Sunday, January 24, 2021

STAR WARS: The Force Unleashed 2 [DX9]





3D Vision fix for STAR WARS: The Force Unleashed 2.


Fixed
- Shadows.
- Lighting.
- Lightning rays.
- Reflections.
- Haloing problems.
- Stereoized specular reflections.


Known issues
- You need to press F5 to fix shadows and lightning in a very short section of the game when you're directing a spaceship towards Kamino (a long QTE) and the following jump. Press it again when you are done with that section.
- When using force push you may notice the darkened edges of the screen being stereoized and too convergence dependant. I tried to fix that, but other effects needed me to not touch it.
- Decals have imperfect depth and lightsabers become somewhat doubled when they are near the screen with high convergence values. I tried to fix those problems, but I couldn't do it. At least their haloing problem should be fixed.
- If you see any video cutscene crashing because of the fix (I tried to minimize this problem, and after that it only happened to me once), you can either redo that section without the fix or rename the video file in "STAR WARS The Force Unleashed 2\Game\Disc\FMV\Win32" and then watch it with VLC or Windows Media Player.


Installation
- Download this file and extract its contents in the "STAR WARS The Force Unleashed 2" folder, where "SWTFU2.exe" is.
- Use Nvidia Profile Inspector to set these options like this:


StereoProfile: Yes
StereoTextureEnable: 0x00000027

- If you are using a modded exe for higher fps (I use the 60fps one and had no problems with it), set Windows 8 compatibility to "SWTFU2.exe". Otherwise 3D won't be enabled.
- Run "HeliXmodLauncher.exe". You can leave that CMD window open through multiple game sessions. If you're going to launch the game with admin rights, you also need to launch this with admin rights.
- Run the game. Remember to use your preferred convergence preset with F2.
- Warning: this is one of those DX9 games tries to force 60Hz no matter what, and that conflicts with 3D Vision trying to force 120Hz causing an infinite loop at launch. The way to solve it is using a custom resolution with only 120Hz or deleting all other refresh rates with CRU. This problem doesn't happen in 3D Vision Discover (anaglyph) and by extension in HelixVision.


Hotkeys and features
F2: three convergence presets (high, medium and low). If you manually change convergence after pressing this key and then you press F7, the value for this preset will be saved.
F5: toggle to correct shadows and lightning effects in a very short section of the game when you're directing a spaceship towards Kamino (a long QTE) and the following jump. By default, the rest of the game is correctly fixed.


Recommendations
- Use this all in one mod to get 60fps, restored wet effects, more costumes and challenges.
- If you have performance to spare, use Nvidia Profile Inspector to modify the "Star Wars: The Force Unleashed II" profile, setting "Antialiasing compatibility" to "0x000012C5", "Antialiasing - Behavior Flags" to "None", and then forcing SGSSAA (4xMSAA + 4xSGSSAA). Doc with the info. For example, 2560x1440 with 4xSGSSAA and a RTX 2080Ti uses around 60% of the GPU. After this, there's no reason to use the ingame AA.
- Video cutscenes weren't working for me at first, even without the fix. It was because my Windows Media Player wasn't configured (the first setup screens). Once I did that, they worked.


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

Saturday, January 23, 2021

Nioh: Complete Edition





3D Vision fix for Nioh: Complete Edition.

Update (2021-01-24): accurate fix for volumetric fog. Correct profile settings for some shadows problems. Perfect fix for haloing problems. Vignette toggle. Perfect parallax occlusion mapping. Fixed the screen borders of screen space reflections. Other minor things.

Update (2019-06-10): completely fixed shadows (including cutscenes and everything), decals, water, realistic specular reflections, and sun/moon lighting (you can check that by tilting the camera with Nvidia Ansel). 3Dmigoto updated to 1.3.16. The screenshots above as of this date don't show this update.

Update (2018-12-01): fixed screen space reflections (see third screenshot). To appreciate the effect better, remember to use the "8" hotkey.


