Monday, November 28, 2022

The Riftbreaker (DX11)

Geo-11 3D Vision DX11 Fix





What This Does:
- Fixes shadows, lights, reflections and haloing issues
- Adds an auto-convergence feature for the inventory and some menu screens
- Places the HUD and UI (including mouse cursor) at a fixed depth. The depth can be changed in the "d3dxdm.ini" file


Installation:
1) Download this ZIP file and extract it into the directory"..\The Riftbreaker\bin\ "
2) Run the game with "Launcher.exe" (inside the directory "..\The Riftbreaker\bin\").
3) Ensure "Render system" is set to "DirectX 11"
4) When in-game, set "Anti-aliasing" to "TXAA" or "off"


Geo-3D Settings:
- Open the "d3dxdm.ini" file and set "direct_mode" to your preferred setting (SBS by default)
- If using "nvidia_dx9", set "full_screen=1" and in the game settings, set Full Screen to "Full Screen"


Additional Notes:
- I'm unable to get the direct mode "nvidia_dx11" working for this game
- Sometimes, When using "nvidia_dx9", the game will crash to desktop when you first try to run the game.
- Sometimes, the "Render system" setting will change back to "DirectX 12" for some unknown reason. So it's recommended to always start the game using "launcher.exe"
- I haven't beaten this game yet. So I'm not sure if there are any other issues.
- Big thanks to davegl1234 for developing Geo-11! For more info regarding Geo-11, see this post.

Monday, November 21, 2022

A Plague Tale Innocence (DX11)






geo-11 fix for A Plague Tale: Innocence. Remade from scratch and different to the original fix by DHR (https://helixmod.blogspot.com/2019/05/a-plague-tale-innocence-dx11.html).

In theory all settings are safe to use and I fixed all I could find for each setting level, but I tested "Ultra" settings the most.


Fixed
- Shadows.
- Lighting.
- Volumetric lighting.
- Lighting clipping.
- Decals.
- Ambient occlusion.
- Geometry culling.
- Screen space reflections.
- Water.
- Vignette (if enabled).
- Stereoized specular reflections.
- Temporal anti-aliasing.
- Dynamic crosshair and HUD elements.
- Autoconvergence configured.


Known issues
- The geometry culling fix is calculated at full depth, meaning that with high convergence and approaching a corner or doorway at certain angles, you may see some geometry briefly missing at a distance. Still, the fix almost completely fixes the problem compared to unfixed state, especially at high separation values.


Installation
geo-11 (with build v0.6.82): download this file and extract its contents in the "A Plague Tale Innocence" folder, where "APlagueTaleInnocence_x64.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 at this moment.
- Run the game and let it overwrite the profile the first time (if using the nvidia_dx11 mode).
- In the ingame options, choose fullscreen if you're using nvidia_dx11 mode, to trigger 3D Vision.
Important: for autoconverce to work, you need to be above certain resolution. For reference, the minimum for 2560x1440 is 50% scale, and for 1600x900 it's 70% scale.


Hotkeys
F1: convergence presets (0.4, 1.2). 1.2 by default, recommended for gameplay. The hotkey only works if you disable autoconvergence ("dm_auto_convergence = 0" in "d3dxdm.ini").
F2: HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% depth by default, and it only affects subtitles. Most of the HUD is at dynamic centered depth, but menus are at screen depth, automatically detecting them.

Remember that with ctrl+F5 and ctrl+F6 you can control the strength of autoconvergence. I recommend that I left by default. Changes to that and separation (ctrl+F3 and ctrl+F4) are saved into "d3dx_user.ini", and that overrides what is written in "d3dxdm.ini".


Recommendations
- Using TAA or not, is your choice. Open "ENGINESETTINGS" and set "Enabled 0" under "AA" if you want to disable it. During convergence transitions, TAA becomes blurry. Without TAA, graphics can have a lot of shimmering and you will notice hair dithering more.
- In "ENGINESETTINGS", under "PostProcess", I recommend setting "Sharpen", "Fringe", "LensDistortion", "Dirt", "FilmGrain" and "Vignette" to "0".
- I also recommend setting "DOF" to "Enabled 0", because the game is blurry enough with TAA and/or lower resolution that you may have to use, and depth of field is too strong for me in this game.


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, November 12, 2022

Final Fantasy XIV - Endwalker updated

Geo 11 Fix Version 1.0 on 2022-11-12

This is an entirely remade fix for Final Fantasy 14 and ported to Geo11 for various additional features and compatibility.







