Monday, September 5, 2016

Elite Dangerous

Elite Dangerous:Beyond***********APRIL 17,  2019 -- Update***************
Original fix by AndysonofBob.. New Fix by DJ-RK. Updated by The_Nephilim & DSS

Hi All,

We have a new fix, for Elite dangerous and is it a Good one..
There are also a few Key presses to toggle different objects.. here is the List and Key Presses:

DisableHUD
Key =  \



GalaxyMapFixDepth
Key =   ]



ToggleBloom
Key =   [


HUDConvergenceAdjust1
Key=     '


KeyHUDConvergenceAdjust2
Key=      ;

HUDConvergencePreset
Key=caps

KeyTester
Key =     /

You will have to setup it initially to your desired convergance setting as mine I like high at 1.5 Convergance.. to do this you need to enable Hunting and turn on Migoto so you see the greeen overlay top and bottom of Migoto..

Once you have this done go into game and set turn on Migoto by Numpad Zero and look at your screen an adjust the convergance tou your liking NOTE the Convergance Number.. now go into the FSS Miode and set your convergance so it looks corrected as the ingame setting and this need to be different.. so once you set the FSS Mode screen correct NOTE the number the convergance is set at and goto Desktop..

Once there open the D3DX.INI file in the folder the elitedangerous .exe is.. once there with Notepad++ Open the d3dx.ini file and goto line 107 in there set the number to the Convergance setting when you where in the FSS Screen, this is enabled ingame by the PEriod Key..

Now goto Line 107 and set the convergance to the number it was when ingame by default it is set to 1.5.. so set your to your liking.. dont forget to save the d3dx.ini by hotkey CTRL+S then start game up and check your view PEriod controls FDD/DSS screen setting and the Comma controls ingame convergance setting..


 You will need to manually hit the keys when in the corresponding screen..

Convergance setting for DSS/FSS, Configurable to your desired Convergance..

[KeyCinematics]
Key = ,
convergence = 0.2

Ingame Convergance setting. Configurable to end user setting..Use Period key for preset
 Convergance setting for ingame playing.. Comma Key switches for DSS/FSS Screen, Period key to set for ingame..

[KeyGameplay]
Key = .
convergence = 1.5


Here is the Download to v1.3. just install  where the EXE is located:

x:\EDLaunch\Products\elite-dangerous-64

Game EXE is: EliteDangerous64.exe


Updated: April-17-2019

Elite Dangerous.7z


I had some help from DarkStarSword he showed me how to use ASM Tool. so about 15 new shaders are fixed and we finally have the Halos fixed near the star.... It is still a W.I.P, so if you still see any new Halos Please tell me what system and object you saw them in..

If, you have any questions I will try and remember to visit here every once in a while just be patient or Post over in the GeForce 3D Vision Forums..


DSS also fixed the reflections ingame.. so they are now fixed..



The_Nephilim










267 comments:

  1. Thanks for updating this. Seems there's been a surge in Elite players recently, myself included. Was using this fix.

    I've been mining resources a lot, and the scorched trail the mining beams leave on asteroids aren't showing correctly in 3D. They look to be doubling and at screen depth.

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  2. I will try and get too look at this.. any particular setup I should use like mining laser, which ones??

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    Replies
    1. I am no expert, but I've only encountered one type, 1D Mining Laser. Will fit in any ship.

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    2. OK I will try and get a look at this over the weekend possibly tonight..

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    3. I had found the offending shader and tried a few things that might have fixed it but no good.. I think this bad effect is like a shadow effect znd they are really hard fixes from what I been told.. so the best thing might be to omit the trail from the laser.. Will look into it further tho..

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    4. Appreciate your efforts. It's hardly a deal breaker against playing it in 3D.

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  3. Well I have not gotten an answer to what is causing the effect to do what it does but I was wondering would it be best to just omit the laser trail shader or just leave it.. the sun was realy funky glad that is fixed now tho ;)

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  4. Thanks guys, now with ED 2.2 (Guardians), the Starfield shaders changes are not working, the starfield maintains a fix distance (closer than starts in the same systems or even planets), no matter what separation values is put. Nebula changes are working though, but starfield is too close to be comfortable.

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  5. Well I made a small updatge to the Starfields and inside the large stations light effects and the Sun's once again where broke.. so hopefully this is good. if not let me know..

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    1. Oh man, thanks a lot!. I'll download the file tonight and try it out, will post results here. Exactly what you mentioned, in space stations with a lot of hologram billboards, weird double contour effects appear in everything you can see, also Stars were broken as you also mentioned with that weird halo around them. Another thing I noticed while playing yesterday is the lense flares effects, these appear in first plane and not at the right distance while in 3D vision. Lens flares are necessary to see the new "approaching star" animation during Hyperspace jump, and the approaching star seems broken as well as is too close to the front plane than it should be. So the file with the fix is the same right, V12 rar file above in this post?. Thanks again!

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    2. Hi, I just tried the V12 version posted here and still the same, Starfield is fixed to a close distance, and editing separation setting in 6c40a3a24123c6f6-vs_replace and b71f0c85a91aef37-vs_replace shader files in ShaderFixes folder does not do the trick anymore to push the starfield back.

