Aali's driver [v 0.7.11b] Help/Bugs/Suggestions

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Has anyone ever run out of memory while using this driver? This driver appears to have a memory leak on my computer. After a while (usually an hour for FF7, I'm not entirely sure yet for FF8), my game freezes up on me. In FF7, RAM usage spikes up to 1.7 GB, some textures don't load properly (black boxes in some screens and in battle screens, modified weapons and sprites show up as black silhouettes), and the game freezes up if I keep playing past the point this starts happening. In FF8, RAM usage spikes up to 1.8 GB and the game freezes between the battle against Ultimecia (junctioned to Griever) and Ultimecia (final form). I haven't tested FF8 in any other conditions since I've already reached the end of that game before installing the driver (I used the FF8 Launcher 1.31 before this driver). Afterwards, I have to quit the game via Task Manager. As I asked before, has anyone else run into this?
I have not, But i have 16GB of RAM.. So i haven't even noticed a blip. i'll test it out tonight and monitor the RAM usage for you.

Can someone with sub 2GB of RAM that plays it fine comment in the meantime?
 
I have more-or-less rewritten the original smart shader completely, I have tested it on 4 systems, both AMD, and Nvidia. This shader may be too powerful for older GPUs Also, It doesn't work correctly on older gtx cards, pre gtx 260. The fragment files are importing functions which are not supported by their shader models, newer gtx cards are fine. In other words, if your gpu is ancient, stick to the original bloom shader :)

FXAA, HDR, Enviroment light mapping, support for ultra high resolution without blurring, dynamic scene enhancement contrast.

GLSLSmartFilterHDR

If I get time, I may upload a video, I will see.
 
FXAA usually blurs the image, Is there a way to disable that? I use 32x SSAA. So i don't need FXAA :D

Also, might i suggest making your own thread here? (if you can) as we are probably filling up Aali's Support thread with your awesome shader
 
Asmodean: I still can't get ANY of your shaders you uploaded to work. Here is my APP:

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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce 9800M GTS/PCIe/SSE2 3.3.0INFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 10200x6240INFO: FBO extension detected, using fast scaling/postprocessing pathERROR: Driver didn't accept our FBO attachments, reverting to slow pathINFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048INFO: main program link log:Vertex info-----------Internal error: assembly compile error for vertex shader at offset 10764:-- error message --line 283, column 1:  error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.1.0001, build date Feb 29 2012# command line args: #vendor NVIDIA Corporation#version 3.1.0.1#profile gp4vp#program main#semantic gl_ProjectionMatrix : state.matrix.projection.transpose#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic lights_position#semantic normal_map#semantic vertextype#semantic fb_texture#semantic blend_mode#semantic d3dprojection_matrix#semantic d3dviewport_matrix#semantic @TMP54 : __LOCAL#semantic @TMP57 : __LOCAL#semantic @TMP56 : __LOCAL#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4 gl_FrontColor : $vout.COLOR0 : COL0 : -1 : 1#var float4 gl_Color : $vin.COLOR0 :main program link log:Vertex info-----------Internal error: assembly compile error for vertex shader at offset 10764:-- error message --line 283, column 1:  error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.1.0001, build date Feb 29 2012# command line args: #vendor NVIDIA Corporation#version 3.1.0.1#profile gp4vp#program main#semantic gl_ProjectionMatrix : state.matrix.projection.transpose#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic lights_position#semantic normal_map#semantic vertextype#semantic fb_texture#semantic blend_mode#semantic d3dprojection_matrix#semantic d3dviewport_matrix#semantic @TMP54 : __LOCAL#semantic @TMP57 : __LOCAL#semantic @TMP56 : __LOCAL#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4 gl_FrontColor : $vout.COLOR0 : COL0 : -1 : 1#var float4 gl_Color : $vin.COLOR0 : ATTR3}ü8TERROR: failed to load shaders, reverting to fixed functionERROR: no FBO support, cannot render in higher resolution than window sizeINFO: internal resolution clamped to 1920x1080INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: No shaders, codecs with YUV output will be slow.INFO: FF7Music helper plugin loadedLOCK UNLOCK TEST ERROR: GL_INVALID_VALUEMATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedset music volume: 127set music volume: 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; h264/ac3 1280x960, 25.000000 FPS, duration: 153.664000, frames: 3842INFO: slow output format from video codec h264; 0WM_CLOSE END OF CREDITS!!!Field QuitUNINITIALIZE DD END UNINITIALIZE DD
 
@Hellbringer616
I have the FXAA matrix dense enough to complete nullify any screen blurring, I have taken the native x/y res of FF7/8 and multiplied it by 13x2, to support an internal resolution of 16640x12480 with no blurring, as the output res, to max is less than 1:1. Also, by the way, your CCC AA probably isn't doing anything as the backend of the driver is opengl, so you're actually not getting the edge detect SSAA your setting up in catalyst.


@KyubiNemesis
Your card has only 32 or 64 float varying, and it's running out during compilation. I'll take a look at it and upload a seperate version for it later, if I can, else tommorow.
 
I have an nVidia card :p and what i meant by SSAA was Super Sampling. Although at one point, i remember it was broken
 
I tested those again, the code is fine, it's a problem with older GeForce cards i'm afraid, it happends with the older bloom2 shader also, and the old version smartbloom, I'm getting the same error, on a gtx 260, not getting this error with my own radeon 6950.

