Monday, December 9, 2019

Neoverse




Neoverse is a 3D clone of Slay the Spire with waifu's and some interesting and worthwhile new mechanics. The animations are actually pretty decent as well. If you like StS then it's definitely a worthy successor, and now we can play in 3D to boot. Double win!


3D Fix Summary

Game Engine: Unity

Fixed Issues:
  • Lighting
  • Halos
User Interface Features:
  • Cyclable HUD depth via F1 key
  • Disable HUD via \ key


Instructions


1. Download fix: Neoverse 3D Fix v1.0

2. Extract fix contents to: folder where NeedForSpeedHeat.exe exists

3.  The following keybindings have been set up:

    Key                          Effect        
    F1                    Cycles through HUD depth settings
     \                      Disables HUD

Tools used and special credits

-3DMigoto v1.3.16 by 3DMigoto development team

Donations

-Like my work and wish to show appreciation and provide funding towards future game fixes? Dontations can be sent by visiting: www.paypal.me/DShanz or by sending to rshannonca@gmail.com

Contra Anniversary Collection





This consists of a series of scaling and aspect ratio mods for Contra Anniversary Collection. It doesn't have any 3D feature at the present time and it needs dgVoodoo to convert DX9 to DX11. Tested with "dgVoodoo2_62" version.


Features (all of them are optional, but some of them are enabled by default)
- Perfect 1:1 pixel aspect ratio.
- Optional 4:3 aspect ratio intended for the NES and SNES games. It is pixel perfect when the size multiplier is x6 (or multiples of x6). This is what you get with the F4 hotkey when your resolution is 1440p.
- Quick switching to the highest integer multiple that fits the screen vertically. This doesn't break menus and it detects automatically the native resolution of each game console.
- Point filtering or anisotropic filtering for the scaling feature. Point filtering by default, which provides clean and perfectly sharp pixels.
- Game size multipliers, from x1 to infinity, no matter if it fits the screen or not.
- Output size is always at 1920x1080 by default even if the desktop resolution is higher (you see black bars) or lower (cut content in the menus), with any aspect ratio. This is because all other resolutions in the Collection are either an upscale or a downscale and not really running at those resolutions. What I do keeps pixels clean and perfect.
- All the previously mentioned game size scaling features are done with an external shader that upscales the entire image, but it's only enabled under certain conditions (for example, when menus aren't visible).


Known issues
- My upscaling methods aren't prepared to deal with the filters you can choose ingame. Don't use them. Also keep in mind that it doesn't matter what aspect ratio you choose in the game (except for the arcade games), because my mod converts all of them to 1:1.


Installation
- Download this file and extract its contents in the "Contra Anniversary Collection" folder, where "game.exe" is.
- Download the latest version of dgVoodoo. I have tested the "dgVoodoo2_62" version. I can't ensure my mods will work with a different version.
- Copy the "D3D9.dll" file from the "MS\x86" dgVoodoo folder to the "Contra Anniversary Collection" folder.
- Open "dgVoodooCpl.exe" to configure the game like this (better not touch the texture filtering option). These screenshots are from the Castlevania Anniversary Collection, but settings are the same:



- After applying the settings, it should have generated a "dgVoodoo.conf" file in the "Contra Anniversary Collection" folder.
- Launch the game.
- Important: for the two Contra arcade games, you need to use the Pixel Perfect option in the game, because I can't fix the aspect ratio automatically for them.


Hotkeys
- F1: lower scaling multiple. x1 is the minimum. Overriden by the F4 hotkey if it's used.
- F2: higher scaling multiple. No limits. Overriden by the F4 hotkey if it's used.
- F3: unmodified emulated game size. It is modified to x1 size by default.
- F4: highest integer multiple emulated game size. Not enabled by default.
- F5: 4:3 aspect ratio, intended for the NES and SNES games. Not enabled by default. It can still affect the image if you use the F3 hotkey.
- F6: switch between point filtering (clean pixels) and anisotropic filtering (smooth and blurry pixels). Point filtering by default.
- 5 (not the numpad): this disables the corrected output size I made. Keep in mind that all the other hotkeys count on you leaving this setting untouched.

