteous, and you KEPT HAMMERING about your shitty little fix you started (and no, I never attacked you, you were just a whiny little b!tch that I refused to touch your basic, shitty, non-regex work. You telling me to use your work would be like going up to Pythagoras while he was developing his theory, and saying "Well, I figured out that 2+2 = 4" you can use that!). I won't repost out entire conversation, here is just one of the many respectful and supporting message I made that CLEARLY explained my reasonings:

"Losti, like I said before, I DO want to encourage you to continue down this path, but I ask you to be a little more respectful to others (especially those of us with more experience) when we speak our wishes. It's really not THAT hard to contribute around here without "running into trouble."

Using the KDC situation for example. I'm a very busy person with a lot of life difficulties. I'm also considered one of my more experienced and knowledgeable shaderhackers in this community. So when you asked for help and I answered your call and started providing some of my limited time and resources then it's reasonable for me to expect you to provide me a little bit of time and space to "do my thing" and not get impatient, ask for others to help before I've conceded, consume my work, and to take over. If you had have waited a bit longer, to the dates that I mentioned, I would have continued my work and gotten it much further along without the need of getting so many other people involved. Would it have been better? Maybe. Maybe not. But at least you wouldn't have made a bad impression on me from doing so.

In a similar vein, because I have put in my dues in this community over 6-7 years, contributed 20+ fixes, etc, when I specifically say I'm going to work on something, especially a continuation of a former work (like a sequel to a game I've worked on before, or in this case a DLC) to someone that's new to fixing (like yourself), I don't think it's unreasonable to expect that newer person should allow for it because I've basically earned that right. Before I worked on Ryse - Son of Rome, DSS had spoken to wanting to eventually work on that himself. When he had not done so for a while, I asked him in private if it was ok for me to look at it before I got too deep into my work, as a sign of respect, and he said it was ok but if he had told me not to I wouldn't have.

Another reason why it's important to me that I work on the XCom 2 DLC is because I already asked Pirateguybrush to spend $$$ from the shared Shaderhackers fund to get the DLC, which he's already bought it. If I didn't go and make a fix, then that makes me look and feel bad, like I've had him waste that $.

So here we are. I would REALLY like to put this all behind us, and again, I'm more than happy to support you on your journey by providing any information and encouragement I can, but for that to happen I would appreciate it if you were to show a bit of humility on this current matter. I know it sucks having done some work and having it be overshadowed, but I assure you that I will be looking at XCom 2 very soon, and that it will be a very polished product upon completion, which will allow you to just enjoy the game without needing to be concerned to fix it.

Can we agree to this?"

Oh yeah, I was such an A-hole, wasn't I? You were a pest back then, and you're still a pest now. Go away, and stop bothering me, LosERti
Last edited by DJ-RK on Wed Nov 20, 2019 1:14 pm, edited 4 times in total.
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by DJ-RK »

skyrimer wrote:2) DJ RK explains that Losti has hijacked some of his work, so if true, I think Losti should take more care in crediting and using other people's work. I find this weird though, since Losti is very explicit on telling on every fix that his work is complimetary to other shaderhackers, and mentions them in every fix.
I'll clarify this one thing: It's not whether he gave credit, or not. It's the fact that I had begun work on it, making a nice, clean fix using regex, but working 12-15 hour days in between work, and dealing with a g/f getting a cancer diagnosis at the time. I clearly stated these things in the thread, and gave a timeframe when I'd be available to continue my work, and Losti said "we will be Patient." but then went ahead and took my work, merged it with his own work whereas I specifically told him before I didn't want to merge our works, because as I've pointed out, Losti has ALWAYS used messy, inaccurate, hackjob based code. If you think I'm concerned over how messy his code is now, imagine what his first bit of code was like! Also, all his work was all non-regex based, and for those that don't know, non-regex and regex don't mix well unless you know what you're doing... and make no mistake: it was never "our fix," my fix was MY FIX and he took it without my consent, and just started taking over. At first I was like, "Ummm, ok, I guess we're doing this now" but he kept going and he also started asking DSS and DHR about fixing things, putting "too many cooks in the kitchen" and at this point I was like, "F*ck this, this guy is not someone I want to work with" so I flat out conceded. I tried to be decent about it, but again, he made a huge spectacle and basically made a name for himself out of taking my work and running with it, and it angered me with how he presented himself. Doesn't matter if he gives credit if he was a grade A A-hole that just hijacks your work. Does that make things more clear?

Seriously, if you think I've been a jerk in this thread, read Losti's links. Tell me I was not nice, respectful, courteous, and supportive (other than calling him out for making the other thread) and tell me he did not do what I say he did and f* me over. As far as I'm concerned, Losti has just shown you all the exact reasoning behind my initial resentment towards him, but he is somehow too ignorant and egotistical to understand why himself. Perhaps you may not agree with my reaction (which is fair), but at least understand and acknowledge the validity of my position. He stabbed me in the back, stole my work, and literally just gave you a point by point timeline of it. If that doesn't convince you, I don't know what will!
Last edited by DJ-RK on Wed Nov 20, 2019 6:00 pm, edited 2 times in total.
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Losti
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

DJ RK explains that Losti has hijacked some of his work, so if true, I think Losti should take more care in crediting and using other people's work.
Read the things i have posted even if its a long thread, all the this are written there! Or just follow the KCD thread!!! Start here and be sure you sort the thread by oldest! https://www.nvidia.com/en-us/geforce/fo ... 5/#5295325 I have NEVER skipped any credit and for KDC i shared donations!!! Remember that it was ME providing this game for shader hackers account and asking for help and providing the first WIP FIX! Read the whole story i have provided!! The things getting wrong with DJ starting some work at XCOM DLC, also written, but know this:

@DJ:

I have never published anything ref. XCOM DLC so i dont understand your position. This is my last post here, because I see that we do not agree in some points. I dont even know your problem, except that you dont likle the way i announce things or post tings or acting!