Fixed via Regex:
-Lighting
-Specular highlights
-Sky
-Water effects
-Screenspace reflections

Additional Features:
-Auto-convergence
-Adjustable static HUD depth (with independent settings for in-game and cutscene HUDs)
-In-world HUD elements adjusted to 3D depth

INSTRUCTIONS

1. Download: Geo 11 Fix v1.0
2. Extract zip file to the folder: ...\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game
3. In game settings: 
    -Mouse cursor to software
    -Highly recommend to turn off displaying your own character's nameplate
4. Key bindings:
    
Key Setting
\ Disable HUD
Shift + \ Cycle through 4 autodepth HUD settings
CTRL + \ Disable footprints in sand
[ or ] Adjust HUD depth
Shift + [ or ] Adjust Nameplate Text left/right
CTRL + [ or ]     Adjust Nameplate depth


Tools Used & Special Thanks:
-Geo11 + 3DMigoto - Thanks to all 3DMigoto and Geo11 developers

Like this fix and want to show support & appreciation? 
Fixes take a lot of time and effort, so donations are always welcome and appreciated! Paypal donations may be made at www.paypal.me/DShanz or by sending to rshannonca@gmail.com

Grim Dawn




3D Vision and geo-11 fix for Grim Dawn in DX11 mode, with lots of hotkeys that improve playability. It includes "dynamic" HUD options (check the F6 hotkey).

Update (2022-11-12): updated geo-11 fix with build v0.6.78. Autoconvergence configured. HUD polishing.

Update (2022-09-03): added geo-11 fix. Fixed lighting clipping when deferred rendering is enabled. Stereoized all specular reflections (removed "n" hotkey because it's just for a worse setting).

Update (2021-03-07): fix confirmed working with the 1.1.9.0 version. This update fixes deferred shadows at settings that weren't fixed before, makes the "F5" fog toggle work in deferred rendering mode, and also fixes crystals and other haloing problems that were imperfect before.

Important update (2019-08-12): fix updated for the 1.1.4.1 HOTFIX 1 version. This update fixes the deferred rendering mode (which performs better), as well as refixing the HUD and other functions. Now everything has been moved to regex, trying to avoid future game updates from breaking the fix. New "n" hotkey.

Important update (2019-06-28): fix updated for the 1.1.3.0A version. Now with something that makes the mouse cursor not disappear when a future update breaks the fix, if that happens again (I will keep updating the fix anyway).

Very important update (2019-06-08): fix updated for the 1.1.2.5A version (I have also played and tested the Forgotten Gods expansion), with some new shaders, improvements, better use of hotkeys, and easier to use fix (now you can play comfortably without using any hotkey). Changes:
- 3Dmigoto updated to 1.3.16. Don't change the version if you don't know what you're doing. You could easily break the mouse and HUD.
- Post processing no longer conflicts with HUD depth.
- The HUD is now more dynamic and changes with the camera zoom level.
- Automatic preset for easy to use main menu, and gameplay has dynamic HUD and mouse by default.
- HUD depth no longer affects damage numbers and letter that already had their own depth.
- Solved some lighting clipping issues.
- Night skybox in one area of Forgotten Gods now at more depth.

Important update (2018-02-23): the game update 1.0.5.0 changed the hash of most shaders, so I had to do the fix again. This time using regex to avoid this problem in the future. Only the HUD shaders are manual (they didn't change). Download the fix again from the installation instructions, and if you still use or roll back to game versions below this one, get the old fix here.
Note: the devs increased the resolution of special effects. Switch your settings around if you don't see them in higher resolution yet (I had to do that).

Update (2017-12-23): fix reuploaded to use 3Dmigoto 1.2.68 build. Good performance increase.

Update (older) (2017-10-30): fix reuploaded to use an official 3Dmigoto 1.2.67 build.


Fixed
- Water reflections at all graphics settings levels.
- Fire, spells effects, blood, acid, rifts... All special effects in the game.
- Post processing.
- HUD at depth.
- Some lighting clipping.


