- Camera now has native controls, so you can play with a gamepad on single/multi-display
- RealVR uses Alternate Eye Rendering, so it is essential to maintain a consistent framerate to avoid eye-flips or other artifacts, so adjust your in-game settings accordingly
- I recommend replacing TAA with SMAA+FXAA as outlined below, but this will introduce dithering to the image
- 3DVision setups require a 2nd display to run VRto3D
Friday, October 18, 2024
Uncharted Legacy of Thieves [RealVR + VRto3D]
Saturday, October 12, 2024
Elden Ring [RealVR + VRto3D]
Luke Ross updated his RealVR mod to support VRto3D for 3D displays.
- Camera now has native controls, so you can play with a gamepad on single/multi-display
- RealVR uses Alternate Eye Rendering, so it is essential to maintain a consistent framerate to avoid eye-flips or other artifacts, so adjust your in-game settings accordingly
- Only 1:1 aspect ratio is available in 2D game window, so there will be wasted rendering, but you will always get 16:9 aspect ratio in 3D headset window
- 3DVision setups require a 2nd display to run VRto3D
You will need:
Friday, October 11, 2024
Horizon Zero Dawn [RealVR + VRto3D]
Luke Ross updated his RealVR mod to support VRto3D for 3D displays.
- Has dynamic-depth crosshair
- Camera now has native controls, so you can play with a gamepad on single/multi-display or mouse & keyboard on multi-display
- Unfortunately, Sony delisted HZD to make way for an unnecessary remaster, but you should still be able to find keys for sale
- RealVR uses Alternate Eye Rendering, so it is essential to maintain a consistent framerate to avoid eye-flips or other artifacts, so adjust your in-game settings accordingly
- You will have to choose between:
- 1:1 aspect ratio with correct aspect ratio cutscenes, wasted rendering, and having the HUD in the center 2/3rds of the screen; gameplay is 16:9
- 16:9 aspect ratio with everything in cutscenes stretched horizontally, but no wasted rendering and HUD is normal
- 3DVision setups require a 2nd display to run VRto3D
- The game has some aggressive culling, so you may see things disappear
- The camera in cutscenes often shows you things with funny animations that were out of frame in the base 2D game
You will need:
Saturday, September 28, 2024
Ys IX: Monstrum Nox
geo-11 fix for Ys IX: Monstrum Nox.
- Haloing issues.
Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "Ys IX Monstrum Nox" folder , where "ys9.exe" and "ys9_JP.exe" are. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
Recommendations
- Default convergence is 1, appropriate for cutscenes and it can be tweaked in real time, but the gameplay convergence of 4 is triggered by presets and locked. If you wish to change that number, search the "[PresetGameplay]" block in "d3dx.ini" and edit the convergence value below it.
Final Fantasy XV
3D Vision fix for Final Fantasy XV. Made by DJ-RK and masterotaku equally. I have tested the game mostly with the "Assets" option enabled.
Update (2024-09-28): updated geo-11 build to v0.6.198. Big update for this fix. Better solution for clipping (not a hotkey anymore) without hurting performance. Dynamic HUD depth (with some restrictions, and the rest at screen depth). Fully fixed TAA and motion blur. Better fixed ambient occlusion. Fixed one-eye issues. Better autoconvergence configuration. Fixed another volumetric lighting shader. Fixed other minor problems.
Update (2022-06-26): added geo-11 fix, which performs a lot better than in 3D Vision. It has autoconvergence, and some hotkeys differences.
Fixed
- Skybox.
- Light shafts.
- Shadows.
- Lighting.
- Decals.
- Ambient occlusion and VXAO.
- Nvidia ShadowLibs.
- Screen space reflections and their fade effect at the sides.
- Some effects related to water that needed stereoization or the opposite.
- Volumetric lighting and fog.
- Smoke/fire/particles that were appearing only on one eye.
- Stereoized specular reflections.
- Distortion effect when hitting enemies, when explosions happen, etc (radial blur).
- The bonfire when the high quality "Assets" aren't enabled in the options.
- Lighting clipping.
Not fixed settings
- DLSS: it doesn't work in 3D.
Installation
- geo-11 (new, recommended, using build v0.6.198): download this file and extract its contents in the "FINAL FANTASY XV" folder, where "ffxv_s.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need.
- Launch the game and let it overwrite the profile when it asks for permissions.
