Sunday, December 16, 2018

Ys VIII: Lacrimosa of Dana

3D Vision fix for Ys VIII: Lacrimosa of Dana.

- All water and crystals.
- Haloing in wave effects.
- Lighting in some areas that needed a fix.
- Sun lens flares.
- Sky gradation.
- Dynamic HUD, except for the map and minimap.
- Automatic high convergence for gameplay and low convergence for cutscenes.

Known issues
- The dynamic HUD can get a bit crazy at some locations. And in a few of them, it doesn't detect depth so it will be at full depth (or sometimes in your face).

- Download this file and extract its contents in the "Ys VIII - Lacrimosa of DANA" folder, where "ys8.exe" is.
- Open the properties of "ys8.exe", go to the compatibility tab, and check the "Disable fullscreen optimizations" checkbox. Maybe you don't need this, but just in case. The game works fine with alt+tab.
- Launch the game and let it overwrite the profile. If you use GOG Galaxy, turn off its overlay.

- The game for some reason goes back to 1920x1080 after booting it. Remember to change it to your resolution every time.
- If you use Special K, you'll have to keep in mind two things:
    1: set "Cache=false" in "dxgi.ini" if you care about the grass hotkey.
    2: if you use "GenerateMipmaps=true", any convergence change will break the fix, so the automatic convergence feature can be a drawback here.

y: convergence presets.
F2: HUD depth presets.
F3: HUD toggle. Not disabled by default.
F4: grass toggle, for low end GPU users. Not disabled by default. One press will disable the most common grass texture. Another press and it will disable the entire shader. Another press, and back to default.
F5: dynamic HUD toggle. It's enabled by default when it's convenient.
F6: ambient occlusion toggle. Not disabled by default.
6 (not the numpad): character glasses toggle. Not disabled by default. Only one NPC at the start of the game has them.

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

Saturday, December 15, 2018

One Piece Burning Blood

3D Vision fix for One Piece Burning Blood. It includes some graphics options.

- All haloing problems (smoke, water, refraction effects, etc).
- Decals like fire burned ground.
- Light shafts.
- Stereoized things that needed stereoizing, with custom profile settings.
- Automatic low convergence preset for special attacks that need it, and battle intros.

- Download this file and extract its contents in the "ONE PIECE BURNING BLOOD" folder, where "OPBB.exe" is.
- Open the properties of "OPBB.exe", go to the compatibility tab, and check the "Disable fullscreen optimizations" checkbox.
- Launch the game and let it overwrite the profile.

- The game is limited to 1920x1080 internal resolution. In "d3dx.ini" the fix forces fullscreen ("full_screen=2") and 1920x1080 resolution ("width=1920" and "height=1080") by default. If I don't do that, the game forces an even lower internal resolution for some reason.
- Another possibility you have is commenting those last two settings I mentioned (with ";" before them), setting "full_screen=0" and using Special K to force your own output resolution. You'll need to use the following options in "dgxi.ini": "OverrideRes=????x????", "Fullscreen=true", "ForceFullscreen=true" and "RefreshRate=120".

F1: convergence presets.
F2: HUD depth presets. Prerendered videos not included, since it can cause issues elsewhere.
F3: HUD toggle. Not disabled by default.
F4: depth of field toggle. Not disabled by default. It won't disable DoF in the "Island" stage. It also affects colors in some ways.
F5: bloom toggle. Not disabled by default.
F6: vignette effect toggle. Not disabled by default. I recommend using this hotkey.
1 (not the numpad): cel shading toggle. Not disabled by default.

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

Friday, December 14, 2018

Darksiders III (DX11)

UPDATE: Fix is update with a performance tweak in the Decal regex....please try it and report if you see something wrong or crashes!! Now performance wil be WAY BETTER!!

- Shadows
- Lights
- Reflections
- Lights Shafts
- Decals
- Disable DOF

TB and SBS Mode (optional):
- The game support SBS/TB Mode using 3Dmigoto. Remove the ";" in the  ";include = ShaderFixes\3dvision2sbs.ini" of the d3dx.ini. Default TB Mode. F11 to cycle. Also remember to use "HDMI Checkerboard" in the NVCP to remove the 720p limitation.

