Friday, March 28, 2025

Star Wars Jedi Survivor [UEVR + VRto3D]



praydog's awesome UEVR makes it possible to play Star Wars Jedi Survivor in 3D!

Notes:

  • Optionally support praydog's work on Patreon
  • When UEVR is injected, you can open its menu in-game by pressing INSERT and adjust the VR settings there like UI Size and Distance
  • New Auto-Depth plugin for VRto3D included. Swaps between lower depth for cutscenes/workbench and higher depth for gameplay
  • Toggle between different depth presets for menus/cutscenes using the XInput Guide Button or Numpad 2 (this can be changed in the VRto3D profile if desired)
  • DLSS4 Transformer model profile J recommended. See here for setup
  • Disable HDR in Windows settings
  • If you have really bad performance/flickering, try turning HAGS off
  • 3DVision hardware is playable on latest drivers thanks to WibbleWobbleReShade. Check VRto3D ReadMe for instructions

In-Game Settings:

  • Windowed Mode 'Windowed'
  • Ray-Tracing must be OFF to avoid crashes
  • Nvidia DLSS 3 Upscaler set to somewhere between 'Quality' and 'Performance' for Transformer model
  • Optimized settings guide on YouTube

You will need:

  • VRto3D V3.1.0 or newer setup for your 3D display here
  • Download and extract the latest VRto3D profiles to your "Documents\My Games\vrto3d\" folder
    • The "JediSurvivor.exe_config.json" can be edited for different hotkeys or depth settings. Reference the VRto3D ReadMe for details
  • Follow the general UEVR instructions for installation (Nightly version 01039 or newer required) and launching a game below
  • Download this UEVR profile
  • DO NOT RENAME THIS PROFILE ZIP OR UEVR WILL NOT WORK. THAT INCLUDES IF WINDOWS ADDS (1) ETC
  • If coming from an old or VR version, delete your %APPDATA%\UnrealVRMod\JediSurvivor folder before importing using UEVR
  • Import into UEVR using the "Import Config" button
  • You can edit the %APPDATA%\UnrealVRMod\JediSurvivor\scripts\JediSurvivor_AD.lua "cinema_scale" and "gameplay_scale" to adjust the Auto-Depth strength
  • Run UEVR in OpenXR mode for this game

Known Issues

  • Auto-Depth may not always trigger properly. You can use XInput Guide button or Numpad 2 to toggle to lower depth manually. (This can result in double lowered depth if you don't toggle back)
  • As with many newer Unreal Engine games, it can have performance issues. I'm able to run it relatively well at 1080p 3D on 2080ti. Example YouTube Koboh Benchmark
  • If you are using a non-Steam version or WibbleWobbleVR, you can manually disable async reprojection to improve performance

The below instructions are also available on GitHub


Tuesday, February 25, 2025

Final Fantasy 7 Rebirth [UEVR + VRto3D]



praydog's awesome UEVR makes it possible to play Final Fantasy 7 Rebirth in 3D!

Update 2025-03-17: 
  • VRto3D V3.1.0 forcibly disables Async Reprojection for Steam version of the game, making performance smoother (Be sure to update VRto3D)
  • Auto-Depth plugin updated to more consistently work in all scenarios and also work with WibbleWobbleVR without VRto3D
  • Delete your %APPDATA%\UnrealVRMod\ff7rebirth_ folder before importing the new UEVR profile with Auto-Depth updates!

Notes:

  • Optionally support praydog's work on Patreon
  • Thanks to markmon for his movie fix script and DJ for Lua help!
  • When UEVR is injected, you can open its menu in-game by pressing INSERT and adjust the VR settings there like UI Size and Distance or Screen Percentage (for more performance)
  • New Auto-Depth plugin for VRto3D included. Swaps between lower depth for dialogue/menus/cutscenes and higher depth for gameplay
  • Toggle between different depth presets for menus/cutscenes using the XInput Guide Button or Numpad 3 (this can be changed in the VRto3D profile if desired)
  • DLSS4 Transformer model profile J recommended. See here for setup
  • LoD Fix mod recommended. Download the "Scalability" version and install it to <path-to-game>\End\Content\Paks\~mods
  • Disable HDR in Windows settings
  • If you have really bad performance/flickering, try turning HAGS off
  • 3DVision hardware is playable on latest drivers thanks to WibbleWobbleReShade. Check VRto3D ReadMe for instructions

