ENBSeries wrote:
Damn, lost so much time fixing shader assembler and when it's done i found that MS shader disassembler produce another types of bugs which i can't fix except writing another disassembler (small values of constants are set to 0.000000). Patching compiled shaders individually is very time consuming operation which not worth it after game patches (today patch applied changes to the shaders). I don't understand, why c++ compiler from MS is so great and everything about dx is such a buggy shit, all versions i worked with.
I was hoping you would be unaffected by the newest patches. It looks like we might have to do the same as we did with IV where we just pick a patch and stick with it and not worry about future updates to the game. Also it doesn't make sense for them to change their shaders besides bug fixing, like with IV shadows it was the dumbest idea ever and a big waste of time.
I think DX11 from my experience is the worst of them all, they try to let the software do so much on its own without giving developers any trust to code things themselves or have access to much of the hardware capabilities. I see they thought about this with DX12 but I'm willing to bet nothing much has changed.