Wednesday, February 1, 2023

Resident Evil 2






3D Vision and geo-11 fix for Resident Evil 2. Many thanks to everyone that helped with testing, fixing and counseling (Helifax, DarkStarSword, Schwing, Kaimasta, etc).


Update (2023-02-02): added geo-11 fix. Fixed TAA (including the temporal part of reflections), motion blur and interlaced mode in a more proper way. Fixed volumetric lighting clipping. Configured autoconvergence. HUD adjustments. Fixed a lot of other minor problems. Stereoized vignette (if you enable the effect). Autoconvergence replaced with the one done by geo-11.

Update (2022-01-11): fixed TAA and interlaced mode, added more sharpening presets, fixed lens flares, improved radial blur, stereoized more specular reflections, optimized regexes, and fixed some fog related to volumetric lighting. Implemented autoconvergence using the same method DJ-RK used for RE3.

Update (2019-12-21): fixed volumetric lighting. Flashlight cone lighting is at full depth to avoid some problems. Some glass now has realistic depth for reflections.

Incredibly small update (2019-03-30): changed one regex to catch a shader that appears if you use "UseOptimizeShader=Disable", which you don't need to.

Small update (2019-03-29): regexes changed in a way to avoid possible conflicts. If shadows were perfect for you, you may not need this.

VERY IMPORTANT UPDATE (2019-03-27): it's important to redownload the fix. With the 3Dmigoto 1.3.16 version, this update fixes stability issues, convergence issues, lets you use "UseVendorExtention=Enable" and also let me fix all particles in the game.


Fixed
- Shadows.
- Lighting.
- Particles (rain, sparks, smoke, etc).
- Specular reflections.
- Screen space reflections.
- Mirrors.
- Skybox.
- Dynamic HUD with three settings.
- Blood and similar effects.
- Lighting clipping.
- Volumetric lighting and its clipping.
- Temporal anti-aliasing.
- Interlaced mode.
- Motion blur.
- Autoconvergence configured. When not using it, automatic low convergence for cutscenes can be used.


Known issues
- With the geo-11 fix, HBAO+ is currently broken. Use any other ambient occlusion setting instead.


Installation
- geo-11 (with build v0.6.107): download this file and extract its contents in the "RESIDENT EVIL 2  BIOHAZARD RE2" folder, where "re2.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default. For 3D Vision monitors, "direct_mode = nvidia_dx11" works in fullscreen, but "nvidia_dx9" doesn't work.
- (Older fix for 3D Vision. Don't use): download this file and extract its contents in the "RESIDENT EVIL 2  BIOHAZARD RE2" folder, where "re2.exe" is.
IMPORTANT: you need to be on the "dx11_non-rt" Steam branch, to have DX11 as an option.
IMPORTANT: in the game folder, open "re2_config.ini" and set "TargetPlatform=DirectX11", or just choose DirectX 11 ingame.
- Launch the game and let it overwrite the profile.


Notes
- For screen space reflections to be perfect, your internal resolution can't be lower than 60% of your output resolution. That means that you shouldn't use a render scale of 50% nor a bit higher scale combined with interlacing.


Autoconvergence instructions
-Enabled by default, they can be disabled by pressing the "0" key (not from the numpad) or the two stick buttons at the same time.
- Do not use interlaced mode. It makes autoconvergence not work. Also don't use "uncommon" resolutions and aspect ratios lower than 16:9.
-Do not try adjusting the convergence via the Nvidia convergence + or - keys with autoconvergence enabled. Doing so will lock the convergence either REALLY high or really low. If you encounter this, easiest solution is to press CTRL + ALT + F10 to reset the saved user settings. This only happened with the old autoconvergence.
-If you do not wish to use autoconvergence, and insted you want to use the old style (that uses presets to set the convergence statically to low during cutscene, and higher during gameplay) you can do so by first disabling autoconvergence, and then making sure the scene based convergence presets via pressing "9" (not from the numpad) is enabled (it is by default). You'll need to make a convergence change (unless it's a cutscene) if you're using TAA or motion blur after you disable autoconvergence, for things to be clear.


