Friday, October 16, 2026

Natsuki Chronicles

 Screenshots are in L-R-L format for both free view and cross-eyed viewing

geo-11 fix for Natsuki Chronicles

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-09-20)

    • Initial Release

  • 1.1 (2026-10-07)

    • Updated to geo-11 0.7.11


General Information

Fix was created for the following build number of the game's executable:

Not listed in exe's properties

Fix was tested with the following version of geo-11:

0.7.11

If either of these items change due to updates, this fix may no longer work. Any updates to this fix will be updated in this post.


Instructions

geo-11 0.7.11 is included in this archive

Download the 7z archive containing the fix:

Previous versions: 1.0

Navigate to the game's executable "Natsuki_Desktop_Steam.exe":

<path to your Steam library>\steamapps\common\NatsukiChronicles\x64\Release_Steam\

Place all files within this archive in the same directory. Meaning in the same folder as the game's main executable, you should now have d3dx.ini, nvapi64.dll, ShaderFixes\, etc.

Adjust settings in-game or within the d3dxdm.ini to your liking, which includes the output method. By default, it is set to side-by-side output (sbs).

Control Setup

The following key/controller bindings are active:
  • Cutscene Depth/Convergence Toggle
    • Header: KeyCutsceneTriggerTonedDown3D
    • This will change the separation/convergence to to 25/25
    • 1 (in number row)
    • Back

Key bindings can be adjusted by editing the relevant sections in the d3dx.ini. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

Game largely works without issue with geo-11 and no updates

  • Certain screens have auto-adjustment for toning down the 3D to make it less intense
    • However, cutscenes, unfortunately, are largely manual. Use the toggle defined in the Control Setup for these moments
Remaining issues:
  • The texture used for detecting the menus and briefing sections is also used in the training sections. Thus, the training sections are locked to reduced 3D
  • Some objects are close to the sides of the screen, resulting in some things that are hard to look at. If 3D is reduced, it's not terrible
  • There are pipes for water in the second level, that appear to be not stereoized correctly, but they are minor and not noticable unless you look
    • Now that I pointed it out, you're going to look

Credits & Thanks

  • Toggles for things by myself

Pac-Man Championship Edition 2



Screenshots are in L-R-L format for both free view and cross-eyed viewing

geo-11 fix for Pac-Man Championship Edition 2

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-08-16)

    • Initial Release

  • 1.1 (2026-10-07)

    • Updated to geo-11 0.7.11


General Information

Fix was created for the following build number of the game's executable:

5.3.4.8630773

Fix was tested with the following version of geo-11:

0.7.11

If either of these items change due to updates, this fix may no longer work. Any updates to this fix will be updated in this post.


Instructions

geo-11 0.7.11 is included in this archive

Download the 7z archive containing the fix:

Previous versions: 1.0

Navigate to the game's executable "PCE2.exe":

<path to your Steam library>\steamapps\common\FLUID\

Place all files within this archive in the same directory. Meaning in the same folder as the game's main executable, you should now have d3dx.ini, nvapi64.dll, ShaderFixes\, etc.

Adjust settings in-game or within the d3dxdm.ini to your liking, which includes the output method. By default, it is set to side-by-side output (sbs).

Control Setup

If you are using a controller, you MUST remap the control buttons mentioned below in Steam Input to not be the Steam Input GAME ACTION items, rather the direct controller buttons. If you do not, the buttons will not function properly. This is due to Steam Input not identifying directly as the XInput buttons being used. For example, you must assign L3 to the L3 of your controller, and not the Steam Input item

The following key/controller bindings are active:
  • Cycle through depth and convergence presets (50, 100, 150, 200)
    • Due to how depth/convergence are automatically adjusted, you must be unpaused in-game to see the cycle occur
    • Header: KeyPresets
    • 1 (in the number row)
    • Left Stick Button/L3
  • Toggle HUD/All 2D Elements pushed in
    • Should only be used when playing at low depth/convergence
    • Header: KeyHUDDepthToggle
    • 2 (in number row)
    • Right Stick Button/R3
  • Kill 3D
    • Header: KeyKill3D
    • F
    • Back
    • This is a hold based toggle. Once you let go of the button, there is a delay until 3D is re-enabled
      • If you would like to remove this delay, remove "release_delay" from this block in the d3dx.ini

Key bindings can be adjusted by editing the relevant sections in the d3dx.ini. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

Pac-Man CE2 works during gameplay without issue. All issues pertain to dynamically adjusting the depth/convergence during gameplay
  • Removes 3D during menus
  • Tones down the 3D during ghost hunting segments
Remaining issues:
  • Maze transitions are still at full depth/separation, and can be hard to look at (the Kill 3D toggle is meant for this; if you use a controller that has back triggers, it can be useful being assigned there for easier manipulation)
    • This toggle has a built in delay before ramping back up
  • Some of the transitions for 3D ramping down and back up can happen in quick succession due to the conditionals being used to target them
    • I couldn't really find anything better, unfortunately

Credits & Thanks


If you want to go through the experience I had making this fix, that can be viewed here

The Missing: J.J. Macfield and the Island of Memories


Screenshots are in L-R-L format for both free view and cross-eyed viewing

geo-11 fix for The Missing: J.J. Macfield and the Island of Memories

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-09-20)

    • Initial Release

  • 1.1 (2026-10-07)

    • Updated to geo-11 0.7.11


General Information

Fix was created for the following build number of the game's executable:

2017.2.1.2570336

Fix was tested with the following version of geo-11:

0.7.11

If either of these items change due to updates, this fix may no longer work. Any updates to this fix will be updated in this post.


