Sunday, August 9, 2026

DRAGON QUEST VII Reimagined [DX11]





geo-11 fix for DRAGON QUEST VII Reimagined.


Update (2026-08-09): fix updated for the final game after testing it completely. Fixed one-eye issues, an underwater distortion effect, ambient occlusion and made some small HUD adjustments.


Fixed
- Everything, graphically speaking.
- One-eye issues with particles and the pause screen and monster list.
- HUD at convergence dependant position during exploration gameplay.
- Autoconvergence configured, with different automatic presets depending on the situation.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "DQ7R\DQ7R\Binaries\Win64" folder , where "DQ7R-Win64-Shipping.exe" is (the final game will have different folder and exe names). Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Set the "-dx11" (no quotes) Steam launch parameter, because the game is DX12 by default. This makes it run in DX11 mode.
- Run the game.


Hotkeys
F1: convergence presets (200, 900, 1800, 2700, 3600). 1800 by default, but only if you set "dm_auto_convergence" to 0 in "d3dxdm.ini". Which I don't recommend.
F4: vignette toggle. Disabled by default, due to it being annoying.
F5: chromatic aberration toggle. Not disabled by default, and I'm not sure if the game even uses this effect.

Recommendations
- If you set resolution scaling to "High", it will supersample from a higher internal resolution. If you need more fps, set it to "Medium".
- Use this mod to see character and monster models in 3D in the pause menu: https://codeberg.org/Lyall/DQ7RFix/releases
The important part is setting Enabled = true under [Apply CVars] and having "r.ScreenPercentage = 100" under [CVars]. The rest, you can choose to use or ignore. But keep in mind that "r.TemporalAA.Algorithm = 1" is very GPU demanding compared to 0. Even if you use TAA for both cases and don't see that much difference.


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

F-Zero X [DX11]




geo-11 fix for F-Zero X, to be specific, this is for the G-Diffuser PC port. Only for the DX11 renderer.



Fixed
- Skybox stars and fireworks at correct depth.
- HUD depth hotkey, and some specific depth for some menus where it makes sense.


Installation
- Read the instructions about how to get G-Diffuser 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 v0.7.10: download this file and extract its contents in the "G-Diffuser-v1.0.0-windows-x64" folder (or whatever the folder is called in future versions), where "G-Diffuser.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 (60, 90, 120). 90 by default.
- F3: HUD depth presets (0%, 20%, 40%, 60%). 40% by default.


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

Saturday, August 8, 2026

BeamNG.drive







geo-11 fix for BeamNG.drive, in its (default) DX11 renderer. This fix isn't based on the original fix that DJ-RK made. Shaders changed too much at this point.

Tested up to version 0.39. I expect future game updates to break the fix, so I'll fix it again if that happens.


Update (2026-08-08): fix updated to support the v0.39 version of the game.

Update (2025-08-23): fix updated to support the v0.36.4 version of the game.

Update (2024-09-20): fix updated to support the v0.33 version of the game.

Update (2024-07-14): fixed one shaders related to GPS decals and mission lines that broke at some point.

Update (2024-01-08): fix updated to support the changes up to the current version, 0.31.


Fixed
- Haloing issues.
- Shadows.
- Lighting.
- Water.
- Water caustics.
- Fog.
- Light shafts.
- Decals.
- Disabled an invisible layer that was breaking smoke.
- Disabled 2D lens flares.
- Stereoized specular reflections.
- Motion blur.
- Volumetric clouds.
- Ambient occlusion and its temporal component.


Known issues
- The "Dynamic Reflection" isn't supported. I wasn't able to fix car reflections reliably.
- The "Enable multi-monitor render" option makes the water caustics fix be imperfect, and it also makes autoconvergence not work.
- The sides of the screen clip the lighting, due to the way I had to fix some lighting shaders.


Installation
geo-11 (with build v0.6.182): download this file and extract its contents in the "BeamNG.drive\Bin64" folder, where "BeamNG.drive.x64.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, only "nvidia_dx11" works properly, when playing in fullscreen.
- Run the game.