Fixed
- All haloing problems (smoke, water, refraction effects, etc).
- Shadows, decals, and lighting.
- Volumetric lighting and fog.
- Clipping of lighting and decals.
- Water reflections.
- Light shafts.
- Sun/moon lighting in the sky.
- Screen space reflections.
- Stereoized parallax occlusion mapping.
- Some geometry that was double stereoized.
- Tweakable HUD depth and toggling. Keep in mind that the enemy and character viewer in the world map is tied to the HUD, so the full scene will have extra depth if you increase HUD depth there.
- Automatic low convergence preset for cutscenes (it detects the depth of field shader to trigger it) and no HUD depth for the monster list and equipment in the world map.


Installation
- Download this file and extract its contents in the "Nioh" folder, where "nioh.exe" is.
- Launch the game and let it overwrite the profile.
- Don't use motion blur (it's in the options).


Hotkeys
F1: convergence presets.
F2: HUD depth presets. 40% depth in gameplay and 20% in cutscenes by default.
F3: HUD toggle. Not disabled by default.
F4: depth of field toggle (it only appears in cutscenes). Not disabled by default.
F5: protagonist beard toggle when you use the default or long beard. Not disabled by default.
F6: it disables one compute shader in charge of some lighting spots (like sanctuaries). Just in case you want to increase performance a bit. Not disabled by default.
5 (not the numpad): bloom toggle. Not disabled by default.
6 (not the numpad): vignette toggle. Disabled by default.
- 8 (not the numpad): screen space reflections quality multiplier presets (2, 4, 8, 16, 0, 1). x1 by default. This doesn't control resolution. It increases the amount of geometry reflected. There is a performance cost when you increase this, but it isn't too bad. Examples: ssr x1, ssr x8.
9 (not the numpad): SSAO toggle, in case you want to disable it without going to the settings menu. It can be useful for cutscenes, because it looks uglier and unfiltered there.


Performance mode
If you need more GPU performance and you don't mind losing some accuracy, open "d3dx.ini", go to the line that says "y10=0" and change it to "y10=1". Then go near the bottom and change "StereoFlagsDX10 = 0x00005008" to "StereoFlagsDX10 = 0x00000008".
This will make volumetric effects worse (sticking to surfaces instead of floating in the air as they should) but you may see 15-20% GPU performance gains when those effects are used.
Press the F6 hotkey to get even more performance when Kodama shrines are nearby (it disables their lighting).


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

Tuesday, January 19, 2021

Raft

Hey, everyone. I wanted to share my first working fix, which ended up being Raft. Some fixes are imperfect, but overall the experience has been awesome and definitely what I needed this year. Feel free to put it on the HelixMod blog if you like it. Due to 2020, I haven't finished any other projects nor do I have any updates to provide for them. I also won't be around much until I know where things are going this year. Thanks for your guys' continued support in this forum and I hope you all have a great 2021. Enjoy!

https://www.mtbs3d.com/

by schwing

          



Instructions:

  • Download the fix here
  • Extract it to the game's folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Raft) using something like 7-Zip
  • Don't choose Hard Shadows, and use an FOV of 90
    • This game isn't that well optimized yet. Anything under Good makes a lot of objects like trees disappear for only a couple fps gained, and anything above Good loses up to 10fps. So I recommend playing on Good at this point (with everything checked if you want)
  • There are no hotkeys or further fix setup, so you're good to go!

Fixed:

  • Water-related halos
  • Shadows
  • Lighting (imperfect, usually at quest-specific places)
  • Pink fog at sunrise and blue moonlight (wrong at certain angles)
  • Crosshair-related items at dynamic depth
  • Main menu, loading screen, and journal at depth
  • Software mouse cursor at main menu or journal depth
  • Sleeping when it's daytime isn't a criminal to the eyes anymore

Known issues:

