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PostPosted: 22 Mar 2019, 16:32 
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Joined: 22 Mar 2019, 16:17
Posts: 2
dexth1977 wrote:
jackfuste wrote:
Replace sekiro.exe in the game folder - sekiro_v3.7z

  • Fixed NPC blur/freeze outside of the 16:9


Hi Jack,
tested on 3840x1600, works but i am getting red tint in the middle while edge is whitish. same as in your picture. is that a bug?



the same with the red I have ... it annoys somehow = (

hope blad a fix for that


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PostPosted: 22 Mar 2019, 16:43 
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Joined: 03 Feb 2019, 20:20
Posts: 7
So in order to fix the health and stealth overlays, I believe we'd need to leverage 3D Migoto, as was said in an earlier post.

https://github.com/bo3b/3Dmigoto/wiki/U ... ix-shaders

https://www.deadendthrills.com/forum/di ... 0-11-games

Unfortunately, the link I used before as a tutorial has vanished, and I cannot find a cached page.

When I was attempting to solve a similar issue for Ace Combat 7, and failed, a user in that thread said that the people in the Helixmod/3Dmigoto Discord were more than happy to help.

Probably the best place to start.

Edit:

Posted in discord.

Pixel Shader 120/184 hides the stealth/damage HUD
Code:
// ---- Created with 3Dmigoto v1.3.1 on Fri Mar 22 10:01:36 2019

SamplerState sampler_tex_s : register(s0);
Texture2D<float4> tex : register(t0);


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


void main(
  float4 v0 : COLOR0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float2 v3 : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = tex.Sample(sampler_tex_s, v3.xy).xyzw;
  r0.xyzw = saturate(r0.xyzw * v2.xyzw + v1.xyzw);
  o0.w = v0.w * r0.w;
  o0.xyz = r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.1 on Fri Mar 22 10:01:36 2019
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// sampler_tex                       sampler      NA          NA    0        1
// tex                               texture  float4          2d    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float      w
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xy          3     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.w
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_output o0.xyzw
dcl_temps 1
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v3.xyxx, t0.xyzw, s0
mad_sat r0.xyzw, r0.xyzw, v2.xyzw, v1.xyzw
mul o0.w, r0.w, v0.w
mov o0.xyz, r0.xyzx
ret
// Approximately 5 instruction slots used

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


Vertex Shader 86/94 hides the stealth/damage HUD
Code:
// ---- Created with 3Dmigoto v1.3.1 on Fri Mar 22 10:07:04 2019

cbuffer Constants : register(b0)
{
  float4 vfuniforms[144] : packoffset(c0);
}



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


void main(
  float4 v0 : COLOR0,
  float4 v1 : SV_Position0,
  out float4 o0 : COLOR0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float2 o3 : TEXCOORD2,
  out float4 o4 : SV_Position0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.xyzw = v0.xyzw;
  r0.xy = v0.zz * float2(1530.05994,1530.05994) + float2(0.100000001,1.10000002);
  r0.xy = (uint2)r0.xy;
  o1.xyzw = vfuniforms[r0.x].xyzw;
  o2.xyzw = vfuniforms[r0.y].xyzw;
  r0.xyzw = v0.zzzz * float4(1530.05994,1530.05994,1530.05994,1530.05994) + float4(2.0999999,3.0999999,4.0999999,5.0999999);
  r0.xyzw = (uint4)r0.xyzw;
  o3.x = dot(v1.xyzw, vfuniforms[r0.z].xyzw);
  o3.y = dot(v1.xyzw, vfuniforms[r0.w].xyzw);
  o4.x = dot(v1.xyzw, vfuniforms[r0.x].xyzw);
  o4.y = dot(v1.xyzw, vfuniforms[r0.y].xyzw);
  o4.zw = float2(0,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.1 on Fri Mar 22 10:07:04 2019
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
//   float4 vfuniforms[144];            // Offset:    0 Size:  2304
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Constants                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// SV_Position              0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xy          3     NONE   float   xy
// SV_Position              0   xyzw        4      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[144], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output_siv o4.xyzw, position
dcl_temps 1
mov o0.xyzw, v0.xyzw
mad r0.xy, v0.zzzz, l(1530.059937, 1530.059937, 0.000000, 0.000000), l(0.100000, 1.100000, 0.000000, 0.000000)
ftou r0.xy, r0.xyxx
mov o1.xyzw, cb0[r0.x + 0].xyzw
mov o2.xyzw, cb0[r0.y + 0].xyzw
mad r0.xyzw, v0.zzzz, l(1530.059937, 1530.059937, 1530.059937, 1530.059937), l(2.100000, 3.100000, 4.100000, 5.100000)
ftou r0.xyzw, r0.xyzw
dp4 o3.x, v1.xyzw, cb0[r0.z + 0].xyzw
dp4 o3.y, v1.xyzw, cb0[r0.w + 0].xyzw
dp4 o4.x, v1.xyzw, cb0[r0.x + 0].xyzw
dp4 o4.y, v1.xyzw, cb0[r0.y + 0].xyzw
mov o4.zw, l(0,0,0,1.000000)
ret
// Approximately 13 instruction slots used

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


I believe this is the line in question:
Code:
r0.xyzw = v0.zzzz * float4(1530.05994,1530.05994,1530.05994,1530.05994) + float4(2.0999999,3.0999999,4.0999999,5.0999999);


From vertex shader.


