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

  • Thread starter Thread starter Vgr
  • Start date Start date
Status
Not open for further replies.
The internal resolution option is definitely helpful. Changing the window size option on its own caused my game to crash. Setting the internal resolution to 640 x 480 first solved the issue.
 
Hello, it`s been a while that i came to this forum.
I have a question to ask to author: The Anti-aliasing settings are custonized by you righ? Because in driver settings i check par exemple 8x,16xQ,32x, 64X in newer cards and can`t seeany changes. It seens is auto 12x. Can do that in the config file?

Best of regards.
 
Just a question
In the opengl.cfg ? :

post_source = shaders/SmartBloom.post
enable_postprocessing = yes
use_shaders = yes

??? Thanks!
I use:

enable_postprocessing = yes
post_source = shaders/SmartBloom.post
yuv_source = shaders/yuv.frag
frag_source = shaders/main.frag
vert_source = shaders/main.vert

Just to be safe.

I've updated the shader again also, its in the above post, should be the last needed update, enjoy.

Edit:
@savage-xp
I'm not 100% on this, but i'd imagine the AA would be incorperated in the post processing effects only, such as fxaa, and the linear filter. I've also tested this, and the GPU control panel enhancements, and/or regedit options have no affect as it's running off the openGL api. I've found no multisampling options for the config file, and I've been pretty thorough lol
 
Last edited:
This driver is good, but since the saint patch don`t work in windows 7, can`t change the resolution further than the native 640x480. Stand alone, the game runs ok with FSAA desired.
 
I use:

enable_postprocessing = yes
post_source = shaders/SmartBloom.post
yuv_source = shaders/yuv.frag
frag_source = shaders/main.frag
vert_source = shaders/main.vert

Just to be safe.
Ok I added them in the .cfg.
 
With the latest HDR shader files-- HDRSBloomV2.zip-- I get a post-processing error when the game starts.
APP.LOG has this to say:

0(46) : error C7011: implicit cast from "vec4" to "vec3"
0(46) : error C1035: assignment of incompatible types
0(153) : error C7011: implicit cast from "vec4" to "vec3"
 
With the latest HDR shader files-- HDRSBloomV2.zip-- I get a post-processing error when the game starts.
APP.LOG has this to say:

0(46) : error C7011: implicit cast from "vec4" to "vec3"
0(46) : error C1035: assignment of incompatible types
0(153) : error C7011: implicit cast from "vec4" to "vec3"
My APP.log:

Code: [Select]
Code:
INFO: Max texture size: 16384x16384INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 1920x1440INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 124, 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 Multi.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!!!
 
I managed to eliminate the error by altering the SmartBloom.post file:

Original:
    gl_FragColor.rgb = color + mix(d1,1.75*normalize(vec2(d1*d1,0.82)).x,0.577*d1)*normalize(C1);

Working:
    gl_FragColor.rgb = mix(d1,1.75*normalize(vec2(d1*d1,0.82)).x,0.577*d1)*normalize(C1);
 
I'm getting errors too, trying to use the HDRSmartBloom.

Code: [Select]
Code:
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 1920x1200, output resolution 1920x1200, 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 functionINFO: fragment shader compile log:0(153) : error C7011: implicit cast from "vec4" to "vec3"INFO: postprocessing program link log:Fragment info-------------0(153) : error C7011: implicit cast from "vec4" to "vec3"ERROR: init_postprocessing failed, postprocessing will be disabledERROR: no FBO support, cannot render in higher resolution than window sizeINFO: internal resolution clamped to 1920x1200INFO: 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
 
I managed to eliminate the error by altering the SmartBloom.post file:

Original:
    gl_FragColor.rgb = color + mix(d1,1.75*normalize(vec2(d1*d1,0.82)).x,0.577*d1)*normalize(C1);

Working:
    gl_FragColor.rgb = mix(d1,1.75*normalize(vec2(d1*d1,0.82)).x,0.577*d1)*normalize(C1);
Why isn't this error appearing to me? Do i not use any option?
 
Sorry about that fellas, was working for me. Use the below files, I've updated the above file aswel. Works perfectly for me.