Known issues
- The mouse cursor will be darker than without the fix because it has full opacity now.
- When talking to NPCs, their faces appear in a window that has fixed depth and its content is sensitive to convergence. A bit annoying but I didn't find a way to fix it (it uses the same render target as the main game so I can't make it 2D).
- To make the HUD easier to read and avoid clipping, I had to allow it to overflow some menus. If you prefer to see clipping instead, open "d3dx.ini" and delete all "disable_scissor = 1" lines in ShaderOverride blocks that don't start with "[ShaderOverrideLighting". Sadly, this can't be toggled with a hotkey. As of the fix for the 1.1.3.0A version, I just set "rasterizer_disable_scissor=1" to not bother fixing each lighting shader manually, so if you set it to 0, graphics won't be perfect.


Installation
- geo-11 (with build v0.6.78): download this file and extract its contents in the "Grim Dawn\x64" folder (it's a subfolder), where "Grim Dawn.exe" is. This only contains the fix for the 64 bits version of the game, because it's what it's going to be used by the game when you launch it the normal way (64 bits). Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default. For 3D Vision monitors, use borderless ingame, enable "swap_effect = 4" in "d3dx.ini" and use direct_mode = nvidia_dx11" in "d3dxdm.ini".
- 3D Vision (older): download this file and extract its contents in the "Grim Dawn" folder (it's the root folder), where "Grim Dawn.exe" is. It contains the 32 and 64 bits fixes. At this moment, the files inside the "x64" folder are what are going to be used by the game when you launch it the normal way (64 bits).
- Boot the game and let it overwrite the game profile the first time.


Hotkeys
- F1: six convergence presets.
- F2: HUD depth presets. Screen depth by default. Unused with dynamic depth enabled.
- F3 (not in geo-11): HUD tilting presets. Unused with dynamic depth enabled.
- F4: HUD and mouse cursor toggle. Not disabled by default.
- F5: distance fog toggle, if you want better visibility in some locations. Not disabled by default.
- F6: three presets (two in geo-11, just as a toggle) that make HUD and/or cursor depth convergence and zoom dependant, making them be a little bit above ground level with dynamic depth and tilting (for improved mouse use). By default, both mouse cursor and HUD have dynamic depth. Press it once, and the HUD and mouse will be at screen depth. Press it again, and only the mouse will have dynamic depth. Press it again, and you will be back to fully dynamic.
- b (not in geo-11. Use F6 instead): hold this key to temporarily revert to screen depth HUD and mouse cursor. Useful when you want to interact with menus while you only use mouse cursor dynamic depth.
- n: realistic specular reflections (barely noticeable in this game) toggle. It switches to surface depth. Realistic depth by default.


Recommendations
- Limit your fps to 60 in RTSS to have less mouse input lag.
- Game updates may delete the "d3d11.dll" files. You will have to place them there again when that happens.


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

Serious Sam 4 and Serious Sam: Siberian Mayhem [DX11] [Vulkan]




3D Vision and geo-11 fix for Serious Sam 4 (DirectX 11 and Vulkan (outdated)) and Serious Sam: Siberian Mayhem (DirectX 11). For performance I recommend the geo-11 fix, and at this point not using Vulkan.


Update (2022-11-13): geo-11 fix updated with build v0.6.78. Autoconvergence configured. HUD fixes and improvements.

Update (2022-06-21): geo-11 fix uploaded. Separated in the installation instructions.

Update (2022-06-06): fixed the standalone expansion, Siberian Mayhem. But only in DirectX 11 for the moment, so it's what I recommend for the expansion. I have improved HUD stuff and separated the DX11 and Vulkan fix files.


This time I didn't stereoize parallax occlusion mapping and specular reflections (real depth instead of surface depth). The reason is that camera rotation coordinates switch around depending on your location, making the effects worse more than half of the time if I try to stereoize them.

I also didn't make automatic low convergence presets for some iron sights while holding a button, because the game has a new awesome feature: dual wielding. And you'll need it.

Fixed in DirectX 11 with 3Dmigoto.

Fixed in Vulkan with Vk3DVision.


Fixed

  • Dynamic lighting and shadows.
  • Reflections and other haloing problems.
  • Fog.
  • Light shafts.
  • Distortion effects.
  • Radial blur.
  • Some shadows problems in Vulkan.
  • Stereoized crosshair and other HUD elements at static 95% depth, most of the time. Also stereoized sniper crosshair.
  • Stereoized damage numbers at real depth, if you enable that option in the game.

Known issues
  • During cutscenes in DX11, there's a 3D problem that shows characters heads black. I couldn't fix that. That's one reason to choose Vulkan.
  • The game doesn't want to show refractions/reflections at the sides of some effects when the separation of the effect is too high. This shows as "stretching". But after the latest update, I clipped the sides to not show garbage graphics.
  • A curiosity more than an issue: when you have very low health left, every second or so the crosshair shader briefly changes to another one that has real dynamic depth. That's the kind of shader that Serious Sam Fusion had, but sadly in SS4 the crosshair that appears most of the time can't be dynamic.