F10 resets all settings to their default state.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com

Castlevania Anniversary Collection







This consists of a series of scaling and aspect ratio mods for Castlevania Anniversary Collection. It doesn't have any 3D feature at the present time and it needs dgVoodoo to convert DX9 to DX11. Tested with "dgVoodoo2_62" version.


Features (all of them are optional, but some of them are enabled by default)
- Perfect 1:1 pixel aspect ratio.
- Optional 4:3 aspect ratio intended for the NES and SNES games. It is pixel perfect when the size multiplier is x6 (or multiples of x6). This is what you get with the F4 hotkey when your resolution is 1440p.
- Quick switching to the highest integer multiple that fits the screen vertically. This doesn't break menus and it detects automatically the native resolution of each game console.
- Point filtering or anisotropic filtering for the scaling feature. Point filtering by default, which provides clean and perfectly sharp pixels.
- Game size multipliers, from x1 to infinity, no matter if it fits the screen or not.
- Output size is always at 1920x1080 by default even if the desktop resolution is higher (you see black bars) or lower (cut content in the menus), with any aspect ratio. This is because all other resolutions in the Collection are either an upscale or a downscale and not really running at those resolutions. What I do keeps pixels clean and perfect.
- All the previously mentioned game size scaling features are done with an external shader that upscales the entire image, but it's only enabled under certain conditions (for example, when menus aren't visible).


Known issues
- My upscaling methods aren't prepared to deal with the filters you can choose ingame. Don't use them. Also keep in mind that it doesn't matter what aspect ratio you choose in the game, because my mod converts all of them to 1:1.


Installation
- Download this file and extract its contents in the "Castlevania Anniversary Collection" folder, where "game.exe" is.
- Download the latest version of dgVoodoo. I have tested the "dgVoodoo2_62" version. I can't ensure my mods will work with a different version.
- Copy the "D3D9.dll" file from the "MS\x86" dgVoodoo folder to the "Castlevania Anniversary Collection" folder.
- Open "dgVoodooCpl.exe" to configure the game like this (better not touch the texture filtering option):



- After applying the settings, it should have generated a "dgVoodoo.conf" file in the "Castlevania Anniversary Collection" folder.
- Launch the game.


Hotkeys
- F1: lower scaling multiple. x1 is the minimum. Overriden by the F4 hotkey if it's used.
- F2: higher scaling multiple. No limits. Overriden by the F4 hotkey if it's used.
- F3: unmodified emulated game size. It is modified to x1 size by default.
- F4: highest integer multiple emulated game size. Not enabled by default.
- F5: 4:3 aspect ratio, intended for the NES and SNES games. Not enabled by default. It can still affect the image if you use the F3 hotkey.
- F6: switch between point filtering (clean pixels) and anisotropic filtering (smooth and blurry pixels). Point filtering by default.
- 5 (not the numpad): this disables the corrected output size I made. Keep in mind that all the other hotkeys count on you leaving this setting untouched.

F10 resets all settings to their default state.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com

Sunday, December 8, 2019

Phoenix Point


Tested on version 1.0.54518

Use TAB to set HUD and mouse pointer's depth

Download this ZIP file and extract the contents into the game directory.
To <Alt+Tab> game without crash press <F7><Alt+Enter><Alt+Tab>. To return in 3d mode activate game's window and press <F7><Alt+Enter>. Before exit to desktop from game's menu press <F7>

I made this using DarkStarSword's Unity template.

If you like this mod, please consider supporting DarkStarSword on Patreon

Thursday, December 5, 2019

UNREAL Engine 4 – Universal Fix 2 (Update: 08.12.2019)


UNREAL Engine 4 – Universal Fix 2
— Created and assembled by Losti —
Made with and for the 3D-Vision Community
— Version: 1.01 —


Version History
  • 1.00 - First release
  • 1.01 - An error was fixed that prevented saving the SSR side-screen workaround fix / 2 new HUD shaders that I have found in a game / The troubleshooting section has been supplemented with two additional notes regarding the interface / Added a NoHudFix version for download
Foreword
Since DHR launched the first UE4 Universal Fix last year, many games have been repaired very well for 3D-Vision. Unfortunately, there was the last update in April 2019 and the games as well as the engine have evolved, so I have invested plenty of time to fix the missing things in current games. Unfortunately, DHR is currently no longer active, so a new update seemed out of reach.
I have noticed that many new correction mechanisms are being repeated, but not for every game, and again and again new small or bigger changes have been added. Therefore, I decided to expand the UE4 Universal Fix and combine the new effects corrections in a new UNREAL Engine 4 - Universal Fix 2 and adapt them for universal use.

