Author Topic: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions  (Read 582997 times)

Aali

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #625 on: 2012-07-08 18:58:03 »
I am not working for Square Enix and I really don't need that rumor going around.

EQ2Alyza

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #626 on: 2012-07-08 20:54:13 »
Nice sense of humor there Aali   :)

syntax error

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #627 on: 2012-07-09 11:25:32 »
I assume he has some difficulties adapting its C++ code to many different GPU driver revisions.
In this subforum anyone using 3D cards we usually have not around (Kyro II,Voodoo,PowerVR,Volari,Parhelia,Wildcat....)can post his problems.

Covarr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #628 on: 2012-07-09 15:42:23 »
I assume he has some difficulties adapting its C++ code to many different GPU driver revisions.
In this subforum anyone using 3D cards we usually have not around (Kyro II,Voodoo,PowerVR,Volari,Parhelia,Wildcat....)can post his problems.
Voodoo? I don't recognize all these cards, but at the very least anyone with a voodoo card should be running the game normally, without Aali's driver. If the others are similarly outdated, I couldn't possibly imagine doing using a driver made for modern cards with them.

Hellbringer616

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #629 on: 2012-07-09 16:15:16 »
i recognize nearly none of those brands.

Aali has ATI, nVidia, and Intel to code his driver with (assuming they all don't just have some basic code they all share)

Any of the old cards he shouldn't bother with, i say if it's not supported in XP or higher, shouldn't be supported here. So unless those ancient cards are supported in XP. skip em.

Covarr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #630 on: 2012-07-09 17:32:09 »
Aali has ATI, nVidia, and Intel to code his driver with (assuming they all don't just have some basic code they all share)
They do, it's called OpenGL (Also Direct3D, but this driver does not support currently support Direct3D and he's never posted anything to indicate that he ever will). I don't know what version he's coding for, but it's safe to assume that whatever version that is, it should work on cards that support it and not cards that don't (provided also that they are fast enough and have enough RAM).

Wally

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #631 on: 2012-07-11 10:29:44 »
Hello everyone,
New to these forums (love FF, decided to pick up playing FF8 again after announcement of re-releasing FF7).

I was trying to get the SeeD menu-mod going for FF8, but couldn't get it to work. Now I think my problem might be with Aali's driver.
Basically, I'm not sure if the driver is working at all. When I change the resolution for instance nothing happens after restarting the game.

I followed installation instructions as best as I could, but I'll tell you the exact steps I took;
1- Installed game, including optional game data and eidosnet (just in case it was needed for anything)
2- Installed 1.2 patch (for GeForce drivers) and EAXUnified
3- Extracted Aali's driver
4- Replaced eax.dll with version from internet (without it I had a whitescreen for movies and completely screwed up graphics ingame)

(5- Extracted Project SeeD files to /mods/SeeD/)

Nr. 5 is in brackets because it's not directly related to Aali's driver but to another mod, figured I'd put it in there just in case anyone wanted/needed to know.

Anyone that could help me?

Cheers,
Wally
« Last Edit: 2012-07-11 10:51:19 by Wally »

Asmodean

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #632 on: 2012-07-12 17:51:38 »
I've completely rewritten the glsl shader I've uploaded a while back, (It was having trouble on some gpu's with older shader models. So far, it includes:
  • Ability to turn off/on, and customize each feature
  • HDRBloom
  • 5xBR-FXAA
  • Full Screen SSAO (Yes, SSAO).

I will upload it here, in case anyone would like it, during the week if I'm finished/satisfied testing it.

If any other scripters/programmers would care to take a look to help optimize the code, for extra speed, send me a pm.

ps: This shader works both with Aali's OGL driver, and any ps1 emulator with a gpu plugin that supports glsl shaders (Pete's OGL2, gpuBladeSoft etc) for some who prefere to play ff VIII on emu (PC version sprites are horrid)

I'm releasing the above-mentioned shader for testing.

Note 1: Be sure to change the .post shader source name in your cfg file.
Note 2: If you open the post shader you will see 3 version numbers at the top of the page (120, 330, & 420), two of which are commented out. If you have a GPU with shader model 2.0/3.0 (DirectX 9 card) leave it as it is, if you have a GPU with SM 4.0 (DirectX 10 card), or SM 5.0 (DirectX 11 card) you can comment out the #version 120, and remove the comment before your desired version number, to take advantage of more recent OGL version functions, and a bit more performance.
You can also customize each feature to your liking, if you don't like the default setup.
Note 3: If you would like to use these shaders on PS1 Emulator with a GPU plugin that supports glsl shaders (eg: Pete's OpenGL2) rename ComplexMultiShader.post to gpuPeteOGL2.slf, and main.vert to gpuPeteOGL2.slv, and pop them into your Emu's shader folder.

