Thursday, August 30, 2018

Dragon Ball Xenoverse 2

3D Vision fix for Dragon Ball Xenoverse 2, including graphics options for cel shading, some non optional depth of field, and more.

Update (2018-08-31): changed the low convergence hold hotkey for something more comfortable.

Update (2018-08-30): new features! Dinamic HUD, better dynamic convergence (used by default this time), hotkeys related to them, and the annoying distortion effect is now fixed.

- Reflections.
- Refraction.
- Some wave effects.
- Haloing issues.
- Distortion effect from some attacks and sometimes when you fly fast.
- I have implemented dynamic HUD depth (per vertex by default).

Remaining issues
- Sun rays aren't fixed (I've tried something that improved them just a bit, but they are still incorrect). Disable them in the ingame options.

- Download this file and extract its contents in the "DB Xenoverse 2\bin" folder, where "DBXV2.exe" is.
- The fix triggers the Easy Anti Cheat protection, so you can't play online with it. You have to go to the "DB Xenoverse 2\EasyAntiCheat" folder and move "EasyAntiCheat_x64.dll" to a different place, like its parent folder. That way you'll be able to play the game. For the newest version of the game, the only way to play with the fix is running "DBXV2.exe" directly.
- Boot the game. The fix includes a default convergence of "0.5". Save your own if it's too low or use the F1 hotkey. Also, check the dynamic convergence section below.

Dynamic convergence
- The fix uses dynamic convergence by default, combined with the fully dynamic HUD preset. It will smartly switch to low convergence + static HUD depth in conversations and cutscenes, so subtitles and dialog boxes are easy to read and the scene is easy to see.
If you want to disable dynamic convergence, comment or delete the "preset = Gameplay" lines from the "[ShaderOverrideHUD2ForSubtitles]" and "[ShaderOverrideHUDGreenBorder]" blocks.

- F1: convergence presets.
- F2: HUD depth presets (except some elements that break others). Screen depth by default. Some elements can have a bit of variable depth or have clipping issues.
- F3: HUD toggle.
- F4: environment cel shading strength presets. Default strength (x1) by default.
- F5: characters cel shading strength presets. Default strength (x1) by default.
- F6: bloom toggle. Not disabled by default.
- 3 (not the numpad): environment texture sharpening presets. Default strength (x1) by default.
- 4 (not the numpad): distant depth of field toggle, which appears even with DoF off (like Shenron in the distance). Not disabled by default.
- 8 (not the numpad): number of samples for the dynamic HUD feature, which increase its accuracy. In this order, "250, 500, 1000, 2000, 4000", and by default it's 1000. A high number of samples increases GPU usage significantly if the dynamic HUD is enabled.
- 9 (not the numpad): dynamic HUD presets, affecting NPC names, some interactive icons, and almost all the battle HUD. By default it's fully enabled. Press once to disable it, twice to put everything at the depth of the center of the screen, and three times to fully enable it again.
- X/Y/B + LT + RT (controller buttons): low convergence when you hold them for at least 300ms, so you won't trigger this with a normal quick press. Use it if you want to see final attacks with low convergence, for example (final attacks don't trigger a change in dynamic convergence).

My preset
- I like not using environment cel shading in environments and just a little in characters. This is a preset of mine (rename the file to "d3dx.ini") that has those settings by default, apart from disabling texture sharpening and disabling some DoF that can't be disabled with ingame options.
- Here is the file:
Outdated. I didn't bother to repeat it this time.

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


  1. Thank you again for all your hard work !

  2. Thanks for all your hard work/update`s Masterotaku
    Got so many great gaming hours thanks to you!

    Kind regards