Wednesday, November 13, 2019

Need for Speed: Heat

Normally I'd take this moment to write up a nice little promo for the game I've just fixed, but in this case I've got some seriously mixed feelings about this game, and have lost my enthusiasm for even making a proper post here. For starters, I absolutely hate working with this engine, despite DHR's universal fix existing to fix a lot of the issues, the remaining issues are beyond a headache and a hassle to track down and fix, and after losing countless hours trying and having standard tools and techniques fail I eventually became resigned to not caring about fixing what's left. Secondly a lot of the game's, shall we say, "charisma" rubs me the wrong way. On the positive side of things, the actual gameplay itself is pretty decent. If I wasn't so annoyed and jaded (and perhaps the soundtrack was more to my liking) I could see myself enjoying this quite a bit, so hopefully some of you will enjoy it more in my stead.

3D Fix Summary

Game Engine: Frostbyte 3 *puke*

Fixed Issues:

  • Stuff

User Interface Features:

  • Cyclable HUD depth

Not Fixed/Remaining Issues:

  • Screenspace reflections aren't at proper depth
  • Lighting reflections on the road are pretty busted


    1. Download fix: NFS Heat 3D Fix v1.0

    2. Extract fix contents to: folder where NeedForSpeedHeat.exe exists

    3.  The following keybindings have been set up:

        Key                          Effect        
        F1                    Disables HUD
        F2                    Cycles through HUD depth settings
        F3                    Enables or disables the bloom on car headlights. Default is enabled
        F4                    Enables or disables the lens flares/lens effects. Default is enabled
        F5                    Enables or disables the rain droplets on the screen effect. Default is enabled
        F6                    Enables or disables some of the broken lighting reflections on the road. Default is enabled

    Tools used and special credits

    -3DMigoto v1.3.16 by 3DMigoto development team
    -Frostbyte 3 Universal Fix (donations can go to:


    -Like my work and wish to show appreciation and provide funding towards future game fixes? Dontations can be sent by visiting: or by sending to

    Tuesday, November 5, 2019

    Borderlands 3

    Updated to version 1.1 on 2019-11-05. See Version History for details

    Here we go ya loot fiends! For many people, Borderlands 3 is the most anticipated title released this year (or in the past 7), and most would agree it was definitely worth the wait! By far the best gameplay in the series to date (which was always great to begin with), which makes this game fun, Fun, FUN! So I'm very pleased to be able to present to you this fix. Let the MAHEM begin!

    Version History

    v1.1 update on 2019-11-05

    • Added 3D crosshair
    • Fixed a few additional effects related to the Bloody Harvest event still ongoing
    • With specular highlights / shiny reflections only partially fixed, most areas look fine but some areas (like the Skywell 27 area) look pretty bad, so I've set up a toggle key to disable these. See keybindings below

    3D Fix Summary

    Game Engine: Unreal Engine 4, heavily modified
    *Note: DHR's universal UE4 3D fix did NOT work for this title (although it was a helpful reference at times, in addition to DarkStarSword's Abzu fix), so this fix was made entirely from scratch, which was no easy task especially with a lot of new shader variants.

    Fixed Issues:

    • Lighting & shadows of multiple variants
    • Clipping issues on distant lighting sources
    • Most reflections & specular highlights
    • Decals
    • Various halo causing effects

    User Interface Features:

    • Auto-depth 3D crosshair (with option to set static depth if preferred. See key binding section)
    • Auto-depth in-game waypoint marker (did not set a disable or static key for this)
    • Cyclable HUD depth
    • Persistent settings. Once you set your preferred settings (eg. HUD depth) it will save the setting for future gaming sessions.
    • Automatic convergence presets for: ADS, in vehicle

    Not Fixed/Remaining Issues:

    • There is a conflict between volumetric lighting and fog. Both utilize the same shader. By default, volumetric fog is fine without a fix and volumetric lighting was broken. With a fix in place for volumetric lighting (semi approximate formula, but overall very accurate) this would break volumetric fog. I've placed a toggle key to enable/disable the fix. In the beginning of the game there are very few sources of volumetric fog, so the lighting fix is good for this part, however some later planets like Eden-6 make some pretty heavy use of fog AND lighting, and even toggling between the two can be tedious and immersion breaking, so it's worth considering disabling volumetric fog altogether to reclaim some performance.
    • Most specular highlight reflections are partially fixed using the same formula that apparently works in other UE4 games, but here it's only an improvement, not a complete fix, and I've tried many other variations without further success.