File temporarily removed (not working on nvidia gpu's atm)

Would appreciate feedback.
« Last Edit: 2012-07-17 17:20:35 by Asmodean »

peroxwhygenesis

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Alias custom driver and FF8
« Reply #633 on: 2012-07-12 18:16:37 »
Hi guys, could someone help clear something up for me.
I have all the up to date current mods installed for FF7 with no problems and they work great.

I wanted to start playing FF8 again so I began looking for graphic improvement mods.
I first installed ff8 launcher 1.31 which drastically improved the games graphics with the exception of a black boader around trees and mountains in most fighting environments.

I then read that the launcher was old an doutdated and the same alias driver I use for FF7 can be used to improve FF8.
I installed the driver the same way (copy and paste into game directory) and set the resolution to 1600x900. However the graphics look very blocky incomparison to the launcher.

Am I doing something wrong? Or is the launcher the way to go? I notice there is a config file for FF7 and not FF8 when installing the driver. Do I just copy  the driver files into the directory and launch with no need for any special config file?
As Alias driver is meant to be modern I expected even better graphics than the launcher not worse. Any help or info would be greatly appreciated.

Windows 7 64 bit
4Gig ram
ATI Radeon Mobility 4650
Core i7 1.6gig

No, we don't need to be re-posting the same thing again in this thread, and in other forum, just because it hasn't been answered yet. Have some patience. ~Covarr
« Last Edit: 2012-07-12 18:43:00 by Covarr »

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #634 on: 2012-07-12 21:16:46 »
Can't get the shader to load. I changed the source name in my config file. I also tried all 3 shader versions. Here is my app log:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. AMD Radeon 6600M and 6700M Series 4.2.11740 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1366x768, output resolution 1366x768, internal resolution 1366x768
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

ERROR: failed to stat file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/shaders/ComplexMultiShader
ERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: yuv program link log:
Vertex shader(s) linked, fragment shader(s) linked.

WM_CLOSE
END OF CREDITS!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

LeonhartGR

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #635 on: 2012-07-12 21:19:19 »
I'm releasing the above-mentioned shader for testing.
My pc specs:
Microsoft Windows 7 Home Premium x64-based PC
Intel® Core™ i5-2310 CPU @ 2.90GHz, 3101 Mhz, 4 Core(s), 4
Installed Physical Memory (RAM) 8,00 GB
NVIDIA GeForce GTX 550 Ti (304.48 win7 64bit beta driver)
1.023,69 MB Adapter RAM

Tested with version 420. Failed to start shaders.
APP.log:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 550 Ti/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 10200x6240
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: fragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(47) : error C7533: global variable gl_TexCoord is deprecated after version 120
0(819) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(820) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(821) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampfragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(47) : error C7533: global variable gl_TexCoord is deprecated after version 120
0(819) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(820) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(821) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D,νό8TINFO: postprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(47) : error C7533: global variable gl_TexCoord is deprecated after version 120
0(819) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(820) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(821) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cppostprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(47) : error C7533: global variable gl_TexCoord is deprecated after version 120
0(819) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(820) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(821) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp5}ό8TERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movieseidoslogo.avi
ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\moviessqlogo.avi
set music volume: 127
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

Version 330 APP.log:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 550 Ti/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 10200x6240
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: fragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(47) : error C7533: global variable gl_TexCoord is deprecated after version 120
0(819) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(820) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(821) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampfragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(47) : error C7533: global variable gl_TexCoord is deprecated after version 120
0(819) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(820) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(821) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D,νό8TINFO: postprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(47) : error C7533: global variable gl_TexCoord is deprecated after version 120
0(819) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(820) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(821) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cppostprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(47) : error C7533: global variable gl_TexCoord is deprecated after version 120
0(819) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(820) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp50 uvec4 texture2DLod(usampler2D, vec2, float)
    (0) : fpf gpf vpf tpf hpf gp4 fp50 vp50 cp50 gp50 ivec4 texture2DLod(isampler2D, vec2, float)
    (0) : vec4 texture2DLod(sampler2D, vec2, float)
0(821) : error C1101: ambiguous overloaded function reference "texture2DLod(sampler2D, vec2, float)"
    (0) : _FERMI gp4 fp50 vp50 cp50 gp5}ό8TERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movieseidoslogo.avi
ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\moviessqlogo.avi
set music volume: 127
WM_CLOSE
END OF CREDITS!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

