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!

Sunday, September 13, 2026

METAL GEAR SOLID 4: Guns of the Patriots - Master Collection Version [DX11]





geo-11 fix for METAL GEAR SOLID 4: Guns of the Patriots - Master Collection Version, running in DX11 mode. The game has a "DirectX Version" with "DirectX 11" and "DirectX 12" as options. Make sure you are using "DirectX 11".


Fixed
- Haloing issues (water and transparent camouflage effect).
- Sun and other lens flares at depth.
- Stereoized 2D smoke effects at linear depth (sticking to surfaces). They didn't have any real (or volumetric) depth information.
- Heatwave and underwater distortion effects.
- Radial blur and similar fullscreen distortion effects.
- Some kind of dark lighting in cutscenes.
- Specular reflections set to realistic depth.
- Inverted mirrors.
- Crosshairs and other related HUD elements at dynamic depth. The rest (except subtitles and menus) can be configured with a hotkey.
- Autoconvergence configured. If you disable it, you'll have to make your own quick convergence hotkeys, because first person aiming relies a lot on this.
- Added a custom crosshair that appears during gameplay when convergence is low enough. It's intended to help with aiming in first person mode with normal guns. Sniper rifles don't need it and won't trigger low convergence anyway.


Known issues
- The sun position fix puts an ashtray shadow at full depth during the act 5 mission briefing due to sharing the same texture. Very minor issue.
- The custom crosshair is useless with some bulky weapons that cover the center of the screen in first person mode, which is where the crosshair is trying to get the depth from.
- There is one rare lens flare effect that is at wrong depth, but I didn't want to cause problems with other elements so I didn't touch it.
- The first mirror that you can briefly see during a cutscene in act 2 may look wrong because its render target is rotated 90 degrees. I tried to distinguish it from other mirrors, but the hash is random despite its properties not changing. Minor issue.
- Autoconvergence doesn't work at 1366x768 resolution. The rest of the borderless resolutions are OK to use.


Installation
- Make sure that the game will run in DirectX 11 mode, in the graphics settings. Preferably in borderless mode, and avoiding the 1366x768 resolution specifically because it makes autoconvergence not work.
- geo-11 (with build v0.6.164): download this file and extract its contents in the "METAL GEAR SOLID 4\MGS4" folder, where "mgs4.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to sbs by default. Upscaling is disabled by default in the fix because it causes problems
- Run the game.


Hotkeys
- F1: static HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 40% by default.
- F2: depth of field toggle. Not disabled by default.
- F3: motion blur toggle. Not disabled by default. The MGSPatriotFix mod also offers this option.
- F4: dirty screen effect toggle. Not disabled by default. It disables dust, dirt, water droplets, etc that may cover the screen at some points in both gameplay and cutscenes.
- F5: color filter toggle. Not disabled by default. The game isn't intended to be viewed without this filter, so depending on the area everything can look too saturated and wrong. It's just a thing to toggle out of curiosity and I don't recommend playing that way. It also breaks the robot screen in the mission briefings.
- F6: color filter multiplier presets (100%, 50%, 33.33%, 0%). 100% by default, which is the original state. Same as with the F5 hotkey, I don't really recommend this. It disables part of the color filter but trying to preserve contrast.
- F7: vignette toggle. Not disabled by default. It's mainly visible when crawling in tight spaces, and the title screen. It doesn't modify the night vision vignette effect.


Custom crosshair information
It's enabled by default, thanks to the "include = ShaderFixes\custom_crosshair.ini" line in "d3dx.ini". Comment or delete that line to disable it.
The following settings can be configured in "d3dx.ini":
- By default it has white color. You can edit the x22, y22 and z22 (RGB color channels respectively). 0 is black, 1 is white. So  you can use decimals between them for each channel.
- By default it has a size multiplier (y23 value) of "0.003". That's the minimum value to be visible at the default 720p internal resolution of the game. At higher resolutions, I recommend "0.002" (no quotes).
- By default it scales up in size the closer the target is (it isn't too noticeable for the most part, but it was fun to do). It's controlled by the z23 value. Set it to 0 to disable it.
- By default it has a "+" shape. You can turn it into a square by setting x24 to 0.


Recommended mods
- If your display can play at more than 60fps per eye, I recommend this mod to unlock fps. But be warned that at the time of writing this blog post (2026-09-13) the mod makes the game crash at a specific late act 4 boss battle.
- To increase shadow resolution and disable the annoying launcher, among other features, I recommend this mod.


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, September 12, 2026

Dinosaur Planet

This is a native 3D implementation in the Dinosaur Planet Recompiled 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 & Convergence
  • Adjustable HUD Depth
  • Dynamic Crosshair
  • Auto Convergence

Instructions

  • Download the latest release
  • Extract it to a folder
  • Dump your copy of Dinosaur Planet (SHA1 cb9760b49198f7b754593a01c8ed642211caacde)
  • Place it in the game's folder
  • Run DinosaurPlanetRecompiled.exe
  • Download Dinomod Enhanced and install it in the game's mod menu
  • Select 3D mode from Options->3D menu and configure Graphics settings
  • This may work on other platforms, but only Windows was tested

Thanks to all who worked on the recomp of Dinosaur Planet for porting it to PC!

Friday, September 4, 2026

Donkey Kong 64

This is a native 3D implementation in the Donkey Kong 64 Recompiled project.

You can now play this classic game in 3D!

Update 2026-09-13: 

  • Fixed crosshair depth tracking (thanks masterotaku!)
  • Made auto-convergence smoother
  • Fixed bugs in Full-SbS

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 & Convergence
  • Adjustable HUD Depth
  • Dynamic Crosshair
  • Auto Convergence

Instructions

  • Download the latest release
  • Extract it to a folder
  • Dump your copy of Donkey Kong 64 US (SHA1 cf806ff2603640a748fca5026ded28802f1f4a50)
  • Place it in the game's folder
  • Run DK64Recompiled.exe
  • Select 3D mode from Options->Graphics menu and configure Graphics settings
  • This may work on other platforms, but only Windows was tested
  • NOTE: some effects like rain/sandstorm are just 2D textures so are kept at screen depth

Thanks to all who worked on the recomp of Donkey Kong 64 for porting it to PC!

Unreal Universal 3D (UU3D)

This is a fork of praydog's fantastic UEVR for 3D displays. This allows you to play UE4 and UE5 games in geometric 3D with lots of options for tweaking the HUD, crosshair, auto convergence, etc

Optionally support praydog's work on Patreon

Rolling Release

Game Profiles

Readme


Changelog