I am done here with you. Do what you want, i will do what i want, if you agree or not, I will give a screw of your meaning/thinking!

I have never done anything that was harmfull. I have NEVER publishes the Helifax WIP for MEA, i have never published anything about XCOM WOTC DLC and i have fixed KCD as a first fix i have ever done with many work on it but NEVER loosing the resprect ot the peoples that where involved here and: It was me providing the game for shader hackers to give the oportunity for some help and I was providing the first WIP hence i really dont understand why YOU are the MAN that is pissed off here now because of this!!!! Many work from DSS and DHR was leading to the fix that it is today and that is working! Anyway, this is the past and you attacking me now in a way that i can absolutely not tollerate. Publish what you want i have no secrests if you want. I ahve only shown that the things went well and something went wrong that i dont undestand.

I am done here with you. Do what you want, i will do what i want, if you agree or not, I will give a screw of your meaning/thinking!

You call me respectless?? i am laughing out loud!!!!

A Last word here
DJ-RK wrote:If you think I'm concerned over how messy his code is now, imagine what his first bit of code was like!
Ifs things are working its better than nothing and if 4 peoples here complain about things sending you some message i will give a screw of them!! TAKE IT OR LEAVE IT!!! ONLY why i was posting an apprix fix that was working verry good you think i always use stupid attemps? Beleve what you want and do your brulliant shader hacking and i will contionue my, in your eyes STUPID WORK. Blaim me if i use unconventional fixes for approx 20 % of my fixes or the effects that i cant fix" I will give a screw of your meaning/thinking!

Two options here for those that are not satisfied: TAKE IT OR LEAVE IT !!! If you want to wait until one of the 2 shader hackers left next to me will fix it, GOOD LUCK!!!!

I am done here with you. Do what you want, i will do what i want, if you agree or not, I will give a screw of your meaning/thinking!
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Obveron »

DJ and Losti, with all due respect to both of you, there's no reasons to be hashing this out in public. If either of you are looking for a court of public opinion to cast their ballots in your respective corners, it would only serve to further inflame the issues. If I were moderator I'd be deleting these posts that are not on-topic. Please, for the health of this entire community, take your discussions in private or just let it all go.
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

I am preparing the release of the extended universal fix, this is coming the next days to you and ill update my UE4 games fixes with it.

Than its time to start playing games than fixing it, i have many games in stock to play ^^
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by skyrimer »

Sounds great, can't wait to see how well it works with other UE games, great job Losti.
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Chtiblue »

Great Losti, I can't wait to try it on Moonmadness!
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

Chtiblue wrote:Great Losti, I can't wait to try it on Moonmadness!
I will send you a WIP. You can try it and report back. The more feedback from different games the better I can make it.

Please report any issues here. In case of some wrong effects near the screen please try to change convergence and report if this will change things. Some effects not having a correction can be cause issues in 3D for some games. Those things need attention from a shade hacker but can be cured changing convergence.

Please note that this WIP fix will have my "stupid hacked bullshit" dynamic light fix that can be appears a little bit incorrect. I have to discuss the things with DJ_RK to use his formula that’s perfect. You can use NUMPAD 9 to activate convergence scaling for dynamic lights and scale it with NUMPAD7 and 8 if you need.

The HUD fix is based on the often seen 3 HUD shaders, and slightly into depth. You can enable auto depth with Key ",". No promise that this is working if the game will have some other shaders for the hud but here it was often working cool.....for a universal fix it’s the best I can do. The general depth of the auto depth crosshair or elements can be adjusted with the "+" key if needed.

The "*" key will provide some depth presets, it’s up to you to cycle.

Decals should be automatically being fixed but sometimes the caught constant buffer (screen width) by the common RegEx from DHR is wrong. In this case there is the NUMPAD4 and NUMPAD5 key for adjustment. NUMPAD5 for effect RegEx and NUMPAD4 for decals. For example, Assetto Corsa .... is in the need of this. I will make a proper thing for this one here, if the standard caught constant buffer is wrong, that is always the screen width of the resolution, hence I will change the current things to cycle screen width resolution than CB Numbers, but this is currently not finished.

Please note that some incorrect effects need some special attention. A universal fix can often only reach a perfect fix in some minor cases.

I appreciate to give any feedback for the game you apply this fix. Please do not provide this fix, its still in development and i don't want to spread out an unfinished thing here.

You have a PM!

I really appreciate your feedback!!

PS: in case of any motion sickness , this is coming from AAA, please add the Scalability.ini from the archive to

XXX:\Users\USERNAME\AppData\Local\GAMENAME\Saved\Config\WindowsNoEditor

There is also an Engine_additions.txt in the archive, that content you can add to the bottom of the Engine.ini there (THANK YOU Atuin for provide this!!!) in the same folder.

PS: "GAMENAME" can be also the distributors name, so please use google if you cant identify the right folder for this game!
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Chtiblue »

Received, thanks, I let you know!
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Shift-E »

Great news indeed! universal fixes are so great for those rare indie games that not everyone might care about. I was having less and less luck with the Unity and UE4 universal fixes lately, so it's very cool that you took the time to give it an expanded 2019/2020 tune up :D
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Chtiblue »

Quite impressive Losti!