#version 120   //Shader Model 2.0 WORKED! Experienced very low FPS! I wasn't satisfied with the result... sharper but worse image quality

APP.log:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 550 Ti/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 10200x6240
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: fragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported

INFO: postprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(264) : warning C7050: "ao" might be used before being initialized

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movieseidoslogo.avi
ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\moviessqlogo.avi
set music volume: 127
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
UNEXPECTED: zero count
set music volume: 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

« Last Edit: 2012-07-12 21:28:47 by Leonhart7413 »

Thug

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Re: Alias custom driver and FF8
« Reply #636 on: 2012-07-13 08:57:07 »
I notice there is a config file for FF7 and not FF8 when installing the driver. Do I just copy  the driver files into the directory and launch with no need for any special config file?
Look for ff8_opengl.cfg, it must be there.

Asmodean

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #637 on: 2012-07-13 10:49:03 »
Thanks for the good testing feedback. Would you believe I tested it on Aali's driver, Pete's OGL2, AMD Shader Analyser and LunarG, and got none of these errors, I'll have access to a gtx 260 later for testing nvidia, as im running on a 6950. This card seems to be blind to a few idiotic errors that should crop up when I compile it on this card, but they don't :<

Anyway, I'll get on it.

Leonhart7413, any chance you could post a screenshot of v120 in-game, just to see if it looks, as intended please.
« Last Edit: 2012-07-13 10:51:42 by Asmodean »

LeonhartGR

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #638 on: 2012-07-13 11:54:26 »
Leonhart7413, any chance you could post a screenshot of v120 in-game, just to see if it looks, as intended please.

I created a quick video on my youtube channel. You can watch it when it's uploaded. I'm leaving for the weekend and I will not have Internet connection there. Asmodean it's not that bad but you can see the difference in the still pictures like in the "prelude" (film grain is noticeable) and FPS are so low... I would love to watch the directx 11 version though. Nvidia always causes troubles...
« Last Edit: 2012-07-13 11:59:49 by Leonhart7413 »

Hellbringer616

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #639 on: 2012-07-13 13:01:20 »
I have a GTX 560 ti if you need help testing nVidia compatibility

LeonhartGR

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #640 on: 2012-07-13 13:05:19 »
Nvidia forums experienced a hacking attack just to let you know...

Hellbringer616

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #641 on: 2012-07-13 13:39:51 »
Wasn't registered there, So no big deal for me.

Asmodean

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #642 on: 2012-07-13 14:57:00 »
I've figured out where the performance bottleneck was occuring, so at least that seems to be fixed. During my test, I went from 145 fps in a battle, to 325 after the fix, which is a tidy net of fps. I'll be waiting to get a few more things sorted/updated etc before updating here though.

Edit: I've actually decided to do away with the current AA, and bloom methods, for the reasons: The merged AA (5xBR, and FXAA) are causing issues. The bloom doesn't go as well as I had hoped with the ssao.

I plan to write an edge detect NFAA (normal filter anti aliasing) technique at some stage today, if i can get around to it.

I've also devised a better depth check function for more accurate occlusion (as accurate as you can get on games with 2d backgrounds at least). So far as I'm aware, I'm the only one I've seen to try implementing ssao in a glsl shader designed for ps1-era games lol.
« Last Edit: 2012-07-13 17:23:45 by Asmodean »

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #643 on: 2012-07-13 20:11:21 »
I have gotten the shader to work. I forgot to add .post when i changed the shader name in my config lol. All versions, 2.0, 4.0, and 5.0 are working. All seem a little sluggish as Leon said. I also agree about the image, it looks sharper but also a little darker. And I can't really see any 'Bloom'  Maybe that's just me.
« Last Edit: 2012-07-13 20:12:59 by KyubiNemesis »

Asmodean

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #644 on: 2012-07-14 00:24:19 »
I've tested the shader there on a gtx 260, and I now see what you mean, the shader is most definitely not working as intended on this nvidia card, it looks terrible, and performs terrible.

It performs, and looks much, much better on my own card (radeon 6950). It would seem there is a problem somewhere..

The effects seem to enable (if poorly) separately but when used together, they don't work, and creates a huge slow down. This is not happening on my own card.