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    3. Thanks, I see that V14 was published. I tried just now and still the starfield can't be push further. I noticed that in the .rar file there's no "FOR TWEEKING NEBULA" folder with the modified d3dx.ini file for twaking shaders, is ok to use the V11 one? (that was the last version that had that folder). I use that ini file to try to tweak the starfield distance, but still nothing happens when putting new separation setting, saving files and hitting F10 to reload shaders. Nebula changes are ok and they move, but starfield just stays at the same close distance no matter what number you put in the "o6.x += separation * XX" parameter. Have you observed this behavior too or am I missing something / did the process to tweak the starfield changed?. Thanks again guys!

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    4. please correct the starfield

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    5. starfield just stays at the same close distance,please correct the starfield

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  7. OK I added another code for the Starfiled to get it working it should be at infinity.. This is not adjustable.. the nebula still are tho along with the dust.. the reason the Starfiled did not adjust it was now set as a different Shader file.. seems it changed from before.. the new coder I Put in should have the stars at infinity.. I alos updated the files and readme.. curious tho to what you set the nebula at. I have it currently at 1.3?? will publish V15 in a second need to rar it and upload to the FTP..

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  8. The starfield still is not solved, it needs to be pushed back.
    thanks again for commitment. thank you

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  9. OK I still don't see what you see. can you explain why you say the starfield is not back far enough?? You are talking about the Sars in the heavens correct?? I set it too infinity but if you can explain why you say they need to be pushed back further maybe I can see what you see as I don't see it??

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  10. I refer to the starry sky, thanks again

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  11. OK I changed a few things. you can now modify the starfileds just see the readme. if you have any questions Please ask.. Hopefully this will work better for those who want a deeper starfiled..

    So get V16 and enjoy..

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  13. the view of the starry sky is always forward, while nebula is ok
    .Thanks for your patience.

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    Replies
    1. Post screenshots to the 3dvisionlive.com website. It's much, much easier to understand what is going on with a screenshot.

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  14. Yes Rho Please post a screenshot I do not see it being not to infinity.. besides you can adjust it now too but it is different it is all in the Readme ;)

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  16. I posted this image in 3d on the site 3dvisionlive.com
    http://photos.3dvisionlive.com/
    thank you

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  17. http://photos.3dvisionlive.com/rgp/image/5817356fe7e564fe35000164

    Well looking at that with the Big Sun in the foreground and the stars in the backround look correct to me.. I still am not getting what you are seeing.. the stars in the far distance seem deeper then the forfront sun?? but You can adjust this to your desired depth but this is already set way past infinity at 2.0?? did you read the Readme I updated??

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  18. the nebula remains at the bottom while the star field remains in the foreground, I wonder if you can push starfield aligning with the nebula.
    This happened after the horizons 2.2.
    I'm sorry for your trouble.

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    Replies
    1. Thanks for posting the picture.

      @Nephilim: if you look at the photo on 3dvisionlive, and set it to anaglyph, you can directly compare the distance for different objects. The horizontal distance between left(red) and blue(right), directly translates to visual depth.

      If you measure the distances, the starfield has less depth than the sun or the nebula. Both the sun and nebula seem right for maximum distance/infinity. Stars are too close.

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  19. Yes, the stare are too close, how to fit it ?
    thanks again.

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  20. Look for following Nebula/Dust shader and OPEN in WORDPAD or Notepad++ if you have it:
    df226b8076adab82-vs_replace
    fb66e38457882d4f-vs_replace

    You can change the Distance by setting the following Parameter:

    o1.x += depth*convergence*x.x;

    ||set the X.X to a to anything you want but I think above 4 or 5 it starts to look funky..

    To change the Stars distance find the following shader:

    0c3345e4f21bc6de

    then find the following line in it:


    o6.x += depth*convergence*X.X;

    Where you see x.x input a variable upto 3.5.. you can go higher but should not need too...


    I changed mine to 3.5 will check ingame to see what it looks like

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  21. well 3.5 was a bit too much for me as I like the depth to be set at the furthest distance to my pupil didtance with is 3.0".. I am going to set the distance to 3.0.. If you look at the ED Instructioins in the file I uploaded v16 it is in there.. if they are not too clear let me know I will revise it..

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  22. Well at 3.0 I had 4" of separation. I think I understand the difference in my set ve all the others.. I use a modded version of the driver that increases the Stock Sepeartion NVidia set in their drivers.. I have increased separation then others who do not use the hack.. it is a regedit that anyonce can do. I just use the batch file that was made and you only need to use it once after a new drivers install..

    This is not the old hacks where you need to run the batch file before every game.. this is a one time fix that fixes the depth issues.. so perhaps that is why I see increased depth at lower numbers in the file..

    But I think I am going to do a final setting at 2.5.. hopefully users can set to their own preference with the ablove instructions..

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  23. https://forums.geforce.com/default/topic/930853/3d-vision/monitorsizeoverride-depthhacks-obsolete-/


    there is the monitor override fix for those interested ;)

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    Replies
    1. 0c3345e4f21bc6de open with wordpad and saved

      o1.x + = depth * Convergence * 3.5; my settings
      unfortunately always starry field too close

      my configuration- asus VG278HR with built 3DVision 2
      asus 1070 graphics card strix

      thanks again!

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    2. look at my above post.. but onto the stars what is the distance of separation you have on other objects?? what is the distance of separation you have on the stars.. if 3.5 don't work try a higher number..

