Shaders mod for better VR performance (experimental) - Page 10 - ED Forums
 


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Old 07-12-2018, 12:47 AM   #91
walleye62
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Quote:
Originally Posted by Formski View Post
I've got the same issue upon startup:

Shader "bazar/shaders/deferred/ResolveDepth.fx" failed to compile. Reason:
warning X4717: Effects deprecated for D3DCompiler_47 D:\...\bazar\shaders\deferred\ResolveDepth.fx{89,17-33}:Unrecognized token disableAlphaBlend


Am running an AMD Vega 64 on the current 18.6.1 drivers version if that is any help?
Getting the same issue too.
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Old 07-12-2018, 01:48 AM   #92
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I'll have to give this a try again since it's working so well for everyone. I'll report back.
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Old 07-12-2018, 02:57 AM   #93
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Quote:
Originally Posted by walleye62 View Post
Getting the same issue too.

Me too!! ??

After I backup the original shaders directory do I merge the new shaders files or simply just copy the new shaders? I would think I would need mostly the original shader files and then have replaced the 16 or so of them with the new ones??
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Old 07-12-2018, 07:35 AM   #94
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Quote:
Originally Posted by whitav8 View Post
Me too!! ??

After I backup the original shaders directory do I merge the new shaders files or simply just copy the new shaders? I would think I would need mostly the original shader files and then have replaced the 16 or so of them with the new ones??
Thanks, Whitav8! That's what it was. Needed to copy that folder over the old one. Duh...cant belive I didn't think of that..haha!
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Old 07-12-2018, 09:07 AM   #95
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Quote:
Originally Posted by OrionAstronaut View Post
It works wonders in SP, but I keep getting an error in MP with some of the files:

-------------------------------------------------------------------------------------------------------------------

Shader "bazar/shaders/model/glass_material.fx"failed to compile. Reason:

warning X4717: Effects deprecated for D3DCompiler_47 functions/glass.hls(82,9-43): warning X3206: implicit

truncation of vector type

functions/glass.hls(101,64-79):error X3018: invalid subscript 'DIFFUSE_UV'

-------------------------------------------------------------------------------------------------------------------

Any Thoughts?



This works without loosing the glass optimized shader :
Quote:
Originally Posted by Flighter View Post
I have a butcher's fix for the shader compilation error (until properly done by the OP):

At line 101 of glass.hlsl (Bazar\shaders\model\functions\glass.hlsl)
replace :
Code:
mp.diffuse.rgb = Diffuse.SampleBias(gAnisotropicWrapSampler, input.DIFFUSE_UV.xy, 3);
with
Code:
#ifdef DIFFUSE_UV        
        mp.diffuse.rgb = Diffuse.SampleBias(gAnisotropicWrapSampler, input.DIFFUSE_UV.xy, 3);
#endif
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Old 07-12-2018, 12:03 PM   #96
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EDIT: Whoops, didn't realize that turning on MSAA would force a full recompile. Disregard

Last edited by Darkwolf187; 07-12-2018 at 01:50 PM. Reason: whoops
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Old 07-12-2018, 12:13 PM   #97
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Kegetys you rock! Have seen great work from you since Operation Flashpoint!!
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Old 07-12-2018, 01:09 PM   #98
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This is a game changer. I'm rocking SSAA x2 after using this mod. I'm also happy to see his name again after so many years back when OFP is in its prime.
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Old 07-12-2018, 02:17 PM   #99
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Please ED implement this officially as a setting! I miss pre-2.5 VR so much
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Old 07-12-2018, 03:06 PM   #100
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Awesome work , can really crank the settings now . What mask size are odyssey users using ?
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