Compare to the Blairwith fix applied to moonmadness, with your upgraded Universal fix, it's 3D ready now for the moment! With blairwitch fix applied, I had a lot of wrong shader, decals etc

I just see a wrong reflection, see the pic.

https://wetransfer.com/downloads/9552fb ... 630/999b19
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

Chtiblue wrote:Quite impressive Losti!

Compare to the Blairwith fix applied to moonmadness, with your upgraded Universal fix, it's 3D ready now for the moment! With blairwitch fix applied, I had a lot of wrong shader, decals etc

I just see a wrong reflection, see the pic.

https://wetransfer.com/downloads/9552fb ... 630/999b19
Nice to know, THANK YOU

Yeah, that every single effect can be repaired universually is not a promise ^^ But i will wrote something about how to check if you perhaps can repair this by your own, when i release the fix.It is possible that some lights/shadows applied are wrong, there are 3 RegEx its need depends on the game.
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

I have to admit that the volurimetric light formula from DJ_RK is a masterpiece. It fixes issues that I did not attribute to this shader. The game "The Sinking City" had problems at a very distance. This is fixed now. I also think that the performance is much better now! GREAT THING !! I have adapted the formula and added an automatic correction for the right matrix. Tested 8 games today, all almost perfect!

THANK YOU DJ_RK for this post and your gift to the community!

We need to add the PS_5_0 here to ensure that the PS also beeing catched. The match is the same and often only if the PS is fixed, the thing is working. THANK YOU DJ !!! This fixes dynamic lights in Draugen, Sinking City, BlairWitch, Outer Worlds, Moons of Madness to PERFECT !!!

Hope you will not having a word against to use this in the universal fix for UE4!

Thanks again! Nice Discovery!