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  24. The starfield is locked can not move back.
    I tried with higher values without result.
    thanks for your trouble.

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  25. what is the distance of separation you have on other objects?? what is the distance of separation you have on the stars??

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  26. other items are ok, only starfield remains bifore all.

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  27. yes I am looking into why the code is having no affect on the stars.. IT seems to work ok for the dust and nebula?? I hope ED did not lock the stars to a specific depth or something???

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  28. yes, only the star field is not correct while everything else is ok!
    thank you.

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  29. Well I am unsure why you are having this issue.. the Starfiled on my PC looks fine so this is very strange.. Even tho I added a number for the starfiled it did not seem to go either way but I am going to do a test and make the number like 10. so I will see if it is fact moving a little or a lot..

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  30. Well looking back at the posts here Bo3b noted the stars separation is less then the Sun in the foreground.. so I measured them and they are 4" for the Close Sun and 3" for the stars. I am unsure why that happens for this users ans mine are all the same except for the closer objects??

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    Replies
    1. If this looks OK on your system, that suggests there is a setting difference between machines. Some settings will activate different shaders, so it's possible they are running some setting that changes the result.

      Other possibilities include you having a cached shader (.bin or nvidia cache) that works, but the code is now not working.

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  31. The stars always stays on top of all objects in the visual, I do not understand how can 'be possible.
    Thanks again for your time.

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    Replies
    1. Agree. Waiting for fix for the stars. They are too close for me

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  32. Hi All,

    For me, this convergence parameters worked and now starfield is pushed back, although a little curvy and nebula as well:

    df226b8076adab82-vs_replace : o1.x += depth*convergence*0.950

    0c3345e4f21bc6de: o6.x += depth*convergence*3.75

    This did the trick for me and now I see starfield and nebula at acceptable distance, although I play with high Depth (Nvidia control panel says almost 70% Depth).



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  33. Forgot to mention, still the lights inside space station and the ones around it , you can see double contours on shapes sometimes, maybe it has to do with light flares on?, although this is necessary to see the new hyperspace animation of the approaching star when reaching a system.

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  34. Well I will havew a look with the light halos but I had light flares off so I will turn it on and try it.. and Hector that is the thing I tried setting that shader 0c3345 with no fix the start still looked the same so I don't think whatever number you input there it will have no effect..

    I tried to tell you I think it is tied to the setting from NCP and since I did the monitor hack I had more separation then stock settings.. my sepertation on far objects is about 4inches so that may be it.. I am unsure why you said it changed as I tried a lot of different numbers and none of them did anything..

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  35. I followed the old instructions of substituting the d3dx.ini files inside the "FOR TWEAKING NEBULA" folder, changing this paremeters in those Shaders files as described above, hitting F10 to see the change, until this was fixed (starfield pushed back and nebula placed to an acceptable distance vs starfield). After changes done, I replaced again the d3dx.file with the original. So what I did was just standard procedure and it worked for me, it's curious you're not seeing any change.

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  36. I made many attempts without results, the starfield I can not move back.

    thank you...

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  37. I noticed that this shaders 6c40a3a24123c6f6-vs_replace.txt does not create the bin
    because ?

    thank you

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    1. The .bin files will only get created when the shader is actively loaded. So, that shader was not used during whatever play you saw. Could be used in a different location, maybe different settings, or could be the wrong shader altogether.

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  38. This shader that does not produce the ".bin" can 'be the cause starfield not to push deep'
    thanks

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  39. 6c40a3a24123c6f6 this is the old starfiles file delete it.. here is the new one that are the bulk of the Stars: 0c3345e4f21bc6de.......df226b8076adab82 this is the dust and Nebula..

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  40. The Nebula you can change and it has an effect.. the Stars no matter what I set it it they do not move at all.. something is broke there and I tried 4 different codes none of them worked.. I think ED did somethong to them maybe for the Rift devices??

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    1. No, if we have the right shaders, we can always do something with them. There is no protection mechanism, or way to keep our changes from having an effect. The way to fix it might change however, and our normal approaches may not work, depending upon what the game does. As an example, shadows are often done using Compute Shaders now, not Pixel Shaders. Unlikely to be a CS for this star field.

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  41. Have you tried working with FD to get it to work?

    Btw, I absolutely love your work!
    Just sayin'

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  42. I did what Hector said and starfield work fine now! But... not in steam version of game. Its work only for frontier ver.

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  43. It works for my Steam version. Did you put it in the right place?

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  45. float4 stereo = StereoParams.Load(0);
    float depth = stereo.x;
    float convergence = stereo.y;
    o6.x += depth*convergence*1.0;

    OK I used the code above and was asble to get the stars to move.. I will update the fix and instructions to this info..

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  46. x bo3b- exact your evaluation when we switched to version 2.2 that works on computershaders, you see the loading and maybe the problem is here.
    You can find an alternative to this?
    thanks again.

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  47. OK I think I found out what might be going on.. I just did a new update to v17. I just went back into the game and the fix was not working.. I then exited the game and reapplied Hunting mode and voila it seemed to have worked after I reloaded the fix..

    IT seems like the fix applies the first time after when hunting is enabled. but when I disable hunting and go back into the game the fix does not work..

    I am going to test this theory and see what happens when I reenable Hunting and go back into the game..