(3D Vision, regarding the old fix) Recommendations for better fps in CPU limited situations
This game is very CPU demanding. You will get around 1/3 of the fps you get in 2D in CPU limited situations. If you play at maximum settings (except for TurfEffects), you can expect being under 30fps the majority of the time with current CPUs. If you follow these recommendations (from highest to lowest importance, in this order, with VXAO and LOD being similarly demanding), you can get noticeably better fps:
- Nvidia TurfEffects: don't use it. Way too demanding for the CPU, an order of magnitude more demanding than anything else combined. I'm talking about 10fps with an i7 7700K at 4.9GHz. It's also desynchronized between the eyes when you step on grass.
- VXAO: it's the best looking ambient occlusion option in the game (don't use it at the same time as the other options), but it also increases CPU usage as well as GPU usage.
- Model LOD: don't set it to the highest option. I recommend the medium option, which has little difference in fps compared to low, but it looks considerably better.
- Lighting: in some situations, the highest setting hits the CPU a bit, compared to the high setting.
(geo-11) Recommendations for better fps in CPU limited situations
Thanks to the increased CPU performance of geo-11 compared to 3D Vision, the settings mentioned above don't have such a drastic effect. All graphics options are OK to use, although preferably 100% internal resolution. VXAO is probably the most CPU demanding setting now, but also the only good ambient occlusion option. You decide if it's worth it.
Hotkeys (3D Vision fix, the old one)
- Shift+F1: this toggles the OSD that shows the available hotkeys.
- F2: convergence presets (0, 0.333333, 0.666667, 1, 1.5, 2). 2 by default. Use shift+F2 to cycle backwards.
- Shift+F4: HUD toggle. Not disabled by default.
- Shift+F5 or XB_LEFT_THUMB+XB_RIGHT_THUMB: lighting clipping toggle, for a brute force fix. Not fixed by default. Explained in the known issues section.
- Shift+F6: depth of field toggle. Not disabled by default.
- Ctrl+alt+F10: this resets your hotkeys state file, discarding your custom settings.
- F2: convergence presets (0, 0.333333, 0.666667, 1, 1.5, 2). 2 by default. Use shift+F2 to cycle backwards. In geo-11, these hotkeys won't work if autoconvergence is enabled.
- Shift+F6: vignette toggle. Not disabled by default.
- Ctrl+alt+F10: this resets your hotkeys state file, discarding your custom settings.
- In the geo-11 fix, autoconvergence is enabled by default, which in my opinion handles all situations very well. If you want to disable it, open "d3dx.ini" and set "dm_auto_convergence" to 0.
Notes
If you have been using an older version of the fix, uninstall it completely. Don't just overwrite the files.
Donations links
- DJ-RK: like my work and wish to show appreciation? Dontations can be sent by visiting: https://www.paypal.me/DShanz or by sending to rshannonca@gmail.com
- masterotaku: if you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Thursday, September 19, 2024
Fears to Fathom
Geo-11 fix for Fears to Fathom
- Masterotaku and Kai thanks a lot, always there helping me.
Fixed:
- Auto crosshair, HUD and menu depth... etc, (Darkstarsword and Masterotaku fixes)
- Stereorized reflexions on TV and glasses, pool....
Issues
Extract the contents of the https://cicicleta.s3.amazonaws.com/Fears+to+Fathom+-+Episode+1.zip file to the game directory.
Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you need, is nvidia_dx11 by default
Keys:
- "L" Nice 3D settings
+ Fears to Fathom Episode 2:
Extract the contents of the https://cicicleta.s3.amazonaws.com/Fears+to+Fathom+-+Episode+2.zip file to the game directory.
Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you need, is nvidia_dx11 by default.
Keys:
- "L" Nice 3D settings
+ Fears to Fathom Episode 3:
Extract the contents of the https://cicicleta.s3.amazonaws.com/Fears+to+Fathom+-+Episode+3.zip file to the game directory.
Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you need, is nvidia_dx11 by default.
Keys:
- "F1" Nice 3D settings
- "F2" Autofade crosshair on/off
+ Fears to Fathom Episode 4(Ironbark Lookout):
Extract the contents of the https://cicicleta.s3.amazonaws.com/Fears+to+Fathom+-+Ironbark+Lookout.zip file to the game directory.
Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you need, is nvidia_dx11 by default.
Keys:
- "F1" Nice 3D settings
- "F2" Autofade crosshair on/off
+ Fears to Fathom Episode 5(Woodbury Getaway):
Extract the contents of the https://cicicleta.s3.amazonaws.com/Fears+to+Fathom+-+Woodbury+Getaway.zip file to the game directory.
Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you need, is nvidia_dx11 by default.
Keys:
- "F1" Nice 3D settings
- "F2" Autofade crosshair on/off
- I Made this fix using tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losty...