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- ; ------------------------------------------------------------------------------------------------------
- ; Additional configuration files
- ; ------------------------------------------------------------------------------------------------------
- [Include]
- ; If you were using 3DMigoto as a full modding platform for a given game
- ; instead of just a single stand-alone mod (e.g. facilitating mesh/texture
- ; replacements or other graphics mods), you can include an entire directory
- ; where users can extract third party mods created by others and 3DMigoto will
- ; include every .ini file and any external files referred to by CustomShader /
- ; Resource sections (Replaced shaders in these mods should still go in
- ; ShaderFixes for now, unless the modders want to use CustomShaders or
- ; ShaderRegex to keep them standalone).
- include_recursive = Mods
- exclude_recursive = DISABLED*
- ; Uncomment to enable a custom shader that allows the stereo output mode to be
- ; upscaled. NOTE: uncomment only if 'upscaling' and resolution are not zero in
- ; the [Device] section.
- ;include = ShaderFixes\upscale.ini
- ; Uncomment to enable a custom shader that implements a software mouse cursor.
- ; Use in games that use a hardware cursor if you want to be able to adjust the
- ; stereo depth of the mouse, or to work with the below 3DVision2SBS shader.
- ; Note that this shader has a higher latency than the hardware cursor!
- ;include = ShaderFixes\mouse.ini
- ; Uncomment to enable a custom shader that allows the stereo output mode to be
- ; changed to Side-by-Side or Top-and-Bottom via the F11 key. If you are using
- ; SLI and this isn't working properly (partially blank or stuck image) you may
- ; need to also set StereoFlagsDX10 = 0x00000008 in the [Profile] section. You
- ; can set a default mode by altering $\ShaderFixes\3dvision2sbs.ini\mode in the
- ; [Constants] section:
- ;include = ShaderFixes\3dvision2sbs.ini
- ;------------------------------------------------------------------------------------------------------
- ; Logging options.
- ; Comment line or set value to 0 for no logging.
- ;------------------------------------------------------------------------------------------------------
- [Logging]
- ; Log all API usage
- calls=0
- ; Log Input key actions
- input=1
- ; Super verbose massive log
- debug=0
- ; Unbuffered logging to avoid missing anything at file end
- unbuffered=0
- ; Force the CPU affinity to use only a single CPU for debugging multi-threaded
- force_cpu_affinity=0
- ; Log NVAPI convergence modifications
- convergence=1
- ; Log NVAPI separation modifications
- separation=1
- ; Enable 3DMigoto's deadlock detection algorithm. If you get hangs (not
- ; crashes) this might help find out why.
- debug_locks=0
- ; ------------------------------------------------------------------------------------------------------
- ; Command list to run on launch / after config reload.
- ; ------------------------------------------------------------------------------------------------------
- [Constants]
- x21=1
- [Key_CYF5]
- Key = VK_F5
- type = cycle
- x21 = 0,1,2,3,4
- ; Declare named global variables here to use them from other command lists,
- ; [Key] bindings and [Preset]s. Named variables are namespaced so that any
- ; included ini files can use their own without worrying about name clashes:
- ;global $my_named_variable = 0.0
- ; Mark a variable as persist[ent] to automatically save it to the
- ; d3dx_user.ini on exit or F10 (config_reload). Use Ctrl+Alt+F10
- ; (wipe_user_config) to discard persistent values:
- ;global persist $some_persistent_variable = 1
- ; Set the initial value of "IniParams" variables, which are accessible from
- ; within shaders, but they are not namespaced and too many can become unwieldy:
- ;x = 0.8
- ;y = 1.0
- ;z = 1.2
- ;w = 2.0
- ;y1 = 3
- ; This is used by the 3DVision2SBS custom shader. To use, find the [Include]
- ; section above and uncomment the 'include = ShaderFixes\3dvision2sbs.ini'
- ; line. F11 will cycle between these modes while playing, and the current
- ; value will be automatically saved to the d3dx_user.ini on exit / F10:
- ; 0 = Regular 3D Vision
- ; 1 = Reversed 3D Vision
- ; 2 = Side by Side
- ; 3 = Reversed Side by Side
- ; 4 = Top and Bottom
- ; 5 = Reversed Top and Bottom
- ; 6 = Line interlacing
- ; 7 = Reversed Line interlacing
- ;$\ShaderFixes\3dvision2sbs.ini\mode = 0
- ;------------------------------------------------------------------------------------------------------
- ; Custom settings override for any of [convergence, separation, x, y, z, w]
- ;
- ; Four types are supported - by default the bindings will simply load the
- ; configured settings, but type=hold can be specified to have a preset
- ; active while the button is held, type=toggle can be used to make a simple
- ; on/off toggle, and type=cycle can be used to cycle forwards and/or backwards
- ; between several presets.
- ;
- ; Delays (type=hold only) and linear or cosine trasition periods (any key type)
- ; can be used to better synchonrise setting changes to the game's animations,
- ; or to smoothly adjust UI elements over a short period of time.
- ;
- ; Key bindings: For A-Z and 0-9 on the number row, just use that single
- ; character. For everything else (including mouse buttons), use the virtual key
- ; name (with or without the VK_ prefix) or hex code from this article:
- ; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
- ;
- ; Key combinations can be specified by separating key names with spaces, e.g.
- ; "Shift Q". It is also possible to indicate that a key must *not* be held for
- ; the binding to activate, e.g. "NO_ALT F1" would prevent the binding from
- ; activating when taking a 3D Screenshot with Alt F1. "NO_MODIFIERS" may be
- ; used as a shorthand for excluding all standard modifiers (Ctrl, Alt, Shift,
- ; Windows).
- ;
- ; Keys can also be from XBox controllers using:
- ; XB_LEFT_TRIGGER, XB_RIGHT_TRIGGER,
- ; XB_LEFT_SHOULDER, XB_RIGHT_SHOULDER,
- ; XB_LEFT_THUMB, XB_RIGHT_THUMB,
- ; XB_DPAD_UP, XB_DPAD_DOWN, XB_DPAD_LEFT, XB_DPAD_RIGHT,
- ; XB_A, XB_B, XB_X, XB_Y, XB_START, XB_BACK, XB_GUIDE
- ; By default all attached controllers are used - to associate a binding with a
- ; specific controller add the controller number 1-4 to the prefix, like
- ; XB2_LEFT_TRIGGER, though this may be more useful for hunting than playing.
- ;
- ; Multiple keys may be set in a single [Key] section to allow keyboard and xbox
- ; controller toggles and cycles to share the same state as each other.
- ;------------------------------------------------------------------------------------------------------
- ; Example for changing default settings
- ;[KeyBasicExample]
- ;Key = z
- ;separation = 100.0
- ;convergence = 4.0
- ;x = 0.98
- ; Named variables declared in [Constants] can be set here:
- ;$my_named_variable = 2
- ; Example to support momentary hold type overrides, like aiming. Shows how to
- ; bind two separate buttons to the same action.