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    Replies
    1. Whenever you make a change, best bet is to uninstall the entire thing using uninstall.bat to cleanly install the new fix.

      When you are creating a fix, you need to watch the .bin files, which need to be deleted whenever you change something. There have also been some conflicts with the Nvidia shader cache caching old shaders.

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  48. I installed v17 but unfortunately does not solve the problem, I think that with 2.2 made static star field and adamant, now I do not know how you can 'solve. thanks for your hard work

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  49. no it is not you may need to check the number it is set at.. open this file with Notepad++ or wordpad:0c3345e4f21bc6de-vs_replace then look for line number 123 this is the entry: o6.x += depth*convergence*2.4; I set it tooo 1.0 but try something higher and delete the same bin file so it works correctly like Bo3b said ;)

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  50. I tried 2.4-3-4-5-8. I deleted all .bin, but unfortunately the star field has no depth.
    thanks again for your time.

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    Replies
    1. Did a .bin file get generated for the shader in question (presumably the 0c3345e4f21bc6de)? If the .bin did not get generated but others did, that would indicate that shader is not being actively used in your case.

      Based on the conversations here, it seems like there is some sort of mismatch in versions of the game, or releases on Steam versus Frontier.

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  51. @RGP,
    Do you have Shader Cache on in NVidia Control PAnel?? IF so try turning that off.. I had a similar problem and that could be it if not I do not know what to tell you it is working on my end tho..

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  52. Well that could be the case just to let others know I use the Frontier Version.. but others said it worked with Steam as well.. Probally user error..

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  54. Not sure what happened, but all was working well with v16 when suddenly starfield just appeared again at the forefront, so my settings were lost. I didn't do any change after I was able to push the starfield back the first time by changing file 0c3345e4f21bc6de as I commented above on Nov 9, but now is not working, my changes to that file are not taking any effect, starfield does not move. I downloaded V17 and installed it, same result, no matter what value I put in 0c3345e4f21bc6de for convergence, starfield just stays at the same close distance, closer than planets , closer than space stations on the same space. So not sure what else can be done, why suddently shaders changes decided not to work anymore after it was fine and nothing was moved since then until now?. Have this happened to you?

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    1. Forgot to comment, yes I deleted .bin files , chaned .ini to hunting=1, etc, all standard procedure, but is not working anymore. Thanks for your feedback.

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    2. I use Steam version by the way.

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  55. // Stars to infinity
    float4 stereo = StereoParams.Load(0);
    float depth = stereo.x;
    float convergence = stereo.y;
    o6.x += depth*convergence*3.0;

    is that the code in your File 0c3345e...??

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    Replies
    1. Yes, those parameters are in my file. So not sure what the problem would be now.

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  56. It disabled shaders in the nvidia control panel, but the starfield and 'irremovibile.Ps- I noticed that the starfield in guardians 2.2' consists of two layers, this can 'be the problem?

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  57. Well the only layers I saw and yes they where 2 was the Stars and the dust & Nebulas.. They are both working on my end now.. I am unsure why it is not working for you something must be amiss but what it is, is the question??

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  58. Hi, thanks allot for this update! I noticed 2 problems so far: 1. Sun looks much better, but it doesnt seem completely fixed though and 2. Sometimes I see black horizontal bars left and right from the screen when in space. In any case this update makes the game awesome again in 3D! Cheers

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    Replies
    1. Vertical bars instead of horizontal, sorry was misstaken

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    2. Try using the Ctrl-F11 frustum adjustment. That changes the edges of the screen. If that doesn't seem to be it, look for resolution settings, especially aspect ratio settings.

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    3. Thanks, CTRL+F11 did the trick indeed!

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  59. Ok, this is an incredibly crazy question but I can't seem to get out of the 3D compatibility mode. I have tried CTRL+ALT+F11 and nothing happens. Is it because I'm in Surround Mode? Am I doing something wrong?

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    Replies
    1. Nvidia Control Panel ---> Stereoscopic 3D ---> Set Keyboard Shortcuts ---> Enable advanced in-game settings. Make sure it is ticked....

      Have fun!

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  60. @Paul Muskee can you post a screenshot of the sun and where you see the problem ?? thnx..

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    Replies
    1. sure, here are 3 screenshots:
      Sun 1: http://imgur.com/dZCqDfe
      Sun 2: http://imgur.com/7zVLJug
      Dark bars: http://imgur.com/KOM9PTZ (more or less fixed with CTRL+F11 though)
      Thanks, let me know if there is anything I can do. Not such a big deal by the way, but it might be easy fix for next update I dont know :D

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    2. Sorry I forget to mention were the problems are, well in the Sun 1 screenshot its obvious on the bottom right of the Sun and in the Sun 2 screenshot its on top of the Sun. Those are the original problems before you did this update (as far as I can see now), its much less pronounced though. So the fix does work for sure, but in my case not 100%. I hope its clear and again, let me know if I can do anything. Keep up the great work!

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    3. I figured out how to fix this a while back, when trying to make my own solution for ED. You need to adjust the v0.x by stereo.x. I can't recall if its + or -. Might even be stereo.x*0.5. It's what the pixel shader uses for clipping/depth detection. It's used all over the place, in shadows and other lights.