Intention
First and foremost, a universal fix should serve to ensure that not every game, especially the smaller Indi games, needs to be repaired by a shaderhacker. In addition, a lot of repair time can be saved, if you can rely on something already existing, so that perfect 3D fixes can be created much faster. This saves a lot of time for shaderhackers to repair a game perfectly. In the optimal case, only a few individual adjustments are necessary and the removal of unneeded correction mechanisms to increase performance. The intention behind a Universal Fix is not to create the perfect 3D fix. Individually repaired games are always better than a universal correction, but that does not mean that a game cannot be perfect even with a universal fix.

Performance
The UNREAL Engine 4 - Universal Fix 2 fixes broken effects with the help of Regular Expressions. Only this possibility, which the 3D-Migoto development team has implemented some time ago, makes a universal correction possible in the first place. The Universal Fix 2 includes over 60 such regular expressions. Since each shader is checked to see if a correction formula fits, there will inevitably be initial performance losses. This is especially the case with graphically very expensive games that have thousands of shader files. Thanks to the shader cache function, this improves as the game progresses. The more shader corrections are saved, the smoother the game becomes.
That means:
  1. When the game starts for the first time, it can lead to increased loading times and longer phases with a black screen
  2. New territory, level or game sections may initially suffer from stuttering and frozen image,
    give the tool the time to make the necessary corrections and cache shaders

Addressed effects with associated involvement and further contributions
__Contribution__                                                 __by__                                 __RegEx Formula by__
Objects:                                                                     DHR                                               DHR / Losti
Effect fixes:                                                               DHR                                               DHR / Losti
Additional object light fix:                                      Losti                                              Losti
Basic reflections:                                                      DHR / Masterotaku                    DHR
Extended reflection fixes:                                       Losti                                              Losti
One Additional SSR pattern:                                  DJ_RK                                            DJ_RK
Water and special reflections:                               Masterotaku                                Losti
SSR-Sidescreen Approx. Fix/Workaround:          Losti                                               Losti
Approx Fix for SSR motion effect:                         Losti                                               Losti
Workarround for wrong AO on Walls/Ground:  Losti                                               Losti
Basic lights and shadows:                                       DHR                                               DHR / Losti
Light shafts:                                                               DHR                                               DHR
Volumetric lights:                                                     DJ_RK                                            DJ_RK / Losti
Additional lights and shadows:                              Losti                                              Losti
Shadow and light clipping:                                      Losti / Masterotaku                   Losti
Main halo fix:                                                            DHR                                               DHR
One Additional halo pattern:                                 DJ_RK                                           DJ_RK
One Additional halo pattern:                                 Losti                                              Losti
TAA ghosting and flicker fixes:                               DJ_RK                                           DJ_RK
Decals:                                                                        DHR / DJ_RK                               DHR / DJ_RK / Losti
HUD/UI Sahders with AutoDepth Option:           Losti
Automatic decal fix detection:                               Losti
Additional decal fix options:                                   Losti
Basic HUD fix for possible depth:                          Losti
Automatic outline fix:                                              Stereo Flags 5008
Universal AO and shadow stereo settings:          Masterotaku
Migoto-Launcher for Windows Store Games:    Bo3B
3D-Migoto-Launcher starting scripts                    Losti
Presentation, Testing, Assembling:                       Losti


Optional donations

Donations for to show appreciation and provide funding towards future game fixes

Losti:                        via PayPal: www.paypal.me/Losti3D or by sending to rauti@inetmx.de
DHR:                        via PayPal: www.paypal.me/dhrdonation
Masterotaku:         via PayPal: masterotakusuko@gmail.com
DarkStarSword:     via PayPal: www.paypal.me/DarkStarSword or support @ 
https://www.patreon.com/DarkStarSword
DJ-RK:                      via PayPal: www.paypal.me/DShanz or by sending to rshannonca@gmail.comwww.patreon.com/DarkStarSword