- ;[KeyMomentaryHoldExample]
- ;Key = RBUTTON
- ;Key = XB_LEFT_TRIGGER
- ;convergence = 0.1
- ;type = hold
- ; Example for a toggle override that remembers the previous value and restores
- ; it automatically when pressed a second time.
- ;[KeyToggleExample]
- ;Key = q
- ;separation = 0.1
- ;type = toggle
- ;y = 0.0
- ; Example for using a smart cycle type instead of a toggle. Smart is now the
- ; default for cycles, and when activated it will quickly check if the current
- ; values match its current cycle preset and resynchronise if necessary. This is
- ; better than type=toggle if you always want to toggle between exactly two
- ; values specified here, while type=toggle is better if you want to remember
- ; some arbitrary current value and return to it:
- ;[KeySmartCycleExample]
- ;Key = w
- ;type = cycle
- ;smart = true
- ;$some_variable = 0, 1
- ; Example for a momentary hold, but with a delay followed by a smooth
- ; transition (ms) on hold and release to sync better with the game. Note that
- ; delay only works with type=hold (for now), while transitions will work with
- ; all types.
- ;[KeyDelayAndTransitionExample]
- ;Key = RBUTTON
- ;Key = XB_LEFT_TRIGGER
- ;type = hold
- ;y = 0.25
- ;delay = 100
- ;transition = 100
- ;transition_type = linear
- ;release_delay = 0
- ;release_transition = 500
- ;release_transition_type = cosine
- ; Example of a cycle transition that might be used to provide several presets
- ; that set both convergence and UI depth to suit different scenes in a game.
- ; Cosine transitions are used to smooth the changes over 1/10 of a second.
- ; Both keyboard and Xbox controller buttons are bound to this same cycle, so
- ; that they can be used interchangeably and remember the same position in the
- ; preset list. A second key is used to cycle backwards through the presets, and
- ; wrapping from one end of the list to the other is disabled.
- ;[KeyCycleExample]
- ;Key = E
- ;Key = XB_RIGHT_SHOULDER
- ;Back = Q
- ;Back = XB_LEFT_SHOULDER
- ;type = cycle
- ;wrap = false
- ;convergence = 1.45, 1.13, 0.98
- ;z = 0.25, 0.5, 0.75
- ;transition = 100
- ;transition_type = cosine
- ; Keys can only directly set variables to simple values. If you want to do
- ; something more advanced, you may need to call a command list from the key
- ; binding. type=hold/toggle keys will run the post phase of the command list on
- ; release.
- ;[KeyCommandListExample]
- ;key = f
- ;run = CommandListF
- ;[CommandListF]
- ;if $foo == 0 && cursor_showing
- ; $foo = $bar * 3.14 / rt_width
- ;else
- ; $foo = 0
- ;endif
- ; Example of a preset override that can be referenced by one or more [ShaderOverride*]
- ; sections which can be activated / deactivated automatically when one of the shader
- ; overrides is activated / deactivated. This is useful for setting automatic
- ; convergence for specific scene.
- ;[PresetExample]
- ;convergence = 0
- ;$some_variable = 1
- ;transition = 100
- ;transition_type = linear
- ;------------------------------------------------------------------------------------------------------
- ; Shader hunting options.
- ; Default setup is to use keyboard similar to Helix presets
- ;------------------------------------------------------------------------------------------------------
- [Hunting]
- ; 0: Release mode is with shader hunting disabled, optimized for speed.
- ; 1: Hunting mode enabled
- ; 2: Hunting mode "soft disabled" - can be turned on via the toggle_hunting key
- hunting=0
- ; Highlight mode of currently selected shader / rendertarget.
- ; "skip" = skip shader. don't render anything using the currently selected shader.
- ; "original" = fall back to original shader if the currently selected shader was patched.
- ; "pink" = make the output hot pink to make it standout.
- ; "mono" = disable stereo for the selected shader / rendertarget.
- marking_mode=skip
- ; Cycle through available marking modes. VK_DECIMAL VK_NUMPAD0
- ; means hold the dot on the number pad while pressing numpad 0:
- next_marking_mode = no_modifiers VK_DECIMAL VK_NUMPAD0
- ; What action(s) to take when marking a selected shader/buffer
- ; "hlsl" = decompile shader to HLSL and copy to ShaderFixes
- ; "asm" = disassemble shader and copy to ShaderFixes (if hlsl is disabled or failed)
- ; "regex" = output ShaderRegex patched shader if applicable (NOTE: Will lose associated command list)
- ; "clipboard" = copy shader/buffer hash to clipboard
- ; "mono_snapshot" = take mono screenshot (previously called mark_snapshot=1)
- ; "stereo_snapshot" = take stereo screenshot (previously called mark_snapshot=2)
- ; "snapshot_if_pink" = limit mono/stereo_snapshot to when marking_mode=pink
- marking_actions = clipboard regex hlsl asm stereo_snapshot snapshot_if_pink
- ; Key bindings: For A-Z and 0-9 on the number row, just use that single
- ; character. For everything else (including mouse buttons), use the virtual key
- ; name (with or without the VK_ prefix) or hex code from this article:
- ; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
- ;
- ; XBox controllers are supported using the same bindings as the [Key] sections
- ; (see above). If the game already uses the first controller you might try
- ; using the second controller for hunting with e.g. XB2_LEFT_SHOULDER
- ; rotate through all VISIBLE pixel shaders at the current scene.
- previous_pixelshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD1
- next_pixelshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD2
- mark_pixelshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD3
- ; rotate through all VISIBLE vertex shaders at the current scene.
- previous_vertexshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD4
- next_vertexshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD5
- mark_vertexshader = no_modifiers NO_VK_DECIMAL VK_NUMPAD6
- ; rotate through all USED index buffers at the current scene.
- previous_indexbuffer = no_modifiers NO_VK_DECIMAL VK_NUMPAD7
- next_indexbuffer = no_modifiers NO_VK_DECIMAL VK_NUMPAD8
- mark_indexbuffer = no_modifiers NO_VK_DECIMAL VK_NUMPAD9
- ; rotate through all USED vertex buffers at the current scene.
- previous_vertexbuffer = no_modifiers NO_VK_DECIMAL VK_DIVIDE
- next_vertexbuffer = no_modifiers NO_VK_DECIMAL VK_MULTIPLY
- mark_vertexbuffer = no_modifiers NO_VK_DECIMAL VK_SUBTRACT
- ; rotate through all USED render targets at the current scene.
- ;previous_rendertarget = no_modifiers VK_INSERT
- ;next_rendertarget = no_modifiers VK_HOME
- ;mark_rendertarget = no_modifiers VK_PAGEUP
- ; rotate through all USED compute shaders at the current scene.
- previous_computeshader = no_modifiers VK_DECIMAL VK_NUMPAD1
- next_computeshader = no_modifiers VK_DECIMAL VK_NUMPAD2
- mark_computeshader = no_modifiers VK_DECIMAL VK_NUMPAD3
- ; rotate through all VISIBLE geometry shaders at the current scene.
