Wednesday, December 28, 2016

BeamNG.drive



Current fix is for version 0.8. Future updates will likely break this fix and I cannot guarantee I'll refix it until game is fully released. Enjoy it while you can!


If you follow the trend of fixes I make, they usually involve games where things explode gloriously (mostly heads) or things go REALLY fast, so naturally a driving game with full soft-body physics would catch my interest. However, the real reason I fixed this was because I wanted a driving simulator with better graphics than City Car Driving (which I also fixed), and this seemed like the best candidate. I haven't gotten a chance to break out my Logitech G27 to give this game a proper go, but the driving feel on a Xbox 360 controller is not the greatest, so this might be a better fit for those that are more interested in the sandbox aspect, but at least the latest update for the game does provide more single player experience options for those with less imagination.

The reason I put the big disclaimer up is because I've already gone through having an update completely break the fix. I had JUST finished fixing this on version 0.72, and then literally the next day I fired it up to try it out with my wheel to find the game had updated and all my hard work went down the drain with it. I almost shelved it at that point, but decided to fix it again for the latest version since I had the knowledge on how to fix everything relatively quickly again, but I don't think I'll have the patience to go through that again unless I feel like it'll be a safe bet for some time thereafter (ie. a couple months after full release). Hopefully it'll be a while before any future updates come out at least.


Fixed:
-all halos (pretty much EVERYTHING created a halo)
-lighting/shadows
-water

Disabled:
-A shader related to dustclouds. The dustclouds themselves are fixed/present, but this shader was breaking them, couldn't be properly fixed (only close approximate), and I couldn't even determine what it actually did other than break an already fixed effect, so I just disabled it
-Bloom on brake/headlights

Other Issues:
-Shadows ARE fixed, however while in motion they seem *slightly* off. Not a huge issue, but is a minor annoyance

INSTRUCTIONS


1. Download: Fix for version 0.8
2. Extract/install fix to directory:  ..\BeamNG.drive\Bin64


Tools used for this fix:
-3DMigoto version 1.2.51

Like this fix and want to show support & appreciation? 
3D fixes take a lot of time and effort, so donations are always welcome and appreciated! Paypal donations may be made at www.paypal.me/DShanz or by sending to Paypal ID: rshannonca@gmail.com

Saturday, December 24, 2016

ABZU

Merry Christmas everyone! This is more an experience than a game really, but it is quite something else with the sheer abundance of sea life around you and the attention to detail to make things like kelp and algae move realistically is quite impressive. I laughed with glee when I first came across a group of fish swimming in a bait ball and was able to experience what it would be like to swim through the middle of them :)

Download the fix: 3Dfix-ABZU-1.2.zip

Fixed

  • Killed motion blur (causes massive issues in 3D)
  • Fixed Temporal Anti-Aliasing (the game inexplicably enables this about half way though)
  • Halos and related issues on all surfaces (grass, rocks, water, etc, etc, etc)
  • Decals
  • Lights
  • Shadows
  • Specular Highlights
  • Environmental reflections
  • Sun reflection
  • Water clipping near walls
  • Water caustics
  • Water density

Update 1.1

  • Fix crash on Windows 10 when using the SBS custom shader

Update 1.2

  • Allow Steam Overlay + Steam Controller to work
  • Fixed giant nautilus
  • Fix light hitting volcanic ash in depths level
  • Several more minor effects fixed

Installation

  1. Extract the zip file to the game directory. If done correctly, the d3d11.dll should be in the same directory as AbzuGame-Win64-Shipping.exe (not the top level directory)

  2. Launch the game. The first time you run it (and again after any driver update) you will get a UAC prompt for Rundll32 to install the driver profile - choose yes.

SLI Notes

SLI + 3D Vision is broken in this game in recent drivers. The surface of the water is badly visually corrupted and the waves on the surface do not match between the eyes. Either disable SLI through the control panel, or downgrade to a known working driver:

  • 372.90 (Wed Sep 21, 2016): Works
  • 373.06 (Thu Oct 06, 2016): Works
  • 375.63 (Sun Oct 23, 2016): Broken
  • 375.70 (Fri Oct 28, 2016): Untested, presumed broken
  • 375.95 (Fri Nov 18, 2016): Broken
  • 376.09 (Mon Nov 28, 2016): Broken
  • 376.19 (Mon Dec 05, 2016): Untested, presumed broken
  • 376.33 (Wed Dec 14, 2016): Broken
  • 376.48 (Wed Dec 21, 2016): Broken

Known Issues

  • If you see a massively broken effect (like a flickering surface, nuclear lights, an inexplicable colour filter, etc) it might just be a glitch. Try restarting the game before reporting any issues.

  • About half way through the game it suddenly enables temporal anti-aliasing for no apparent reason, which has issues in 3D. I've fixed all the worst problems this causes, but it still exhibits some minor judder in some areas.