Ini Settings:
C:\Users\YOUR NAME\AppData\Local\Darksiders3\Saved\Config\WindowsNoEditor

In the engine.ini:


- Extract where Darksiders3-Win64-Shipping.exe (Darksiders III\Darksiders3\Binaries\Win64)
- Start the game, when "Rundll32" prompt appear, press "Yes" (in Win10 this don't appear). This is for the Profile Override needed for this game. In Nvidia overlay you will see "3Dfix by DHR".


** Do you like the fix? **
If you like the fix, you can donate to this PAYPAL account:

Wednesday, December 12, 2018

Descent 1 - 2 (DXX-Rebirth) [OpenGL]

3D Vision configuration and guide for Descent 1 and 2, using the DXX-Rebirth source port.

- Install the original games wherever you want. The purpose of those installations is getting some game files.
- Download the latest version of DXX-Rebirth.
- Inside it there are two folders, "D1X-Rebirth" and "D2X-Rebirth". Place them where you want them to be and follow their README files (you will have to copy some files from the games in there).
- Download this file and extract its contents in the "D1X-Rebirth" and/or the "D2X-Rebirth" folders, where "d1x-rebirth.exe" and "d2x-rebirth.exe" are respectively.
- Open Nvidia Profile Inspector, go to the "Prototype" profile and add "d1x-rebirth.exe" and "d2x-rebirth.exe" to the profile.
- Disable PPI scaling in the game exe to ensure it doesn't interfere with downsampling, if you use a higher than native resolution.
- Play the game. You may need to enable 3D manually with the hotkey or the pyramid button, or use at least something else in 3D in the current Windows session before playing this game.
- The game can visually freeze when you change graphics options. Consider renaming the "opengl32.dll" file that comes with the fix to configure everything in 2D until you are done.

The ingame HUD (not the main menu) has plenty of depth by default with this fix. To change it, open "3DVisionWrapper.ini", search the "LegacyHUDSeparation" variable and change its number. 0.0 is screen depth.

l: low convergence.
p: high convergence.
- o: even higher convergence.

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

Tuesday, December 11, 2018

Tekken 7

3D Vision fix for Tekken 7. Also with some graphics options. There will be more game content in the future, so the fix will be updated after that.

Important update  (2018-12-11): finally fixed screen space reflections, light shafts, and compute shaders clipping. Also more of the typical shaders that appear when there are new characters. I probably don't have all of them, and won't until all season 2 characters are released and I can test them.

Update  (2018-06-12): more fixed shaders for the new costumes and effects in the latest update. Especially important for Kuma and Panda (their hair hotkey works once again). And a new feature! Use the "3" hotkey to make CS lighting (fake ground reflections usually) be at full depth (the default state that was always used until now) or at surface depth. Which is more correct? None, because they are fake reflections that don't have an origin point. Configure them to your preferred setting. The default setting is full depth, which is what I've been using until now. To show you an example, compare this (full depth) to this (surface depth).

Update (2018-04-06): fixed a problem I had in "d3dx.ini" that made SBS/tab/interlaced modes not work. I've also updated 3Dmigoto to 1.3.8. If you didn't use those 3D modes, you don't need to care about this update.

Update (2018-03-24): fixed all new shaders related to Noctis and his stage, and also old ones that have changed with this new update. Two new hotkeys added, about screen space reflections. 3Dmigoto updated to version 1.3.7. Post processing effects hotkeys now show a message on screen, thanks to DHR giving me something to work with (also thanks to 3Dmigoto devs).

Update (2018-01-19): fix updated with a new way to stereoize depth of field and ambient occlusion (3Dmigoto 1.2.70), ensuring present and future compatibility with all resolutions (higher than 5120x2880, or more custom resolutions than what it supported before).

Update with bug fixes (2017-12-03): I've uploaded the fix again, doing a long due fix for depth of field and ambient occlusion. DoF was 2D before and now is stereoized, but every resolution needed an addition to "d3dx.ini". Check the lines starting with "TextureOverrideDoF" in "d3dx.ini". There's almost everything up to 5K. Now DoF isn't disabled by default. The ambient occlusion bug was happening at only 1920x1080 and 3840x2160, and it's fixed the same way.