- previous_geometryshader = no_modifiers VK_DECIMAL VK_NUMPAD4
- next_geometryshader = no_modifiers VK_DECIMAL VK_NUMPAD5
- mark_geometryshader = no_modifiers VK_DECIMAL VK_NUMPAD6
- ; rotate through all VISIBLE domain shaders at the current scene.
- previous_domainshader = no_modifiers VK_DECIMAL VK_NUMPAD7
- next_domainshader = no_modifiers VK_DECIMAL VK_NUMPAD8
- mark_domainshader = no_modifiers VK_DECIMAL VK_NUMPAD9
- ; rotate through all VISIBLE hull shaders at the current scene.
- previous_hullshader = no_modifiers VK_DECIMAL VK_DIVIDE
- next_hullshader = no_modifiers VK_DECIMAL VK_MULTIPLY
- mark_hullshader = no_modifiers VK_DECIMAL VK_SUBTRACT
- ; Re-enable shaders once done with hunting:
- done_hunting = NO_MODIFIERS NO_VK_DECIMAL VK_ADD
- ; Screenshot as pns
- take_screenshot = no_modifiers VK_SNAPSHOT
- ; reload all fixes from ShaderFixes folder
- reload_fixes = no_modifiers VK_F10
- ; Key to turn hunting itself on/off. This will also show/hide overlay.
- ; Hunting must be set to either 1 or 2 to enable this toggle.
- toggle_hunting = no_modifiers NO_VK_DECIMAL VK_NUMPAD0
- ; Key to reload the settings from the d3dx.ini without restarting. This can
- ; be the same key as reload_fixes for convenience, or a different key may be
- ; used to avoid resetting the ini parameters every time the shaders are
- ; reloaded. Note that not all settings can be reloaded, so if something doesn't
- ; work as expected you may still have to restart the game:
- reload_config = no_modifiers VK_F10
- ; Deletes the d3dx_user.ini file and reloads settings to get a "clean slate"
- wipe_user_config = ctrl alt no_shift VK_F10
- ; Hold this key to temporarily disable the fix - useful to quickly check what
- ; an effect looked like in the original game.
- show_original = no_modifiers VK_F9
- ; Shows the CPU utilisation and performance impact of every active command list
- monitor_performance = ctrl no_shift no_alt F9
- ; Freeze the current performance monitor display and log to the d3d11_log.txt
- freeze_performance_monitor = no_ctrl shift no_alt F9
- ; Sets how often the performance monitor updates
- monitor_performance_interval = 2.0
- ; Auto-repeat key rate in events per second.
- repeat_rate=6
- ; Enabling this makes the overlay show the hashes of the currently selected
- ; shaders and index buffer during hunting. We don't actually recommend this,
- ; because writing down the hash from the screen is a bad habbit that tends to
- ; be very error prone - the recommended workflow is to dump the shaders to disk
- ; and check the most recently modified file in ShaderFixes, but advanced users
- ; can enable this if they want it:
- verbose_overlay = 0
- ; tunable parameter to use in modified shaders as variable (StereoParams.Load(int3(1,0,0)).xyzw)
- ; enabling tuning results in a small performance hit because the parameter texture
- ;tune_enable=1
- ;tune_step=0.1
- ;tune1_up=VK_INSERT
- ;tune1_down=VK_DELETE
- ;tune2_up=X
- ;tune2_down=Z
- ; Dumps out a flight log of DirectX state changes and the contents of each
- ; render target after every immediate draw call for the next frame. Takes up a
- ; large amount of space, so disabled by default.
- ;analyse_frame = no_modifiers VK_F8
- ; analyse_options specifies options for the frame analysis feature. Options can
- ; be combined by separating them with a space.
- ;
- ; Dumping selection (also refer to the "dump" command described below):
- ; dump_rt: Dumps render targets and UAVs
- ; dump_depth: Dumps depth/stencil targets
- ; dump_tex: Dumps shader resources (textures)
- ; dump_cb: Dumps constant buffers
- ; dump_vb: Dumps vertex buffers
- ; dump_ib: Dumps index buffers
- ;
- ; Texture2D format selection:
- ; jpg/jps: Dumps out 2D/stereo resources as .jps files. These are the easiest
- ; to work with and don't take up as much space as DDS files, but
- ; they are not dumped for every resource and are missing some data.
- ; dds: Dumps out 2D/stereo resources as .dds files. WARNING: This option
- ; may require hundreds of gigabytes and a long time! Only use it if
- ; you absolutely need more information than you can get otherwise.
- ; jps_dds: Dumps out .jps when possible, .dds otherwise (default).
- ; desc: Dumps out DirectX resource descriptions to .dsc files.
- ;
- ; Buffer format selection:
- ; buf: Dumps out buffers as binary .buf files
- ; txt: Decodes buffers as text, and includes some extra metadata not
- ; found in the .buf files. May not correctly decode all buffers.
- ; Default if dump_cb/vb/ib was specified.
- ; desc: Dumps out DirectX resource descriptions to .dsc files.
- ;
- ; Misc options:
- ; hold: Continue analysing subsequent frames while the key is held
- ; clear_rt: Clears each render target the first time they are used in the
- ; frame. Makes it easier to see what is being drawn if the game
- ; doesn't clear them, but might cause some effects not to render.
- ; filename_reg: Normally the draw number is the first part of the filename so
- ; that the files will be sorted in the order they were used in
- ; the game. Sometimes it is more desirable to examine how a
- ; specific output changed through the frame and this option will
- ; place the register number first in the filename to allow that.
- ; mono: Dump out mono textures instead of stereo. To dump both, specify
- ; 'mono stereo'. If neither are specified, defaults to stereo.
- ; dump_on_unmap: Dumps buffers/textures whenever the game maps them to the CPU
- ; with the Map() / Unmap() calls. Typically used to update
- ; constant buffers.
- ; dump_on_update: Dumps buffers/textures whenever the game updates them with
- ; the UpdateSubresource() call. Alternative method used to
- ; update constant buffers.
- ; share_dupes: Use a folder that is shared with subsequent frame analysis
- ; dumps for de-duplicating dumped resources. Makes future frame
- ; analysis dumps faster and use less disk space if there are a
- ; lot of identical textures, but less trivial to delete
- ; individual dump folders to reclaim disk space (i.e. all or
- ; nothing). Individual frame analysis folders are still
- ; de-duplicated regardless of this setting.
- ; symlink: Try to use symbolic links when de-duplicating files in a
- ; frame analysis dump. Requires developer mode to be enabled in
- ; Windows 10, and will fall back to hard links or shortcuts
- ; when not possible. Useful to see the relationship between
- ; deduplicated files, especially when working with cygwin, but
- ; some Windows applications may behave worse when using these.