Code: Select all

;*****************************************************************01_DynamicLights*********************************************************
[ShaderRegex_01_DynamicLights]
shader_model = cs_4_0 cs_5_0 ps_4_0 ps_5_0
temps = stereo tmp1 tmp2 tmp3 tmp4
[ShaderRegex_01_DynamicLights.Pattern]
(?P<section1>
\s*mul r\d+\.[xyzw]{4}, r\d+\.[xyzw]{4}, cb\d\[\d+\]\.[xyzw]{4}\n
\s*mad r\d+\.[xyzw]{4}, r\d+\.[xyzw]{4}, cb\d\[\d+\]\.[xyzw]{4}, r\d+\.[xyzw]{4}\n
\s*mad r\d+\.[xyzw]{4}, r\d+\.[xyzw]{4}, cb\d\[\d+\]\.[xyzw]{4}, r\d+\.[xyzw]{4}\n
\s*add r\d+\.[xyzw]{4}, r\d+\.[xyzw]{4}, cb\d\[\d+\]\.[xyzw]{4}\n
\s*div r\d+\.[xyzw]{3}, r\d+\.[xyzw]{4}, r\d+\.[xyzw]{4}\n
\s*add r\d+\.[xyzw]{3}, r\d+\.[xyzw]{4}, -cb\d\[\d+\]\.[xyzw]{4}\n
\s*mul r\d+\.[xyzw]{3}, r\d+\.[xyzw]{4}, cb\d\[\d+\]\.[xyzw]{4}\n
\s*mad r\d+\.[xyzw]{3}, r\d+\.[xyzw]{4}, cb\d\[\d+\]\.[xyzw]{4}, r\d+\.[xyzw]{4}\n
\s*mad r\d+\.[xyzw]{3}, r\d+\.[xyzw]{4}, cb\d\[\d+\]\.[xyzw]{4}, r\d+\.[xyzw]{4}\n
\s*add r\d+\.[xyzw]{3}, r\d+\.[xyzw]{4}, cb\d\[\d+\]\.[xyzw]{4}\n
\s*div r\d+\.[xyzw]{2}, r\d+\.[xyzw]{4}, r\d+\.[xyzw]{4}\n
)
(?s)(?P<rest>.*)\n
(?P<section2>
\s*breakc_nz r\d+\.[xyzw]{1}\n
\s*add (?P<FixReg>r\d+)\.([xyzw]{2}|[xyzw]{3}), r\d+\.[xyzw]{4}, cb\d+\[r\d+\.[xyzw]{1} \+ \d+\]\.[xyzw]{4}\n
)
(?s)(?P<rest2>.*)\n
(?P<section3>
\s*mad r\d+\.[xyzw]{1}, r\d+\.[xyzw]{1}, cb\d+\[\d+\]\.[xyzw]{1}, cb\d+\[\d+\]\.[xyzw]{1}\n
\s*movc r\d+\.[xyzw]{1}, r\d+\.[xyzw]{1}, r\d+\.[xyzw]{1}, r\d+\.[xyzw]{1}\n
)
(?P<section4>
\s*mul r\d+\.[xyzw]{4}, r\d+\.[xyzw]{4}, cb\d+\[\d+\]\.[xyzw]{4}\n
\s*mad r\d+\.[xyzw]{4}, (?P<TrdFixRex>r\d+)\.(?P<TrdFixSwizz2>[xyzw]{1})(?P=TrdFixSwizz2)(?P=TrdFixSwizz2)(?P=TrdFixSwizz2), cb\d+\[\d+\]\.[xyzw]{4}, r\d+\.[xyzw]{4}\n
\s*mad r\d+\.[xyzw]{4}, (?P<SecondFixRex>r\d+)\.(?P<SecondFixSwizz1>[xyzw]{1})(?P=SecondFixSwizz1)(?P=SecondFixSwizz1)(?P=SecondFixSwizz1), cb\d+\[\d+\]\.[xyzw]{4}, r\d+\.[xyzw]{4}\n
\s*add r\d+\.[xyzw]{4}, r\d+\.[xyzw]{4}, cb\d+\[\d+\]\.[xyzw]{4}\n
)
(?P<section5>
\s*div (?P<IncludeOP>(?P<Include1OP>r\d+)\.(?P<Include1OPSwizz1>[xyzw]{3}), (?P<Include2OP>r\d+)\.(?P<Include2OPSwizz2>[xyzw]{4}), (?P<Include3OP>r\d+)\.(?P<Include3OPSwizz3>[xyzw]{4}))\n
)
(?P<section6>
\s*add r\d+\.[xyzw]{3}, r\d+\.[xyzw]{4}, -cb(?P<CBNR>\d+)\[(?P<CBReg>\d+)\]\.[xyzw]{4}\n
\s*add r\d+\.[xyzw]{3}, r\d+\.[xyzw]{4}, -cb\d+\[\d+\]\.[xyzw]{4}\n
)
[ShaderRegex_01_DynamicLights.Pattern.Replace]
\n
${section1}\n
${rest}\n
${section2}\n
${rest2}\n
${section3}\n
${section4}\n
\n
//load stereo and constant params\n
ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
//fix discovered by DJ_RK\n
//div ${IncludeOP}\n
div ${tmp1}.xyz, ${Include2OP}.xyzx, ${Include3OP}.wwww\n
mov ${tmp1}.w, l(1.0)\n
mul ${tmp2}.xyzw, ${tmp1}.yyyy, cb1[1].xyzw\n
mad ${tmp2}.xyzw, ${tmp1}.xxxx, cb1[0].xyzw, ${tmp2}.xyzw\n
mad ${tmp2}.xyzw, ${tmp1}.zzzz, cb1[2].xyzw, ${tmp2}.xyzw\n
add ${tmp2}.xyzw, ${tmp2}.xyzw, cb1[3].xyzw\n
\n
add ${stereo}.w, ${tmp2}.w, -${stereo}.y\n
mad ${tmp2}.x, ${stereo}.w, -${stereo}.x, ${tmp2}.x\n
\n
//this is for automatic right CB numbers later\n
ieq ${tmp3}.x, l(${CBReg}.0), l(58.0)\n
ieq ${tmp3}.y, l(${CBReg}.0), l(62.0)\n
ieq ${tmp3}.z, l(${CBReg}.0), l(66.0)\n
\n
if_nz ${tmp3}.x\n
mul ${tmp1}.xyzw, ${tmp2}.yyyy, cb1[33].xyzw\n
mad ${tmp1}.xyzw, ${tmp2}.xxxx, cb1[32].xyzw, ${tmp1}.xyzw\n
mad ${tmp1}.xyzw, ${tmp2}.zzzz, cb1[34].xyzw, ${tmp1}.xyzw\n
mad ${tmp1}.xyzw, ${tmp2}.wwww, cb1[35].xyzw, ${tmp1}.xyzw\n
endif\n
if_nz ${tmp3}.y\n
mul ${tmp1}.xyzw, ${tmp2}.yyyy, cb1[37].xyzw\n
mad ${tmp1}.xyzw, ${tmp2}.xxxx, cb1[36].xyzw, ${tmp1}.xyzw\n
mad ${tmp1}.xyzw, ${tmp2}.zzzz, cb1[38].xyzw, ${tmp1}.xyzw\n
mad ${tmp1}.xyzw, ${tmp2}.wwww, cb1[39].xyzw, ${tmp1}.xyzw\n
endif\n
if_nz ${tmp3}.z\n
mul ${tmp1}.xyzw, ${tmp2}.yyyy, cb1[41].xyzw\n
mad ${tmp1}.xyzw, ${tmp2}.xxxx, cb1[40].xyzw, ${tmp1}.xyzw\n
mad ${tmp1}.xyzw, ${tmp2}.zzzz, cb1[42].xyzw, ${tmp1}.xyzw\n
mad ${tmp1}.xyzw, ${tmp2}.wwww, cb1[43].xyzw, ${tmp1}.xyzw\n
endif\n
\n
mov ${Include1OP}.${Include1OPSwizz1}, ${tmp1}.${Include2OPSwizz2}\n
\n
${section6}\n
[ShaderRegex_01_DynamicLights.InsertDeclarations]
dcl_resource_texture2d (float,float,float,float) t125
;*****************************************************************01_DynamicLights*********************************************************
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by DJ-RK »

Losti wrote:I have to admit that the volurimetric light formula from DJ_RK is a masterpiece. It fixes issues that I did not attribute to this shader. The game "The Sinking City" had problems at a very distance. This is fixed now. I also think that the performance is much better now! GREAT THING !! I have adapted the formula and added an automatic correction for the right matrix. Tested 8 games today, all almost perfect!

THANK YOU DJ_RK for this post and your gift to the community!

We need to add the PS_5_0 here to ensure that the PS also beeing catched. The match is the same and often only if the PS is fixed, the thing is working. THANK YOU DJ !!! This fixes dynamic lights in Draugen, Sinking City, BlairWitch, Outer Worlds, Moons of Madness to PERFECT !!!