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    4. https://www.dropbox.com/s/t6qzpnd6zrydga6/ED-ShaderFixes-1611210741.zip?dl=0

      The fixes I could manage to get together thus far. I'm also working on a fix for shadows. I made some progress before, but lost it when ED patched last week.

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    5. Nice Jonathan, thanks! Will check it out tonight and let u know. A fix for the shadows would be awesome indeed, the shadows give so much more immersion and I had to turn them off at the moment.

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    6. @Jonathon, fix is perfect! Really adds to the immersion. Thanks

      Delete
  61. Hi guys, wanted to share something really strange that I observed. I found out that shader changes to push the starfield back doesn't work if you're in Maia system for some reason??. I mean, if I jump to any other system around, shaders can be reloaded just fine by pressing F10 and it recognizes my changes to file 0c3345e..., however, in Maia, starfield stays in the front of everything else in that system (planets, suns, etc) and you're not able to push back the starfield at all!. This is very strange, maybe there's some rendered texture or something in that system that's avoiding the shader to be reloaded?. This is weird.

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    Replies
    1. Interesting. That suggests that there is more than one shader associated with the starfield. That would explain why people are getting different results. If you are up for a challenge, you can enable hunting=1 in the d3dx.ini, and then use the hunting keys (described there) to find the shader for your starfield in Maia system.

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  62. I noticed in some system that Pulsars are not correctly. Unfortunately I don't have a screenshot. The star itself is fine but the 2 beams coming out from it are not showing in 3D. Just for information.

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  63. https://www.dropbox.com/s/wnvntv48403aaj6/ED-ShaderFixes-20161126.zip?dl=0

    Thought you all might be interested in the fixes I've been working on!

    They include a fix that allows for shadows!!!

    I would have liked to do more fixes, but unfortunately my internet has been crapping out today and it's become almost impossible to even log into the game.

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    Replies
    1. Wow 3d with the abilty to use the shadows, yes I want that. thank you ^^.

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    2. Thanks again Johnathon! It works great :D Keep up the good work!

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  64. This comment has been removed by the author.

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  65. this fix on shadows is ok.
    Starfiel not remain at depth
    thank you for your commitment

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    Replies
    1. Try deleting all the .bin files in the shaderfixes folder.

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  66. The starfield went ok for 10 minutes then again in the foreground, how is this possible?
    thank you.

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    Replies
    1. Are you running any other programs, such as EDFX?

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  67. no, I only have maximum graphics settings in the game options
    thank you.

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  68. Hi Jonathan and/or Nephilim, the beams from the pulsars are not showing in 3D. Would be awesome if anyone could fix this. I think they look really awesome in 3D! Have seen 2 pulsars now and they all dont show in 3D. Its only the beams coming out who dont show in 3d btw.
    Please see the screenshot: http://imgur.com/kiqP353
    Thanks, Paul

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  69. For Johnathon Warren. Your fix was a great job, thank you for that.
    Unfortunately my problem is only the starfield which does not move in depth.
    thanks again.

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  70. Paul do you have a location of a Pulsar or two?? I seen one a while ago but did not take notice to it to closely.. would .like to get another look..

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    Replies
    1. Hi Nephilim, they are called white dwarf in Elite. You can find them using the Galaxy map and applying a filter like in this screenshot: http://imgur.com/426BctN (its were my mouse cursos is at).
      Be warned: these stars will kill u! Don't stay to long in those systems and don't move too much when entering such a system (your heat will build up quickly). The problem in 3D is really obvious.
      The LB 2449 system has one for example, but I think its better that u use the Galaxy map filter to avoid long travels. U can find one close to your current location.
      Another note I would like to make is that Jonathan did some great fixes, for example he made normal stars look perfect in 3D and the black bars left and right on the screen are gone in his fix (no need for CTRL+F11 anymore).
      Maybe update the fix in this page with Johanthan fixes as well? It would help allot of players by putting the best fix on top of this page (which has them all).
      If you have any more questions or if I can do anything else please let me know. I would be happy to help!
      Thanks, Paul

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  71. I discovered that the starfield problem exists only on long distance, in fact I was near to sagittarius, here the star density is very high and starfield remains always in the foreground.
    Now I'm back to the inhabited bubble and the problem is over.

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    1. I noticed this problem also last weekend, it was inside the bubble however. Close to where the current CG is going on. Seems like that in some systems this goes wrong. Lets hope for some upcoming fixes :) If I have some time soon I will try to make some fixes myself, but I currently don't have the knowledge for that so I have to do some homework :)

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    2. Just noticed this problem in Maia system also

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  72. Well I am no where near a white Dwarf.. IF you can get the file I can fix it.. Paul do you know how to enable Hunting in the inifile?? IF not can you try and find out and get the Vertex Shader for that White dwarf and other things you see..

    IF you guys could help by doing some of the Hunting for the Broke shaders we can get them fixed.. I can not goto the far reaches of the Galaxy we could use help to get the broke shaders if possible..

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    1. Another good way to get the shaders is to have anybody who wants to help, set the "export_hlsl=2" in the d3dx.ini file. That will save every shader seen into the ShaderCache folder, and they can send you a zip of that folder.

      That makes it a complete set, which makes it possible to do an offline fix, looking for similar shaders by text matching, and fixing them all.