Side-by-Side / Top-and-Bottom Output Modes

This fix is bundled with the new SBS / TAB output mode support in 3DMigoto. To enable it, edit the d3dx.ini, find the [Present] section and uncomment the line that reads:

run = CustomShader3DVision2SBS

Then, in game press F11 to cycle output modes. If using 3D TV Play, set the nvidia control panel to output checkerboard to remove the 720p limitation.

Like my Work?

Modding games takes a lot of time and effort, not to mention the work I do behind the scenes improving our tools and helping others. If you like what I do, consider supporting me on Patreon for a recurring donation or Paypal for a one off.

Tuesday, December 13, 2016

Sniper Elite 3



After fixing Sniper Elite V2 and Zombie Army Trilogy it only made sense that I would eventually fix this game as well. Originally I was much more interested in this title than V2, but a colleague urged me to work on V2 first, claiming it was far superior and that this one "sucked." After finally working on and playing this game, I have to say that person and I have WAY different opinions. Quite frankly, I didn't like V2 that much and thought this was a much better game (way better stealth gameplay and open-ended mission design) and a MUCH better 3D experience (those god rays look so awesome in 3D, and don't even get me started on the more graphic X-ray killcam!). Anyone who is a fan of the series needs to play/replay this in 3D.

Fixed:


  • Lighting & shadows
  • Ambient Occlusion
  • God Rays
  • Skyboxes
  • Bloom effects
  • Adjustable HUD depth & 3D crosshair implemented


Instructions


1. Download fix: Version 1.0
2. Extract fix contents to ..\Sniper Elite 3\bin folder

Keys / Presets
\ key: Toggles HUD on/off
] key: Cycles static HUD items depth
[ key: Toggles crosshair/HUD auto-depth on/off. Good to disable when looking at map screen


Tools used for this fix:
-3DMigoto version 1.2.51
-DarkStarSword's auto-depth 3D crosshair technique

Like this fix and want to show support & appreciation? 
3D fixes take a lot of time and effort, so donations are always welcome and appreciated! Paypal donations may be made at www.paypal.me/DShanz or by sending to Paypal ID: rshannonca@gmail.com



The Dwarves

3Dmigoto 3D Vision DX11 Fix
What this mod does:
- Fixes various shadows, lights & haloing issues
- Places the HUD & UI at a fixed depth. (This depth can be adjusted in the d3dx.ini file)
- Adds a low convergence preset on the 'Caps Lock' key. Use this for some cutscenes.
- Adds a very high convergence preset on the 'Z' key. Use this when traversing the world map. Also press this key to fix the character portraits in the Character Level-up screen (after a battle).

Known Issue:
- Mouse cursor is screen depth

Installation:
1)  Download this ZIP file and extract the contents into the game directory.

2a) For the GOG version:
  • Run the game using the included shortcut "The Dwarves- 3Dmigoto.bat"

2b) For the Steam Version:
  • In your Steam library, right click on "The Dwarves" and select "Properties"
  • Click "Set Launch Options"
  • In the box, type -window-mode exclusive and click "Ok"

Additional Notes:
- I haven't beaten this game yet. So there may be some issues in later stages.

- Made this using DarkStarSword's Unity template.
 If you like this mod, consider supporting DarkStarSword on Patreon

Monday, December 12, 2016

We Are The Dwarves

3Dmigoto 3D Vision DX11 Fix
What this mod does:
- Fixes various shadows, lights & haloing issues
- Places the HUD & UI at a fixed depth. (This depth can be adjusted in the d3dx.ini file)
- Adds a low convergence preset on the 'Caps Lock' key. Use this for some cutscenes.
- Adds a toggle switch on the 'Z' key. Press this to fix the lights in the Character screen.

Known Issue:
There's some occasional flickering lights. (This is a game issue, not a 3D issue)

Installation:
1)  Download this ZIP file and extract the contents into the game directory.

2a) For the GOG version:
  • Run the game using the included shortcut "We Are The Dwarves- 3Dmigoto.bat"

2b) For the Steam Version:
  • In your Steam library, right click on "We Are The Dwarves" and select "Properties"
  • Click "Set Launch Options"
  • In the box, type -window-mode exclusive and click "Ok"

Additional Notes:
- I haven't beaten this game yet. So there may be some issues in later stages.

- Made this using DarkStarSword's Unity template.
 If you like this mod, consider supporting DarkStarSword on Patreon

Tuesday, December 6, 2016

Star Wars: Rogue Squadron 3D [DX11]




This is more a guide to make it work in 3D than a fix, because there aren't any (fixable with shader modifications) issues.