  • Effects-related:
    • Lighting is imperfect
      • Each location has its own lighting shader that I haven't been able to fully fix, so some viewing angles will cause clipping
    • The sun and moon glow and a pink fog at sunrise are imperfect at certain angles
      • It seems to be working straight on, but not from the side
    • Water near a shoreline that is lit by a torch will be at incorrect depth
      • I couldn't fix it without breaking a lot of lighting, so just don't look at it too much (it's just the edges)
    • If you sleep in a bed, any other beds in view will be mono and not have a shadow
      • This is intentional. It fixes excessively-high bed depth and a one-eye shadow on the pillow
      • This doesn't fix the hammock being hung. It looked weird in pancake mode anyway, so I decided not to fix it. You can go to Bed_Set_Is-Sleeping.hlsl and reduce the 72 by 18 or so until it looks better if you want
      • To disable this fix, go to d3dx.ini, search for [ShaderOverride_Bed_Restrict_Popout], remove or disable all three "run" statements, and hit F10 in-game if it's still running
  • General:
    • Resolutions other than my 1920x1080 would not trigger 3D in the borderless windowed mode I usually use. Exclusive mode for other resolutions was even worse
      • If this game doesn't look right in another resolution, then maybe the F7 hotkey in d3dx.ini will help, or just play at 1080p I guess
    • Dynamic crosshair depth tends to stick to the outlines of objects. It doesn't affect gameplay much
    • Inventory, pause, and death menus aren't stereoized
      • I found the inventory menu to be pretty overwhelming in depth, so it's all at screen depth
      • Someone can fix it if they want. I've provided a few "MENU_..." variables in d3dx.ini if you want to attempt stereoizing them
    • The mouse doesn't match the depth of the journal's bookmarks and clicked-on notes
      • The game's depth information doesn't include those (technically we could cut them out of the depth writing)

Game quirks:

  • Water looks like it's halving in either direction based on your viewing angle if you're high up enough or at a shoreline (observed at nighttime, but maybe situational)
    • I removed 3DMigoto and disabled stereo (pancake mode) to find that this is a game bug. Definitely better not to fix it since a game update would cause the fix to be a bug in itself
  • Grass plot grass disappears in either eye based on viewing angle
    • This is observable in pancake mode. I tried to fix it by making none of it disappear, but looking at sprites from such a weird angle still has just as much detriment to 3D. Just don't look at them too hard
  • This game was supposed to have fixes in v12.01 (5720064) that didn't make it, so you'll find a bug or two along your journey. World backups are saved for that reason in case you need them

Tips for playing:

  • Use Shift+click to swap an item between parts of your inventory or between that and storage. Much quicker, but it moves the entire stack
  • Use Cheat Engine to make repetitive tasks more fun in solo mode:
    • Attach it to the game
    • Go to Settings->Hotkeys and set up "Speedhack speed 1" to be a key where it's 10.0 with Stop on Release
      • I use this mainly to chop trees, but be careful that you don't aim at anything you don't want destroyed on your raft. You can also use it during navigation, but I recommend only doing it when you're physically controlling the ship to keep the game interesting
      • Don't use this when waves are rough and you're on ground level. You'll fall through the raft otherwise. Or take a risk; it happens randomly. Also, anything that can move on your ship may end up in the ocean occasionally even if you don't use this. Just do a headcount before taking off
  • If you're playing on Normal and want it to be harder without having to deal with permadeath, then you can use the Raft.ct file for disabling regenerative health:
    • Attach Cheat Engine to the game, and open Raft.CT (Ctrl+O)
    • Wait until you see "Loading Assets" at the loading screen or at gameplay to press F9, which will say "Activated"
    • Notes:
      • If you don't hear anything or this doesn't work, then this needs to be updated to match the latest game update
      • All the script does is skip a line of code for the player health regen and when sleeping. You don't need CE open until the next time you restart the game, but you'll have to repeat these steps again after you do
      • Afaik there isn't a mod like this around yet. If there is one by the time you read this, then use that instead (Nexus Mods, I guess)
      • 2021-01-19: fixed fall damage not occurring and doubled it to make higher heights more menacing and punish players
      • that take shortcuts down mountains
  • If you want to make the game even harder, you can disable item glow:
    • Go to d3dx.ini, go to [Constants], and set w1 to 0.0
    • Press F10 in-game if it's still running, and the items won't glow anymore
    • Notes:
      • Recommended for anyone who's beaten the game already. Otherwise you have to guess what's an item by pressing "Interact" a lot
      • This is partially tested. It at least removes glow from underwater items.