    Other notes:

    • Sometimes the game does not start in 3D. To remedy this, go into the Visuals settings, changed to Borderless, apply, then switch back to Fullscreen and apply. Sometimes a full game restart is needed.
    • Infrequently while driving I've experienced a glitch that would cause the screen to distort for a second or two, almost like an overly high convergence effect. Has only occurred to me 2 or 3 times in total, and due to the random nature I've not been able to troubleshoot it.
    • Some numbers used in certain HUD elements will have a vertical column of numbers above/below them clipping through HUD elements. This is caused by high separation, and have not been able to find a way to eliminate the clipping


    1. Download fix: Borderlands 3 3D Fix v1.1

    2. Extract fix contents to ..\Borderlands3\OakGame\Binaries\Win64

    3. Required settings:
        -Options -> Visuals -> under Basic: Set Display Mode to Fullscreen

        Recommend settings:
        -Options -> Visuals -> under Advanced: Anti-Aliasing to FXAA or Off (Nothing looks wrong with TXAA, but something felt off when things are in motion)
        -Options -> Visuals -> under Advanced: May want to consider setting Volumetric Fog to Off (see notes above)

    4. The following keybindings have been set up:

        Key                                                       Effect                                                    
           /            Cycles between 4 crosshair settings: 1) Auto-depth, 2) Static depth @ 50%, 3) Static depth @ 75%, 4) Static depth @ 95%
           .            Cycles through various HUD depth presets
           ,            Cycles through 3 depth presets for the damage indicator arrow
    Shift + ,       Disables the damage indicator arrow
           '            Toggles the cel shading / black outlines on and off (default on)
           ;            Toggles the specular highlights / shiny reflections on and off (default on)
           \            Toggles between disabling the volumetric lighting fix  (default on)

    5. Set in-game convergence to taste and save (default is ctrl + F7). I set the default to a modest setting of 50, although I personally use 70-100. If you want to change the convergence for the in vehicle preset, edit the d3dx.ini file under [PresetVehicle]. Default is 600, although my personal preference is 750

    Tools used and special credits

    • 3DMigoto v1.3.16 by 3DMigoto developers


    -Like my work and wish to show appreciation and provide funding towards future game fixes? Dontations can be sent by visiting: or by sending to

    and lastly, I leave you with this

    Monday, November 4, 2019

    Trine 4

    Updated to v1.1 on 2019-11-04. See update notes below to see what's changed

    The words "Trine" and "Stereo 3D" used to go together like peanut butter and jelly (or chocolate, if you're a Reese fan), and it truly is an ominous sign that 3D is all but abandoned by everyone except us enthusiasts when the latest game in the poster-child for 3D series did NOT have stereo 3D functionality built in. People cried out on the Steam forums, pleading to have 3D patched in and the developers have made it clear that they have no desire or intention to do so, which is a shame because Trine 4 is a marvelous game, both in gameplay and visual capacity. Well fear not, friends, for I have come to the rescue and it is a great honor for me to provide you with this fix to bring T4 to it's full 3D glory.

    Version History

    v1.1 on 2019-11-04:

    • Determined that certain issues were fixed only for 1440P (resolution I play at). This update adjusts these fixes to correctly work across all resolutions and all AA settings.

    3D Fix Summary

    Game Engine: Trine Engine - DX11

    Fixed Issues:

    • Lighting & shadows
    • Halo effects

    User Interface Features:

