Wednesday, November 11, 2026

Far: Changing Tides Geo-11

 

Special thanks to:

- Masterotaku,  thanks a lot, always there helping me.
 
- Bo3b, thanks a lot for all your work and make this fix come true.
 
 




 Fixed

-Water, SSR, waves, halos.... This shader has been a knightmare....

-Computer Shader's  shadows and lights

-Some halos

-Underwater caustic waves 

  

Issues 

-Sometimes, when the water is very calm, a white line appears on boht sides of the screen.


 Installation

Extract the contents of the https://cicicleta.s3.us-east-1.amazonaws.com/FAR_Changing_Tides.zip file to the game directory. 

Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you need, it is sbs by default.

 
 I Made this fix using  tools and fixes from Bo3b, DarkStarSword, DHR, 4everawake, Masterotaku and Losti..If you want to donate something, They worth it.

Monday, November 9, 2026

Atomanta


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

geo-11 fix for Atomanta

Store Link

Changelog

  • 1.0 (2026-11-09)

    • Initial Release


General Information

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

1.0.0.0

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:

Navigate to the game's executable "Atomanta.exe":

<path to your Steam library>\steamapps\common\_stand-alone_executable\

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 HUD pop-up level (0 - 0.5)
    • Header: KeyHUDPopOut
    • 1 (in the number row)
    • Left Stick Button/L3
  • Cycle through separation/convergence presets (50/200, 25/2)
    • Header: KeyViewPresets
    • 2 (in the number row)
    • Right Bumper/R1

If you would like to permanently change the default pop out for the HUD to a specific value so you don't have to set it every time you boot the game, please edit the following variables under the [Constants] section:

; HUD depth
z20 = 0.2


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

Atomanta generally works without issue. The layering of the sprites and backgrounds is given depth by geo-11 without having to manually push things around.

  • Adds pop out to text/side panels
    • I can best describe this as an arcade cabinet sort of feel
      • Paired with ShaderGlass, it can get you most of the way there!
Remaining issues:

  • Enemies and missiles are at different levels, but it's not really distracting
    • This seems to be rooted in how the engine layers bullet patterns (I tried to adjust it, but we'll just say it didn't go well)
  • 3D is disengaged during the menu selection, but will suddenly come back right after selecting an option. The image I tried to use to mark if the selection screen was active wasn't good

Credits & Thanks

  • Toggles for things by myself

Wednesday, November 4, 2026

Far Lone Sails Geo-11

 

Special thanks to:

- Masterotaku,  thanks a lot, always there helping me.
 
- Bo3b, thanks a lot for all your work and make this fix come true.
 
 

 


This fix is an adaptation to Geo11 of the great fix of 

Fixed

-I only fixed  water shader, SSR  and some shadows.


 Installation

Extract the contents of the  https://cicicleta.s3.us-east-1.amazonaws.com/Far_Lone_Sails_Geo11.zip file to the game directory. 

Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you need, it is sbs by default.

 This fix have been posible thanks to Bo3b that fixed the old resolution issue  in some Unity Games .

Thanks a lot Bo3b!!!! 

 
 I Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..If you want to donate something, They worth it.

Thursday, October 29, 2026

Alien vs Predator 2010 Geo11 fix dx11

 

Special thanks to:

- Masterotaku,  thanks a lot, always there helping me.
 
- Bo3b, thanks a lot for all your work. 



Fixed

-Reflections.

-Shadows and lights.

-Crosshair at dynamic depth

-Skybox, moon etc...

-NPC's outlines 

-Lights and shadows for 4x antialiasing


Keys

-K changes HUD depth

  

 Installation

Extract the contents of the   https://cicicleta.s3.us-east-1.amazonaws.com/Aliens_vs_Predator_2010_4x.zip file to the game directory. 

Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you need, it is sbs by default.

This fix uses a patched version of Geo11. Katanga_Vr mode went to black randomly in this game so I used Claude to patch it. I informed to Bo3b of this patch.

This fix use the new Geo11 v0.7.12. that fix the problem katanga vr mode went black randomly. Thanks to Bo3b!!!!

 
 I Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..If you want to donate something, They worth it.

Monday, October 26, 2026

Phoenix Wright: Ace Attorney Trilogy

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

Hey pal, this is a geo-11 fix for the Phoenix Wright: Ace Attorney Trilogy

Store Link

PCGamingWiki

Changelog

  • 1.0 (2026-10-26)

    • Initial Release


General Information

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

2017.4.8.47092

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:

Navigate to the game's executable "PWAAT.exe":

<path to your Steam library>\steamapps\common\Phoenix Wright Ace Attorney Trilogy\

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).

If using a LeiaSR display, geo-11's simulated_reality mode does not appear to work. Please use SRLoom or 3DGamebridge instead.