Hope you will not having a word against to use this in the universal fix for UE4!

Thanks again! Nice Discovery!
No objection to using it. After all, first thing I said in the beginning was, "Here is a gift" ;) :P, glad it'll be used for the betterment of the community fix! Going forward, if I notice anything I can suggest to improve the expanded universal fix I'll provide my feedback in a more constructive manner.

And yeah, in BL3 just using it for the CS was enough, but for JFO I found it needed to be applied to PS_5_0 as well. I also found that I had to modify one of my main regexes for what I refer to as "Multiple Effects" (but I think in the Universal fix is the "Objects" regex set) to use an original/unmodified coordinate later in the shader, otherwise there was a conflict between it and the volumetric fix, which caused some clipping around the edges of the character in JFO whenever both volumetric fog and the other effect both occupied the same pixels. Pretty sure I need to do the same in BL3 now. I'm not sure if the universal fix (or your version) already has that extra adjustment or not. It's in my latest JFO WIP in case you need to look at what was done, but I'll try having it in my BL3 fix (along with the volumetric fix) by the end of the week (since you already have BL3, and I'm not sure if you've picked up JFO yet).
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Chtiblue »

DJ-RK wrote:
Losti wrote:I have to admit that the volurimetric light formula from DJ_RK is a masterpiece. It fixes issues that I did not attribute to this shader. The game "The Sinking City" had problems at a very distance. This is fixed now. I also think that the performance is much better now! GREAT THING !! I have adapted the formula and added an automatic correction for the right matrix. Tested 8 games today, all almost perfect!

THANK YOU DJ_RK for this post and your gift to the community!

We need to add the PS_5_0 here to ensure that the PS also beeing catched. The match is the same and often only if the PS is fixed, the thing is working. THANK YOU DJ !!! This fixes dynamic lights in Draugen, Sinking City, BlairWitch, Outer Worlds, Moons of Madness to PERFECT !!!

Hope you will not having a word against to use this in the universal fix for UE4!

Thanks again! Nice Discovery!
No objection to using it. After all, first thing I said in the beginning was, "Here is a gift" ;) :P, glad it'll be used for the betterment of the community fix! Going forward, if I notice anything I can suggest to improve the expanded universal fix I'll provide my feedback in a more constructive manner.
Awesome guys, that's what we wanna hear!

Thanks for the 3Dvision resistance community 8)

Keep up the cooperation :))))
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

DJ-RK wrote: No objection to using it. After all, first thing I said in the beginning was, "Here is a gift" ;) :P, glad it'll be used for the betterment of the community fix! Going forward, if I notice anything I can suggest to improve the expanded universal fix I'll provide my feedback in a more constructive manner.

And yeah, in BL3 just using it for the CS was enough, but for JFO I found it needed to be applied to PS_5_0 as well. I also found that I had to modify one of my main regexes for what I refer to as "Multiple Effects" (but I think in the Universal fix is the "Objects" regex set) to use an original/unmodified coordinate later in the shader, otherwise there was a conflict between it and the volumetric fix, which caused some clipping around the edges of the character in JFO whenever both volumetric fog and the other effect both occupied the same pixels. Pretty sure I need to do the same in BL3 now. I'm not sure if the universal fix (or your version) already has that extra adjustment or not. It's in my latest JFO WIP in case you need to look at what was done, but I'll try having it in my BL3 fix (along with the volumetric fix) by the end of the week (since you already have BL3, and I'm not sure if you've picked up JFO yet).
The things you call "Multiple Effects" i think is what masterotaku addressed in his perfect water reflection fix in Spyro. He mentioned that I have done some really huge RegEx here with some more modifications for special cases. He told me that the RexEx will be applied in alphabetical order, that’s a big help! This I call "SpecReflect" in the new universal fix attempt and this will be applied before the object fixes. Not to caught again by object RegEx I divide the pattern and adding something like this:

${section1}
//skip this shader be caught by another RegEx\n
${section111}

So the object RegEx will not match anymore that will be applyed later. There are 4 different types and each for the right Matrix we need to inverse, so that are 12 RegEx for those "SpecReflect" things. I’m not sure if this will solve the things you mentioned for BL3 or JFO but I have no time to play the games to find out, and JFO I haven’t purchased yet. I’m quite sure that especially AA game will still often need a shader hacker to fix this perfect, catching all the details universally in a complex game is still not possible I think. The things left if no shade hacker catches the game are things we have to live with.

But would be nice to know how this performs on BF3 and JFO. Perhaps i find some savegames on the Internet to try different lokations here just to see how it works. If new problems are a general thing and not only a special one for this 2 games, i can think about of some changes here but i currently need to know what you mean exactly and check the current fix state if this will be adressed or not.

Cheers!
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

I think i am done here, i will prepare a relase in the next days.

Nearly 100 % fixed with this Unreal Engine 4 - UNIVERSAL FIX 2:

Only After
Mordhau
Remnant From the Ashes
Space Hulk Deathwing
The Beast Inside
The Sinking City
Deliver Us The Moon
Blair Witch
Assetto Corsa Competizione
Draugen
Moons of Madness
Operencia The Stolen Sun
Spyro Reignited Trilogy
The Bards Tale IV Barrows Deep
TheOuterWorlds

So i think this is enought to provide it as the new universal fix for UE4 !!