Some words about existing problems and hints to cure
Most incorrect effects in UNREAL Engine 4 games are caused by anti-aliasing (AA). AA leads in particular to a partially extreme motion blur effect (I call this motion sickness). The effects move asynchronous to the direction of movement in the game. This means textures are smudged and stretched too deep, or the textures are over the correct depth, depending on the camera's direction of motion. Often the motion blur selectable in the game options does not work without errors. I therefore recommend turning off motion blur in the game and starting with the lowest option for anti-aliasing and gradually increasing it until problems occur. These can also be slightly wrong reflections or lights on walls or textures.
Some shadows, lights or other effects may still have the described motion sickness effect. This affects above all the dynamic and volumetric light and cone of light. There is no solution for this. You have to live with it. This causes the effects that are affected to appear at the wrong depth during the movement.
Some incorrect effects can be easily resolved by changing the graphics rendering options. Depending on how much an effect disturbs me therefore recommend to test different graphics settings for minor errors, this may help.
There are three approximate corrections that can be used if needed to improve some other false effects a bit. Please read the section “Approximate fixes and workarounds” from below.
If a game has significant 3d errors, please read the last section "Troubleshooting" at the end of this post, here are some things you can do in this case. This is not because there are errors in the universal fix, but that some games may require smaller settings to be made individually to function properly.


Instructions to install the fix
Note: „XXXXXXX“ as a directory name means: the game name, the developer or distributor, a short name or a synonym for the game. That real name of the directory depends on the game!
  • Extract the fix to …\GAMEDIRECTORY\XXXXXXX\Binaries\Win64\ where you can find a …shipping…exe
  • Open d3dx.ini, search for “x12 = 1920.0, 1920.0, 1080.0” (without “”) and enter your screen width here you are use in the game (two times) and once your screen height. Also do this if you are using DSR! The width and height should match your in game resolution! This is for trouble-shooting ref. decals and effect fixes, if automatic correction is wrong! (see troubleshooting section for more information)
  • OPTIONAL: copy "Scalability.ini" from the archive to XXX:\Users\YOURUSERNAME\AppData\Local\XXXXXXX\Saved\Config\WindowsNoEditor\
    (this can disable motion blur and lowers the AA settings)
  • OPTIONAL: You can try to solve motion sickness: there is an Engine_additions.txt in the archive, add its content to the end of XXX:\Users\YOURUSERNAME\AppData\Local\XXXXXXX\Saved\Config\WindowsNoEditor\Engine.ini
  • set Scalability.ini and Engine.ini as write protected if you have copied over or changed it!!!
Gamestart Options
  • you can start any game as you are used to!
  • in case of crashes or any other things like you want to use another d3d11.dll you can start any game with the 3D-Mitoto Loader, start the game with 0StartGameVia3D-MigotoLoader.cmd
  • in case of Windows Store Games you have to use 0StartGameVia3D-MigotoLoader_WinStoreGames.cmd to start to get 3D working, THANK YOU BO3B for this contribution!!!!! 
Custom Keys and Constants
  • Please use X80 - X99 as constants for custom things!!!! This should be save and not beeing in use!

General hints on Game-Options
Some recommendations regarding the game settings have been described above; I summarize here again the most important and give more general recommendations.
  • use fullscreen mode, if 3D do not kick in, you can try STRG+T or two times ALT+ENTER
  • AA: off, low or medium,dont use TAA, max FXAA (if you have the choice)
  • I don’t recommend the usage of effects like motion blur, chromatic aberration, film grain
  • try lower settings for graphic options like: Material, Effects, Visuals, Post  Processing, Ambient Occlusion in case of strange effects or some incorrect effects, this may help fixing it (skipping it)