- ;
- ; Experimental Deferred Context (multi-threaded rendering) Frame Analyis Support:
- ; deferred_ctx_immediate: Dumps resources from deferred contexts using the
- ; immediate context. Not suitable for dump_rt or other
- ; resources altered during the frame (by the GPU or CPU). May
- ; be ok for static unchanging resources, such as collecting HUD
- ; textures for filtering. Not thread safe - potential to crash.
- ; Recommended (not enforced) to use in conjunction with 'mono'.
- ; deferred_ctx_accurate: Delays dumping resources from deferred contexts
- ; until after the GPU has updated them. Copies of *all*
- ; resources being dumped are held in memory, so it may run out
- ; - try to restrict using this option to specific resources
- ; where it is needed - preferably via the "dump" command rather
- ; than the global analyse_options. Works with 'stereo'.
- ;
- ; analyse_options can also be specified in [ShaderOverride*] sections (or other
- ; command lists) to set up triggers to change the options mid-way through a
- ; frame analysis, either for a single draw call (default), or permanently (by
- ; adding the 'persist' keyword).
- ;
- ; Alternatively, "dump" can be specified in a [ShaderOverride*] section (or
- ; any other command list) to dump specific resources with per-resource options
- ; (e.g. "dump = dump_tex dds share_dupes mono ps-t0"), dump resources at a
- ; specific point in time (e.g. "pre dump = o0") or dump a custom resource that
- ; frame analysis cannot otherwise see (e.g. "dump = ResourceDepthBuffer"). Use
- ; additional "dump" commands to dump multiple resources.
- ;
- ;analyse_options = dump_rt jps clear_rt
- ;------------------------------------------------------------------------------------------------------
- ; Chain load other wrapper DLLs instead of system DLLs.
- ;------------------------------------------------------------------------------------------------------
- [System]
- ;proxy_d3d9=d3d9_helix.dll
- ;proxy_d3d11=d3d11_helix.dll
- ; We force all LoadLibrary calls back to the game folder, because games
- ; and nvidia both break the loading chain by going directly to System32.
- ; load_library_redirect=0 for off, allowing all through unchanged.
- ; load_library_redirect=1 for nvapi.dll override only, forced to game folder.
- ; load_library_redirect=2 for both d3d11.dll and nvapi.dll forced to game folder.
- load_library_redirect=2
- ; Only enable key input processing when the game is in the foreground:
- check_foreground_window=1
- ; Options to use hooking instead of wrapping. Used in MGSV. Possible objects to hook include:
- ; deferred_contexts
- ; immediate_context
- ; device
- ; all - all of the above
- ; recommended - settings currently recommended by the 3DMigoto developers
- ;hook=recommended
- ; Options to allow ID3D11Device to be created and wrapped. We have typically had good
- ; luck with returning an error for all non-dx11 requests, but some games error out
- ; with these checks in place.
- ; The allow_create_device allows D3D10 Device creation and is needed for some games.
- ; It has two options, allow_create_device=1, which will allow anything to go through
- ; without returning an error, and allow_create_device=2, which will force all requests
- ; to become D3D11 Devices, no matter what was passed in.
- ; The allow_platform_update option allows the D3D11Device1 and D3D11Context1
- ; interfaces introduced in Windows 8 and the platform update of Windows 7.
- ;
- ; Start with allow_check_interfaces, if that doesn't work
- ; then try allow_create_device=2, lastly try allow_create_device=1
- ;
- allow_check_interface=1
- allow_create_device=1
- allow_platform_update=1
- ;------------------------------------------------------------------------------------------------------
- ; Settings used by the external 3DMigoto Loader
- ;------------------------------------------------------------------------------------------------------
- [Loader]
- ; Target process to load into. You can optionally include part of the directory
- ; structure in case the game's executable name is generic.
- ;target = \Dead or Alive 6\DOA6.exe
- ; This tells the loader where to find 3DMigoto. This DLL must be located
- ; in the same directory as 3DMigoto Loader.exe and will be loaded in the target
- ; process under the same name. If d3d11.dll doesn't work try 3dmigoto.dll
- ;module = d3d11.dll
- ; Uncomment to always elevate the loader to support games that run as admin.
- ; This will display a UAC prompt so only enable it if you actually need it.
- ;require_admin = true
- ; Automatically launch the game from the loader. If you put the executable name
- ; here than the loader will need to be located in the game directory. You can
- ; use the full path, but that is not recommended to ship any fixes with since
- ; it will vary on a user's system. If the game is on Steam you can use the
- ; steam browser protocol to launch it, optionally passing it any command line
- ; arguments you need (unfortunately Steam pops a dialog to confirm command line
- ; parameters, which tends to end up behind other windows):
- ;launch = DOA6.exe
- ;launch = steam://run/838380/
- ;launch = steam://run/237850//-window-mode exclusive/
- ; Delay this many extra seconds after confirming that 3DMigoto was loaded in
- ; the target process. For games that respawn themselves or have multiple
- ; executables of the same name when the first process we see may not be the
- ; actual one we need. Set to -1 to disable automatic shut down.
- ;delay = 20
- ;------------------------------------------------------------------------------------------------------
- ; Settings to force display device to a specific mode.
- ; Uncomment a value to force the specific setting.
- ;------------------------------------------------------------------------------------------------------
- [Device]
- ; (0) - disable upscaling
- ; (1) - enable upscaling and allows the game to disable and enable fullscreen mode
- ; (2) - enable upscaling and don't allow the game to switch fullscreen mode
- ; (always force fullscreen). Try this if you get issues with the mouse cursor.
- ; Note if you enable upscaling please do not forget to:
- ; 1) Uncomment "run = CustomShaderUpscale" in the [Present] section,
- ; otherwise you will see only a black window (with game sound).
- ; 2) Set a custom resolution here for width and height that the game will see.
- ; 3) Uncomment upscale_mode here.
- upscaling = 0
- ; Force override the screen resolution.
- ; If upscaling is on, the resizing functionality is disabled.
- ; If upscaling is on, then you MUST specify the resolution the game will be upscaled to.
- ; To achieve the best visual result use the native resolution of your tv or monitor.
- ;width=1280
- ;height=720
- ; upscale_mode = 0: 3Dmigoto creates a texture and pushes it as the back buffer for the game.
- ; Seems to work with only few games but everything seems to run a bit smoother.
- ; upscale_mode = 1: 3Dmigoto creates a second swap chain and pushes the game to use it.
- ; Seems to work with most games. dont forget to activate upscaling shader in [present] section
- ;upscale_mode = 1
- ; overrides refresh rate set by game.
- ;refresh_rate=60
- ; filters available video modes to those providing given refresh rates.
- ; some games don't explicitely set the refresh rate, but use the video mode.
- ; use this if setting refresh_rate doesn't work.
- ;filter_refresh_rate=24,59,60
- ; full_screen=1 forces creation of full screen devices and swap chains.
- ; use this for 3dtvplay if game won't active stereo mode.