In-Game Settings:

  • Display Mode Windowed
  • Anti-Aliasing Method set to 'DLSS' for Transformer model
  • Dynamic Resolution Scaling Max can be set to 50% when using DLSS
  • Dynamic Resolution Scaling Min can match the Max setting or lower
  • Background Model Detail is really strenuous - don't use Ultra

You will need:

  • VRto3D V3.1.0 or newer setup for your 3D display here
  • Download and extract the latest VRto3D profiles to your "Documents\My Games\vrto3d\" folder
    • The "ff7rebirth_.exe_config.json" can be edited for different hotkeys or depth settings. Reference the VRto3D ReadMe for details
  • Follow the general UEVR instructions for installation (Nightly version 01039 or newer required) and launching a game below
  • Download this UEVR profile
  • DO NOT RENAME THIS PROFILE ZIP OR UEVR WILL NOT WORK. THAT INCLUDES IF WINDOWS ADDS (1) ETC
  • If coming from an old or VR version, delete your %APPDATA%\UnrealVRMod\ff7rebirth_ folder before importing using UEVR
  • Import into UEVR using the "Import Config" button and select "Yes" to the DLL Warning
  • You can edit the %APPDATA%\UnrealVRMod\ff7rebirth_\scripts\ff7rebirth_AD.lua "cinema_scale" and "gameplay_scale" to adjust the Auto-Depth strength
  • Run UEVR in OpenXR mode for this game

Known Issues

  • Auto-Depth may not always trigger properly. You can use XInput Guide button or Numpad 3 to toggle to lower depth manually. (This can result in double lowered depth if you don't toggle back)
  • As with many newer Unreal Engine games, it can have performance issues. I'm able to run it relatively well at 1080p 3D on 2080ti
  • If performance tanks and is bad even in the game menu, save the game, exit to title, and load your save
  • If you are using a non-Steam version or WibbleWobbleVR, you can manually disable async reprojection to improve performance

The below instructions are also available on GitHub


Friday, January 24, 2025

DRAGON BALL: Sparking! ZERO [DX11]













geo-11 fix for DRAGON BALL: Sparking! ZERO, running in DX11 mode.


Update (2025-01-24): fix updated to support new effects from the first DLC pack. Fixed some other minor issues.

Update (2024-12-26): fixed some regex mistakes. Fixed a minor effect during Iishinron's transformation.


Fixed
- Haloing issues.
- Aura effects.
- Shadows.
- Lighting.
- Volumetric lighting.
- Light shafts.
- Fog.
- Decals.
- Reflections.
- Radial blur.
- Motion blur.
- One-eye issues.
- Temporal antialiasing.
- Lens flares.
- Vignette and chromatic aberration (vignette is disabled by default).
- Other effects.
- Autoconvergence configured.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "DRAGON BALL Sparking! ZERO\SparkingZERO\Binaries\Win64" folder , where "SparkingZERO-Win64-Shipping.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need. 3D Vision modes not tested.
- Set the Steam launch parameter as "-dx11" (no quotes) to make the game work in DX11 mode.
- Run the game.


Known issues
- Autoconvergence won't work with some combinations of internal resolution vs output resolution.


Notes
- Using mods like unlocking fps past 60 or adding new characters, maps and music are OK to use.
- This game doesn't use EAC, so geo-11 isn't a problem when playing online (unlocking fps with mods is a problem, however).
- The "High" shadows setting is considerably more GPU demanding than "Medium". Consider using "Medium" if you need more GPU performance.
- The game is more CPU demanding than you may expect, especially at the "City" and "City Ruins" stages.