    • Fully dynamic scene auto-convergence. This is a HUGE benefit to this game, as the camera zooms in and out a lot as you play through the levels, which having a static convergence would mean that the pop-out effect that is so desirable for these games would be lost when the camera would zoom out. It also caused the mouse cursor to constantly be off-axis with objects. This, however, would be remedied by having a 3D mouse cursor, which I did also incorporate.
      I've tried my best to tweak the parameters of the autoconvergence shader to provide a constant state of having the player characters at screen depth, while also providing smooth enough transitions during cutscenes, but with such a wide range of convergence values it was tough to achieve and still has some quirks. You may find during some cutscenes the auto-convergence shader may keep shaking (aka judder) between 2 values (unfortunately the built in "anti-judder" failsafe doesn't seem to work), so in these cases it is possible to temporarily disable the shader via a toggle key until the next scene.
    • A 3D mouse cursor with toggle switch to set cursor to static depth as an option
    • Cyclable HUD depth

    Other Notes/Issues:

    • This is NOT a game where you want to crank up your separation. Not only does it make the environments look unnaturally elongated, but doing so causes many visual anomalies, such as aggressive occlusion clipping which will have geometry in the background start disappearing/flickering as the screen moves, some blocky clipping on shadows, and misalignment of others things which have already been stereo-corrected. I find running at about 50% separation on my 27" screen and lower is about the correct scale and eliminates most of the anomalies, and going down to even about 25% still looks good in scale and completely eliminates all anomalies.
    • Sometimes the game will randomly break some fixed shadows. Sometimes alt+tabbing will fix them, or just reloading the checkpoint will do it. Completely infuriating, and nothing I can do for it. See this post here for proof and details
    • This game seems to have shaders used for multiple effects, which creates conflicts, as some of these effects are not correct in 3D and some are, and there seems to be no way of differentiating and separating them to fix what needs to be fixed without "fixing" the already correct effect, and in turn breaking it. Some examples are:
      • Environment shadows vs character shadows. Character shadows are correct without any fix, however environment shadows need a stereo fix. Fortunately, when the convergence is at a value where the character is at screen depth then character shadows become correct as well, which is one of the main reasons I focused on achieving that through auto-convergence
      • Certain HUD effects vs fog/smoke. This one here is just plain ridiculous that all these are handled by the same shader. Fog & smoke are stereo correct, but the visual effects like the "swish" lines when swinging on a rope, arrow shot trails, and the line that gets drawn when summoning boxes have way too much separation. Trying to fix these breaks fog & smoke, which I feel is not an option so I don't even bother, but. I do provide a key where you can disable all of these effects if you'd prefer.
      • The blue outline when highlighting most levitatable objects vs the same outline on barrels. Another mind-f*ck this one is, because it's the same damn thing, but for one particular object (barrels) doesn't require a 3D fix, but all the rest do. So, ummm, f*** those barrels, more important to have the fix for everything else in place.
      • Dust vs snow clouds. Snow clouds in Amadeus' first level are fine without a fix, but the dust in the background when you first enter the haunted manor as Pontius is a bit broken (not too bad if you follow my instruction to lower your separation) is. I've provided a toggle key to switch between the two if desired.


    1. Download fix: Trine 4 3D Fix v1.1

    2. Extract fix contents to '..\Trine 4 The Nightmare Prince'  folder where Trine4.exe exists

    3.  The following keybindings have been set up:

        Key                          Effect        
          ~                    Enables or disables the auto-convergence shader. Default is enabled
        F1                    Cycles through HUD depth settings
        F2                    Disables HUD (for those perfect screenshots)
        F3                    Enables or disables the 3D mouse cursor. Default is enabled
        F4                    Enables or disables the fog/smoke and HUD effects shader. Default is enabled
        F5                    Toggles between the dust/snow fix. Default is diabled, so that the snow will be correct, since it comes in the level before the dust
    Capslock  or     
    Xbox L-Thumb     If choosing to not use the autoconvergence shader at all, then this is a toggle key for low-convergence during cutscenes 

    Tools used and special credits

    -3DMigoto v1.3.16 by 3DMigoto development team
    -Auto-convergence and 3D crosshair shaders by DarkStarSword


    -Like my work and wish to show appreciation and provide funding towards future game fixes? Dontations can be sent by visiting: or by sending to

    Thursday, October 24, 2019

    Bloody Spell

    What an awesomely cool little game! This mashup of Dark Souls, Devil May Cry, and the original God of War games actually had me enjoy it enough to run through the (admittedly kinda short) game back to back, and to my surprise the 2nd playthrough had longer and expanded sections than the first. The fighting mechanics are relatively solid (although does take a little bit of time to get a feel for it, and a few upgrades to survive and deal more respectable damage), the platforming and traps section are reasonably tight, and there's several different minigames to boot. I highly suggest you take a look through the full screenshot album above to get a better idea of more of what the game offers. Plus there's a semi-decent wealth of Steam workshop content (think near-nekked chicks from other games) for everyone's inner weabness. Definitely worth checking out.