//EDIT: except special HUD/UI fixed like for outer worlds, those things will never be universally been fixed.
Last edited by Losti on Tue Dec 03, 2019 1:23 pm, edited 1 time in total.
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Chtiblue »

Great Losti!
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by thebigdogma »

Fantastic - great news!
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Skawen »

Thank You very much for Your hard work.

And congratulations on improved UE4 fix.
Last edited by Skawen on Wed Dec 04, 2019 7:45 am, edited 1 time in total.
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by skyrimer »

Amazing job Losti as always, thanks for your hard work on this
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

Please do not be scared if the release post contains a little more text than you might expect from a 3D fix. I've tried to describe all the possibilities that you have, so that you know when and where what can best be used, what you can expect and what not and how you can get the maximum out of the universal fix. The texts I have written in understandable High German and translated by Google, so this should be relatively easy to read and translate into other languages.

I hope to finish this up today. If not, than tomorrow. ^^
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Re: Improved DHR Unreal 4 Engine Universal fix [WorkInProges

Post by Losti »

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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by 3D4DD »

These are great news for future UE4 games! Since CM as a "last resort" doesn't work for recent UE4 any more I hesitated to look forward for new anounced and released UE4 games as I feared that I could not play it in 3D. The last game I dared to buy without knowing that there is at least a fix in progress was Moons of Madness. As Nvidia's CM failed and the former universal fix didn't work very well for this game I had to play it with Superdepth's "CM" - using my smartphone as monitor and cross-eyed view for the side-by-side output (I don't have a 3D TV...). Now I'm looking forward to revisit Moons of Madness in real 3D and other UE4 games to come. Huge thanks to You and the other shader hackers that made this possible!!!
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by Losti »

3D4DD wrote:These are great news for future UE4 games! Since CM as a "last resort" doesn't work for recent UE4 any more I hesitated to look forward for new anounced and released UE4 games as I feared that I could not play it in 3D. The last game I dared to buy without knowing that there is at least a fix in progress was Moons of Madness. As Nvidia's CM failed and the former universal fix didn't work very well for this game I had to play it with Superdepth's "CM" - using my smartphone as monitor and cross-eyed view for the side-by-side output (I don't have a 3D TV...). Now I'm looking forward to revisit Moons of Madness in real 3D and other UE4 games to come. Huge thanks to You and the other shader hackers that made this possible!!!
Moons of Madness have a problem with the space suit that is out of depth. I have used this game for testing the new Uinversal fix. Its fine but this is a problem that i need to adress separately. You can use low convergence fo fit. Ill try to make a propper fix for Moons of Madness. I was able to adress things but this was afflicting other things too. Ill try some "partner shader operations" here. Thats my work for tomorrow. If this is not working, you need a low convergence in some cases of wearing the suit and everythingshould be fine.

Cheers!
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by thebigdogma »

Fantastic work Losti!

A few screens of Darksiders Genesis to display the S3D love... :D
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by Vaeltaja »

Great work Losti, thank you!

Gravel (https://store.steampowered.com/app/558260/Gravel/) finally works with this new fix but there are couple of minor problems. I had to disable one shader that made almost the whole screen mostly white/light grey, also a shader for the sun because it was at screen depth and also a shader for tire tracks. Now the game is playable but sky in every race is quite dark.

I think I've tried all the solutions you wrote in the instructions but I think the only working solution for the dark sky might be to push the vertex shader for the sun at the same depth as the sky.

Anyway, now I can finally play Gravel in 3D and that's great!
3D4DD
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by 3D4DD »

Losti wrote:Moons of Madness have a problem with the space suit that is out of depth. I have used this game for testing the new Uinversal fix. Its fine but this is a problem that i need to adress separately. You can use low convergence fo fit. Ill try to make a propper fix for Moons of Madness. I was able to adress things but this was afflicting other things too. Ill try some "partner shader operations" here. Thats my work for tomorrow. If this is not working, you need a low convergence in some cases of wearing the suit and everythingshould be fine.
Thanks for taking a look at the game! As I have completed it I have unistalled it already and could not try it with the universal fix so far. Using low convergence for the rare situations when wearing the suit wouldn't bother me... I would love to play the game again in real 3D some day :D
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Losti
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by Losti »

Vaeltaja wrote:Great work Losti, thank you!

Gravel (https://store.steampowered.com/app/558260/Gravel/) finally works with this new fix but there are couple of minor problems. I had to disable one shader that made almost the whole screen mostly white/light grey, also a shader for the sun because it was at screen depth and also a shader for tire tracks. Now the game is playable but sky in every race is quite dark.

I think I've tried all the solutions you wrote in the instructions but I think the only working solution for the dark sky might be to push the vertex shader for the sun at the same depth as the sky.

Anyway, now I can finally play Gravel in 3D and that's great!
I have added some things to the blog in the Troubleshooting section:

Code: Select all

However, switching through the DECAL and EFFECT correction options only makes sense if it is really DECALS and / or EFFECT RegEx is used. And then there are always more than just one or two EFFECTS / DECALS that are not correct. In case a RegEx formula exists and the automatic detection of the correction matrix does not work, EFFECTS / DECALS are ALWAYS at a wrong depth, but NEVER at screen depth. For things that are displayed in the screen depth, there is no RegEx formula!

Important: If switching through the options does not improve things, then please set the DECAL and EFFECT correction option back to AUTO. Press LCTRL + NUMPAD6 until the green text in the lower left corner of the screen indicates "AUTOMATIC Resolution FIX ON".
Only to make sure that you dont destroy things by using the cycle Options for DECALS and EFFECTS :-) And to make it a little more understandable when this use makes sense at all.