Keys used in the Universal Fix 2 (please see detailed Information on its usage below)
This is a complete listing of the key bindings used in the Universal FIX 2. For detailed information, please read the following sections carefully!
__Key__                           __Function__ 
NUMPAD -                       toggle Auto-Depth-Function HUD (ON/OFF)
NUMPAD +                       cycle adjust Crosshair (and middle Screen HUD) if Auto-Depth-Function = on
NUMPAD /                       HUD Depth (cycle)
NUMPAD *                       depth presets (cycle)
#~ (EN-keyboard)            toggle low convergence (ON/OFF)
°^ (DE-keyboard)             toggle low convergence (ON/OFF)
XB_GUIDE                         toggle low convergence (ON/OFF)
RBUTTON (Mouse)          lowers convergence for aiming (on hold)
XB_LEFT_TRIGGER           lowers convergence for aiming (on hold)
LCTRL + NUMPAD7          SSR-Motion-Sickness-Workaround (ON/OFF)
LCTRL + NUMPAD8          SSR-Side-Screen-Approximate Fix (ON/OFF)
LCTRL + NUMPAD9          SSR-Side-Screen-Approximate Fix angel (cycle)
LCTRL + NUMPAD4          Troubleshooting, DECAL-RegEx fix options (cycle)
LCTRL + NUMPAD5          Troubleshooting, EFFECT-RegEx fix options (cycle)
LCTRL + NUMPAD6          Troubleshooting, EFFECT/DECAL RegEx manual mode 1/2/Automatic (cycle)
LCTRL + NUMPAD1          Troubleshooting, light/shadow RegEx – Type 1 (OFF/ON)
LCTRL + NUMPAD2          Troubleshooting, light/shadow RegEx – Type 2 (OFF/ON)
LCTRL + NUMPAD3          Troubleshooting, light/shadow RegEx – Type 3 (OFF/ON)
LCTRL + NUMPAD0          Ambient Occlusion, adaption and strength workaround (cycle)


___________________________________________________Additional Information__________________________________________________




Notes on the user interface/HUD – (Auto)-Depth-Function

The UNREAL Engine 4 - Universal Fix 2 contains some vertex shader files that are very often used for the interface. I've added the option for an Auto-Depth-Crosshair. If the Auto-Depth-HUD function is activated, the entire interface, minus the margins, is adapted to the of the depth buffer from Lightshaders. This allows for Auto-Depth-Crosshair, nameplates or other target functions in the middle of the screen. This should work for almost any game, unless the game uses a different hash for the vertex shader of the interface. If there are interface elements in the depth of the screen, then the correct Vertex-Shader file is missing. This can be found out and adapted by means of the HUNTING function of 3D-Migoto. An explanation for this can be found below in the "Troubleshooting" section.
By default, the Auto-Depth-Function is turned off. This can be switched on by means of the NUMPAD-SUBSTRACT (-) button. The correct maximum depth of the Crosshair must be easily adjusted for each game. To do this, count on a far or middle-distance objective and repeatedly press the NUMPAD-ADD (+) key until the crosshair is at the correct depth above the object. Please do not be surprised if the crosshair first moves towards you from the depths. Keep pressing NUMPAD-ADD (+) and at some point, it will be too much in depth and moving out again, so you can achieve the correct depth.
The screen depth of the user interface is set using the NUMPAD-DEVICE (/) button. When Auto Depth is on, the crosshairs and all objects in the center of the screen are not affected. When auto-depth is off, the crosshairs and surrounding interface elements are changed in depth, as with the rest of the interface. The scaling starts with 10% depth and takes place in increments of 10 to 100%, with repeated key press. After 100%, the interface switches to 0 % depth, and then it starts again at 10%.