    3D Fix Summary

    Game Engine: Unity 4.25
    *Note: Due to this being on an old version of Unity, could not get any existing universal fixes or scripts to work, so made this fix from scratch.

    Fixed Issues:
    -Lighting & shadows
    -Fog halo effects (via shader fixing and stereoizing mono depth buffer)
    -Light Shafts

    User Interface Features:
    -Cyclable HUD depth
    -Automatic convergence presets for: in game, in menu, and during cutscenes

    Not Fixed/Remaining Issues:
    -The light glow given off of chests can clip on the sides at a distance. Only noticeable in few areas.


    1. Download fix: Bloody Spell Fix v1.0

    2. Extract fix contents to ..\BloodySpell  folder where BloodySpell.exe exists

    3. Set "-window-mode exclusive" as the launch option in Steam or by creating a shortcut.

    4. The following keybindings have been set up:

        Key                  Effect        
           ]            Adjust HUD depth

    Tools used and special credits

    -3DMigoto v1.3.16 by 3DMigoto developers


    -Like my work and wish to show appreciation and provide funding towards future game fixes? Dontations can be sent by visiting: or by sending to

    Call of Duty: Black Ops

    - Dx11 Fix via DgVoodoo -

    Here's a fix I doubt anyone was waiting for, but was on my bucket list for quite a long time, which made it a perfect candidate to test DgVoodoo's Dx9 to Dx11 functionality. Fortunately, it worked like a treat, it somehow even fixed the broken shadows all on it's own! I must say, this still actually looks very nice for a 7 year old game (which is surprising since games that go for a more realistic look usually don't hold up all that well), although performance wasn't quite as buttery smooth as I thought it might be (playing at 1440P with everything maxed, mind you) which I'm not certain if that was due to additional overheard from DgVoodoo + 3DMigoto, or if the fact the visuals were as good as they are, and still somewhat demanding. Anyways, the campaign in this game sure is a mind-f*** that is well worth experiencing.

    3D Fix Summary

    Game Engine: IW 3.0

    Fixed Issues:
    -Lighting & shadows

    User Interface Features:
    -Cyclable HUD depth
    -Automatic convergence presets for: ADS

    Not Fixed/Remaining Issues:
    -There was a single mission while in a helicopter where sun reflections on the water are broken. Everywhere else they were fine. Looked at the shader and decided it was not worth my time for such a short mission to spend my time trying to fix it.


    1. Load the game and set your resolution to your preference and refresh rate to 119Hz.

    2. Download fix: CoDBo Fix with DgVoodoo files included  or  CoDBo fix files standalone

    3. Extract fix contents to ..\Call of Duty Black Ops  folder where BlackOps.exe exists

    4. (Potentially optional) If you downloaded the standalone fix (or the fix with the included DgVoodoo files doesn't work) then you will also need to download DgVoodoo files. Follow the exact steps and settings as used in masterotaku's FFIX fix

    4. The following keybindings have been set up:

        Key                  Effect        
           \            Disable's HUD
           ]            Adjust HUD depth

    Tools used and special credits

    -3DMigoto v1.3.16 by 3DMigoto developers
    -DgVoodoo WIP 61


    -Like my work and wish to show appreciation and provide funding towards future game fixes? Dontations can be sent by visiting: or by sending to

    Wednesday, October 23, 2019

    Only After - 3D-Vision-Fix - DHR-Masterotaku-Losti - V1.00

    NOTE: This is the result of a 2hrs work because many things mathing the things i have done for other games before, please report game breaking issues, i only have seen a verry little part of the game but this seems to be perfect because of RegEx ---- but no promise. Please help me to make this perfect if game breaking issues are left ==> Savegames!!!