- ; full_screen=2 will also disable SetWindowPos which might help in some games.
- full_screen=0
- ; This attempts to force exclusive full screen when this key is pressed, and
- ; may be useful in games where full_screen doesn't work or has undesirable side
- ; effects:
- ;force_full_screen_on_key = no_modifiers VK_F7
- ; This toggles forcing the full screen mode on and off. It will not take effect
- ; immediately, but will change what happens the next time the game tries to
- ; change the fullscreen mode. This is a specific hack to workaround a bug in
- ; Unity games, which crash when alt+tabbing out from exclusive mode fullscreen.
- ;
- ; To switch out of a Unity game without it crashing:
- ; Enable this option, Press F7, Alt+Enter, Alt+Tab
- ;toggle_full_screen = no_modifiers VK_F7
- ; some games explicitely disable stereo, prohibiting any stereo attempts.
- ; Setting this to 1 ignores all stereo disabling calls and also calls
- ; NvAPI_Stereo_Enable to force stereo on.
- ; Setting this to 2 sets 3Dmigoto to use 3D Vision Direct Mode
- force_stereo=0
- ; almost all DX11 games deactivate window message handling.
- ; setting this to 1 reenables print screen handling, alt-tab key handling etc.
- ;allow_windowcommands=1
- ; Indicates where the resolution is obtained for texture hashes. Comment this
- ; out to never special case hashes that match the resolution or a multiple.
- ; Possible values are swap_chain and depth_stencil. Recommended to test which
- ; works for a given game (e.g. CryEngine always creates a swap chain that
- ; matches the native resolution so has to use depth_stencil).
- get_resolution_from = swap_chain
- ; This will hide the hardware mouse cursor, and will be automatically enabled
- ; if the software mouse configuration file is included at the top of this file.
- ; The hardware mouse cursor cannot be moved to depth and cannot be used in
- ; conjunction with the side-by-side or top-and-bottom output modes, so using a
- ; software mouse cursor is recommended in those cases.
- ; NOTE: IT IS RECOMMENDED TO RESTART THE GAME AFTER CHANGING THIS SETTING!
- hide_cursor = 0
- ;------------------------------------------------------------------------------------------------------
- ; Settings for NVidia stereo driver.
- ;------------------------------------------------------------------------------------------------------
- [Stereo]
- ; games which have their own stereo renderer disable the NVidia automatic
- ; stereo mode and render themselves into stereo buffers (Crysis 3 for example).
- ; Setting this to 1 disables the game stereo renderer and enables NVidia auto stereo mechanism.
- ; This also forces 'false' as a return for any request for NvAPI_Stereo_IsEnabled.
- automatic_mode=0
- ; Some games (CryEngine games, for example) lock the separation & convergence
- ; to a specific value, which can be undesirable. Set this to 1 to ignore these
- ; requests from the game to unlock the separation:
- unlock_separation=0
- unlock_convergence=0
- ; games without predefined profiles can't save stereo settings.
- ; enabling this options automatically creates a profile for unknown games.
- ; Note that there is now a more flexible means to alter the game's profile -
- ; refer to the [Profile] section.
- create_profile=0
- ; sets the global surface creation heuristic for NVidia stero driver.
- ; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings for surface creation mode.
- ; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - Always create stereo surfaces.
- ; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - Always create mono surfaces.
- ;surface_createmode=1
- ; overrides surface creation mode for square surfaces.
- ;surface_square_createmode=1
- ; Force the NvAPI_Initialize to return an error so that games think stereo and NVidia is unavailable.
- force_no_nvapi=0
- ;------------------------------------------------------------------------------------------------------
- ; Settings for GPU manipulations.
- ; Render settings override
- ;------------------------------------------------------------------------------------------------------
- [Rendering]
- ; GPU program manipulations.
- ; Type of shader hashes in use:
- ; 3dmigoto = Traditional hash used by 3DMigoto (unseeded software FNV-1)
- ; embedded = Use the first half of the MD5-like hash embedded within the
- ; shaders to skip the hash calculation altogether.
- ; bytecode = Only hash bytecode and signatures with hardware accelerated
- ; CRC32C. Used to minimise duplicate shaders in certain games, but
- ; potentially carries a higher risk of hash collisions between
- ; unrelated shaders in some games (e.g. that only differ in
- ; variable names). May occasionally avoid hash changes on game
- ; updates due to changes in the game developer's build environment
- ; (shader compiler version, build path embedded in debug info,
- ; constants renamed, etc). Will not avoid hash changes if the
- ; shader code, constant values, etc are changed.
- shader_hash = 3dmigoto
- ; Switch to newer texture hashes that are less susceptible to corruption and
- ; don't have collisions if part of the image matches. May have a slight
- ; performance penalty since more of the image is hashes. Do not enable if
- ; upgrading an existing fix!
- ;texture_hash = 1
- ; Shaders in game will be replaced by these custom shaders.
- override_directory=ShaderFixes
- ; Automatically patched shaders will be written here if caching is enabled.
- cache_directory=ShaderCache
- ; Shaders that are directly compiled by the game, instead of binary, go here.
- storage_directory=ShaderFromGame
- ; cache all compiled .txt shaders into .bin. this removes loading stalls.
- cache_shaders=0
- ; Indicates whether scissor clipping should be disabled by default. A restart
- ; is required for this to take effect. If you need to do this on a per shader
- ; basis, you can use "run = BuiltInCustomShaderEnableScissorClipping" or "run =
- ; BuiltInCustomShaderDisableScissorClipping" from a [ShaderOverride], or define
- ; your own [CustomShader] section to change whatever render state you need and
- ; use "handling = skip" and "draw = from_caller" to transfer the draw call to
- ; them.
- rasterizer_disable_scissor=0
- ; Tracks copies and updates to textures which may cause their hash to become
- ; out of sync with their contents - enable if texture hashes seem unreliable.
- ; You can also set this to 2 to disable hash contamination detection for better
- ; performance in hunting mode, but only do that if you are certain you won't
- ; be needing this in the game in question.
- ;track_texture_updates=1
- ; Registers where the StereoParams and IniParams textures will be assigned -
- ; change if the game already uses these registers. Newly decompiled shaders
- ; will use the new registers, but existing shaders will not be updated - best
- ; workflow is to remove ShaderCache after changing these and run a search and
- ; replace on all shaders in ShaderFixes. Set to -1 to disable if not required.
- stereo_params = 125
- ini_params = 120
- ; Set to 1 to assemble the Input / Output / Patch Constant signature comments
- ; in shader assembly to allow them to be changed for passing new values between
- ; pipeline stages. Be careful with these comments if this is enabled - treat
- ; them like code! If set to 0 the assembler will use the old behaviour and
- ; re-use the sections from the unmodified shaders.
- assemble_signature_comments = 1
- ; Include raw "undecipherable custom data" when disassembling shaders for
- ; ShaderRegex - leaving this out is for backwards compatibility with patterns
- ; that may not expect to see it since we didn't used to include it. Shaders
- ; dumped via export or hunting always include any undecipherable data.