Instructions

1- Download dgVoodoo 2 from here (latest version at this moment is 2.53): http://dege.freeweb.hu/

2- Unzip it somewhere and copy the "DED8.dll", "D3DImm.dll" and "DDraw.dll" files from its "MS" folder to the folder where "Rogue Squadron.EXE" is ("I:\GOG\Star Wars - Rogue Squadron 3D\ROGUE" in my case).

3- Open "dgVoodooSetup.exe". In the "Config folder / Running instance" option, press "Add" and choose that "ROGUE" folder I mentioned before.

4- Configure it like this pictures. Some graphics settings can be configured to your liking. Then hit "Apply".



5- Download the fix if you want to use the hotkeys of the next section (one of these two options) and unzip it in the "ROGUE" folder:
zip: https://s3.amazonaws.com/masterotaku/Star+Wars+Rogue+Squadron+3D/rogue_squadron_3D_fix_1.zip

6- Open the game. It will be in 2D by default if you use the fix from step 5. That's because having 3D enabled before loading screens messes up some graphics. So wait until you can control your ship in a mission and then use the emitter button or ctrl+t or the hotkey you use for that.


Hotkeys

- "q" or "right stick click / R3" in your controller: three convergence presets.
- Mouse "back" button: hold it for 0 separation.
- "Left stick click / L3": 0 separation toggle.


Recommendations

- Use a 4:3 resolution, like 1440x1080 if you have a 1080p monitor, 1920x1440 if you have a 1440p monitor, or 2880x2160 if you have a 4K monitor. The widescreen fix from the pcgamingwiki (http://pcgamingwiki.com/wiki/Star_Wars:_Rogue_Squadron_3D) that is in the "Use Sui's Rogue Squadron DLL wrapper" section doesn't work for me, it crashes after selecting a ship.

Edit: editing the "Rogue Squadron.EXE" file with an Hex editor, it's possible to use widescreen: https://www.gog.com/forum/star_wars_rogue_squadron_3d/rogue_squadron_at_higher_resolutions_60_fps_windowed_mode/post14

After that, select a 16:9 resolution in dgVoodoo.

- Limit fps to 60 with Rivatuner Statistics Server. It will make frame pacing perfect in 3D. Switch that to 120fps (or to your refresh rate) when you want to play it in 2D instead.

- Use a controller to play the game. The mouse input is a bit strange, making it hard to aim. The controller feels more analog.

- The crosshair is always at screen depth, and that's annoying. You can disable it ingame and use the Nvidia crosshair (ctrl+F12) instead. It will work properly in cockpit view, but not in third person mode (the ship gets in the way and affects the crosshair depth). Aiming in this game isn't hard without a crosshair anyway.

Sunday, December 4, 2016

Unravel (DX11)

I re-fix the WIP created by 4everAwake (some game update broke it), so all the credits goes to him.
I tweak the lights shaders to fix some black textures and removing the DOF effect don't remove the water.

Before i post here i talk with 4everAwake if is ok with him...all OK....so enjoy this amazing game....really is an amazing game and S3D looks awesome. Removing the DOF effects is the best thing done in this fix....why hide the beauty of the landscape.

Fix:
- Remove DOF, default OFF (toogle with "X" key...believe me...you will not use DOF)
- Fixes character shadows & fixes interior lights
- Fixes various 2D effects (dust trails, sparks, fog)
- Disables vignette effect when the camera zooms in on picture frames

Know Issues (nothing game breaking):
- Specular highlights & water reflections look incorrect
- Various water effects are 2D (water splashes, crashing waves,.. etc)

Presets:
- "1" key or Xbox LB button for low convergence (read the book or picture frames)
- "2" key for medium convergence (gameplay one)
- "3" key for High convergence (gameplay one)
- Xbox RB button cycle between medium and high convergence

Instructions:
- Extract .zip where the .EXE is located
- Start the game, when "Rundll32" prompt appear, press "Yes". This is only for the first launch.

Download

Screenshots

Far Cry Primal

v1.1: 3Dfix-Far+Cry+Primal-1.1.zip

v1.0: 3Dfix-Far+Cry+Primal-1.0.zip

Update v1.1

This update is primarily aimed at improving the performance on SLI systems. Running at 2560x1440 with water quality set to 'High', I see improvements from 29fps in v1.0 to 55fps in v1.1, and with water quality set to 'Very High' I see improvements from 10fps in v1.0 to 50fps in v1.1!

Note that enabling the SBS/TAB custom shader will still have a significant impact to the framerate in SLI (stay tuned - improvements to halve the cost and limit it to when SBS/TAB is actually being used are planned).

For single GPU users there is still an improvement - the crosshair should now be less "jumpy", and will prefer to stay behind small objects like grass or foliage.

