Sunday, November 26, 2023

Syndicate (2012) [DX11]



geo-11 fix for Syndicate (2012). This fix needs dgVoodoo, to convert the game from DX9 to DX11.


Fixed
- Wrongly stereoized game layers that made it impossible to play.
- Water reflections.
- Many other haloing issues.
- Specular reflections at realistic depth.
- Shadows.
- Lighting.
- Lens flares.
- Motion blur.
- DART lines.
- Crosshairs and iron sights red dots have dynamic depth.


Known issues
- Some HUD elements (some interaction icons and text) won't have the depth you expect. There were some conflicts that I couldn't avoid, so I chose the best option.


Installation
geo-11 (with build v0.6.182): download this file and extract its contents in the "Syndicate\System\Win32_x86_Release" folder, where "Syndicate.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, only "nvidia_dx11" worked properly for me.
- Install dgVoodoo (v2.82 at the time of writing this. Newer versions may break the fix) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this (VRAM needed or useable may vary for you):




- Run the game.


Hotkeys
- F1: convergence presets (3, 4, 5, 6, 7, 8). 7 by default.
F4: bloom toggle. Not disabled by default.
F5: motion blur toggle. Not disabled by default. Disabling motion blur also affects depth of field in a bad way during cutscenes.
F6: toggle to disable the dirty screen effect at the sides of the screen in bright areas. Not disabled by default.
Right mouse button or Xbox left trigger: with some weapons, holding this will make it trigger a low convergence preset to help with aiming. If you rebind that function in the game, look for the "[KeyIronSights]" section in "d3dx.ini". 


Notes
- I recommend the FOV mod that pcgamingwiki mentions: https://www.pcgamingwiki.com/wiki/Syndicate_(2012)#Field_of_view_.28FOV.29
- DO NOT disable motion blur the way pcgamingwiki says. It will affect gameplay detection so it will interfere with crosshair depth.
- The fix may interfere with the use of the command console, as reported by one person.
- Warning: RTSS from MSI Afterburner can cause crashes.


Special thanks
Thank you to TerinTamel and UnityBeing for gifting me a legit key (which may be found here sometimes). This game is hard to get nowadays as it was delisted in 2020.


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

Monday, November 20, 2023

METAL GEAR SOLID 3: Snake Eater - Master Collection Version















geo-11 fix for METAL GEAR SOLID 3: Snake Eater - Master Collection Version.


Fixed
- Haloing issues, including water reflections.
- Sun lens flares now at depth.
- Stereoized fog, although it doesn't have real depth information.
- Stereoized sniper and rocket launcher HUD.
- Autoconvergence configured. If you disable it, you'll have to make your own quick convergence hotkeys.
- Added a custom crosshair for most guns, as long as convergence is low enough (not sniper rifles because they don't need it). This especially helps with aiming when using the tranq gun and the normal gun.


Known issues
- Some rare and small lens flares are at screen depth. It's because of a conflict with some HUD texture hashes. So I can't reliably stereoize them nor disable them.


Installation
geo-11 (with build v0.6.182): download this file and extract its contents in the "MGS3" folder, where "METAL GEAR SOLID3.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, only "nvidia_dx11" works properly.
Warning: keep in mind that mods usually have a "d3d11.dll" file already, which is Ultimate ASI Loader. If you're using mods, you need to rename the "d3d11.dll" file from the fix to "d3d11.asi".
- Run the game.


Hotkeys (numbers not from the numpad)
- F4: depth of field toggle. Not disabled by default.
F5: bloom presets (original, reduced, disabled). Original state by default. I don't really recommend using this.
- 5: toggle to disable grass. This is a cheat.
- 6: toggle to disable most level geometry except characters. This is a cheat.


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.


Mod compatibility
- The only element of the fix that cares about mods is the sniper and rocket launcher HUD textures, which need to be detected. The "AI Slop" texture mod is supported in both 2x and 4x resolution.


Recommended mods
- The fix for resolution and other extra features: https://github.com/Lyall/MGSHDFix


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

METAL GEAR SOLID 2: Sons of Liberty - Master Collection Version








geo-11 fix for METAL GEAR SOLID 2: Sons of Liberty - Master Collection Version.


Fixed
- Haloing issues.
- Lens flares now at depth.
- Double depth of the background during codec calls.
- Autoconvergence configured. If you disable it, you'll have to make your own quick convergence hotkeys.
- Added a custom crosshair for sniper rifles.