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    2. I am happy to help! Yesterday I already looked into this stuff so guess that Shader hunting would be possible for me, just have to try it now. I am happy to hunt the shaders, also the 2nd starfield shader that seems wrong. I will do that the coming weekend and let u know!

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  73. I've changed the value of export_hlsl from 0 to 2 in my d3dx.ini file.

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  74. Well not sure how that would help but if bo3b if someone does get the files how will we know if they are the vertex shaders or how would I even know which one it is like if it was a Starfield or some other shader??

    IF there is a bunch of shaders zipped and I unzip them how do I know what it was from to fix it??

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    1. You look for the same patterns in the shaders that you already fixed. You have examples of starfields in VS that you fixed, and you are looking for other VS that use similar patterns. You will probably see some new shaders in the ShaderCache zip that are nearly identical to what you fixed. You apply the same correction, and add them to the fix, sight unseen. This is how Mike_ar69 fixed all his games.

      Easiest way to look for the patterns if you don't know grep is to use Notepad++ file searches. If you have further questions, post on the nvidia forum in the shaderhacker thread, and we'll describe more.

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    2. I could make a script which goes through all txt files, looks for the pattern, and apply the fix. However I have no clue about the shader fixes. Let me first collect all the shaders (which is currently working) and I will also hunt some specific shaders who are wrong. I understand its more easy to fix those ones quickly.

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    3. I found out how to hunt for the specific shaders, should I maybe use another forum to keep it clean here? Like this one: https://forums.geforce.com/default/topic/882500/3d-vision/elite-dangerous-fix/8/. Think I will go make some travels tonight to all broken shaders as far as i have seen and will post those shaders.

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  75. If you go to see the neutron stars have the same problem of starfield have the view in the foreground, you have to find the shaders relative to the bodies in question to correct them.

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    1. I also noticed this, mostly if a system has a white dwarf the starfield is not correct (foreground). I will hunt those shaders really soon. The starfield issue is what is most annoying me, since it actually makes the whole system look really bad in 3D.. Especially if you have a really nice system like Maia.. So I will do some travel to Maia this weekend and get the shader!

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    2. Btw rgp, one small question. What do you consider the starfield? Since it could be a little bit confusing. I marked the field in green which I consider Nebula field in this screenshot: http://imgur.com/MBdHzTM. Since that shader also displays the nebula's like Bernards loop. Or did you mean the field which only displays the stars? So far I couldn't find any issues with that field yet. So for me it seems that the nebula field is broken sometimes. Please let me know so I can make sure I hunt all the right shaders to make this game even more awesome :-). Thanks, Paul

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  76. This comment has been removed by the author.

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  77. I have found a bad shader in the Maia system, not sure if it was the starfield since after testing I think it was the Nebula field. However I added both shaders (nebula and starfield) in this ZIP-file: https://www.dropbox.com/s/jxe96r8nb4qp4oc/hunted%20shaders%202016-12-25.zip?dl=0
    Would be cool if someone could fix it! I will continue hunting coming week and especially another starfield (which I am sure is wrong) and a white dwarf. For the rest the game looks quite awesome in 3D I must say!

    As Bob suggested I have also collected all shaders in background: https://www.dropbox.com/s/x986betctuihdz6/ShaderCache%202016-12-25.zip?dl=0
    I have not been through the complete galaxy so guess it isn't complete yet... But as I said the game already seems quite fixed so maybe we should just fix the shaders we know that are broken :-)

    Thanks allot and I wish you guys a nice Christmas!

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  78. And here 3 shaders from a white dwarf system which are wrong, again it was the nebula field and besides 2 beams coming from the white dwarf: https://www.dropbox.com/s/h74g5f6lbs7nh7n/hunted%20shaders%202016-12-26.zip?dl=0

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    1. Did some digging in the files and found that for this specific Nebula I could tweak it myself inside the file (there was a note in the file). That leaves us only with the white dwarf shaders themself (2 beams) and the Nebula shader for Maia. Nephilim, once u fixed that Maia Nebula shader, can I apply the same fix to all other Nebula shaders who seems wrong? I have no idea on how to shader fixes work, but yes I can copy and paste ;-). Looking forward to your fixes! Thanks

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  79. Well if you look at the other Nebula or Starfield fix after ;Return there should be the fix.. You should be able to copy and paste it into the new file and it should work if that is what is wrong with it..

    I can try to fix the white dwarf but I need to find one first so I can goto it and see if the fix worked..Also if you want to collaborate on this fix I say we take this to the 3D vision GeForce forums and post in the ED Thread there to keep this area mopre for comments and such as it seems a little weird posting here and that way we keep relevant info on the fixes organized at the GeForce forums..

    I will try and find the thread and res it..

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    1. Ahh yes I already noticed some code after the ;Return statement. Well that sounds easy enough then to apply fixes myself :-). But yes I will join that forum thread so we can work on the fix from there and we might be able to keep one fix updated on top of this page. There has been quite some fixes already.

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  80. https://forums.geforce.com/default/topic/882500/3d-vision/elite-dangerous-fix/1/ here is the thread Paul and others keep fix info there

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  81. OK Guys I am asking If I can include Johnathons work in with the rest of this to be more complete.. if not I will update ONLY what I fixed which is the center vapor trail on the White Dwarf and the nebulas..