Extremely important update and news (2017-12-02): finally, after months of trying ways to fix the specular lighting problem the wrong way, DHR suggested me something that I had already tried before, but looking at it again I realized where my mistake was, because it was incomplete, and with just a simple tweak I got it right. And so, I've finally removed the "Remaining issues" section of this post. Download the fix again and enjoy. You'll notice it right away in the water stage (sun reflection) and Mishima dojo (moon reflection), for example.

Update (2017-11-30): fixed Geese Howard shaders and his stage shaders. Updated 3Dmigoto to 1.2.67 version. Also, the fix now includes all my compiled ".bin" shaders. If they work correctly, you won't see stutters when you use the fix in fresh state. Same download link as always.

Update (2017-09-01): the new bowling mode is now fixed. Download the fix again. You can keep your old ".bin" files in ShaderFixes, to avoid having to compile old shaders again.

Update (2017-07-03): I found more of those minor shaders, applied a new automatic low convergence preset for cutscenes/intros/outros (you can disable this at the "[ShaderOverridePresetCutscene]" and following lines in "d3dx.ini"), and updated the download link.

Small update (2017-06-18): I found 4 more minor shaders and updated the download link.

- Lighting.
- Specular lighting.
- Light shafts.
- Screen space reflections.
- Smoke.
- Shadows.
- Skybox.
- Heatwave effects.
- Transparency effect in geometry.
- Compute shaders clipping.
- Depth of field.
- Ambient occlusion bug at certain resolutions.
- And a lot more inaccurate effects.

- Download this file and extract its contents in the "TEKKEN 7\TekkenGame\Binaries\Win64" folder, where "TekkenGame-Win64-Shipping.exe" is.
- Launch the game and let it apply the profile changes.

- F1: four convergence presets.
- F2: HUD depth presets. Screen depth by default.
- F3: HUD toggle (with a nice collapse animation).
- F4: bloom and lens dirt toggle. Not disabled by default.
- F5: depth of field toggle. Not disabled by default.
- F6: Arena stage TVs convergence presets. By default, they now display a 3D image, probably as a side effect of other recent fixes. those TVs are in 2D, but if you open "d3dx.ini" and uncomment the ";[TextureOverride1]" line and its two following lines, those TVs will render in 3D. Use for fun and testing if you want.
- z: Kuma/Panda hair toggle. If you use a high/max textures setting, they will have hair, which needs a lot more GPU power than normal. Using this hotkey will disable their hair and you will get a lot more fps. They have hair by default.
- Right trigger controller button: low convergence preset while holding it. If you use that button for combos, you can disable or change the hotkey in "d3dx.ini" ([Key8]).
- x: some HUD elements have variable depth by default (some at screen depth, and some at full depth), so with this hotkey (which is disabled by default), you will be able to use a positive, negative, or disabled correction (3 presets), which also inherit your F2 hotkey values.
- 1 (not the numpad): screen space reflections smoothness toggle. It disables the average smoothing it does over time (you may see some dithering with flickering, but better clarity). Not disabled by default.
- 2 (not the numpad): screen space reflections toggle. Not disabled by default.
- 3 (not the numpad): CS lighting (fake reflections) position toggle. Full depth by default. Press it to use surface depth.

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

Friday, December 7, 2018

The Turing Test

3Dmigoto, DX11, 3D Vision fix by DHR and bo3b

Recommended settings:

The main settings to change are:
  1) Motion Blur: Disabled
  2) Effects: Medium

Everything else can be on Ultra.  Effects needs to be Medium or Low to avoid broken reflections on walls. Crosshair should be disabled for optimal experience, it's slow paced and aiming is easy.  Crosshair is screen depth and annoyingly large.  For a temporary aiming for the rare distance shots, the nvidia laser crosshair can be activated with Ctrl-F12.

Update (12-7-18): 4everAwake has cleaned up the remaining problems, so you can use maximum effects, and stereo crosshair as you prefer.  'x' to turn crosshair on/off.  Thanks!

If you have a VR headset connected, the game will launch WMR, Oculus, or SteamVR automatically, because the developers are super, super lazy and did not uncheck a single checkbox when building their game.  The game has no VR support.  See this thread to manually disable or delete those unnecessary plugins.

Or, even better, use 3D Fix Manager.  Paul will automatically fix this problem when installing the fix.

older version from bo3b:

Special thanks to DHR for his awesome UE4 Universal Fix.