-----

Okay, so now about your problem. Is the sky also too dark if you do not turn off the sun?

Does the game use EFFECT-RegEX? To find out, you can simply switch the pixel shaders in HUNTING MODE. Effect RegEx have the number _60 (ShaderRegex_60_Effects1). If the above appears as green text for some shaders, the game uses this correction. The effect RegEx are VERY universal. However, I only had one game (ACC) that used this kind of correction. Therefore, I could not narrow it down and left the original DHR formula as it was. For ACC itself, I have created about 10 more specific RegEx, as many things were recognized flasch positive. However, this had only presented a problem with some lighting effects. So, if your game uses the EffectRegEx too, you can toggle the PixelShaders, and if the Dark Sky is a shader corrected using ShaderRegex_60_Effects1, then it may help to clear the correction for that shader. To do this you would have to save the shader with NUMPAD6 and open it in an editor and delete everything between the lines // Shader Fix 1/1 ..... // Shader Fix 1/1.

Usually, all things that affect the sky (Sun / Moon / Stars ...) are easy to correct. However, I found only one game, which needed an adaptation of the sky representation and here it was not easy to move the effect to the right depth. But you can give it a try, you'll notice if that works or not. If it works, please let me know, I would like to include the description in the blog.

The usual correction for the skybox elements is to move the output register of the vertex shader that affects this effect to the maximum depth, or by adding the separation to stereorize this. Here's a quick guide on how to do that. But I give no guarantee that this works. If the affected VertexShader still controls other things, then there will be a mess of false effects.

1. Hunt the shader and save it (NUMPAD1/2 for hunting, and NUMPAD3 vor saving) (make sure to enable hunting in d3dx.ini (hunting=1)
2. open the shader in a suitible text Editor, do not use word warp, make sure the Editor draws everything line by line, so dont use Notepad :-)
3. identify the output Register for position:
For this you can see something liek this in the shader (EXAMPLE!)

Code: Select all

void main(
  float4 v0 : ATTRIBUTE2,
  float4 v1 : ATTRIBUTE3,
  float4 v2 : ATTRIBUTE0,
  out float4 o0 : ATTRIBUTE2,
  out float4 o1 : ATTRIBUTE3,
  out float4 o2 : ATTRIBUTE4,
  out float4 o3 : ATTRIBUTE5,
  out float4 o4 : SV_Position0)
{
The Output Register is the Register called SV_Position0, so in this case ist o4. This can also be any other number after the "o" like o0/o1 and so on. So just look for the right number thats in the SV_Position0 line.

4. load Stereo params
right after the { add this

Code: Select all

  float4 stereo = StereoParams.Load(0);
5. modify Output pos.
here you can try the following things:
max depth (infinity): o4.x+=stereo.x*stereo.y;
stereorize by adding separation: o4.x+=stereo.x;
stereorize by adding half separation: o4.x+=stereo.x*0.5;
stereorize by adding common stereorizing formula: o4.x+=stereo.x*(o4.w-stereo.y);

6. add one of the formulas right above the RETURN in the shader

NOTE: It is also possible that you need "o4.x-=" in all formulas, and of course some more things that can alter but i dont want to tell all these things here. => this is game dependend, the formulas above often working, so just try it.

If anything else gets out of the joints in addition to the wrong effect, you can stop trying, then the VertexShader is not just for the sun and the depth adjustment most likely needs to be done in the pixelshader. Here you do not need to try the whole thing, the output in the pixel shader is very often responsible for color rendering and so on. An adaptation here usually takes place within the shader at a certain point, which one must first find.

Good luck !

Here is a complete example:

Code: Select all

// ---- Created with 3Dmigoto v1.3.16 on Tue Dec 03 19:44:20 2019
cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}

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



void main(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  float2 v2 : ATTRIBUTE2,
  float4 v3 : ATTRIBUTE3,
  uint2 v4 : ATTRIBUTE4,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : ORIGINAL_POSITION0,
  out float4 o3 : TEXCOORD0,
  out float4 o4 : TEXCOORD1,
  out float4 o5 : TEXCOORD2)
{
  //load stereo params
  float4 stereo = StereoParams.Load(0);
  
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[3].xyzw * v2.yyyy;
  r0.xyzw = v2.xxxx * cb0[2].xyzw + r0.xyzw;
  o0.xyzw = cb0[5].xyzw + r0.xyzw;
  r0.xyz = max(float3(6.10351999e-005,6.10351999e-005,6.10351999e-005), v3.xyz);
  r1.xyz = r0.xyz * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
  r1.xyz = log2(r1.xyz);
  r1.xyz = float3(2.4000001,2.4000001,2.4000001) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r2.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r0.xyz);
  r0.xyz = float3(0.0773993805,0.0773993805,0.0773993805) * r0.xyz;
  o1.xyz = r2.xyz ? r1.xyz : r0.xyz;
  o1.w = v3.w;
  o2.xy = v2.xy;
  o2.zw = float2(0,1);
  o3.xy = v1.xy;
  o4.xyzw = v0.xyzw;
  o5.xyzw = float4(0,0,0,0);

  //add common stereo formula
  o0.x+=stereo.x*(o0.w-stereo.y);
  
  return;
}
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maurizioclaudio21
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by maurizioclaudio21 »

Thanks losti I'm trying the fix with terminator
https://store.steampowered.com/app/9547 ... esistance/
solved problems with candle lights and laser beam bars
that I mentioned to you in private
there are two shadows and a strange reflection on the hair, incorrect but they have no influence on the game
they can be skipped

great universal fix :)
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by Vaeltaja »

Thank you Losti for the tutorial, I will check that sky issue later this weekend and see if I can fix it with your instructions.