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PostPosted: 22 Mar 2019, 17:22 
Offline

Joined: 20 Aug 2017, 14:29
Posts: 16
Aure wrote:
So in order to fix the health and stealth overlays, I believe we'd need to leverage 3D Migoto, as was said in an earlier post.

https://github.com/bo3b/3Dmigoto/wiki/U ... ix-shaders

https://www.deadendthrills.com/forum/di ... 0-11-games

Unfortunately, the link I used before as a tutorial has vanished, and I cannot find a cached page.

When I was attempting to solve a similar issue for Ace Combat 7, and failed, a user in that thread said that the people in the Helixmod/3Dmigoto Discord were more than happy to help.

Probably the best place to start.

Edit:

Posted in discord.

Pixel Shader 120/184 hides the stealth/damage HUD
Code:
// ---- Created with 3Dmigoto v1.3.1 on Fri Mar 22 10:01:36 2019

SamplerState sampler_tex_s : register(s0);
Texture2D<float4> tex : register(t0);


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


void main(
  float4 v0 : COLOR0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float2 v3 : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = tex.Sample(sampler_tex_s, v3.xy).xyzw;
  r0.xyzw = saturate(r0.xyzw * v2.xyzw + v1.xyzw);
  o0.w = v0.w * r0.w;
  o0.xyz = r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.1 on Fri Mar 22 10:01:36 2019
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// sampler_tex                       sampler      NA          NA    0        1
// tex                               texture  float4          2d    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float      w
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xy          3     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.w
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_output o0.xyzw
dcl_temps 1
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v3.xyxx, t0.xyzw, s0
mad_sat r0.xyzw, r0.xyzw, v2.xyzw, v1.xyzw
mul o0.w, r0.w, v0.w
mov o0.xyz, r0.xyzx
ret
// Approximately 5 instruction slots used

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


Vertex Shader 86/94 hides the stealth/damage HUD
Code:
// ---- Created with 3Dmigoto v1.3.1 on Fri Mar 22 10:07:04 2019

cbuffer Constants : register(b0)
{
  float4 vfuniforms[144] : packoffset(c0);
}



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


void main(
  float4 v0 : COLOR0,
  float4 v1 : SV_Position0,
  out float4 o0 : COLOR0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float2 o3 : TEXCOORD2,
  out float4 o4 : SV_Position0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.xyzw = v0.xyzw;
  r0.xy = v0.zz * float2(1530.05994,1530.05994) + float2(0.100000001,1.10000002);
  r0.xy = (uint2)r0.xy;
  o1.xyzw = vfuniforms[r0.x].xyzw;
  o2.xyzw = vfuniforms[r0.y].xyzw;
  r0.xyzw = v0.zzzz * float4(1530.05994,1530.05994,1530.05994,1530.05994) + float4(2.0999999,3.0999999,4.0999999,5.0999999);
  r0.xyzw = (uint4)r0.xyzw;
  o3.x = dot(v1.xyzw, vfuniforms[r0.z].xyzw);
  o3.y = dot(v1.xyzw, vfuniforms[r0.w].xyzw);
  o4.x = dot(v1.xyzw, vfuniforms[r0.x].xyzw);
  o4.y = dot(v1.xyzw, vfuniforms[r0.y].xyzw);
  o4.zw = float2(0,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.1 on Fri Mar 22 10:07:04 2019
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
//   float4 vfuniforms[144];            // Offset:    0 Size:  2304
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Constants                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// SV_Position              0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xy          3     NONE   float   xy
// SV_Position              0   xyzw        4      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[144], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output_siv o4.xyzw, position
dcl_temps 1
mov o0.xyzw, v0.xyzw
mad r0.xy, v0.zzzz, l(1530.059937, 1530.059937, 0.000000, 0.000000), l(0.100000, 1.100000, 0.000000, 0.000000)
ftou r0.xy, r0.xyxx
mov o1.xyzw, cb0[r0.x + 0].xyzw
mov o2.xyzw, cb0[r0.y + 0].xyzw
mad r0.xyzw, v0.zzzz, l(1530.059937, 1530.059937, 1530.059937, 1530.059937), l(2.100000, 3.100000, 4.100000, 5.100000)
ftou r0.xyzw, r0.xyzw
dp4 o3.x, v1.xyzw, cb0[r0.z + 0].xyzw
dp4 o3.y, v1.xyzw, cb0[r0.w + 0].xyzw
dp4 o4.x, v1.xyzw, cb0[r0.x + 0].xyzw
dp4 o4.y, v1.xyzw, cb0[r0.y + 0].xyzw
mov o4.zw, l(0,0,0,1.000000)
ret
// Approximately 13 instruction slots used

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


I believe this is the line in question:
Code:
r0.xyzw = v0.zzzz * float4(1530.05994,1530.05994,1530.05994,1530.05994) + float4(2.0999999,3.0999999,4.0999999,5.0999999);


From vertex shader.