Installation
  • I recommend running the game at least once first and configuring all the settings and resolution, including putting it in borderless fullscreen windowed or fullscreen. Maybe check your performance too.
  • Don't enable motion blur. It makes the image 2D when using a specific gadget.
  • I recommend you to use the enhanced light shafts option, in case a lower setting doesn't work well with the fixing formula.
  • The first time you run it in a Windows session, if you're using old drivers the game will show a window complaining about it. Just cancel it (don't accept), and the game will run normally.
  • DirectX11 (geo-11, recommended, using build v0.6.78): download this file (geo-11 fix) and for the base game, extract its contents in the "Serious Sam 4\Bin\x64" folder, where "Sam4.exe" is. For the expansion, extract it in the "Serious Sam Siberian Mayhem\Bin\x64" folder, where "SamSM.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need.
  • DirectX11 (3D Vision, outdated): download this file (DX11 fix) and for the base game, extract its contents in the "Serious Sam 4\Bin\x64" folder, where "Sam4.exe" is. For the expansion, extract it in the "Serious Sam Siberian Mayhem\Bin\x64" folder, where "SamSM.exe" is.
  • Vulkan (outdated): download this file (Vulkan fix) and for the base game, extract its contents in the "Serious Sam 4\Bin\x64" folder, where "Sam4.exe" is. For the expansion, extract it in the "Serious Sam Siberian Mayhem\Bin\x64" folder, where "SamSM.exe" is.
  • If you chose DirectX11, just run the game and let it overwrite the Nvidia profile.
  • If you chose Vulkan, first open "Vk3DVision.exe" and then run the game. By default the presentation is configured for 3D Vision monitors in DX9. Open "Serious Sam 4\Bin\x64\Vk3DVision\Vk3DVision.ini" and change the "Stereo3DViewMode = 3DVision" line to what you need.
  • For a quick API change outside of the game, if you want it, open "Serious Sam 4\UserData\SeriousSam4.ini" (this is the location for the GOG version. For the Steam one it's different) and search the line that contains "gfx_strAPI". Possible values for 3D:
    gfx_strAPI = "Direct3D11";
    gfx_strAPI = "Vulkan";

Recommendations
  • For better CPU performance, use Vulkan. You will get around 50% better fps in CPU limited situations compared to DX11. However, you can't alt+tab and come back to the game. At least in my case. A change in video mode, antialiasing and maybe some other settings will be problematic, so I recommend you to reboot the game if you do that.
  • DX11 advantages are alt+tab compatibility, synchronized frames between eyes, and not being unstable when you change video settings while playing. Borderless fullscreen windowed mode should trigger 3D Vision too in DX11, so that means instant alt+tab without risks.
  • If you use Vulkan, since frames aren't synchronized between the eyes, I recommend disabling head bobbing in the game options.
  • The ingame fps limit you should use is the same number as your refresh rate for Vulkan and refresh rate / 2 for DX11 (unless you don't use a 3D Vision monitor). For example, 120fps for Vulkan and 60fps for DX11 if you use a 120Hz monitor. Or you could just use unlimited fps and vsync, but your frame times may be worse than capped.
  • PCGamingWiki mentions the "thr_iMaxWorkerThreads = X" console command (X is number of threads) that may increase performance. I tested it in a very demanding CPU situation, using 7 while having a 4c/8t CPU, and I got 10% better performance in Vulkan. In DX11, it was useless.

Hotkeys (DX11)
  • F4 (not in geo-11): convergence presets (0, 0.5, 0.75, 1). 0.75 by default. You will most likely not even need to change it for cutscenes from your preferred setting.

Hotkeys (Vulkan)
  • F2: 0 convergence.
  • F3: 0.5 convergence.
  • F4: 0.75 convergence. Default value.
  • F5: 1 convergence.

Autoconvergence (DX11 with geo-11)
  • Enabled by default. If you go to "d3dxdm.ini" and set "dm_auto_convergence = 0", it will be disabled.

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

The Evil Within 2 (DX11)




3D Vision fix for The Evil Within 2. Remade from scratch to fix remaining problems from the original fix by DHR (https://helixmod.blogspot.com/2017/11/the-evil-within-2-dx11.html).