I'll see if it's anything I can sort out with a work-around.

I have an nVidia card :p and what i meant by SSAA was Super Sampling. Although at one point, i remember it was broken
I assumed you had an AMD card when you said ssaa, as nvidia don't have SSAA, they have supersampling on transparent textures, it's not SSAA :). SSAA takes multiples of the rendered resolution and scales it back down to the screen res to remove the jaggies. ie, 4xssaa @1080p = 4320p rescaled back down to 1080p, so you need no filtering, and it produces 0 blur.
 
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Damn that really sucks. I'm totally bummed  :( I hope you can figure something out. Good luck, and thanks for trying man!
 
Step 1: remove all the lighting stuff (I don't know why you based it on the lighting shaders in the first place), this will save atleast 20 slots
Step 2: pack all varying variables into vec4 types. each varying will use up 4 slots regardless of its type, that is, 4 * vec3 will use up 16 slots but 3 * vec4 will only use up 12 slots for the same total number of components (12).

Et voila, now you should be well under 64 slots and it should work on most cards.
 
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Step 1: remove all the lighting stuff (I don't know why you based it on the lighting shaders in the first place), this will save atleast 20 slots
Step 2: pack all varying variables into vec4 types. each varying will use up 4 slots regardless of its type, that is, 4 * vec3 will use up 16 slots but 3 * vec4 will only use up 12 slots for the same total number of components (12).

Et voila, now you should be well under 64 slots and it should work on most cards.
I'll do that, thanks. As for the overflow, I had only planned to add extra 'fake' lighting contrast to scenes initially to counter the scaling on sprite BG's in FF7, when you're running the game at very high res, the models clearly stand out from the 2d background, and this sorts it.

Of course, when you start someting you mean to do very little on, you end up going a bit overboard and adding too much lol.

Edit: Great work on the driver btw, very impressive coding. I assume you hear this question too oftan but,  do you have any plans on releasing the source?, I'd love to tinker around with it.
 
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In other words, if your gpu is ancient, stick to the original bloom shader :)
How do you define "ancient"? Is it safe to assume that my GTS 250 can't handle it?
 
i cant seem to download the [v 0.7.11b] drivers, is there any alternative links i can get them from?
 
I've got a problem in FF7 when  my battle text look screw up and out of place how to fix it. I'm using the Bootleg mod. Please reply. :cry:

here is my config
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# 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 ratiowindow_size_x = 1920window_size_y = 1080#internal_size_x = 2560#internal_size_y = 1920preserve_aspect = yesfullscreen = 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 workenable_vsync = yesrefresh_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 effectminigame_framelimiter = on# same thing, but for the battle swirlbattleswirl_framelimiter = off# 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 detaillinear_filter = off# 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 patchtransparent_dialogs = off# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugobreak_9999limit = yes#new_hp_limit = yes#new_mp_limit = yes# include armor in magic defense calculationmdef_fix = yes# expand battle viewport to cover entire screen and make the battle menu transparentnew_battle_interface = on# post-processing shader, used to apply fullscreen effectsenable_postprocessing = nopost_source = shaders/SmartBloom.postyuv_source = shaders/yuv.fragfrag_source = shaders/main.fragvert_source = shaders/main.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 backenduse_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-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = on# display frames per second counter in upper right cornershow_fps = yesskip_frames = no# display some real-time debug informationshow_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 sourcecompress_textures = no# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = yesuse_vbo = no# replace FF7's default framelimiter timer sourceuse_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 onuse_stable_timer = yes# plugin used to play movies, FFMpeg is the only choice for nowmovie_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 archivedirect_mode = off# show every failed attempt at loading a .png textureshow_missing_textures = no# Disable Error Notificationsdisable_popup = on# Load Multiple DLLsload_library = FF7AlwaysRunKranmer.dll
and my app log
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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce GT 320/PCIe/SSE2 3.3.0INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1920x1080, output resolution 1440x1080, internal resolution 1920x1440INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedINFO: Loading external library FF7AlwaysRunKranmer.dllERROR: Failed to load library FF7AlwaysRunKranmer.dllLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedset music volume: 127set music volume: 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388INFO: slow output format from video codec indeo5; 6set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField Startset music volume: 127Field QuitEntering MAINExiting MAINEntering FRAME_INITIALIZE SWIRLExitting FRAME_INITIALIZE SWIRLSwirl sound_effect1stop_soundEnd of Swirl sound_effect1Entering FRAME_QUIT SWIRLExitting FRAME_QUIT SWIRLEntering MAINExiting MAIN[BATTLE] Entering FRAME_INITIALIZE[BATTLE] Scene# 380[BATTLE] Exitting FRAME_INITIALIZE[BATTLE] Begin main battle loop[BATTLE] End of current battle[BATTLE] Begin end battle stuffstop_sound[BATTLE] Entering FRAME_QUIT[BATTLE] endof battle.[BATTLE] Exitting FRAME_QUITEntering MAINExiting MAINSTART OF MENU SYSTEM!!!WM_CLOSE END OF MENU SYSTEM!!!Field QuitUNINITIALIZE DD
 
Don't use the 9999 limit break from Aali's driver when using the Menu Overhaul.

break_9999limit = no
 
Just as a heads up, the official download link is up again, hopefully this time it will stay up.
 
So many thanks to you! That did the problem and it looks so much better now. :)
 
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