Installation
geo-11 (with build v0.6.182): download this file and extract its contents in the "MGS2" folder, where "METAL GEAR SOLID2.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, only "nvidia_dx11" works properly.
- Warning: keep in mind that mods usually have a "d3d11.dll" file already, which is Ultimate ASI Loader. If you're using mods, you need to rename the "d3d11.dll" file from the fix to "d3d11.asi".
- Run the game.


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.


Mod compatibility
- The only element of the fix that cares about mods is the custom crosshair, that needs to detect the sniper icon from the inventory. The "AI Slop" texture mod is supported in both 2x and 4x resolution.


Recommended mods
- The fix for resolution and other extra features: https://github.com/Lyall/MGSHDFix

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

Wednesday, November 1, 2023

BeamNG.drive







geo-11 fix for BeamNG.drive, in its (default) DX11 renderer. This fix isn't based on the original fix that DJ-RK made. Shaders changed too much at this point.

Tested with version 0.30. I expect future game updates to break the fix, so I'll fix it again if that happens.


Fixed
- Haloing issues.
- Shadows.
- Lighting.
- Water.
- Water caustics.
- Fog.
- Light shafts.
- Decals.
- Disabled an invisible layer that was breaking smoke.
- Disabled 2D lens flares.
- Stereoized specular reflections.
- Motion blur.


Known issues
- The "Dynamic Reflection" isn't supported. I wasn't able to fix car reflections reliably.
- The "Enable multi-monitor render" option makes the water caustics fix be imperfect, and it also makes autoconvergence not work.
- The sides of the screen clip the lighting, due to the way I had to fix some lighting shaders.


Installation
geo-11 (with build v0.6.182): download this file and extract its contents in the "BeamNG.drive\Bin64" folder, where "BeamNG.drive.x64.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, only "nvidia_dx11" works properly, when playing in fullscreen.
- Run the game.


Hotkeys
F3: convergence presets (0, 0.5, 1, 2, 3, 4). 2 by default. This key only works if you disable "dm_autoconvergence" in "d3dxdm.ini".


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

Sunday, October 29, 2023

Far Cry [DX11]





geo-11 fix for Far Cry. This was made thanks to dgVoodoo, converting the game from DX9 to DX11, for the 1.4 patch of the game (32 bits).


Fixed
- Water reflections.
- Specular reflections at realistic depth.
- Issues with smoke and other heatwave effects.
- Crosshairs and sniper views at dynamic depth.


Installation
geo-11 (with build v0.6.182): download this file and extract its contents in the "Far Cry\Bin32" folder, where "FarCry.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. None of the 3D Vision modes work, so the only way to play this in a 3D Vision monitor is by setting "force_stereo = 0" in "d3dx.ini" (limited to Nvidia 2000 series and older).
- Install dgVoodoo (v2.81.3 at the time of writing this. Newer versions may break the fix) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this:



- Install other mods if you want, like FarOut Widescreen (I recommend it).
- Run the game. Normally or through that mod launcher.


- I recommend not using MSAA because it will affect crosshairs. If you use MSAA, open "d3dx.ini", comment the "vs-t110 = ResourceDepthBuffer" line and uncomment the ";vs-t110 = ref depth_buffer" line.


Notes
- For 3D Vision (force_stereo = 0), don't use any "Render Mode" setting other than "Default". Otherwise you may see different brightness on each eye.
- Supported mods are "FarOut Widescreen" and "Iron Sights". Both of them introduce different crosshair textures.



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

3dSen






geo-11 fix for both 3dSen PC and 3dSen VR (the VR version running in Desktop Mode), the NES emulator on Steam. I specifically have the VR version, which has everything that the PC version has, plus VR modes.


Fixed
- Specular reflections of the virtual TVs.
- Monoized menu to make it visible at normal convergence levels.
- Autoconvergence configured.


Installation
geo-11 (with build v0.6.182): download this file and extract its contents in the "3dSenVR" folder (or the equivalent for the PC version), where "3dSenVR.exe" (or the equivalent for the PC version). Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, only "nvidia_dx9" works.
"upscaling = 1" is enabled by default in "d3dxdm.ini" to make the mouse cursor visible.
- Run the game.


Hotkeys (optional stuff)
F1: five convergence presets. Only if autoconvergence is disabled.
u: anaglyph to geo-11 3D conversion, intended for 2D mode games that may have this mode. Two presets, plus disabled state which is default.
i: reverse eyes for the anaglyph conversion.
- o: shutter 3D to geo-11 3D conversion, for 2D mode games that may use this. Normal, reversed eyes, and disabled, which is default.


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