Approximate fixes and workarounds
  • SSR-Side-Screen-Fix (ON/OFF: LCTRL + NUMPAD8)
Some reflections, especially in large puddles or on the water, have a faulty appearance on the edges of the screen. Here it comes to dark shadowy areas that are not in the right depth. There is an approximate correction that works well with water. Depending on the game, however, this may negatively affect the specular reflections of glass in the presentation. Therefore, this fix is initially disabled. It's up to you to test what's best for the game. The SSR side-screen fix can be switched on using the LCTRL + NUMPAD8 key and switched off again in the same way. If the correction is switched on, the angle can be adjusted on the screen edge, also for this: try out what suits you depending on the game and your perception. The adaptation can be done with LCTRL + NUMPAD9. Normally you do not need the adjustment of the angle.
  • SSR-Motion-Sickness-Workaround (ON/OFF: LCTRL + NUMPAD7)
Especially the representation of puddles in a game in which the environment is reflected is often affected by the motion-sickness effect. This can be very annoying in some games, depending on how many puddles are displayed. I have a workaround built in that can be turned on and off when needed. For all other reflections, this leads to more and less intense flickering or washed-out appearance. It is therefore your decision which attitude you use in which situation. The workaround can be switched on and off with the key combination LCTRL + NUMPAD7.
  • Ambient Occlusion, adaption and strength (cycle: LCTRL + NUMPAD0)
The ambient occlusions (AO) are fundamentally at the correct depth, but wall textures and stone textures can lead to errors in the reflection representation, this depends above all on the viewing angle. A possible improvement can be achieved by turning on the AO workarround. Which setting is suitable depends on the game and has to be tried out. So it's up to you to use and test this workaround, if you find wrong reflections on walls or rocks and that bothers you a lot. Switching on and off or switching through the various options is done by means of LCTRL + NUMPAD 0.

Other functions and key assignments
  • Aiming Key – Convergence switch
The XB_LEFT_TRIGGER and MOUSE-RIGHT-BUTTON (RBUTTON) keys are assigned a lower convergence, which reduces the depth of in-game targeting. Not every game needs this, or you do not want that change, or you want a higher or lower convergence when aiming. You can adjust the value for the convergence in the d3dx.ini to your preferences. Removes or simply modifies the lines "convergence = 45", you will find them in the key section under [Key_Aim_XB] and [Key_Aim_KB].
  • Low Convergence switch
Unfortunately I have not been able to install the Auto convergence of DarkStarSword universally. Unfortunately, every game needs a special formula. However, depending on the situation, many games require significantly lower convergence values ​​than what is used in normal gameplay. This mainly concerns dialogues or cutscenes as well as other situations. Here, if required, the convergence can be reduced with the push of a button. By pressing the button again, the previously set convergence is restored. As with aiming, you can adjust the convergence to your preferences. The keys for this are XB_GUIDE, for the US standard keyboard, the '' ~ 'key and for german keyboards it’s the key left to the numeric 1 key (°^). The default value is 40, which you can increase or decrease at any time. To do this, find the key section in d3dx.ini and change the line convergence = 40.00 under [Key_Low_Convergence]. By pressing this key, the automatic depth of the crosshair is switched off at the same time. Since a universal fix does not automatically perform this shutdown, for example, when the main menu or inventory or other menu item is opened (causing that skew to be extremely distorted), using this key in menu items is recommended. Of course, alternatively, the auto depth HUD function can be turned off. If Auto Depth Shutdown is not desired when the LowConvergence button is pressed, please clear x22 = 0.0 from the [Key_Low_Convergence] section.
  • Cycle Depth Presets
There are ready-made profiles for convergence and separation that you can use or change at will to suit your needs if the ready-made profiles are not suitable for you. The switching is done by means of NUMPAD-DIVIDE (/). For changes, please adjust the values in the key section under [Key_DepthPresets]. Of course you can also set any freely selectable convergence as usual via LCTRL + F5 / F6 or separation via LCTRL + F3 / F4, as long as these key functions have been activated in the NVIDIA control panel in the stereoscopic settings. Unfortunately, saving these settings does not work properly. The default convergence for a game is set in the following line in d3dx.ini and set to this value each time the game starts: StereoConvergence = 125.0 … So, depending on the game, enter your preferred convergence here. If you choose a convergence via LCTRL + F5 / F6 and save it with LCTRL + F7, this value should not matter, but I'm not sure if this always works.

Save your settings
The following settings should be saved automatically, so that after a game restart the previously selected options do not have to be redone each time:
  • Effect and Decal options (see section Troubleshooting from below for explanation)
  • HUD-Depth
  • Settings for toggled fixes (SSR-Side-Screen Fix, SSR Velocity Fix, disabled or enabled correction formulas, AO fix)
  • Auto-Depth-Adjustment
However, sometimes auto-save does not work to make sure all options are saved, press F10 after choosing your settings.