Trust me, the shader looks far nicer, when it's actually working. As of now, I'm not sure what where the gpu transition problem is, need more testing. The most frustrating part is: It works perfectly on my 6950 >:

Edit: ps Thanks for the vid upload Leonhart7413, and yeah the shader effects are not working there, I could tell instantly.
« Last Edit: 2012-07-14 00:37:34 by Asmodean »

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #645 on: 2012-07-15 07:49:38 »
Asmodean, just tried using your shader in ePSXe as well and it wouldn't load. I renamed the files correctly. Also, as far as VII goes I thought I would let you know I also use an ATI card (Radeon 6720G2). Hope you can get this all sorted out. Good luck!

Edit: I just noticed the .post file I changed for use with epsxe is still reading as a 'post' file, while the main.vert switched to a SLV file. I play FFIX on epsxe with shaders, so they're not completely new to me. I just don't know how to change a POST file to a SLF file. Thanks in advance for any help!
« Last Edit: 2012-07-15 07:59:43 by KyubiNemesis »

LeonhartGR

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #646 on: 2012-07-15 09:52:24 »
Edit: ps Thanks for the vid upload Leonhart7413, and yeah the shader effects are not working there, I could tell instantly.

Asmodean thank you so much for all your work! I just returned from a nice escape weekend to the beach and I received those awesome updates. I'm following your shaders and the previous ones were working great! I'm looking forward to receiving any future updates!

Tekkie.X

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #647 on: 2012-07-15 10:04:27 »
@Asmodean, There's a GLSL shader mod for Minecraft which has some nice effects, some of which can be found individually, any chance of taking a look and mabye trying to get Cell(outline) shader working with Aali's, possibly combining with your current shaders?

http://daxnitro.wikia.com/wiki/Alternative_Shaders_%28Shaders2%29#Individual_Shaders

leostrife

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #648 on: 2012-07-17 14:36:09 »
I'm releasing the above-mentioned shader for testing.

Note 1: Be sure to change the .post shader source name in your cfg file.
Note 2: If you open the post shader you will see 3 version numbers at the top of the page (120, 330, & 420), two of which are commented out. If you have a GPU with shader model 2.0/3.0 (DirectX 9 card) leave it as it is, if you have a GPU with SM 4.0 (DirectX 10 card), or SM 5.0 (DirectX 11 card) you can comment out the #version 120, and remove the comment before your desired version number, to take advantage of more recent OGL version functions, and a bit more performance.
You can also customize each feature to your liking, if you don't like the default setup.
Note 3: If you would like to use these shaders on PS1 Emulator with a GPU plugin that supports glsl shaders (eg: Pete's OpenGL2) rename ComplexMultiShader.post to gpuPeteOGL2.slf, and main.vert to gpuPeteOGL2.slv, and pop them into your Emu's shader folder.

Here's the file: ComplexMultiShader.zip

Would appreciate feedback.

Did not work. Both in FF7 as the PSX emulator. The emulator complains shader not found and FF7 black screen.

Windows 7 x64
GTX 570
8Gb RAM
Phenom X4 965

leostrife

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #649 on: 2012-07-18 00:14:27 »
App.LOG