    Only After - 3D-Vision-Fix - DHR-Masterotaku-Losti - V1.00

    ***This fix was made by Losti from DHR UE4-Universal Fix and MASTEROTAKU ***

    ---------LATEST official 3D-Vision-Geforce Driver: 425.31----------
    You can install 3D-Vision for the lates driver using this Method discriped here:

    Optional donation:

    If you like the fix and want to contribute for more future fixes, you can donate here:

    Special Thx goes to:

    DHR  - for UE4-UNIVERSAL-FIX - donate

    DarkStarSword  - for everything you did for this small but nice 3D-Community and of cause your personal support!!! - donate ( or support @
    masterotaku - for guiding me with his knowledge and be present all the time for my questions!!!! THY MATE!!!!, also for Water Reflection Fix donate @

    --- ~2 hr time of development later ---                      

    Latest Update: V1.00 - 23.10.2019
    - release

    1.  Fixed

    - everything by DHR UE4-Universal-fix except some Lights/Shadows/Reflections:
    - accurate water screen space reflections (Masterotaku), RegEx (Losti)
    - additional Lights/Shadows and reflection fix (Losti)
    Volumetric Lights (Losti)
    - AA and motion blure fix by ini file (Losti)

    2.  Issues left

    - some reflections are not OK @ any POV

    - flickering reflections, this is a problem from UE4 engine, also present in 2D
    - AO some times incorrect

    You have other issues and/or can present a savegame with a static scene having an issue???? --- please privide a screenshot and a savegame to

    3.  Download

    4.  Introduction to get it working

    be sure to remove old versions using uninstall.bat
    - copy archive files to ...GAMEDIRECTORY\OnlyAfter\Binaries\Win64
    - copy "Scalability.ini" from the archive to C:\Users\YOURUSERNAME\AppData\Local\OnlyAfter\Saved\Config\WindowsNoEditor
    - press ALT+ENTER 2 times if you are in main menu and do not have 3D kicked in!

    4.1 Ingame Settings

    - up to you (i think), the fix was made with MAXED out settings,if there are any issues, please provide your settings, try maxed out settings !

    5.  Key Settings

    5.1  Key Settings (Keyboard + Mouse Gameplay)

    "NUM /"
    -  cylce HUD-Depth

    "NUM *"
    -  switch between high and low convergence, in general its up to you to choose convergence, use it for cutscenes for example

    5.2  Key Settings (Controller Gameplay)

    -  switch between high and low convergence, in general its up to you to choose convergence, use it for cutscenes for example

    6.  Key Setting - Customization

    ----only for more advanced users---

    If you don’t like the settings the fix comes with, you have to find your own likes:
    - to watch your current convergence/separation set hunting=1 in d3d11.ini
    - change constants/settings/keys and check the result in game by pressing F10

    6.1  3Dmigoto - Constants

    ----only for more advanced users---

    - the fix comes with the following default constant settings:









    ;water reflection switch

    6.2  Advanced Key Config

    ----only for more advanced users---

    You can define keys in [Constants] section with:

    Key = KEY 

    - for choosing a key look here for replace KEY with it (
    - replace CONSTANTX with the constants written above
    - replace XXX with a value, see above
    - replace SEPXX with a separation value, leave it = the separation you choose by STRG+F3/4, no changes, 100 = 100%
    - replace CONVXX with a convergence value, leave it = the convergence you choose by STRG+F5/6, no changes

    Key Press Types:
    - type = hold ==> only active while holding this key
    - type = toggle ==> enable/disable this setting
    - type = cycle ==> cycles the settings via this key, e.g. SEPARATION = 100, 50 will cycle between 100% and 50% separation pressing this key
    --if you have more settings you need to define it for every cycle step:
    --means: if you want to change separation and you want to use the same constant for both settings use:
    - no definition = settings set on ON once pressed the key

    You can also change any existing key definitions changing the key behind key = in the d3dx.ini .... if you like the setting but want another key for it.


    THANK you DSS for being on this earth :-)
    - THANK you masterotaku for being on this earth :-)
    - Big thanks to Bo3bDarkStarSword, Flugan and all others involved in creating 3DMigoto; an amazing wrapper that allows us to fix our favorite DX11 games in 3D Vision!
    NVIDIA for creating 3D-Vision as a tech!