Troubleshooting
Some games require a slight adjustment of the settings, which unfortunately cannot be done universally. For 90% of the games this should not be necessary and the universalfix 2 should work flawlessly correct the wrong effects with a RegEx formula. BUT: If no RegEx formula exits, then the following settings will not help either. If you have the game "Assetto Corsa Competizione", you are welcome to use it for testing. Here you will need to switch to StereoTextureEnable = 0x00000027, as well as the adjustment of the Decal and Effect correction option. Both troubleshooting variants are described below.

  • Your health, live, stamina etc. bars are not changing/moving?
It happens that life bars or endurance bars or similar do not move, and are always full. In this case, you must set disable_scissor = 1 to zero for the HUD / UI shaders. Open the d3dx.ini with a suitable text editor and use the search and replace function. Then replace "disable_scissor = 1" (without "") with "disable_scissor = 0" (even without ""). However, this will cause clipping with the interface elements. Therefore you can choose in this case only a very small or no depth for the interface. The HUD depth is switched through as usual with the NUMPAD-DIVIDE key.
  • Something is completely wrong with the interface
If you still have problems with the interface, please try the NO-HUD version. Please ensure to remove the previously installed fix first!
  • You may need to change StereoTextureEnable (d3dx.ini)
The settings of the UNREAL Engine 4 - Universal Fix 2 are chosen so that they should work in 90% of the games. However, a game may require a different value for StereoTextureEnable (for example, Assetto Corsa C.). You will notice this very quickly when many elements are displayed in 2D and some in 3D. If this is the case, please try an alternative value for StereoTextureEnable in the d3dx.ini. Exit the game, look for StereoTextureEnable = 0x00000023 and change this line to StereoTextureEnable = 0x00000027, save this and restart the game.
VERY IMPORTANT: If you cannot see any visible improvement by switching to StereoTextureEnable = 0x00000027, please reset this to StereoTextureEnable = 0x00000023 before trying another trouble shooting variant, otherwise you may experience problems with rendering shadows or reflections.
  • You may need to change Decal and Effect option (cycle CTRL + NUMPAD4/5/6)
In over 90% of cases, decals and effects are automatically repaired. However, it may happen that, despite correct correction, the matrix recognized by the correction formula is not correct. There are several options that can solve the problem. However, switching through the DECAL and EFFECT correction options only makes sense if it is really DECALS and / or EFFECT RegEx is used. And then there are always more than just one or two EFFECTS / DECALS that are not correct. In case a RegEx formula exists and the automatic detection of the correction matrix does not work, EFFECTS / DECALS are ALWAYS at a wrong depth, but NEVER at screen depth. For things that are displayed in the screen depth, there is no RegEx formula! You can first use LCTRL + NUMPAD 6 to choose between two manual and the default AUTO-REPAIR function. However, this may happen for the decals, but not for the effects, or just for some effects and decals. Therefore, there are two more buttons. LCTRL + NUMPAD 4 provides 4 options for decal correction. LCTRL + NUMPAD 5 provides 4 options for effect correction. Since this problem has so far only occurred with Assetto Corsa C., I cannot guarantee that it works for other games where the recognized matrix is ​​not the right one. So if decals or other textures are not in the right depth, just try switching the options. That should not be necessary often.

Important: If switching through the options does not improve things, then please set the DECAL and EFFECT correction option back to AUTO. Press LCTRL + NUMPAD6 until the green text in the lower left corner of the screen indicates "AUTOMATIC Resolution FIX ON".
  • Use another Effect-Fix matrix for inversion with EffectRegEx formula from DHR
The effect regluar expression correction of DHR requires the inversion of a specific matrix. This can differ from game to game between usually 3 variants. If you notice any wrong effects in a game, the first thing you do is to switch the effect correction options on, as I described above. I do not mean the decal option, which of course can also be switched through in case of errors. But decals and effects are two different regular expressions. It is therefore difficult to say what is corrected by the EFFECT RegEx and what is done by the DECAL RegEx. This is relatively easy to figure out by switching the EFFECT correction options in case of errors. If certain textures change in the process, but their presentation cannot be adjusted correctly, THEN you should try to use a different matrix, and, if the effects are still wrong, switch the effect correction options again and see if this leads to the success of correcting the effects.
By default, universalfix 2 uses matrix 44. The RegEx corrections are loaded and used by the following line in the d3dx.ini:
include = ShaderFixes \ ShaderRegEx_UE4_UNIVERSAL2_C44.ini