If by any chance no one can fix these static overlays, I think it would be the best to simply remove them. From a gameplay standpoint, you don't need them anyway. You can see when your health is low by looking at the health gauge and you can know when you are in stealth (when you are crouching). This would be easier to do anyway. Maybe you just need to delete some lines in the code.


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PostPosted: 22 Mar 2019, 17:43 
Offline

Joined: 08 Dec 2017, 20:25
Posts: 15
I agree I would actually prefer if the low health and stealth screen tint would just get removed entirely


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PostPosted: 22 Mar 2019, 17:44 
Offline

Joined: 03 Feb 2019, 20:20
Posts: 7
This is hard.


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PostPosted: 22 Mar 2019, 18:05 
Offline

Joined: 02 Feb 2019, 00:37
Posts: 2
Guys have already performed the miracle, we do not expect too much, you will see that someone else should not put too much pressure, the most absurd thing that those who develop the game, did not do it in 21: 9 really incredible.


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PostPosted: 22 Mar 2019, 18:21 
Offline
Insiders
Insiders
User avatar

Joined: 19 Dec 2011, 16:03
Posts: 521
Aure wrote:
This is hard.

Health and stealth textures can be disabled:

Code:
[ShaderOverride_Health]
Hash = 0df411bc90598bf0
checktextureoverride = ps-t0

[ShaderOverride_Stealth]
Hash = b40b3dbc3938f4ff
checktextureoverride = ps-t0

[TextureOverride_Health]
Hash = 3ab99f76
ps-t0 = ResourceReplaceTexture_Health

[TextureOverride_Stealth]
Hash = 7a066bd6
ps-t0 = ResourceReplaceTexture_Health

[ResourceReplaceTexture_Health]
filename = ReplacementTextures\nothing.dds

[ResourceReplaceTexture_Stealth]
filename = ReplacementTextures\nothing.dds


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PostPosted: 22 Mar 2019, 18:30 
Offline

Joined: 03 Feb 2019, 20:20
Posts: 7
jackfuste wrote:
Aure wrote:
This is hard.

Health and stealth textures can be disabled:

Code:
[ShaderOverride_Health]
Hash = 0df411bc90598bf0
checktextureoverride = ps-t0

[ShaderOverride_Stealth]
Hash = b40b3dbc3938f4ff
checktextureoverride = ps-t0

[TextureOverride_Health]
Hash = 3ab99f76
ps-t0 = ResourceReplaceTexture_Health

[TextureOverride_Stealth]
Hash = 7a066bd6
ps-t0 = ResourceReplaceTexture_Health

[ResourceReplaceTexture_Health]
filename = ReplacementTextures\nothing.dds

[ResourceReplaceTexture_Stealth]
filename = ReplacementTextures\nothing.dds


For those unaware, and willing to use this in lieu of stretching the hud:

1) download https://github.com/bo3b/3Dmigoto/releas ... -1.3.1.zip (or any newer version)
2) extract contents directly into Sekiro folder (C:\Program Files (x86)\Steam\steamapps\common\Sekiro)
3) Open d3dx.ini in text editor
4) Paste the above code at the bottom of the file
5) Search for "hunting=" and make sure hunting=0.


Last edited by Aure on 23 Mar 2019, 02:19, edited 1 time in total.

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PostPosted: 22 Mar 2019, 18:40 
Offline

Joined: 22 Mar 2019, 18:38
Posts: 7
Aure wrote:
jackfuste wrote:
Aure wrote:
This is hard.

Health and stealth textures can be disabled:

Code:
[ShaderOverride_Health]
Hash = 0df411bc90598bf0
checktextureoverride = ps-t0

[ShaderOverride_Stealth]
Hash = b40b3dbc3938f4ff
checktextureoverride = ps-t0

[TextureOverride_Health]
Hash = 3ab99f76
ps-t0 = ResourceReplaceTexture_Health

[TextureOverride_Stealth]
Hash = 7a066bd6
ps-t0 = ResourceReplaceTexture_Health

[ResourceReplaceTexture_Health]
filename = ReplacementTextures\nothing.dds

[ResourceReplaceTexture_Stealth]
filename = ReplacementTextures\nothing.dds


For those unaware, and willing to use this in lieu of stretching the hud:

1) download https://github.com/bo3b/3Dmigoto/releas ... -1.3.1.zip
2) extract contents directly into Sekiro folder (C:\Program Files (x86)\Steam\steamapps\common\Sekiro)
3) Open d3d11_log.txt in text editor
4) Paste the above code at the bottom of the file
5) Search for "hunting=" and make sure hunting=0.


Why 1.3.1 instead of 1.3.15?


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PostPosted: 22 Mar 2019, 18:45 
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Joined: 02 Feb 2019, 00:37
Posts: 2
I wait for Hud stretching, and I'm sure someone will succeed.


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