Notes for shaderfixers:

  • Unity version 2019 (2019.3.5f1)
  • Game version 12.01 (5720064)
  • Shader Model 4.0 (e.g. ps_4_0)
  • The fix is hardcoded aside from DHR's regexes
    • The ones I used were from DHR's Unity 2017 ini (Halo1, Lights1, and Shadows3)
  • The Research folder has all of my notes in older versions of the fix
  • Tested on Creative, a bit of exclusive fullscreen, and mostly the main game (Normal) in borderless windowed with all "Good" settings (everything checked too)
  • The water movement is controlled by a daytime domain shader and a nighttime one. Needed to perform a couple changes similar to the Lichdom: Battlemage fix by DSS (stereo, then unstereo wrapping around 2 lines). Another used for the yellow pond that has the boxes you jump on
  • Asmtool py is outdated for Unity 2019, so no auto fixes (e.g. no asset bundle extraction)
    • I tried an asset extraction tool, but I guess the output is in an unexpected format for asmtool
  • Use of a CustomShader to perform a single calculation for dynamic convergence instead of doing it for every vertex in a HUD vshader
    • One write to a UAV per frame, and used in every HUD shader applicable until the frame ends drawing before clearing the resource at post Present()
  • Use of a CustomShader to cut out depth of a bed to just a pillow and determine if it's close enough to consider being asleep to fix some issues related to high depth and a one-eye shadow on the pillow
    • One CustomShader to fake draw just the pillow on the game's current depth, another one to compare with the game's depth before the pillow to cut it out, and one more to determine if it's close enough to the player to consider them being asleep. Comment the three "run" lines to see the difference
  • Use of a CustomShader to clear resources in both eyes (the "clear" command always clears in one eye for me)
    • Normally this would be for drawing, but specifically for my fixes it ended up being float buffers (i.e. ps-u1)
  • Performance loss: 5fps to keep menus during gameplay mono, and I noticed the game uses a lot of CPU and GPU

Change log:

  • 2021-01-19: release v1.1
    • Fixed Raft.CT so that fall damage works again. I also doubled it so that high fall damage kills you instantly and smaller fall damage is likelier to kill you if you don't have at least half health. Makes high heights more menacing and punishes taking shortcuts down mountains
    • Added a hotkey to "Tips for Playing" for disabling item glow. Makes it harder to collect every single thing when the shark is around or you're exploring a quest island
  • 2021-01-13: release v1.0

Credits:

  • DSS, bo3b, Flugan, chiri, and the community: for 3Dmigoto, 3D fixes, and support from all of the people (like you!) who keep this place alive
  • DSS, DHR, Losti, and masterotaku:                  fixes derived from researching their fixes, some of DHR's Unity 2017 scripts work with this game 

Saturday, January 16, 2021

STAR WARS: The Force Unleashed [DX9]





3D Vision fix for STAR WARS: The Force Unleashed.

Update (2021-01-16): fixed a problem with geometry deformation. Redownload and reinstall the fix if you did it before this update.


Fixed
- Shadows.
- Decals, like lightsaber and blaster burn marks.
- Lightning rays.
- Reflections.
- Haloing problems.
- Stereoized specular reflections.
- HUD at customizable depth (also with a hotkey to disable it).


Known issues
- You need to press F5 to fix shadows and lightning in the "Felucia" and "Imperial Felucia" missions. Press it again when you are somewhere else.
- When using force push you may notice the darkened edges of the screen being stereoized and too convergence dependant. I tried to fix that, but other effects needed me to not touch it.


Installation
- Download this file and extract its contents in the "STAR WARS The Force Unleashed" folder, where "SWTFU.exe" is.
- Run the game. Remember to use your preferred convergence preset with F2.


Hotkeys and features
F2: three convergence presets (high, medium and low). If you manually change convergence after pressing this key and then you press F7, the value for this preset will be saved.
F3: HUD depth presets. Screen depth by default.
F4: HUD toggle. Not disabled by default. Keep in mind that this also disables menus.
F5: toggle to correct shadows and lightning effects in the "Felucia" and "Imperial Felucia" missions. By default, the rest of the game is correctly fixed.


Recommendations
- Follow what pcgamingwiki says to play at 60fps and at higher resolution than 1920x1200 if you want. In my experience, I only needed to use the 40fps exe file for a short section of the Jedi Temple DLC mission. At 60fps, objects you grab with the force go up, but you can easily compensate that.
- If you have performance to spare, use Nvidia Profile Inspector to modify the "Star Wars: The Force Unleashed" profile, setting "Antialiasing compatibility" to "0x000012C5" and then forcing SGSSAA (4xMSAA + 4xSGSSAA). Doc with the info. For example, 2560x1440 with 4xSGSSAA and a RTX 2080Ti uses around 50% of the GPU. 8xSGSSAA was too much.


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

Monday, January 11, 2021

Phoenix Point


Tested on version Polaris 1.9 Steam

Updated 11.01.2021
- fixed water
- fixed fog of war in nests
- fixed green scan circles in geoscope

Updated 07.01.2021
- fixed some unit shaders

Use ~ to set HUD and mouse pointer's depth
Use CAPS (or XB_RIGHT_SHOULDER) to toggle aiming hud and convergence preset (usefull on base)
Use SHIFT (or XB_LEFT_SHOULDER) to hold aiming hud and convergence preset

Shadows must be enabled

P.S. I've passed only first missions and it is possible that some broken shaders not fixed yet - DarkStarSword's scripts did not work with Unity 2019.4 and I made it using my old fix

Download this ZIP file and extract the contents into the game directory.
To <Alt+Tab> game without crash press <F7><Alt+Tab>. To return in 3d mode activate game's window. Before exit to desktop from game's menu press <F7>

I made this using DarkStarSword's Unity template.

If you like this mod, please consider supporting DarkStarSword on Patreon

Friday, December 25, 2020

Halo: The Master Chief Collection









3D Vision fix for Halo: The Master Chief Collection. This fixes all of the games inside the collection, including the customization menu made in Unreal Engine 4, the classic versions of Halo CE and Halo 2, and Forge and multiplayer maps. Considering the differences in the games shaders, this is more or less like 9 fixes in 1.

Tested with the Steam version of the game.


Fixed

  • Shadows.
  • Lighting.
  • Lens flares.
  • Light shafts (there is a bit of imperfection in Halo 2 remastered).
  • Haloing issues like water and some windy effects in Halo 2 classic.
  • Fog and distant fog.
  • Weapon convergence scaling in Halo 2 (both classic and remastered).
  • 2D geometry in Halo 3 and Halo 3 ODST.
  • Night vision in Halo 3 ODST and Reach, and a similar effect in 4.
  • Distortion effects.
  • Sniper rifle screens.
  • Customization menu.
  • Black textures in anniversary maps of Halo 2.
  • Distant geometry in Halo CE classic.
  • Stereoized specular reflections.
  • Stereoized parallax occlusion mapping and similar effects.
  • Dynamic HUD except for Halo 2 classic which remains at 100% depth.
  • Added some automatic convergence presets for some of the games.
  • Minor things that I don't remember.

Known issues

  • Halo CE remastered has lighting clipping issues happening in the right eye view.
  • Halo 2 classic doesn't have dynamic HUD. I couldn't find a suitable shader from which to get the depth.
  • Halo 2 remastered light shafts aren't 100% perfect.
  • The culling fix for Halo 2 remastered lens flares has the side effect of clipping some lighting at the left and right borders of the screen.
  • One of the big weapons of Halo 2 remastered (near the end of the game) isn't convergence corrected. The reason is a conflict with the unequipped weapon.
  • Stereoized specular reflections in Halo CE classic and Halo 2 classic may not always be correct depending on the camera angle.
  • Some fog effects were fixed in a "sticky" way instead of making it float mid air. I couldn't find another way to do it and I'm not sure if that possibility exists.
  • Not an issue of the fix, but some of the games can be very CPU demanding in 3D. Don't be surprised if you are in the low 30s or even 20s in some situations (the latter I saw only in some Halo 4 situations). In general, you will get around 1/3 of your 2D uncapped fps.

Installation
  • Download this file and extract its contents in the "Halo The Master Chief Collection\MCC\Binaries\Win64" folder, where "MCC-Win64-Shipping.exe" is.
  • Now you need to run the game, but it's very important to do it in a way that doesn't launch Easy Anti-Cheat (EAC). There are two ways of doing it:
    1. Launching the game with the "MCC Anti-Cheat Disabled (Mods and Limite.." option that Steam offers. This will disable all achievements, but it doesn't require touching any game files.
    2. If you want to get achievements in single player modes (and some for messing around in Forge or alone in multiplayer maps), you need to bypass EAC. The dll files you can download in a ".rar" there go in the "Halo The Master Chief Collection\easyanticheat" folder. Remember to make a backup of the originals for whenever you want to play multiplayer modes that require EAC.
  • When you run the game for the first time, let it overwrite the Nvidia profile.

Recommendations
  • Play in borderless mode (it triggers 3D just fine) to have quick and working alt+tab. However, you need to not use the resolution scaling setting. Anything other than 100% will crash the game. For lower or higher resolution, you'll need to change your desktop resolution. Exclusive fullscreen works fine, but alt+tabbing is risky and may crash the game.
  • If you play on a 3D Vision monitor, 3D TV or projector (basically limited to 60fps per eye), use the ingame 60fps limit for maximum smoothness at 60fps. However, when you get lower than 60fps it's choppier than the unlimited setting.
  • Each game needs its own convergence for the same effect. The "F2" hotkey is good for this. Some flying sections in Reach and 4 can be better with very high convergence, but there isn't a hotkey for that.
  • I recommend the "8" hotkey, especially in Halo 4.
  • To get a lot better fps (near double fps in CPU limited situations) in Halo 3, ODST, Reach and 4, turn down the "Details" setting to medium, or low if medium isn't enough. However, the fps difference of this option in Halo 1 and 2 remastered is minor.

Hotkeys (not the numpad for the numeric keys)
  • L: help OSD toggle. This shows a block of text with the current state of hotkeys and how to use them.
  • F2: convergence presets (0.25, 0.34, 0.5, 0.75, 1). 0.25 by default. Cutscenes in Halo 3 and ODST will trigger a low convergence preset (0.25) automatically. Each game has its own convergence needs.
  • F3: convergence multiplier (kinda, it will show as x0, x1, x2, x3, x4 in the help text) for when you ride vehicles or use turrets in Halo CE, 2, 3 and ODST. This is because in those situations a high convergence mode will be triggered. x3 by default.
  • F4: toggle for black bars in Halo CE remastered, and cutscene vignette effect in Halo 4. Not disabled by default.
  • F5: weapon convergence correction presets for Halo 2 remastered and classic (x0, x4, x8, x13). x8 by default, which seems the most accurate. In the case of Halo 2 classic, anything other than x0 is just the proper fixed convergence correction. Warning: for Halo 2 remastered, this feature causes extra non trivial CPU usage. When you use the x0 preset, you get all performance back.
  • F6: motion blur toggle for Halo 3 and Halo 3 ODST. Disabled by default because it's annoying.
  • 5: depth of field toggle for the games that have it. Not disabled by default. When disabled, aside from Halo 2 classic, things can still look lower res than what wasn't blurred.
  • 6: image grain toggle Halo 3 ODST. Not disabled by default.
  • 7: night vision distortion artifacts toggle for Halo 3 ODST. Not disabled by default.
  • 8: this toggles off useless HUD helmet textures in Halo 3, Halo 3 ODST and Halo 4. Not disabled by default, but I recommend it to have fewer distractions in your view.
  • 9: screen space reflections reflected geometry multiplier for Halo 2 remastered (x1, x2, x4, x8, x12). x1 by default. Higher presets look better but come at a cost of some more GPU usage, not much. Keep in mind that you may see visual stretching at the cutoff point where the reflection doesn't have more space to reflect from the screen.
  • 0: dynamic HUD samples (100, 250, 500, 750, 1000). 250 by default. Higher number equals more crosshair depth smoothness at a cost of more GPU usage. You probably won't need to touch this.
  • K: HUD toggle for all the games. This doesn't disable pause menus and some Forge menus.


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