But some games use 36 or 40. There are two lines in the d3dx.ini, you can find them a few lines below:
;include = ShaderFixes \ ShaderRegEx_UE4_UNIVERSAL2_C40.ini
;include = ShaderFixes \ ShaderRegEx_UE4_UNIVERSAL2_C36.ini
These lines are deactivated by the semicolon at the beginning of the line. You can remove the semicolon to allow the inclusion of these files. But it is important that only one of the three ShaderRegEx files is included. For example, if you want to use ShaderRegEx_UE4_UNIVERSAL2_C36.ini, then remove the semicolon at the beginning of the line and place a semicolon before the line include = ShaderFixes \ ShaderRegEx_UE4_UNIVERSAL2_C44.ini.
Unfortunately, there is no more comfortable variant for this. However, there are few games that use this EFFECT RegEx, so this trial should be a rarity if the standard matrix used is not the right one.
  • Disable fals positive Light fix on demand (cycle CTRL + NUMPAD1/2/3)
There are three very universal light and shadow correction styles. Out of more than 10 games tested, there is only one game that does not require the first formula, causing some shadows and lights to shimmer or flicker. I have not seen any other problems so far and formula two and three were always needed. By default, all correction formulas are switched on. However, I've added a button to turn off the correction for these three formulas. So if it comes to wrong lights or shadows, by turning on and off the three corrections can be tried to see whether an improvement can be achieved. This is done by means of the key combination CTRL + NUMPAD1, (first formula) and CTRL + NUMPAD2 or CTRL + NUMPAD3 for the other two.
  • Basic instructions to disable a wrong shader
It can sometimes happen that in a game a special effect was not corrected, since it is an isolated case for which there is no RegEx formula. This is not the cause of the universal fix and it's not a part of it either, it's more like a little tutorial on how you can turn off false effects if they have not been fixed and are annoying. Examples include lens reflections, screen depth effects such as water drops, etc. Turning off the effect can sometimes improve the gameplay experience. But that only makes sense if the game itself is 99% repaired and in order. However, this option should be taken with caution, as simply turning off shaders may cause unpredictable problems in other areas of the game. Nevertheless, I would like to show you this possibility, whose use, like everything else, lies entirely with you.
In order to switch off a shader, the so-called hash must first be identified. A sequence of numbers and letters that is unique for each shader. For this purpose, the so-called hunting option in the d3dx.ini must be turned on. Search for hunting = 0 and change this to hunting = 1. Now start the game and use the NUMPAD2 button cycle through the pixel shaders until the unwanted effect disappears. Often you miss this and the effect comes back to when the next one is switched through. You can switch off the previously switched off pixel shader with the NUMPAD1 key. If you cannot find a PixelShader that will disable the unwanted effect, you can use NUMPAD4 / 5 to search for vertex shaders. CAUTION: Often VertexShaders are used by multiple PixelShaders, turning them off can do more harm than good. That you have to try out, if that is suitable. If you have now identified a pixel shader and turned it off, then you have the hash of the shader in the upper left corner. Write this down or press NUMPAD3 (vertex shader: NUMPAD 6) to save the shader file in the directory ShaderFixes. Sort the ShaderFixes directory by date and you'll see the newly saved shader as a file, for example, like this: 316fbffe600c5cf4-ps_replace.txt or 316fbffe600c5cf4-ps.txt. The hash is then everything before "-vs", in this example: 316fbffe600c5cf4. Copy the hash, and then delete the shader file. In the d3dx.ini you will find the following lines at the bottom:
; [ShaderOverride_DISABLE_1]
; Hash = e3f8758b45febbec
; handling = skip
Please remove the semicolons in front of these lines and insert instead of e3f8758b45febbec the hash of the shader you have just copied to the clipboard, which you want to switch off. If you have several shaders to disable, copy the three lines, change [ShaderOverride_DISABLE_1] eg. on [ShaderOverride_DISABLE_2] and insert a new hash. When done, please change hunting = 1 to hunting = 0, save the file and start the game.

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