- disassemble_undecipherable_custom_data = 1
- ; Replace constant buffer offsets with indices & components in the comment
- ; blocks when disassembling shaders so they match up with how they are accessed
- ; in the code, making things easier to follow and simplifying ShaderRegex.
- patch_assembly_cb_offsets = 1
- ;------------------------------------------------------------------------------------------------------
- ; Analyzation options.
- ;
- ; save all autofixed shaders as HLSL
- export_fixed=0
- ; save all shaders sent to DX11 as ASM, or as HLSL text files if compiled by game.
- export_shaders=0
- ; save all shaders seen as HLSL code, autofixed or not. 1= HLSL only, 2=HLSL+OriginalASM, 3=HLSL+OriginalASM+RecompiledASM
- export_hlsl=0
- ; stores a ShaderUsage.txt file on any marking button press.
- dump_usage=1
- ;------------------------------------------------------------------------------------------------------
- ; Automatic shader fixes. Those settings here apply only on newly read shaders.
- ; All existing *_replace.txt or *_replace.bin files are not tampered with.
- ; If you change settings here, the best workflow is to delete all shaders in
- ; the shader cache directory and let them be fixed again.
- ; Stereoize all shader parameters with position semantic.
- fix_sv_position=0
- ; Pixel depth evaluation.
- ;fix_ZRepair_DepthTexture1=SceneDepthTexture.x
- ;fix_ZRepair_Dependencies1=MinZ_MaxZRatio
- ;fix_ZRepair_ZPosCalc1=zTex * MinZ_MaxZRatio.z - MinZ_MaxZRatio.w
- ;fix_ZRepair_DepthTexture2=SceneDepthTexture.x
- ;fix_ZRepair_Dependencies2=
- ;fix_ZRepair_ZPosCalc2=zTex
- ;fix_ZRepair_PositionTexture=PositionTexture
- ;fix_ZRepair_PositionCalc=1024 * %s
- ; Inject depth texture if other depth sources are unavailable.
- ;fix_ZRepair_DepthTextureHash=8a19f087b004598f
- ; Correct inverse transformations in pixel shaders using evaluated depth.
- ;fix_InvTransform=ScreenToLight,InverseTranslatedViewProjectionMatrix
- ; Back projection coordinate fix.
- ;
- ; Available variables in expressions:
- ; stereoParams.x = Separation value in range [0..1] or [-0..-1] dependent on active eye
- ; stereoParams.y = Convergence value in w coordinates (1/z)
- ; stereoParams.z = -1/1 for left/right eye
- ; stereoParams.w = Separation value without eye separation
- ; stereoTune.x = tune value 1 (default is 1)
- ; stereoTune.y = tune value 2 (default is 1)
- ; stereoTune.z = tune value 3 (default is 1)
- ; stereoTune.w = tune value 4 (default is 1)
- ; stereoScreenRes.x = Primary swap chain backbuffer horizontal resolution
- ; stereoScreenRes.y = Primary swap chain backbuffer vertical resolution
- ; zpos = current pixel z position in pixel shader
- ; wpos = current pixel w position in pixel shader
- ; Send inverse transformations from vertex shaders to pixel shaders.
- ;fix_BackProjectionTransform1=ScreenToTranslatedWorldMatrix._m00,ScreenToTranslatedWorldMatrix._m02,ScreenToTranslatedWorldMatrix._m01
- ;fix_BackProjectionTransform2=ScreenToWorld._m00,ScreenToWorld._m02,ScreenToWorld._m01
- ; Position variables to correct in pixel shaders.
- ;fix_ObjectPosition1=PointPositionAndInverseRadius
- ;fix_ObjectPosition1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5
- ;fix_ObjectPosition2=SpotPositionAndInverseRadius
- ;fix_ObjectPosition2Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5
- ; Matrix multiplications to correct in pixel shaders.
- ;fix_MatrixOperand1=TranslatedWorldToShadowMatrix
- ;fix_MatrixOperand1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5 - viewDirection.z*0.05 + (0.02791946-stereoParams.x/stereoParams.w), 0
- ; autofix shader option: recompiles all vertex shaders. fixes minor differences in deferred rendering.
- ;recompile_all_vs=0
- ;------------------------------------------------------------------------------------------------------
- ; Shader manipulations without patches + shader filtering.
- ;------------------------------------------------------------------------------------------------------
- ;[ShaderOverride1]
- ;Hash=69732c4f23cb6c48
- ; Custom stereo separation value while rendering objects using this shader.
- ;Separation=0
- ; Custom stereo convergence value while rendering objects using this
- ; shader (e.g. convergence=0 will move an object to infinity).
- ;Convergence=0
- ; don't draw anything using this shader.
- ;Handling=skip
- ; Use replaced shader only when there is/is not an active depth buffer (for UI filtering)
- ; Deprecated: use 'x = oD' instead, and test for negative zero in the shader with
- ; if (asint(IniParams[0].x) == asint(-0.0)) { /* depth inactive */ } else { /* depth active */ }
- ;depth_filter = depth_inactive
- ;depth_filter = depth_active
- ; Override a value from [Constants] when this shader is used:
- ;x=2.0
- ; Pass the dimensions of the active render target and resolution (obtained with
- ; get_resolution_from) into the shader:
- ;x1=rt_width
- ;y1=rt_height
- ;z1=res_width
- ;w1=res_height
- ; Use t0 from active pixel shader for texture filtering. Will be 0 if no
- ; [TextureOverride*] section exists for the texture or 1 if one does. For
- ; advanced filtering, set a value for filter_index in the [TextureOverride]
- ; section. This also works with other slot types (like o0, oD, ib, etc). Will
- ; be -0.0 (needs a special test) if no resource bound in this slot:
- ;x2 = ps-t0
- ; Match the partner shader (any of vs/hs/ds/gs/ps/cs). Works in much the same
- ; way as texture filtering - set a filter_index in the [ShaderOverride] or
- ; [ShaderRegex] for the partner shader you want to match and it will be set in
- ; this variable, or 1 = ShaderOverride/Regex matched with no filter_index, 0 =
- ; No ShaderOverride/Regex matched, -0.0 = No shader bound. The filter_index
- ; from a ShaderOverride always takes priority over any matching ShaderRegex.
- ;local $partner = vs
- ; Override the shader model to allow using newer features like Texture2DMS:
- ;model=vs_5_0
- ; Activate a preset section when this shader override is in use.
- ;preset = PresetExample
- ; Enable/disable scissor clipping for this specific shader. This is an alias
- ; for "run = BuiltInCustomShaderDisableScissorClipping"
- ; or "run = BuiltInCustomShaderEnableScissorClipping"
- ;disable_scissor = 1
- ; There's also support for copying textures, constant buffers, depth buffers,
- ; etc. from one shader to another. This is a complex topic - see this page:
- ; https://github.com/bo3b/3Dmigoto/wiki/Resource-Copying
- ;------------------------------------------------------------------------------------------------------
- ; On the fly regular expression shader patching engine
- ;------------------------------------------------------------------------------------------------------
- ;
- ; These sections define regular expressions to match against shaders and apply
- ; certain classes of fixes on the fly. Only assembly shaders are supported by
- ; this method for reliability and performance reasons.