  • Updated to 3DMigoto 1.2.50
  • Driver profile is automatically updated on launch.
  • Downscale depth buffer to 1/16th resolution for crosshair depth calculations to improve SLI framerate, and make crosshair less "jumpy".
  • Downscale reflections to 1/2 their original resolution before swapping eyes, and limit operation to once per frame to drastically improve SLI framerate (reducing water quality slightly will also make an additional improvement to SLI framerate).

Fixed

  • Volumetric fog completely and accurately fixed and looks awesome in 3D :)
    • Shadow volumes (e.g. cast from trees)
    • Light volumes (e.g. in caves)
    • Camp fires
    • Density near mountains
    • Density near cliffs
    • Density in sky
  • Specular highlights are fixed accurately!
  • Lights / Shadows
    • Tile Lighting
    • Directional
    • Ambient
    • Physical
  • Water reflections
    • Real reflections outdoors (using stereo reversal technique)
    • Environment map reflections in caves
  • Ambient Occlusion
    • Normal map artefacts
    • Disabled false velocity smearing
  • Auto crosshair added
  • Enemy & animal tags
  • Mask of Krati crystals around edge of screen moved to fixed depth
  • Halos
  • Lens flares
  • Vignette pushed to depth
  • Hunter vision yellow outline fade out at edge of screen lined up better
  • Underwater caustics
  • Decals
  • Bloom

Installation

  1. Unpack the zip file to the Far Cry Primal\bin directory

  2. Launch the game. The first time you run it (and again after any driver update) you will get a UAC prompt for Rundll32 to install the driver profile - choose yes.

  3. Disable Motion Blur in the settings

  4. If using SLI, lower the water quality to 'High' to improve the framerate and reduce stuttering.

HUD Modes

Two different automatic HUD modes are provided:

The default mode will adjust the entire HUD based on the centre of the screen, which is well suited to general gameplay so that the crosshair will line up with the target.

The second mode will try to adjust the HUD to be mostly in front of anything on the screen. This mode is intended for use in cutscenes to help make the subtitles easier to read.

The ~ key can be used to toggle between both of these modes. If you would prefer to use a fixed depth HUD, you can do so by editing the d3dx.ini - x2 sets the mode and x sets the fixed depth for mode 0.

Convergence Presets

Press backslash to cycle between two convergence presets - a low preset recommended for most of the game, and a high preset intended for use in the Legend of the Mammoth DLC.

Side-by-Side / Top-and-Bottom Output Modes

This fix is bundled with the new SBS / TAB output mode support in 3DMigoto. To enable it, edit the d3dx.ini, find the [Present] section and uncomment the following line by removing the semicolon from the start:

run = CustomShader3DVision2SBS

Then, in game press F11 to cycle output modes. If using 3D TV Play, set the nvidia control panel to output checkerboard to remove the 720p limitation.

Notes

There are some reports that recent drivers are causing issues for some people. If you have trouble, 361.91 and 362.00 are known to work for this game.

I may revisit the game later to improve the HUD like I did in FC4, but this is quite playable as is.

Known Issues

  • Vignette underwater is not lined up with the edge of the screen (related to the HUD), but is a pretty minor issue.

  • Some of the cutscenes have excessive sparkles at the far left of the screen.

  • Some of the reflections are not accurate in 2D, and therefore not accurate in 3D either. The river near the village is probably the worst for this as from certain camera angles plants can be seen stretched across the water. This is a game bug.

  • If you use an unusual resolution, the fog in some areas (such as while obtaining the Owl guide) may be cut off the right of the screen. This occurs even in 2D and is a game bug. 1920x1080 and 1280x720 both work fine.

Like my Work?

Consider supporting me on Patreon

This mod is created with 3DMigoto (by Bo3b, Chiri & myself) and uses Flugan's assembler

Friday, December 2, 2016

Titanfall 2



========================================================================
Titanfall 2
========================================================================
- Addresses Single Player Campaign
- Works with Multi Player Component
- It either works for you or not, NO OTHER SUPPORT OFFERED!

=======================================================================
Fixed:
========================================================================
- UI and broken crosshair
- Different Halos around fire
- Broken Specularity and other lighting issues
- Skybox, different background objects
- Other borken lights and effects


Trailer:



================
Authors:
================
- Helifax - This fix, Shader fixes, Rendering issues, etc
- Big thanks to Bo3b, DarkStarSword and Flugan for creating 3DMigoto and this awesome wrapper that allows us to fix our favourite DX11 games in 3D Vision!
- NVIDIA for Creating 3D Vision as a tech!



================
FIX:
================
See: https://forums.geforce.com/default/topic/978798/3d-vision/titanfall-2-3d-vision-fix/

Download link: http://3dsurroundgaming.com/3DVision/TitanFall_2.rar
Alternate link: https://s3.amazonaws.com/Helifax/TitanFall_2.rar

(NVidia destroyed all links in the forum pages.)