Update (2022-11-12): updated geo-11 fix with build v0.6.78. Configured autoconvergence. HUD tweaks.

Update (2022-08-07): added geo-11 fix. Also added some small corrections and a fix for one eye particles that has better performance (it should be stable). Fixed motion blur and SSAO at all settings.

Update (2022-01-11): fixed temporal anti-aliasing (TAA) and some forms of motion blur when TAA is enabled. Now TAA isn't disabled in the shader by default, because it isn't broken anymore.

This fix also corrects a problem in the main post processing shader that was badly scaling the image of the game, which caused blurriness to the whole image.

By default, these effects are forcibly disabled: vignette, lens flares, sharpening (which appears if TAA is enabled).


Fixed
- Shadows.
- Lighting.
- Clipping caused by fixing lighting.
- Decals.
- Volumetric lighting.
- Screen space reflections.
- Radial blur.
- Distortion effects (except a small one).
- One eye particles and sparks.
- Realistic specular reflections.
- Stereoized 2D geometry elements (rain, some smoke, particles, a specific reflection...).
- Temporal anti-aliasing.
- Motion blur.
- Added dynamic crosshair and HUD.


Known issues
- The mouse cursor, as well as some menu images, aren't at the same depth as the rest of the HUD, to not break some image projector images in a specific part of the game.
- As a result of fixing lighting clipping, there's a darkened vertical stripe at the left frustum of the screen.


Installation
- First of all, don't use Windows 7. This fix makes launching it very easy compared to old methods by forcing flip model, something that was created for Windows 8 onwards. I tested this on Windows 10 and checked with other people that Windows 7 doesn't trigger 3D Vision. If you want to try the old method of launching the game on Windows 7, you're on your own.
- geo-11 (with build v0.6.78): download this file and extract its contents in the "The Evil Within 2" folder, where "TEW2.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 at this moment.
- Download this file and extract its contents in the "The Evil Within 2" folder, where "TEW2.exe" is.
- Run the game and let it overwrite the profile the first time.
- In the ingame options, choose preferably borderless (fullscreen is almost the same but it changes your desktop resolution while the game is running) and choose the same resolution as you use in the desktop (not necessary for fullscreen, only for borderless). For geo-11, fullscreen is better.
Important: if you want to see screen space reflections in the game, TAA (temporal anti-aliasing) needs to be enabled in the options. This also makes the film grain slider work instead of doing nothing (which forced 100% grain at all times). The TAA+FXAA setting is also valid, if you like FXAA.


Hotkeys (numbers aren't from the numpad)
F1: convergence presets (0, 25, 35, 50, 75, 100). 50 by default, recommended for gameplay. I recommend 25 for cutscenes and 35 or 50 for first person mode. With shift+F1, you can cycle backwards.
F2 (only for the old 3D Vision fix): HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% depth by default, but overriden by dynamic HUD, which is enabled by default.
F3: dynamic HUD toggle. Enabled by default. It puts the entire HUD to the depth of what is at the center of the screen. If it's annoying for cutscene subtitles, just press this hotkey to use static HUD.
F4: color filter toggle. Not disabled by default, because I recommend the original state of the game. This disables the color filter of the game, restoring the colors and contrast to unmodified values (more colorful). Compared to the first game, the filter isn't strong at all, so there's little reason to use this hotkey.
F5: TAA toggle. Disabled by default (when the ingame option is selected).
F6: sharpening strength multipliers (x0, x1, x2, x3, x4). x0 by default, which is what I prefer.
0: vignette toggle. Disabled by default. I recommend leaving it disabled. In this game, vignette makes the borders dark but the center brighter.
9: main lens flares presets. By default they are disabled (they aren't as annoying as in the first game). With one press, they try to be at fully dynamic depth (using the dynamic crosshair code). With a second press, they are at the depth of what is at the center of the screen (more incorrect in general). With a third press, they are always at 100% depth (also incorrect in many situations). With a fourth press, they are disabled again. I recommend just leaving them disabled.


Recommendations
- Enable TAA, as said in the installation instructions. The effect is still disabled until you reenable it with F5, but this will allow screen space reflections anyway. This way the image will be sharp but you will still get screen space reflections.
- Don't force anisotropic filtering in the drivers. It will make textures shimmer.
- Alt+tabbing is safe, but I don't recommend doing it during loading times (3D Vision).
- Check pcgamingwiki to know how to skip the intro videos.


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