Control Setup

The following key/controller bindings are active:
  • Cycle through background depth values (0.6 - 1.0)
    • Header: KeyBackgroundDepth
    • 1 (in the number row)
    • This is not mapped to a controller button
  • Cycle through Character Portraits/Mid-level depth values (0.1 - 0.5)
    • Header: KeyCharacterDepth
    • 2 (in number row)
    • This is not mapped to a controller button
  • Cutscene toggle
    • This puts backgrounds and characters/mid-level items at the same depth
    • Header: KeyCutscene
    • 3 (in number row)
    • Left Stick Button/L3
  • General interactables toggle
    • For any interactable objects that are not picked up correctly by the filters I've made, so they're less painful to look at
    • 4 (in the number row)
    • Right Stick Button/R3

If you would like to permanently change the default depth for the characters and backgrounds to a specific value so you don't have to set it every time you boot the game, please edit the following variables under the [Constants] section:

; Background depth multiplier
z20=0.8

; Character depth multiplier
w20=0.3

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

Phoenix Wright: Ace Attorney Trilogy has depth added to it to make it appear like a pop-up book and/or paper cut outs. The game lacked any sort of stereo/depth to begin with.


Remaining issues:
  • Testimony fly-ins ("Witness Testimony," "Cross Examination," etc) are at character/mid-level depth, and due to how they are generated by the game they cannot be changed
    • It doesn't look that bad in practice, and they disappear pretty quickly
  • Interrogation rooms have the window duplicated as both part of the background and part of the middle layer
    • You can enable an override to effectively merge them into one by uncommenting the TextureOverride_InterrogationWindow_AllResBut1080 block in SpecificObjectOverrides.ini. However, characters behind the glass will weirdly be outside of it
    • Alternatively, you can use the toggle to merge the character and background layers temporarily if it's distracting
  • Various cutscenes use the mid-level layer that I used for characters to display animations, and will appear incorrectly
    • Use the cutscene toggle described in the controls section
    • There are far too many in the game to make dedicated overrides than I have patience for
      • (I am just some guy on the internet, man)
  • Certain items on screen will kill 3D for that moment (notably, the Court Record)
    • While 3D would engage again once these elements disappeared, I wanted to not have to resort to this. Perhaps in the future I'll figure out a better solution
  • The investigation section for Rise of the Ashes features 3D for the items you pick up, however, they do not actually render in 3D
    • With all the other filtering I was doing, I was afraid of trying to implement stereo here. I'll revisit this if I have to make updates to this fix
Because there are so many different interactable items in this game, I only spot checked a select number of places. I did make filters for the ones I came across, but without playing the entire game again, I'm certain I've missed some. There are two overrides contained in the BackgroundLevelOverrides.ini that are under the headers:

[TextureOverride_EverythingCouldBeBadBC1]
[TextureOverride_EverythingCouldBeBadBC3]

This will affect all other interactable items, in theory. I have only briefly tested it, so I'm not sure what other impacts it will have (a notable one is that items in the "highlight" box when talking with characters will be pushed in incorrectly). By enabling it using the toggle above, other parts of the UI or sequences may break, unfortunately, so it may need to be used only when affected items appear on screen until you interact with them. Without replaying the game, and dumping every single texture, I don't think it'd be feasible to have all this in unless there was a crowd effort to do so.

(by all means, if you have some texture overrides, we can add those to the fix. Or if there's just a better way than what I've done, I'm completely open to that as well)

Credits & Thanks

  • Toggles for things by myself
  • Masterotaku for answering my questions yet again. I probably would have been stuck on this fix for awhile without your help!
    • This was also heavily inspired by the work done to create the Cuphead fix!
  • Members of the HelixMod community that have made fixes over the years. Even without that much direct documentation (and myself knowing nothing about shaders at all), it really wasn't too difficult to start putting pieces together after going through created fixes
If you want to go through the experience I had making this fix, that can be viewed here

Friday, October 23, 2026

Castlevania: Belmont's Curse




geo-11 fix for Castlevania: Belmont's Curse.


Fixed

  • Lighting.
  • Shadows.
  • Decals.
  • Character silhouette effects behind geometry.
  • Light shafts.
  • Inverted reflections.
  • Distortion effects.
  • Cracked glass screen effect.
  • Character silhouette convergence scaling.
  • Gameplay HUD at convergence dependant depth by default.
  • Autoconvergence configured.

Known issues

  • Skull ghost enemies pop out too much compared to their aura. That's the 3D position that the game gave them, and if I tried to modify it, it would have side effects. So they stay as is.
  • The mirror skill shows the reflected protagonist popping out too much. I didn't modify that because I didn't want to risk side effects.

Installation
  • geo-11 fix (with build v0.7.11): download this file and extract its contents in the "Castlevania Belmont's Curse" folder, where "Castlevania Belmont's Curse.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need (and/or upscaling). It's sbs by default. By default I set "upscaling = 0" in d3dxdm.ini.
  • Run the game.

Hotkeys
  • F2: convergence presets (50, 110, 180). They only work if you disable dm_autoconvergence in d3dxdm.ini.
  • F3: static HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% by default. Only used when you disable HUD convergence scaling, and only for gameplay.
  • F4: HUD toggle. Not disabled by default. Warning: it affects video cutscenes too.
  • F5: HUD depth style. By default, gameplay HUD scales with convergence and it should be OK as is. If you want to use the static presets, first press this key.

Notes
  • Mods should be fine, except one that enables TAA in the game options, as well as for reflections. Don't use any TAA, because I didn't fix it.


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