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 570/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1440x900, output resolution 1200x900, internal resolution 3840x2160
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: fragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(115) : error C1008: undefined variable "width"
0(115) : error C1008: undefined variable "height"
0(118) : error C1008: undefined variable "width"
0(118) : error C1008: undefined variable "height"
0(125) : error C1008: undefined variable "width"
0(125) : error C1008: undefined variable "height"
0(885) : error C1008: undefined variable "texCoord"
0(886) : error C1008: undefined variable "texCoord"
0(887) : error C1008: undefined variable "texCoord"
0(888) : error C1008: undefined variable "texCoord"
0(889) : error C1008: undefined variable "texCoord"
0(890) : error C1008: undefined variable "texCoord"
0(891) : error C1008: undefined variable "texCoord"
0(892) : error C1008: undefined variable "texCoord"
0(909) : error C1008: undefined variable "texCoord"
0(910) : error C1008: undefined variable "texCoord"
0(911) : error C1008: undefined variable "texCoord"
0(912) : error C1008: undefined variable "texCoordfragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(115) : error C1008: undefined variable "width"
0(115) : error C1008: undefined variable "height"
0(118) : error C1008: undefined variable "width"
0(118) : error C1008: undefined variable "height"
0(125) : error C1008: undefined variable "width"
0(125) : error C1008: undefined variable "height"
0(885) : error C1008: undefined variable "texCoord"
0(886) : error C1008: undefined variable "texCoord"
0(887) : error C1008: undefined variable "texCoord"
0(888) : error C1008: undefined variable "texCoord"
0(889) : error C1008: undefined variable "texCoord"
0(890) : error C1008: undefined variable "texCoord"
0(891) : error C1008: undefined variable "texCoord"
0(892) : error C1008: undefined variable "texCoord"
0(909) : error C1008: undefined variable "texCoord"
0(910) : error C1008: undefined variable "texCoord"
0(911) : error C1008: undefined variable "texCoord"
0(912) : error C1008: undefined variable "texCoord"
0(91íü8TINFO: postprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(115) : error C1008: undefined variable "width"
0(115) : error C1008: undefined variable "height"
0(118) : error C1008: undefined variable "width"
0(118) : error C1008: undefined variable "height"
0(125) : error C1008: undefined variable "width"
0(125) : error C1008: undefined variable "height"
0(885) : error C1008: undefined variable "texCoord"
0(886) : error C1008: undefined variable "texCoord"
0(887) : error C1008: undefined variable "texCoord"
0(888) : error C1008: undefined variable "texCoord"
0(889) : error C1008: undefined variable "texCoord"
0(890) : error C1008: undefined variable "texCoord"
0(891) : error C1008: undefined variable "texCoord"
0(892) : error C1008: undefined variable "texCoord"
0(909) : error C1008: undefined variable "texCoord"
0(910) : error C1008: undefined variable "texCoord"
0(911) : error C1008: undefined variable "texCoord"
0(912) : error C10postprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(115) : error C1008: undefined variable "width"
0(115) : error C1008: undefined variable "height"
0(118) : error C1008: undefined variable "width"
0(118) : error C1008: undefined variable "height"
0(125) : error C1008: undefined variable "width"
0(125) : error C1008: undefined variable "height"
0(885) : error C1008: undefined variable "texCoord"
0(886) : error C1008: undefined variable "texCoord"
0(887) : error C1008: undefined variable "texCoord"
0(888) : error C1008: undefined variable "texCoord"
0(889) : error C1008: undefined variable "texCoord"
0(890) : error C1008: undefined variable "texCoord"
0(891) : error C1008: undefined variable "texCoord"
0(892) : error C1008: undefined variable "texCoord"
0(909) : error C1008: undefined variable "texCoord"
0(910) : error C1008: undefined variable "texCoord"
0(911) : error C1008: undefined variable "texCoord"
0(912) : error C1008: un}ü8TERROR: init_postprocessing failed, postprocessing will be disabled
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: c:\final fantasy vii\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388
INFO: slow output format from video codec indeo5; 6
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
ERROR: GL_INVALID_OPERATION
WM_CLOSE
END OF CREDITS!!!
Field Quit
UNINITIALIZE DD
ERROR: GL_INVALID_OPERATION
END UNINITIALIZE DD

FF7 CONFIG:

Code: [Select]
# ff7_opengl-0.7.11b config file - modified by Bootleg



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want

to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1440
window_size_y = 900
internal_size_x = 3840
internal_size_y = 2160
preserve_aspect = yes
fullscreen = yes

#window_pos_x = -1
#window_pos_y = -1
#widescreen_hack = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in

textures/
mod_path = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes
refresh_rate = 60

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e.

30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures

just lose their detail
linear_filter = on

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music

to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music

will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default

options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog

boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
#new_hp_limit = yes
#new_mp_limit = yes

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu

transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
enable_postprocessing = yes
post_source = shaders/SmartBloom.post
yuv_source = shaders/yuvHDR.frag
frag_source = shaders/mainHDR.frag
vert_source = shaders/mainHDR.vert



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
#enable_lighting = yes
#show_light_rays = yes
#show_normals = yes
#show_tbn_space = yes
max_lights = 12

#Variable Functions#
#specular_fog = yes
#texture_scale_bias = 1
#texture_coordinate_clamp = yes
#pixel_texture_bits = 32
#generate_mipmap = yes
#detail_texture = yes
#shader_precision = yes
#tessellation_program5 = yes
#multisample_coverage = yes
#multisample_filter_hint = yes
#texture_filter_anisotropic = yes
#texture_edge_clamp = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger,

if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no
skip_frames = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is

in use
# texture cache does NOT update automatically if the source image changes,

however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes
use_vbo = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during

normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will

make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

# Disable Error Notifications
disable_popup = on

# Load Multiple DLLs
load_library = Multi.dll
« Last Edit: 2012-07-18 00:20:20 by leostrife »