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  82. OK I added the new Fix Version 18 and included all those who I think helped IF I missed someone please post here and I can add you to the credits.. Thank you Guys and to the the guys who made 3D Migoto possible ;)

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  83. OK I believe I fixed the White Dwarf fully now can someone check but it looks fixed and it is really hard for me to tell.. I updated to Version 18.1 with the long line dwarf fix..

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    1. I replied on GeForce 3D Vision forums, its not fixed yet :-) But getting close... Thanks for this update anyways, sure it helps allot of players.

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  84. Btw Rgp, I was curious if your problem with the star field was fixed now? I fixed it for myself (and should be included in the latest patch 18.1 Nephilim put online). But they use many different star field and nebula field shaders for different systems... So we have to hunt and fix them all...

    I fixed it by adding this code directly before the RETURN; statement in the star field shader:

    float4 st = StereoParams.Load(0);
    o6.x += st.x*st.y;

    Let us know if your problem is finally solved :-)

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  85. Well I for now Omitted the White Dwarf Dual star issue.. I will need to find out which code to put in to fix it not sure what was changed but it is weird as it worked last night..

    So 18.2 is up and the White Dwarf should be good but not completed..

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    1. Its good enough for me, the fact that those long beams coming out from the white dwarf are not showing in 3D doesn't seem such a big deal (atleast on my system with full depth and high convergence..). You fixed the most important part! Thanks.

      Another note is that we fixed the Maia system as well with our fixes for white dwarf systems. So it seems that those shaders are used for more systems. Awesome!

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  86. X Paul- As I said last time happened just outside the inhabited bubble, when I was near to sagittarius a, Colonia etc. Now I need to check when returning exploring then I check.
    Thank you so much of your work and I wish you a Happy New Year.

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    1. Most credits go to The_Nephilim and Jonathan :-). I am just doing some dirty work but I am happy to put some effort in that to make this game perfect in 3D... Let us know when u see something else wrong, I don't have any long travels planned anytime soon so it will take a while before I go out in the deep myself... We have again fixed some issues in the latest update The_Nephilim put online, enjoy! Have a happy new year also and thanks.

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  87. For Nephilim Jones and JONATHAN- due to have solved the problems of ED 3d, now the game is acceptable with your corrections.
    Happy New Year.

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  88. Well Johnathon fixed a bunch of stuff so we all are benefitting from all this work.. I do have some new issues with the Nebula and Milky way not being in 3D they are 2D Definently is anybody else getting this with 18.3 fix??

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    1. I have no problems atm, here is my complete ShaderFixes folder content: https://www.dropbox.com/s/7mhe2utcuowhjrm/ShaderFixes%202017-01-03.zip?dl=0
      I didn't installed the 18.3 fix since I had all fixes from that release already manually installed since I helped on it... Maybe a error got into the 18.3 release. If you want I can test 18.3, does it happens in most systems? Of is it in some specific system, please let me know!

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  89. Well the thing that is broke right now is the Milky Way and Nebulas even thos I have the correct shader and fix installed.. I am unsure but I think something on my PC is amiss as I reinstalled windows recently may have to look around for what is broke maybe I will reinstall the NVidia drivers??

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  90. Well I did a DDU uninstall of the video drivers and that fixed it right up ;)

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  91. This comment has been removed by the author.

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    1. If I don't have Horizons could that cause crashes? I'm getting crashes constantly when I randomly hit the menus while playing..

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  92. SORRY for the Extremely late reply. are you using the 64bit version of Elite or the 32 bit version? the fix is for the 64bit version..

    Also there is a new update I'll go and see where it is at as I do not see it here on HelixMod site.. the new fix was done by another user so I'll see if we can post it here or I can make a new post in HelixMod site for the new version which is excellent..

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  93. With the new version of Elite dangerous horizons: the commanders 2.3 requires new fixes.

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  94. I just posted v1.2Beta from DJ-RK give that a try. is Commanders out now??

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  95. I tested the 2.3 beta5; has still problems in the shadows of the lights

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  96. From 2014 I have access to the beta testers, now version 2.3 commanders beta n.5, I think in a few weeks will be released the final version.

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  97. They are very PLEASED of your commitment to supporting elite dangerous for 3DVision
    and thank the community.

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  98. OK A BEta Tester explains it.. I did not make this fix this time DJ_RK did it and he asked me to post up on the boards ;)

    So most of the Thanks goto DJ-RK for this one I just helped a bit testing wise.. ;) I will be looking into when the new version is released to see if we can fix anything that might have broke..

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  99. X Nephilim Jones - thanks for your help.

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  100. Output finally version 2.3, needs some correction to the shader.
    Thank you all for your support.

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  101. Well comments to what is broke is welcome.. I looked at it just a minute ago and I disabled a few..

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  102. Hi,
    Thanks for the fix for Commanders update!. Seems that shaders need some fix, as reflections are still flat, so sometimes stars appear double, or reflections on windshield are in 2D and not like they were before 2.3 update arrived.

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  103. any news about the beta 1.3? thanks in advance for your precious support

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  104. To be Honest I forgot about getting this fix completed I will give it a look in a while hopefully get the fix up in an hour or two..

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  105. OK Beta v1.3 is up, it fixed the Rez Zones clouds and a double image stare closer in and some 2D Light blooms on stations.. If anyone notices some more broke effects Please let me know what is was or a JPG Picture of it would help as well

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  106. Many thanks. You are the best

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  107. Thanks a ton guys ! Great fix.