Hotkeys
ctrl+shift+H: this displays help text with the hotkeys.
F1: convergence presets. They can only be used when you disable automatic convergence.
F2: HUD depth presets, when dynamic HUD is disabled or for menus and other static elements.
F3: HUD toggle. Not disabled by default.
F4: image sharpening presets (0%, 50%, 100%, 150%, 200%, 300%). 0% by default.
F5: vignette toggle. Disabled by default.
. (period): dynamic HUD presets. By default all HUD takes the calculated depth of the center of the screen. Press once so each vertex has its own depth. Press twice to make the HUD static. Press three times to go back to default.
F11: something about Nvidia Surround. Ask Helifax on the forums.
0 (not the numpad): this toggles automatic convergence off. Then you can use the "F1" hotkey for static presets.
9 (not the numpad): this toggles on the old cutscene detection that triggers a low convergence preset.


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

Sunday, January 22, 2023

Dead Rising




3D Vision and geo-11 fix for Dead Rising.


Update (2023-01-22): geo-11 fix added, with more and better fixes, dynamic crosshair (for disabled MSAA), and autoconvergence.
Update (2018-01-06): new version with 3Dmigoto 1.2.67. Fixed lights that were in 2D before, new hotkey, and changed the default state of some effects to leave the game in the original state by default.


Fixed
- Fire heatwave effect that can be seen at least near the start of the game.
- Stereoized and fixed mirror reflections that were flat.
- Stereoized lamp lights that were 2D.
- Stereoized specular reflections.
- Volumetric fog that appears for a very short time in very few cutscenes.
- Some partial 2D geometry elements.
- Radial blur.
- Dynamic depth for crosshairs, camera elements, and some icons. The rest has static depth. Dynamic elements only work correctly if MSAA is disabled.


Known issues
- The game can be unstable and crash randomly because of the stereoization of some elements (render targets, like the 3D HUD, some mirror reflections, and lamp lights), at least in my experience. To disable that, remove or comment (using ";") all sections and content below that start with "[TextureOverride".
geo-11 makes the game stable.
- Dynamic crosshairs and similar things don't get proper depth if you use MSAA.


Installation
- geo-11 fix (with build v0.6.104): download this file and extract its contents in the root folder of the game. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default. For 3D Vision monitors, "direct_mode = nvidia_dx11" works in fullscreen (use "swap_effect = 4" in d3dx.ini if you want to use borderless), and "nvidia_dx9" works in fullscreen but it makes autoconvergence not work.
- 3D Vision fix (old, not recommended): download this file and extract its contents in the root folder of the game.
- Launch the game.


Hotkeys
- F2 or XB_LEFT_THUMB: two convergence presets (50, 200). This key only works if autoconvergence is disabled (set "dm_autoconvergence" to 0 in "d3dxdm.ini").
- F3 or XB_RIGHT_THUMB: HUD depth presets for static elements (0, 0.25, 0.5, 0.75, 1). 50% depth by default.
- F4: depth of field toggle. Not disabled by default. This also disables vignette if it's enabled.
- F5: vignette toggle. Disabled by default.


If you liked this 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

Sunday, January 15, 2023

Final Fantasy X/X-2 HD Remaster





3D Vision and geo-11 fix for Final Fantasy X and Final Fantasy X-2. I haven't played FFX-2 to completion yet, but I have visited all zones (except the end game zone) and fixed broken effects.


Update (2023-01-15): added geo-11 fix, with the main advantage being autoconvergence. Stereoized specular reflections. Fixed radial blur. HUD adjustments. Changed 2D backgrounds depth calculation (no more hotkeys for that).

Update (2021-12-11): replaced the "d3d11.dll" with another one that can force flip model. This makes triggering 3D easy in both fullscreen and borderless modes from the game (NOT FOR WINDOWS 7), without needing "full_screen=1" in "d3dx.ini" (it's set to 0 now). Improved minimap stereoization when using the HUD depth hotkey, but not fully resolved clipping due to conflicts with Last Mission.

Update (2020-01-19): 3Dmigoto updated to 1.3.16 version. Added one more convergence preset. 2D backgrounds are now stereoized in both games (customizable with hotkeys "j" and "k", but I recommend the default settings), but perfection is impossible.

Update (2018-02-16): the FFXII fix game me ideas about that effect that was still unfixed, and I found the perfect formula for this! It's perfect at any convergence level (thing that I didn't manage to do in FFXII, funnily enough), so now I don't disable the effect by default. 3Dmigoto updated to version 1.3.3, but it still seems incompatible with the Untitled Project X mod. I need to test more settings in the future about this.


Fixed
- Many water issues.
- Minimap depth.
- Ghosting effects from save points, spells, waves, Ifrit fire, etc.
- Radial blur.
- Stereoized specular reflections.
- Added depth, convergence, HUD depth, bloom, motion blur and depth of field hotkeys.
- Autoconvergence configured.


Installation
- geo-11 (with build v0.6.104): download this file and extract its contents in the root folder of the game ("FINAL FANTASY FFX&FFX-2 HD Remaster", where "FFX.exe" and "FFX-2" are). Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default. For 3D Vision monitors, "direct_mode = nvidia_dx11" works, but you need to set "full_screen=1" in "d3dx.ini".
- 3D Vision (old. Preferably use the geo-11 fix above): download this file and extract its contents in the root folder of the game ("FINAL FANTASY FFX&FFX-2 HD Remaster", where "FFX.exe" and "FFX-2" are).
- Launch the game normally, in borderless or fullscreen modes.


Mod compatibility
- Fully compatible with modified exe files for Japanese voices, which can be found here: http://steamcommunity.com/app/359870/discussions/0/364041517007201631/?ctp=29 (broken links). My backup is here.
- Not compatible with Untitled Project X (http://steamcommunity.com/app/359870/discussions/0/364041517007524857/). Using the fix and UPX at the same time will either crash the game on boot or not make the fixed shaders work (hotkeys still work).


Hotkeys (for the geo-11 fix. Numbers not from the numpad)
- "0": to cycle through multiple convergence presets (2, 4, 8, 16, 40, 60). The low convergence ones are intended for cutscenes. This key only works if autoconvergence is disabled (set "dm_autoconvergence" to 0 in "d3dxdm.ini").
- "9": HUD depth cycling. 40% depth during gameplay, and 0% for some menus and white dialog subtitles.
- "8": toggle motion blur and depth of field. Not disabled by default.
- "7": bloom toggle. Not disabled by default.
- "6": toggle wave/heat effects. Not disabled by default, because my latest update fixed it.


Hotkeys (for the old 3D Vision fix)
- "F6": bloom toggle. Not disabled by default.
- "m": HUD depth cycling. Starts at screen depth, and each key press adds +20% depth.
- "j": 2D backgrounds convergence scaling.
- "k": 2D backgrounds depth scaling between elements.
- "l": to cycle through multiple convergence presets (2, 4, 8, 16, 40, 60). The low convergence ones are intended for cutscenes.
- "g": toggle motion blur and depth of field. Not disabled by default.
- "b": toggle wave/heat effects. Not disabled by default, because my latest update fixed it.


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

Sunday, January 8, 2023

Sonic Frontiers





geo-11 fix for Sonic Frontiers. Compatible with Hedge Mod Manager by using Ultimate ASI Loader.


Fixed
- Shadows.
- Lighting.
- Volumetric lighting.
- Lighting clipping.
- Geometry culling.
- Decals.
- Rain drops.
- Skyboxes, sun and moon.
- Screen space reflections.
- Radial blur and chromatic aberration.
- One eye particles and sparks, and other one eye issues.
- Realistic specular reflections.
- Stereoized geometry that was 2D by normal means.
- Temporal anti-aliasing.
- Motion blur.
- HUD depth (not dynamic) for gameplay.
- Configured autoconvergence, also taking into account the special case of the final boss.


Installation
geo-11 (with build v0.6.90): download this file and extract its contents in the "SonicFrontiers" folder, where "SonicFrontiers.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default. For 3D Vision monitors, "direct_mode = nvidia_dx11" works but "direct_mode = nvidia_dx9" doesn't trigger 3D Vision.
- Optional: if you want to use Hedge Mod Manager (which has some extra features), rename the "d3d11.dll" file from the fix to "d3d11.asi", use the 64 bits Ultimate ASI Loader dll as "dinput8.dll" and then use Hedge Mod Manager, which will create its own "d3d11.dll". Now both the fix and the mod manager will work at the same time.
- In the ingame options, preferably use borderless, which triggers 3D Vision as well as exclusive fullscreen. If you use a very low (under 720p) resolution, autoconvergence may not work.


Hotkeys (numbers aren't from the numpad)
F1: convergence presets (1, 2, 4). 4 by default if autoconvergence is disabled. This key won't work unless "dm_auto_convergence" is set to 0 in "d3dxdm.ini".
F2: HUD depth presets (0%, 25%, 50%, 60%, 75%, 100%). By default 60% depth in gameplay, and forcibly 0% in menus and cutscenes.
F3: chromatic aberration toggle. Disabled by default.
F4: depth of field toggle. Not disabled by default.
F5: vignette toggle. Disabled by default.
0: FXAA toggle. Not disabled by default. I made this hotkey because some effects won't be used by the game unless you use FXAA or TAA (like desert heatwaves and underwater waves). With this key you can have no AA and those effects at the same time. However, this key also disables chromatic aberration and vignette as a side effect.


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

Wednesday, January 4, 2023

Kingdom Under Fire: The Crusaders. [Dx11]

 



3DMigoto 3dvision Fix utilizing dgVoodoo for Kingdom Under fire: The Crusaders. A fun original xbox era Action Strategy Hybrid that's a little bit like dynasty warriors crossed with Total war, that was released to steam a while back. Will likely do the "Hero's" sequel shortly as well.

Fixed:

- HUD

- Camera effects.

- On screen rain (removed)

- Map depth.


Installation

- Extract This file to the directory where Kuf2Main.exe is installed.

- Download latest Version of dgvoodoo. extract to the same directory.

- Copy contents of the MS\x86 dgVoodoo folder to the Kuf2 folder.

- Run the dgVoodooCpl.exe app to configure the game and setup as per the screens below: (Click for Clear Image)



















- Click Apply and okay.

- Launch the game. (should work in either Windows borderless or Fullscreen)

Hotkeys

- ] or XB_Left_Thumb: Convergence toggle for cutscenes and gameplay. (also corrects map)

- \ or XB_Right_Thumb: HUD depth presets.


Thanks to Masterotaku for the the idea to use dgVoodoo to fix this.

Thursday, December 29, 2022

TRIANGLE STRATEGY




geo-11 fix for TRIANGLE STRATEGY. This uses the UE4 universal fix 7.69 as the base (thanks to currently Losti and originally DHR).


Fixed (compared to the universal fix)
- Lighting clipping.
- Fixed transparency effects of geometry, and the invisibility effect.
- Water edges.
- Modified depth for some battle square effects.
- Stereoized some more specular reflections.
- Disabled HUD clipping, but not properly fixed because of some issues. The effect of this is mostly that battle portraits overflow out of their squares, but not much.
- Dynamic (centered) HUD depth for battle gameplay and conversations. Screen depth for the rest.
- Temporal antialiasing.
- Disabled vignette and chromatic aberration that the game forces at some post processing settings. If you want to reenable vignette, open "d3dx.ini" and set "y90=0" where it says "y90=1".


Installation
geo-11 (with build v0.6.90): download this file and extract its contents in the "TRIANGLE STRATEGY\TRIANGLE_STRATEGY\Binaries\Win64" folder, where "TRIANGLE_STRATEGY-Win64-Shipping.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need.
- Run the game. For the "nvidia_dx11" mode, you can use borderless and fullscreen.


Hotkeys
F1: static convergence presets (500, 1000, 1500, 2000). 2000 by default, but they can only be used if autoconvergence is disabled ("dm_autoconvergence = 0" in "d3dxdm.ini"). I recommend just using autoconvergence.


Recommendations
- If you need to save some GPU usage without sacrificing resolution, disabling depth of field in the game options can be a good idea.


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