- ;
- ; Every pattern must have a main section prefixed with ShaderRegex:
- ;
- ;[ShaderRegex1]
- ; shader_model is required and must be set to the types of shaders that this
- ; pattern will be applied against. Multiple shader models can be specified to
- ; match the pattern against multiple types. There are some differences in
- ; instructions between shader model 4 and 5 (such as in resource load
- ; instructions), so in some cases you may need separate patterns for each.
- ;shader_model = ps_4_0 ps_5_0
- ;
- ; temps is used to give names to temporary registers that you will use in the
- ; pattern. 3DMigoto will identify free register numbers and automatically
- ; adjust dcl_temps as required.
- ;temps = stereo tmp1
- ;
- ; This main section also acts as a command list so that you can define actions
- ; that will be applied on every matching shader, just as you would on any other
- ; command list enabled section, such as ShaderOverride, Present, etc.
- ;
- ;
- ; The next section of interest is the regular expression pattern. If this
- ; section is omitted than every shader of with matching shader_model will be
- ; matched (and have the command lists and InsertDeclarations processed). The
- ; first part of the section name must match the main ShaderRegex section you
- ; defined above, and it ends with ".Pattern". The regular expression grammar
- ; that we support is PCRE2, which is largely compatible with the powerful Perl
- ; and Python grammars. You can find the syntax reference here, but generally
- ; speaking any regular expression tutorial will give you a good primer:
- ;
- ; http://www.pcre.org/current/doc/html/pcre2syntax.html
- ;
- ; Note that since this is parsed in an ini file that blank lines and ini
- ; comments are ignored, and preceding and trailing whitespace from each line
- ; will be stripped, so if you need to match an indented line you will need to
- ; explicitly match the whitespace at the start of the line with \s*
- ; You should also use \n to match the newline character at the end of each
- ; line. This should not be confused with extended mode activated by the (?x)
- ; switch, which will ignore *all* whitespace to allow complex patterns to be
- ; broken up for clarity.
- ;
- ; Multiline matching is enabled by default, as is case insensitivity (due to
- ; differences in the capitalisation produced by different versions of the
- ; disassembler), but PCRE2 provides switches for most of these options if you
- ; need something else.
- ;
- ; This is an example of how you might match a matrix multiply in a shader, and
- ; uses Python style named capture groups to pull out the registers and swizzles
- ; of the X and Z coordinates, and another named capture group to verify that
- ; the register used in the div instruction matches the one used in the multiply:
- ;
- ;[ShaderRegex1.Pattern]
- ;mul r\d+\.xyzw, r\d+\.yyyy, cb0\[28\]\.xyzw\n
- ;mad r\d+\.xyzw, (?P<pos_x>r\d+)\.(?P<swizzle_x>[xyzw])[xyzw]{3}, cb0\[27\]\.xyzw, r\d+\.xyzw\n
- ;mad r\d+\.xyzw, (?P<pos_z>r\d+)\.(?P<swizzle_z>[xyzw])[xyzw]{3}, cb0\[29\]\.xyzw, r\d+\.xyzw\n
- ;add (?P<result>r\d+)\.xyzw, r\d+\.xyzw, cb0\[30\]\.xyzw\n
- ;div r\d+\.[xyzw]{2}, (?P=result)\.[xyzw]{4}, r\d+\.wwww\n
- ;
- ;
- ; The next section specifies how to modify the matched pattern. Again the name
- ; must begin with the same name as the main section, and end in
- ; ".Pattern.Replace" (there is a reason the replacement is associated with the
- ; pattern, but that's coming soon). You can (and I highly encourage that you
- ; do) use named capture groups in the above pattern and substitute them in
- ; here. Temporary registers that you defined in the main ShaderRegex section
- ; are also available here with the same syntax as named capture groups. Use
- ; ${0} to indicate where the matched pattern goes, allowing you to insert code
- ; before and/or after it, or use additonal capture groups to insert code in the
- ; middle. Extended substitution is enabled in PCRE2, which among other things
- ; makes \n insert a newline.
- ;
- ;[ShaderRegex1.Pattern.Replace]
- ;\n
- ;// UE4 shadow correction:\n
- ;ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
- ;add ${tmp1}.x, ${pos_z}.${swizzle_z}, -${stereo}.y\n
- ;mad ${pos_x}.${swizzle_x}, -${tmp1}.x, ${stereo}.x, ${pos_x}.${swizzle_x}\n
- ;\n
- ;${0}
- ;
- ;
- ; The final section allows you to insert new declarations into the shader, and
- ; 3DMigoto will check that this declaration has not already been inserted
- ; first. Typically this is used to get access to StereoParams in t125:
- ;
- ;[ShaderRegex1.InsertDeclarations]
- ;dcl_resource_texture2d (float,float,float,float) t125
- ;------------------------------------------------------------------------------------------------------
- ; texture / render target manipulations
- ;------------------------------------------------------------------------------------------------------
- ;
- ; NOTE: If you are trying to match a texture the same size as the resolution (or
- ; a /2, x2, x4 or x8 multiple), you should confirm that the same hash is used
- ; on different resolutions, and adjust get_resolution_from if necessary.
- ;
- ; NOTE: If you find a texture hash seems to change inconsistently, try enabling
- ; track_texture_updates in the [Rendering] section.
- ;
- ;[TextureOverride1]
- ;Hash=c3e55ebd
- ; NVidia stores surface creation mode heuristics in the game profile. setting
- ; this option overrides the creation mode for a given texture / buffer.
- ; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings.
- ; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - create stereo surface.
- ; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - create mono surface.
- ;StereoMode=2
- ;[TextureOverride2]
- ;Hash = e27b9d07
- ; Prevent the game reading from this texture - will give the game a blank
- ; buffer instead. Used to prevent CryEngine games falsely culling objects. Use
- ; the frame analysis log and look for MapType:1 to identify possible hashes.
- ;deny_cpu_read=1
- ; Expand the region copied to this texture with CopySubresourceRegion (similar
- ; issue to rasterizer_disable_scissor). Used to solve issues with transparent
- ; refraction effects (like glass) in CryEngine games.
- ;expand_region_copy=1
- ;[TextureOverrideUAVNotRT]
- ; Example of fuzzy matching based on attributes instead of hash. Provides an
- ; alternative to driver heuristics that we have more precise control over.