Hotkeys
F3: convergence presets (0, 0.5, 1, 2, 3, 4). 2 by default. This key only works if you disable "dm_autoconvergence" in "d3dxdm.ini".


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

Tuesday, August 4, 2026

NV3D-Glass: SbS and Katanga to 3DVision

This is a small app that captures either a half-SbS window or Katanga (full-SbS) and outputs 3DVision DX9.

It is compatible with Geo-11, UU3D, SuperDepth3D, Rendepth, native SbS games and emulators.

Guide

Wednesday, July 22, 2026

Visions of Mana [DX11]



geo-11 fix for Visions of Mana, in DX11 mode forced by the -dx11 Steam launch parameter.


Fixed
- Shadows.
- Shadows clipping.
- Lighting.
- Light shafts.
- Volumetric lighting.
- Reflections.
- Parallax effects.
- Surface effects on some geometry.
- Heatwave effects now have proper depth.
- TAA and FSR2.
- Ambient occlusion.
- Distant fog.
- One-eye particles. All of them that I could see (they are a lot).
- Added dynamic HUD depth for elements that I think needed it, but restricted to certain screen coordinates and situations to avoid some conflicts as much as possible.
- Automatic preset to allow some static HUD depth during gameplay.
- Autoconvergence configured. Especially important for cutscenes, which sometimes need convergence 5 to 10 times lower than gameplay.
- Other things that I can't remember.


Known issues
- A bit of lighting clipping can be seen at a certain palace. I only saw it at that location and couldn't fix it.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "VisionsofMana\VisionsofMana\Binaries\Win64" folder, where "VisionsofMana-Win64-Shipping.exe" is.
- Edit "d3dxdm.ini" to change the "direct_mode" to the one you need (it's sbs by default). You can also change the "upscaling" setting there, which is 0 by default.
- Set the -dx11 launch parameter on Steam to force the game to run in DX11 mode, because the game runs in DX12 mode by default.
- Run the game.


Hotkeys
- F2: static HUD depth presets for gameplay (0%, 35%, 70%, 100%). 35% 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. Disabled by default.
- F5: chromatic aberration toggle. Disabled by default. This affects only the normal chromatic aberration during gameplay.


Notes
- Autoconvergence doesn't work with many FSR2 + output resolution combinations. If you decide to use FSR2, make sure autoconvergence is working for you. Otherwise, don't use FSR2.
- TAA in this game is very blurry. It blends too many frames together in my opinion. If you hate TAA but you still want to play with high settings, go to "%LOCALAPPDATA%\VisionsofMana\Saved\Config\WindowsNoEditor", open "Engine.ini", and under "[SystemSettings]" (create the section if it doesn't exist), set:
r.DefaultFeature.AntiAliasing=0
r.PostProcessAAQuality=0

And just in case, make the file read-only.
- If you just want TAA to not be as blurry, you can set these two settings instead and modify the values further if you want:
r.TemporalAACurrentFrameWeight=0.5
r.TemporalAASamples=8


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, July 19, 2026

URGE Geo-11 fix

 

Special thanks to:

- Masterotaku,  thanks a lot, always there helping me.
 



Fixed

-I used a mix of fixes from DarkStarSword, DHR, 4everAwake, Masterotaku and Losti..

-Reflections.

-Shadows and lights.

-Screen Space Shadows. 

-Crosshair at dynamic depth

-God rays 


 

 Issues

Sometimes you have to push ALT + ENTER to kick 3D  (nvidia_dx11 mode)

 

 Installation

Extract the contents of the https://cicicleta.s3.us-east-1.amazonaws.com/Urge.zip file to the game directory. 

Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you needit is sbs by default.

Dynamic depth depends on whether the cursor is showing or not. So this fix it's made to be played with mouse and keyboard.

 
 I Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..
If you want to donate something, They worth it.