Hotkeys
F1: convergence presets (50, 320). It only works when "dm_auto_convergence" is set to 0 in "d3dxdm.ini".
F3: by default, some particles and effects interfere with autoconvergence, and the fix disables the ones that pop out too much to avoid low convergence when not desired. You can disable that modification with this hotkey.
F4: vignette toggle. Disabled by default. In my opinion, it's an annoying effect, especially in 3D.
F5: chromatic aberration toggle. Not disabled by default. The game only uses it during some intro scenes, transformations or special attacks.
F6: cel shading toggle. Not disabled by default.
F7: fake sun rays toggle. Not disabled by default. These are sun rays that appear in sunny stages, when not looking at the sky directly. They are fake (not real lighting) and I made them stick to surfaces, but if you want to disable them, use this hotkey. This doesn't affect underwater sun rays, which make more sense.


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

Thursday, January 16, 2025

DRAGON QUEST III HD-2D Remake





geo-11 fix for DRAGON QUEST III HD-2D Remake.


Fixed
- Lighting.
- Shadows.
- Reflections.
- Decals.
- Heatwave effects.
- TAA.
- Haloing issues.
- One-eye issues.
- Vignette.
- HUD and mouse cursor at dynamic depth.
- Autoconvergence configured.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "DRAGON QUEST III HD-2D Remake\Game\Binaries\Win64" folder , where "DQIIIHD2DRemake.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Run the game.


Hotkeys
F1: convergence presets (900, 1800, 2700, 3600). 1800 by default, but only if you set "dm_auto_convergence" to 0 in "d3dxdm.ini".
F2: minimap depth presets (0%, 25%, 50%, 75%, 100%). 25% by default.
- F3: by default, some particles and effects interfere with autoconvergence, and the fix disables the ones that pop out too much to avoid low convergence when not desired. You can disable that modification with this hotkey.
F4: vignette toggle. Not disabled by default, for story reasons.


Recommendations
- At high resolutions, the depth of field effect can be very GPU demanding. If you need more GPU performance, consider disabling it in the game's graphics settings.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku

Thursday, December 26, 2024

Forgive Me Father 2





geo-11 fix for Forgive Me Father 2.


Fixed
- Lighting.
- Shadows.
- Volumetric lighting.
- Light shafts.
- Skyboxes.
- Reflections.
- Decals.
- TAA, TSR and FSR.
- Haloing issues.
- One-eye issues.
- Geometry culling.
- Vignette (disabled by default).
- Chromatic aberration.
- Crosshairs at dynamic depth.


Known issues
- Some remaining lighting clipping.
- geo-11 is not compatible with DLSS. Don't use that.
- If you use "upscaling = 1" in "d3dxdm.ini", you are going to have some problems with the mouse cursor in windowed and fullscreen modes. Better use borderless in that case.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "Forgive Me Father 2\FMF2\Binaries\Win64" folder , where "FMF2-Win64-Shipping.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Run the game.


Hotkeys
F1: convergence presets (25, 37.5, 75). 37.5 by default.
F4: vignette toggle. Disabled by default.
F5: chromatic aberration toggle. Disabled by default.
p: weapon convergence scaling presets. The game makes weapons pop out too much, a lot more than in the first game. By default I set a preset that imitates the weapon depth of the first game. The rest of the presets (apart from the unmodified state) push weapons even further into depth. The more in depth they are, the more lighting issues they may show.


Recommendations
- You can use any antialiasing and upscaling method that you want (from the game options), except DLSS. Use what you think looks/performs best.
- Keep in mind that TSR is very GPU demanding, and that both TAA and TSR become very demanding when the output resolution is very high (like 3840x2160), even if the internal resolution percentage is low. FSR doesn't consume as much GPU as TSR. And you can always just not use any antialiasing if you don't want to.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku

Forgive Me Father




geo-11 fix for Forgive Me Father.


Fixed
- Lighting.
- Shadows.
- Volumetric lighting.
- Reflections.
- Decals.
- TAA.
- Haloing issues.
- One-eye issues.
- Vignette (disabled by default).
- Chromatic aberration.
- Crosshairs at dynamic depth.


Known issues
- Some remaining lighting clipping.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "Forgive me Father\FMF\Binaries\Win64" folder , where "FMF-Win64-Shipping.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Run the game.


Hotkeys
- F1: convergence presets (25, 50, 100). 50 by default.
- F4: vignette toggle. Disabled by default.
- F5: chromatic aberration toggle. Not disabled by default, because the game uses it for some special effects from skills and other story moments.


If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku