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

Monday, October 5, 2026

Studio System : Guardian Angel




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

geo-11 fix for Studio System : Guardian Angel

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-01-17)

    • Initial Release

  • 1.1 (2026-07-05)

    • Fixed crosshair

    • Updated to geo-11 0.7.7

  • 1.2 (2026-10-05)

    • Updated to geo-11 0.7.11


General Information

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

2018.4.18.6421734

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, 1.1

Navigate to the game's executable studio-system.exe:

<path to your Steam library>\steamapps\common\Studio System Guardian Angel\

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 rebind the aim button to be a non-Steam Input item.  Due to however Steam Input intercepts button inputs, the "Game Actions" sections doesn't map directly to the buttons that geo-11 detects to trigger specific overrides.  The default aim button is the right mouse button, so it is suggested to remap the Game Action of "Camera Mode" (or aiming) to be the right mouse button.

If you rebind the camera key to something that is not the right mouse button, you must update the d3dx.ini to match it. Search for the following section within the d3dx.ini:

[KeyCrossHair]
Key = VK_RBUTTON

And update the key that you are using for the Camera Mode/Aim button. Do not change any other items under that header, or the crosshair will not adjust properly. You can reference the list of Virtual Keycodes that geo-11 uses for input.

Fixed Items and Issues

  • Shadows
    • Universal fix
  • Halos
    • Universal fix
  • Generally everything else
    • Universal fix
  • Pointer arrow misalignment
  • Crosshair Depth
Remaining issues:
  • 2D objects that take up more than the center of the screen during gameplay may converge poorly compared to the background
    • I only noticed this during a specific ending that had a 2D texture extend to the bottom of the screen with a text overlay. It's very minor, and only noticeable if you decide to not read the text that is on the screen. I don't deem this important enough to fix for this release
  • If the aim button is pressed during a menu/dialog/cutscene, there is a risk that items in the center of the screen may be distorted. This is a compromise with how the crosshair fix was accomplished. During gameplay, the aim button has no use outside of aiming

Credits & Thanks

  • Uses DHR's 2017 Unity universal fix. Practically all issues are fixed with this applied. This fix likely wouldn't exist without this!
    • The original release can be found here
  • Crosshair depth and guide arrow fixed by myself
  • Thanks to masterotaku and cicileta for helping me fix the crosshair, and answering a bunch of questions I had!

If you want to go through the experience I had attempting to get the crosshair to work correctly, that can be viewed here

Monday, September 28, 2026

Cold Waters DX9





Hello,this fix was made by Oligophant, I am putting this here for him as he does not have no access to the blog..
In the message he mentioned fixed was the following:

1. The profile remedies a shadow problem, and the fix fixes a shader problem (a flame-shaped hole cut into the smoke of burning vessels).

All in all I hear it is a cool game I know some users who played this must be a treat in 3D.. Hope you enjoy the mod and have fun.





Wednesday, September 23, 2026

Lightmatter (VRto3D)

VR



VRto3D


 

Description:

This fix is a little unusual, because it starts from a full VR conversion. Default setup from the 7z file is to run in VR. It can also use the VR controllers. The stereo is created by the regular Unity pipeline for VR, and after a couple of tweaks is very good.

For 3D use we can use OneUp03's awesome VRto3D driver to convert to any 3D format.


How to install:

- Launch game and set up resolution you want first. 1440p is a good place to start. For VR use, you are better off to use 4:3 ratio.

- Disable TAA, it doesn't work in VR output. 

- Download the 7z file, and extract to game directory where "LightmatterSub.exe" resides.

 VR:

    - Launch game from LightmatterSub.exe to avoid their unnecessary launcher. 

    - SteamVR will automatically start. 

VRto3D:

    - Install and set up VRto3D using the guide. Ctrl-Home shows menu to choose 3D type.

    - Make sure SteamVR is running in 3D with the default background in your 3D type.

    - Launch game from LightmatterSub.exe to avoid their unnecessary launcher.

    - Use Ctrl-F3..F6 to configure 3D to your preference as usual. 

 

Performance might be a problem.  On a decent AMD 7900XT, I needed to turn down the volumetric lighting to use 1/4, as the biggest change, in order to meet 75Hz for BSB headset. If you need higher rates, expect reprojection.

 

How to play:

Three controllers supported.

  1.  Vive VR controllers:  (right handed default)

    Walk: left pad navigates 
    Turn: right pad snap turns
    Action: right trigger 
    Jump: right grip
    Menu: top button
    SteamVR: bottom system button 
    Recenter: hold bottom system button 
     
    By default right handed, can be swapped in the StereoFix.hands.txt file. Other config parameters can be tuned to preference in those files.
     
  2. Gamepad: 

    Walk: left stick navigates 
    Turn: right stick view
    Action: right trigger 
    Jump: A button
    Menu: Start button
    SteamVR: Guide/xbox button 
    Recenter: right stick click 

  3. Keyboard+mouse: 
     
    Walk: WASD
    Turn: mouse view
    Action: mouse click or E
    Jump: space bar
    Menu: Escape key
    SteamVR: End key 
    Recenter: Home key
     
    Mouse does not work in game menu, use arrow keys.

 

Remaining Issues:

VR: 

This is maybe a little funny because the game originally uses a head pointed cursor for direction.  With motion controllers the lamp is in your hand, but aimed by head. There is an experimental setting of carryhand=1 in StereoFix.hands.txt if you want to try hand based carry, but I found head to more naturally fit the gameplay, which is why it's default.

There are occasional image dropouts where the geometry doesn't draw at some angle. Slight movements bring it back. I think this is a Unity VR pipeline bug and don't think it can be easily resolved.

I see occasional stuck pads, where movements stays stuck on, instead of stopping on thumb lift. Rare, but can kill you in-game. 

VRto3D: 

No problems that I noticed while using SR display with VRto3D.

 


Tested as working well using AMD 9700 XT. 

Feedback would be appreciated, it's hard to know if the defaults work for others. 



Sunday, September 20, 2026

Sonic R

This is a native 3D implementation in the Sonic R reimplementation project.

You can now play this classic game in 3D!

3D Modes Supported

  • SbS (and Full)
  • TaB
  • Row Interlaced
  • Column Interlaced
  • Checkerboard
  • Anaglyph (Dubois)
  • LeiaSR
  • Frame Sequential through SbS + NV3D-Glass or WWInjector

3D Features

  • Adjustable Depth (Hotkeys F3/F4) & Convergence (Hotkeys F5/F6)
  • Adjustable HUD Depth (Hotkeys F1/F2)

Instructions

  • Download the latest release
  • Extract it to a folder
  • Follow the instructions for installation
  • Run SONICR.EXE
  • Select 3D mode from Options->Graphics menu and configure Graphics settings
  • This may work on other platforms, but only Windows was tested

Thanks to jnmartin84 who created this reimplementation!