Terminator: Resistance works great with this new fix. I disabled one pixel and one vertex shader to remove this annoying graphical effect that made it look like camera lens has some dust on it. First those dust spots didn't seem like a big deal but after a while they started to distract and I felt like I just couldn't ignore them to enjoy the game. Here's those shaders for everyone who wants to play this game and has issue with those dust spots:

VS: 2ced71dfbdd017c5
PS: 62f2442bb73f24dc

Losti's instructions for the fix will tell how to make the game to skip them.

I've only played Terminator about an hour so far but it feels very promising and it really puts you in the middle of the dark future that first two films gave a glimpse of. Only downside is that you can't use high convergence since guns and arms start to get separated. But it's still better than playing it in 2D! I'm glad that once again I didn't pay much attention to game reviews.
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maurizioclaudio21
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by maurizioclaudio21 »

Vaeltaja wrote:Thank you Losti for the tutorial, I will check that sky issue later this weekend and see if I can fix it with your instructions.

Terminator: Resistance works great with this new fix. I disabled one pixel and one vertex shader to remove this annoying graphical effect that made it look like camera lens has some dust on it. First those dust spots didn't seem like a big deal but after a while they started to distract and I felt like I just couldn't ignore them to enjoy the game. Here's those shaders for everyone who wants to play this game and has issue with those dust spots:

VS: 2ced71dfbdd017c5
PS: 62f2442bb73f24dc

Losti's instructions for the fix will tell how to make the game to skip them.

I've only played Terminator about an hour so far but it feels very promising and it really puts you in the middle of the dark future that first two films gave a glimpse of. Only downside is that you can't use high convergence since guns and arms start to get separated. But it's still better than playing it in 2D! I'm glad that once again I didn't pay much attention to game reviews.
skip this file, surprise towards the end of the game
skip questo file, sorpresa verso il finale del gioco
[ShaderOverride_Disablecopertanude]
Hash=b9fadd917e0a6fa2
Handling=skip

for high convergence test

[Key_hight_Convergence]
Key = XB_GUIDE
type = cycle
separation = 100, 100,
convergence = 200.00, 100
x22=0.0

[Key_Aim_XB]
key = XB_LEFT_TRIGGER
type = hold
;x24=1.0
convergence=2

with high convergence you will see the gun only on the left of the video
if you want to make it disappear completely and make it reappear when you shoot

add X99 = 0.0 in the costant

[Key6]
key = XB_LEFT_TRIGGER
type=hold
X99=1.0

[ShaderOverride_arma]
hash=bdf9794eb061b4cd
if X99==0.0
handling=skip
endif

but so the weapon also disappears to the others.
to make it reappear
it's just a test I'm trying now



[Key7]
key = XB_Y
type=toggle
X99=1.0

to open the locks with the lock picks hold down XB_LEFT_TRIGGER
per scassinare le serrature tenere premuto XB_LEFT_TRIGGER
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by daspwan »

Thank you for your hard work,Losti!Many new special effects of the game are almost perfectly displayed. but Some Staff gauge element,like life bar are not displayed(code vein),i think it Related to some HUD shader?

When I use T&B mode to display, black dotted line appears on the screen. I don't know d3dx.ini where the setting is wrong, but I did set it right in current other recent fixs
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Losti
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by Losti »

daspwan wrote:Thank you for your hard work,Losti!Many new special effects of the game are almost perfectly displayed. but Some Staff gauge element,like life bar are not displayed(code vein),i think it Related to some HUD shader?

When I use T&B mode to display, black dotted line appears on the screen. I don't know d3dx.ini where the setting is wrong, but I did set it right in current other recent fixs
Huh, I see, I forgot something to mention in the description on the blog, which concerns live bars. I will add that immediately. There is only in the d3dx.ini this line in the HUD shaders, which indicates:

; set disable_scissor = 0 if your health or stamina or whatever bars are moving, NOTE: HUD should be near screen to avoid clipping!

Replace all positions with disable_scissor = 1 with disable_scissor = 0 with a text editor
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by DJ-RK »

Allow me to say, nice work on the blog post. Much cleaner posting style that makes things a lot easier to read, which is especially important for something like this. It shows that you were able to take constructive criticism from the other post and grow from it, and I think it would be a shame if no one applauded you for it, so here I am the first in line to do so. Thanks for all your efforts here!
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Necropants
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by Necropants »

Yes, thanks Losti, that format is a vast improvement and much easier to follow.
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Losti
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by Losti »

DJ_RK wrote: Allow me to say, nice work on the blog post. Much cleaner posting style that makes things a lot easier to read, which is especially important for something like this. It shows that you were able to take constructive criticism from the other post and grow from it, and I think it would be a shame if no one applauded you for it, so here I am the first in line to do so. Thanks for all your efforts here!
Thank you so much for your kind words here !
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Losti
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Re: Improved DHR Unreal 4 Engine Universal fix [Released-V1.

Post by Losti »

I have added some little update at the blog:

1.01
An error was fixed that prevented saving the SSR side-screen workaround fix
2 new HUD shaders that I have found in a game
The troubleshooting section has been supplemented with two additional notes regarding the interface
Added a NoHudFix version for download
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