HDRSBloomv3.zip
Now it's not working for me... :P

Here's my App.log

Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce GTX 550 Ti/PCIe/SSE2 4.2.0INFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 1920x1440INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048INFO: fragment shader compile log:0(212) : error C7011: implicit cast from "vec4" to "vec3"INFO: postprocessing program link log:Fragment info-------------0(212) : error C7011: implicit cast from "vec4" to "vec3"ERROR: init_postprocessing failed, postprocessing will be disabledINFO: 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 Multi.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!!!ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.aviERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\movies\sqlogo.aviset music volume: 127WM_CLOSE END OF CREDITS!!!Field QuitUNINITIALIZE DD END UNINITIALIZE DD
 
Your latest version also isn't working for me. i get the same error as above.

App.log included for reference.

Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce GTX 560 Ti/PCIe/SSE2 4.2.0INFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: 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 124, vert uniform 4096, frag uniform 2048INFO: fragment shader compile log:0(212) : error C7011: implicit cast from "vec4" to "vec3"INFO: postprocessing program link log:Fragment info-------------0(212) : error C7011: implicit cast from "vec4" to "vec3"ERROR: init_postprocessing failed, postprocessing will be disabledINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END ERROR: could not open file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\ff7input.cfginitializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedset music volume: 127set music volume: 127Entering MAINExiting MAINSTART OF CREDITS!!!ERROR: couldn't open movie file: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\Movies\eidoslogo.aviINFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\Movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!WM_CLOSE END OF MENU SYSTEM!!!Field QuitUNINITIALIZE DD END UNINITIALIZE DD
 
Asmodean if you don't mind could you make a video preview and showoff it more like a comparison? afaik your driver looks graphically better? would it work on my 1024x768 resolution?
 
I received the error too.
I changed this to prevent the error:

Original:
       gl_FragColor.rgb = c+mix(d1,1.75*normalize(vec2(d1*d1,0.82)).x,0.577*d1)*normalize(C1);

Working:
       gl_FragColor.rgb = vec3(c)+mix(d1,1.75*normalize(vec2(d1*d1,0.82)).x,0.577*d1)*normalize(C1);
 
Hey there people. Been a long time since I've been here but I've been wanting to play FF7 again, so I went and get Aali's driver here (v0.7.11b). But I keep having a problem with the initial setup. Every time I go to select "Custom" for the driver in FF7config, it crashes with an unknown error. I've tried older versions of the driver down to v0.7.7b, but this keeps happening. As such, I can't get Aali's driver to work correctly. I can force set the custom driver in the registry, but when I do that I can't go to the Graphics tab on FF7config because it crashes straight away since I forced the custom driver to be selected through the registry.

When I try running FF7 through forcing the custom driver selection, it crashes straight away with an error from the custom driver and it writes a crash.dmp of course. I assume this happens because the custom driver didn't get to set an internal resolution from what I can tell from reading various posts.

Now, I was wondering, is there a way to force set the internal resolution? Is there a work around for this? Any help is greatly appreciated.

APP.LOG
Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishERROR: unhandled exception
cfg.log is blank

crash.dmp
http://www.mediafire.com/?r2ub0bf7812ihpi

System specs:
WinXp Pro 32bit w/ SP3 and all current updates
AMD Athlon 64 x2 3800+ @ 2.25GHz
2 Gigs of RAM
ATI Radeon HD2800Pro AGP w/ Catalyst v12.1

I'm currently in the process of setting up a VM to see if it's something wrong with my Windows installation, or if this problem is actually coming from the custom driver.

-----------------
EDIT
-----------------

FF7config and FF7 seems to run fine and dandy on the VM I've set up, and upon further investigating, there seems to be some weird sh*t going on with my OpenGL apparently, which is what seems to be making FF7config mess up on my normal install. I'm going to attempt updating the video card drivers since there is apparently a new version available. I'll post an update afterwards.

-----------------
EDIT
-----------------

Updated to Catalyst 12.3 - Still no good. There has to be something messing up with Windows itself then from what I can tell. Any ideas?

-----------------
EDIT
-----------------

FIXED! Clean install of my ATI drivers did the trick! I am kinda disappointed I haven't gotten a reply to this though :(
 
Last edited:
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've been trying to download this driver for three or four days now, and every time, the page times out. Is the server down? If so, is there anywhere else I can get hold of this driver? Because I would really like to get some of these mods I've downloaded working.
 
Status
Not open for further replies.
Back
Top