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  108. Hi Nephilim, thanks for the fix, works a lot better!. I noticed 2 things still needing fix: 1.- Jet streams from neutron stars are in 2D (appearing at front of screen). 2.- Sometimes, while in witch space (hyperspace), approaching destination star does not appear at all as before, sometimes appears, but most of time they don't. Thanks again!

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  109. Sorry I have neglected this I will try ad nget a look at the Nuetron Star amongst other things broke..

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    1. Thanks Nephilim. Another strange thing noticed, when the approaching system when on witchspace is a neutron star, the "dot" or incoming star is actually visible, but for any other type of star (yellow, red or brown dwarf) is not visible while in witch space approaching that system. Thanks again!

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  110. First off, a big thanks for everyone involved creating this fix. :)
    Something I've noticed is that reflections/shadows on large ship hulls (Anaconda/Federal Corvette) are broken at some angles.
    Also most asteroid belts also still have issues depending on the angle.

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  111. Well I still have not gotten around to looking at this.. I too noticed the Star is not visible when Warping into it.. Yes I seen the Asteroid belts best I could do would be to disable the fog..

    I am going to try and see IF I can fix these right now.. shadows are not gonna get fixed at Least I can not fix them.. Dont forget you can post at the GeForce Forums in the ED 3D fix thread..

    https://forums.geforce.com/default/topic/882500/3d-vision/elite-dangerous-fix/1/

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  112. OK I fixed when warping the Star is now visible again.. I removed the Fog layer in Rez Zones, If you see more Please let me know the system and Belt it is in.. I also fixed the White Dwarf Stars they should be good now..

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  113. I tried to fix the Res zones they seem like a 1 eye effect.. I tried disabling the dust but when I do that now the Rings around the entire planet dissappear too.. So unless DJ-RK fixes the res sites I dont think they will get any better then they are right now.. I will upload the remodified fix..

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  114. Again, thanks for your efforts. Will try to have look soon, but rather busy lately. And just for the record and luls, I'm Zytrel over at the geforce forums. It just didn't seem very active over there lately. Any luck with the odd Conda hull reflections? They were fine in the 1.8fix btw, iirc.

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  115. Well what I think happened an update has broken the shadows.. Other then disabling them not sure what can be done DJ_RK fixed them the last time not me and I am not too sure how to fix them :(

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    Replies
    1. Some updates are smallish, but ended up changing the hash number so that it no longer loads. Hunt down a shadow that is broken, and see if you can find the matching version in DJ-RK's variant. It can sometimes be as simple as just copying his fix back into the new shadow shader.

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  116. Hey Well I think I can try and do that thnx Bo3b ;)

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  117. Anyone alive here, just been trying this fix using the fix manager and only issue I am having is that at 15 depth and 1.5 convergence lights in hangars are ghosted doubled -- anyone knows a fix for that? If I put the depth to 1 it goes away, but that is not really a fix since there is no depth. Sorry I am a total noob at 3d

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  118. Nephilim Jones can solve, we await its correction.

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  119. This comment has been removed by the author.

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  120. Sorry guys been so busy with other stuff I neglected my fixes but this is not mine anymore but I will try and keep it updated.. I played some tonight and seen a few things broke I will try and correct them.. looking into it at this second..

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  121. It is fixed now if you see anything please let me know

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  122. ... thanks a lot. Also, you forgot to uncomment "cache_shaders=1" again. :)

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  123. d3dx.ini is also missing a shaderoverride for 591e4debc3d56509. Otherwise station lights and engine halos are at the wrong depth.

    I've added this:
    "[shaderoverride7]
    hash=591e4debc3d56509
    handling=skip"

    and it's working fine now.

    Regards,
    zy.

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  124. thanks nephilim jones this is good!!

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  125. OK I added that shader to the 3d.ini and uncommented the line cache shaders=1.. Should be good now thnx all ;)

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  126. Yes You are Welcome and thank you for pointing it out..

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  127. Well that omit made the star dissapear on the Wake in.. I had fixed it just need to upload the new fix..

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  128. This comment has been removed by the author.

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  129. x Nephilim - you do not see the rings around the planets, this is a big problem for the RES, you risk impact.
    Thanks again.

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  130. Strange ... I've never had problems with rings with the version currently available.

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  131. Is this update from 10-10-2017 the one in 3dfix manager ?
    because text says june 12

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  132. ok to be safe I took the fix directly from my game and updated the file this should be good.. I am not even gonna try and figure out where or if it went wrong I just err'd on the side of caution..

    If anybody notices anything let me know..

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  133. Thanks for your work Neph. From what I can see, you removed the shaderoverride for 591e4debc3d56509 again. That means halos for station lights and engine trails are back for me.
    Didn't even check for the star in high wakes as the halo is far worse.
    Also "hunting=2". ;)

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  134. Nephilim Jones- thanks for the correction, unfortunately the rings around the planets are invisible.
    solution?

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  135. well remeber this fix was made by DJ-RK, i just maintain it.. I will refix my upload sorry abvout that.

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  136. May I suggest to change the version of each updated.. khm, version?
    This is the third version of the fix that has the same name: 1.3 Beta
    Thanks!

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  137. anyone else getting download failed with 3dfixmanager?

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