Instructions

geo-11 0.7.11 is included in this archive

Download the 7z archive containing the fix:

Previous versions: 1.0

Navigate to the game's executable "TheMISSING.exe":

<path to your Steam library>\steamapps\common\The Missing\

Place all files within this archive in the same directory. Meaning in the same folder as the game's main executable, you should now have d3dx.ini, nvapi64.dll, ShaderFixes\, etc.

Adjust settings in-game or within the d3dxdm.ini to your liking, which includes the output method. By default, it is set to side-by-side output (sbs).

Control Setup

If using a controller, you may need to reconnect it after the title screen loads

The following key/controller bindings are active:
  • Cycle through depth presets (25, 50, 100)
    • Header: KeyDepthPresets
    • 1 (in the number row)
    • Left Shoulder Button/LB/L/L1
  • Cycle through convergence presets (15, 50)
    • Header: KeyConvergencePresets
    • 2 (in the number row)
    • Right Shoulder Button/RB/R/R1
  • Toggle HUD/All 2D Elements pushed in
    • Should only be used when playing at low convergence (15 should be fine)
    • Header: KeyHUDDepthToggle
    • 3 (in number row)
    • Right Stick Button/R3
  • Cutscene Depth Toggle (pressing again will revert back to existing configuration)
    • This will set depth/convergence to 25/15
    • Header: KeyCutscene
    • T
    • Left Trigger/LB/ZL/L2
  • Outline Toggle
    • Header: KeyOutlineToggle
    • 4 (in number row)
    • Left Stick Button/L3

Key bindings can be adjusted by editing the relevant sections in the d3dx.ini. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

  • Practically everything (universal fix)
Remaining issues:
  • Some objects have a "shadow" that is really just a duplicate of the object. It can be seen when some environmental effects are active, but it's relatively minor
    • The most prominant example in game is pushing a box and seeing an outline that shouldn't be there in the dust clouds
  • When increasing depth, if the player is in an area that has a 2D background texture and/or FMV, it may get pushed too far out at high values, resulting in negative space on the sides of the screen
    • Playing at a depth of 25 avoids this. Anything higher will introduce this issue
  • When increasing depth/convergence, the outline around JJ (and a few other choice objects/characters) can get malformed and hard to look at
    • Use the provided toggle key (default: L3 or 4) to turn it on or off
  • Cutscenes will not automatically adjust depth/convergence
    • Use the provided toggle key (default Left Trigger or T) to quickly adjust. Hitting the button again will restore previously configured 3D settings
"Some janky thing happened while playing the game!"

This is your first SWERY65 game, isn't it?

Remember that the Luigi's Mansion-like interact button is for interacting with objects, and sometimes that also means interacting with things you thought would just react to the current state of your character, and the game may break when running above 60FPS

Credits & Thanks

  • Uses the 2019 Unity universal fix to fix common issues with the game (shadows, halos, etc). The bulk of the fix is in this regex
    • This fix would not exist without the Universal Unity fix (DHR, 4everawake)! Everything that is working is due to this, and I've only introduced some meager patches to finalize some small, lingering problems
    • The original release can be found here
  • Toggles for things by Zeek
  • adjust_from_depth_buffer

Tuesday, October 13, 2026

Paper Mario [DX11]


geo-11 fix for Paper Mario, to be specific, this is for the Paperboat PC port by the Harbour Masters group. Only for the DX11 renderer. At the time of making this fix, it's tested up to the 1.0.3 version of the port.


The fix supports MasterKillua's texture packs. Specifically the HD and 4K versions of the white outlines pack, and the HD version of the no outlines pack.



Fixed
- Skyboxes.
- HUD at depth, with multiple options, avoiding conflicts with skyboxes.
- HUD clipping caused by putting it at depth.


Installation
- Read the instructions about how to get Paperboat if you don't have it already. You are on your own until you get the game working by itself. By default it will be DX11, so there isn't any need to search for that option.
- geo-11, with build v0.7.11: download this file and extract its contents in the "Paperboat-Mulberry-Delta-Win64" folder (or whatever the folder is called in future versions), where "Paperboat.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's "sbs" by default. "upscaling" is already enabled in d3dx.ini because it was necessary to make the custom mouse shader work.
- Launch the game.


Hotkeys
- F2: convergence presets (50, 160, 320, 640). 320 by default.
- F3: HUD depth presets (0%, 20%, 37.5%, 60%, 100%). 37.5% by default.
- F4: HUD depth style. By default, it's convergence dependant, in a way that I think is comfortable for most cases. If you press this key, it changes to static presets that you can control with F3.


