bo3b / 3Dmigoto

Chiri's DX11 wrapper to enable fixing broken stereoscopic effects.
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Crash with SK. Tried everything. Is there anything that I can do? #190

Open DitherMan420 opened 4 months ago

DitherMan420 commented 4 months ago

Hello. How do I fix the incompatability issue with SpecialK?

I am using EDHM-UI for Elite Dangerous which uses 3dmigoto ti disable shaders. I tried putting hook=all under [system] in the mod's ini file which is a solution that was suggested to me on their Discord, however it does not work. Are there any other ways to get 3dmigoto mods working with SK?

The very weird thing is that it was working completely fine last night. But then all of a sudden it is no longer working. I tested it without SK and it works, so I know it is some issue with SK and 3dMigoto. I do not think anything changed on my system between last night and today, so it is very odd that it all of a sudden stopped working.

Do you have any ideas of what's going on or how to fix it? I really need these mods together to get what I am going for. Losing either one of them isn't gonna work unfortunately :-/.

Thanks!

DarkStarSword commented 4 months ago

We have put significant effort into making SpecialK and 3DMigoto work together in the past, and as far as I'm aware other people are still using them together successfully, but they are fundamentally both hooking into some of the same functionality and have the potential to stomp on each other, and exactly what ends up happening can depend a bit on which is loaded first, what dll names they are both using, etc.

The fact yours suddenly stopped working without any known changes could also potentially hint at a windows update subtly changing something that has an impact here... or maybe there's just a race between the two tools and something changed which caused the other tool to start winning.

Ultimately we need more information to have any hope of working out why it stopped working - on the 3DMigoto side you can enable unbuffered debug logging in the d3dx.ini (Under [Logging] turn on calls=1 debug=1 and unbuffered=1) to get a d3d11_log.txt that you can attach here that might provide some clues. I would suggest undoing any changes to the hooking setting first - you should be using the settings that previously worked for you.

There may be a similar debug logging option on SpecialK side as well, but I don't remember any specifics since it's been many years since I last used that.

DitherMan420 commented 4 months ago

We have put significant effort into making SpecialK and 3DMigoto work together in the past, and as far as I'm aware other people are still using them together successfully, but they are fundamentally both hooking into some of the same functionality and have the potential to stomp on each other, and exactly what ends up happening can depend a bit on which is loaded first, what dll names they are both using, etc.

The fact yours suddenly stopped working without any known changes could also potentially hint at a windows update subtly changing something that has an impact here... or maybe there's just a race between the two tools and something changed which caused the other tool to start winning.

Ultimately we need more information to have any hope of working out why it stopped working - on the 3DMigoto side you can enable unbuffered debug logging in the d3dx.ini (Under [Logging] turn on calls=1 debug=1 and unbuffered=1) to get a d3d11_log.txt that you can attach here that might provide some clues. I would suggest undoing any changes to the hooking setting first - you should be using the settings that previously worked for you.

There may be a similar debug logging option on SpecialK side as well, but I don't remember any specifics since it's been many years since I last used that.

Hello sir. Attached please find the debug log. Thank you! d3d11_log.txt

dnblank123 commented 3 months ago

@DitherMan420 add this on SK ini

[Import.3dmigoto]
Architecture=x64
Filename=d3d11a.dll //name of 3dmigoto's dll
Role=d3d11
When=Early
ceason commented 2 months ago

@DarkStarSword my 3dmigoto debug logs in a different game (Nier Replicant+SK) look similar to @DitherMan420 ‘s, ending with many lines like: HackerSwapChain::QueryInterface(class HackerSwapChain@000001A9F65CC550) called with IID: IDXGISwapChain4 *** returns E_NOINTERFACE as error for IDXGI…

@dnblank123 this did not work for me; the game crashes on launch with the log containing many lines of the above error.