- ;match_type = Texture2D
- ;match_width = height * 16 / 9
- ;match_height = !res_height
- ;match_msaa = >1
- ;match_bind_flags = +unordered_access -render_target
- ;match_priority = -1
- ;StereoMode = 2
- ;------------------------------------------------------------------------------------------------------
- ; Example of settings override by mouse button configuration
- ; Mapping of from game provided hard coded convergence values to custom values
- ; Those are values for L.A. Noir
- ; Example of settings override by mouse button configuration
- ;------------------------------------------------------------------------------------------------------
- ;[ConvergenceMap]
- ;Map1=from 3e99999a to 0.3
- ;Map2=from 3f800000 to 1.0
- ;Map3=from 3f666666 to 0.9
- ;------------------------------------------------------------------------------------------------------
- ; Updates the game's driver profile on launch.
- ;
- ; Any changes here will require the user to OK a UAC prompt the first time they
- ; run the game, but the DLL tries to only do that if it is actually required.
- ;------------------------------------------------------------------------------------------------------
- [Profile]
- ; This setting should always be added to a profile - it is required for a
- ; number of other settings to work, as well as allowing the convergence to be
- ; saved. If you are customising a profile you should **always uncomment this**:
- ;StereoProfile = 1
- ;
- ; This setting enables stereo compute shaders (0x00004000), which is required
- ; to fix a lot of "one eye" type rendering issues in many DX11 games, and
- ; allows stereo2mono and the side-by-side / top-and-bottom output modes to work
- ; in SLI (0x00000008):
- ;StereoFlagsDX10 = 0x00004008
- ;
- ; This sets the default convergence in the profile. Note that 3DMigoto will
- ; happily override the default value from the driver, but will only override
- ; the user's custom convergence if it has another reason to update the profile,
- ; such as a change to another setting (adding a version tag to the Comments
- ; setting would be one way to force an update):
- ;StereoConvergence = 0.5
- ;
- ; This changes the green text that the driver displays, and is a good place to
- ; put any reminders to display to the user or just take some credit:
- ;Comments = "Such and such 3D fix by an awesome modder. Disable motion blur!"
- ;
- ; Change the rating: "0": 3D Vision Ready, "1": Excellent, "2": Good,
- ; "3": Fair, "4": Not Recommended
- ;Compat = "0"
- ;
- ; If you have added some comments, you probably want to force the green text to
- ; show up when the game is next run. Note that like convergence, 3DMigoto will
- ; only override a user setting here if something else has also been updated
- ; (such as Comments), so this will usually only show up the first time a user
- ; runs the game after installing the fix (be sure to enable StereoProfile).
- ;StereoMemoEnabled = 1
- ;
- ; Disable compatibility mode to make sure users are seeing the real deal. Like
- ; convergence, 3DMigoto will respect the users custom settings here:
- ;Disable2DD = 1
- ;
- ; Put a reminder in the green text of compatibility mode that they are not
- ; seeing the real deal:
- ;2DD_Notes = "Compatibility mode is enabled. To use the fix, please disable it with Ctrl+Alt+F11"
- ;
- ; These two options change which constant buffers the driver uses to pass the
- ; separation and convergence to any Vertex and Domain shaders it has modified.
- ; The default value is 12, and you may need to change it if the game already
- ; uses that constant buffer for any purpose, which should be apparent as you
- ; will see 2D geometry on any shader that uses this. You should avoid using
- ; these constant buffers yourself unless you understand the nuances involved.
- ;DX10VSCBNumber = 12
- ;DX10DSCBNumber = 12
- ;
- ; Workaround crashes and hangs in games that violate DirectX threading
- ; constraints (e.g. Resident Evil 2/7, Devil May Cry 5). Set to 1 to always
- ; enable workaround or 2 to only enable workaround with 3D Vision:
- ;APP_COMPAT_SHIM = 2
- ;
- ; If a setting doesn't have a name or you don't know what it is (check the
- ; d3d11_log.txt for the names of all settings in this profile, or use the name
- ; from Nvidia Profile Inspector), you can use the hex ID (in fact, you can even
- ; paste a complete profile from Geforce Profile Manager - just be sure to
- ; delete any corrupt string settings if you do):
- ;0x1033cec2 = 0x00000002
- ;
- ; There are many more options, and we have tried to document them here -
- ; *please* edit this page if you figure out anything new:
- ; http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings
- ;------------------------------------------------------------------------------------------------------
- ; This section defines a shortcut for unbinding all render and depth targets,
- ; which is commonly needed in [CustomShader] sections since all bound render
- ; and depth targets *must* be the same size, and leaving something else bound
- ; is a sure way for things to go weirdly wrong. Call it from any section that
- ; supports a command list with 'run = CommandListUnbindAllRenderTargets' after
- ; you have copied any state you need from these and before binding your own.
- ;------------------------------------------------------------------------------------------------------
- [CommandListUnbindAllRenderTargets]
- run = BuiltInCommandListUnbindAllRenderTargets
- ;------------------------------------------------------------------------------------------------------
- ; Commands to run from the Present call at the start/end of each frame
- ;
- ; Useful to clear custom resources or ini params at the start of each frame, or
- ; to run a custom shader to do whatever you can dream up. The post keyword will
- ; make an action run at the start of a frame instead of the end - as general
- ; guideline you want overlays drawn at the end of a frame and resources cleared
- ; at the start of a new frame.
- ;------------------------------------------------------------------------------------------------------
- [Present]
- ; Example: Clear an ini param at the start of each frame:
- ;post x = 0
- ; Example: Undefine a custom resource until something is copied into it:
- ;post ResourceDepthBuffer = null
- ; Example: Clear a custom resource with black/zero at the start of each frame
- ; (beware that driver bugs may mean only one eye is cleared in some cases):
- ;post clear = ResourceFoo
- ; If you are looking for CustomShader3DVision2SBS, CustomShaderSoftwareMouse or
- ; CustomShaderUpscale, these are now enabled in the [Include] section at the
- ; top of this file instead. The other options related to these are still in
- ; the same place.
- [ShaderRegex]
- ; ShaderRegex with no pattern matches every shader (other than those in
- ; ShaderFixes) of the below versions. Would be better for performance to use
- ; ShaderOverride and specify specific shader hashes, but there can be
- ; multiple shaders (e.g. shadow pass) and not always easy to find them all
- shader_model = vs_4_0 vs_5_0
- ; Match objects based on vertex buffer hash (usually better choice than ib):
- checktextureoverride = vb0
- [ResourceReplaceTexture1]
- filename = black_t25.png
- [ResourceReplaceTexture2]
- filename = black_t50.png
- [ResourceReplaceTexture3]
- filename = black_t75.png
- [TextureOverride1]
- hash = 18c7cd57
- if x21 == 1
- handling = skip
- endif
- if x21 == 2
- ps-t0 = ResourceReplaceTexture1
- endif
- if x21 == 3
- ps-t0 = ResourceReplaceTexture2
- endif
- if x21 == 4
- ps-t0 = ResourceReplaceTexture3
- endif
- [TextureOverride2]
- hash = a2c37770
- if x21 > 0
- handling = skip
- endif
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