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

Friday, October 9, 2026

RefRain - prism memories [DX11]


A complete run using Miria on normal difficulty was used in testing

geo-11 fix for RefRain - prism memories

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-09-01)

    • Initial Release

  • 1.1 (2026-10-07)

    • Updated to geo-11 0.7.11


General Information

Fix was created for the following build number of the game's executable:

1.0.3.7

Fix was tested with the following version of geo-11:

0.7.11

Fix was tested with the following version of dgVoodoo:

2.87.3

If any of these items change due to updates, this fix may no longer work. Any updates to this fix will be updated in this post.


Instructions

I would recommend having your game settings set prior to applying the fix using RefRain's configuration wizard.  Ensure to run in fullscreen.

geo-11 0.7.11 is included in this archive

Download the 7z archive containing the fix:

Previous versions: 1.0

Navigate to the game's executable "RefRain.exe":

<path to your Steam library>\steamapps\common\RefRain - prism memories -\

Place all files within this archive in the same directory. Meaning in the same folder as the game's main executable, you should now have d3dx.ini, nvapi64.dll, ShaderFixes\, etc.

Adjust settings in-game or within the d3dxdm.ini to your liking, which includes the output method. By default, it is set to side-by-side output (sbs).

Download dgVoodoo:

2.87.3

Copy MS\x86\D3D9.dll into the same directory as above. Configure dgVoodoo like below, but use your own resolution:



Control Setup

The following key/controller bindings are active:
  • Toggle HUD/All 2D Elements pushed in:
    • Should only be used on low depth/convergence
    • Header: Key HUDToggle
    • Key: 1 (in the number row)
    • XInput: Right Stick Button/R3
  • Cycle through two depth/convergence presets (20/10 and 100/50)
    • Header: KeyDepthPresets
    • Key: 2 (in the number row)
    • XInput: Select/Back/Minus/View
I personally use the HUD being pushed in at the low depth/convergence preset. The other depth/convergence generally works, but may be painful during scene transitions.

Key bindings can be adjusted by editing the relevant sections in the d3dx.ini. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

  • Stereoizes the game using configuration in the d3dx.ini
  • Pushes all 2D elements in when toggled on
Remaining issues:
  • Sides of the screen become "exposed" when pushing all 2D elements in
  • The marker for the hitbox is misaligned when depth/convergence is above barely anything. I was able to complete a full run without this really being an issue, however, namely using the low/default depth/convergence preset that is included

Credits & Thanks

  • Toggles for things by myself
  • adjust_from_depth_buffer 
  • Masterotaku for mentioning the method to get stereoization to occur for generally older games when 3DMigoto/geo-11 doesn't stereoize things
    • This game does not render in stereo out of the box

Mirage Feathers


Screenshots are in L-R-L format for both free view and cross-eyed viewing

geo-11 fix for Mirage Feathers

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-08-16)

    • Initial Release

  • 1.1 (2026-10-07)

    • Updated to geo-11 0.7.11


General Information

Fix was created for the following build number of the game's executable:

2019.4.34.6987694

Fix was tested with the following version of geo-11:

0.7.11

If either of these items change due to updates, this fix may no longer work. Any updates to this fix will be updated in this post.


Instructions

geo-11 0.7.11 is included in this archive

Download the 7z archive containing the fix:

Previous versions: 1.0

Navigate to the game's executable "Mirage Feathers.exe":

<path to your Steam library>\steamapps\common\Mirage Feathers\

Place all files within this archive in the same directory. Meaning in the same folder as the game's main executable, you should now have d3dx.ini, nvapi64.dll, ShaderFixes\, etc.

Adjust settings in-game or within the d3dxdm.ini to your liking, which includes the output method. By default, it is set to side-by-side output (sbs).

Control Setup

The following key/controller bindings are active:
  • Cycle through two depth presets (40 and 60)
    • Header: KeyDepthPresets
    • Key: 1 (in the number row)
    • XInput: Select/Back/Minus/View
  • Toggle HUD/All 2D Elements pushed in:
    • Header: Key HUDDepthToggle
    • Key: 2 (in the number row)
    • XInput: Right Stick Button/R3

Key bindings can be adjusted by editing the relevant sections in the d3dx.ini. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

Mirage Feathers works during gameplay without issue. All issues pertain to 2D elements needing to be adjusted. Fixes the following:
  • Removes 3D during cutscenes*
  • Removes 3D during initial take off**
Remaining issues:
  • Boss health bars can be somewhat distracting in 3D. However, it's not too out of place
    • Using the HUD toggle described in the controls section can be used to mitigate this if it's found to be annoying
* If you would like to disable this, within d3dx.ini, remove the following block under ShaderOverride_2DElements1:


if (ps-t0 == 20)
  preset = No3D
endif

** If you would like to disable this, within d3dx.ini, remove the following block under ShaderOverride_2DElements2:


if (ps-t0 == 30)
  preset = No3D
endif


Credits & Thanks


If you want to go through the experience I had making this fix, that can be viewed here