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


Sunday, August 30, 2026

Trails in the Sky 2nd Chapter



geo-11 fix for Trails in the Sky 2nd Chapter. So far, tested only with the demo. It may be valid through the whole final game, or it may not.


WARNING: do not set "Anti-Aliasing on Mini-Map" to "DLAA" or "Upscaling Method" to "Nvidia DLSS 4". As soon as the change is confirmed, the game will crash and you won't be able to launch the game in 3D until you disable the fix by renaming d3d11.dll to something else, go back to the game to disable those settings, and enable the fix again.


Fixed

  • Lighting.
  • Lighting clipping.
  • Shadows.
  • Volumetric lighting and fog.
  • Volumetric clouds.
  • Skybox.
  • Decals.
  • Geometry culling.
  • One-eye issues.
  • Light shafts.
  • Ambient occlusion.
  • Screen space reflections.
  • Radial blur.
  • Vignette when using night vision goggles.
  • Temporal antialiasing.
  • Parallax occlusion mapping.
  • Specular reflections set to realistic depth now.
  • HUD depth automatically switches between 30% depth for gameplay and 0% for cutscenes and most menus (not all menus).
  • Autoconvergence configured.

Installation
  • geo-11 fix (with build v0.7.10): download this file and extract its contents where "sora_2nd.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 = 1" in d3dxdm.ini to make the custom mouse cursor shader visible.
  • Run the game.
  • DO NOT set Anti-Aliasing on Mini-Map" to "DLAA" or "Upscaling Method" to "Nvidia DLSS 4". Avoid them completely, as they'll make geo-11 crash.

Hotkeys
  • F6: cel shading toggle. Not disabled by default.

Notes
  • You can save a lot of GPU performance if you lower some settings. Ambient occlusion to medium, volumetric lighting to medium and shadows to high will give you a lot of extra fps.


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, August 16, 2026

Banjo-Kazooie [DX11]




geo-11 fix for Banjo-Kazooie, to be specific, this is for the Lighthouse PC port by the Harbour Masters group. Only for the DX11 renderer. I fully tested the main game, Nostalgia 64 (romhack), and part of Jiggies of Time (romhack).

This port is different than the DX12 recompiled port that OneUp03 adapted to 3D. Very similar if you just play the games normally, but they have different sets of features, like the randomizer in the Lighthouse port. Graphically speaking, the DX12 port is better because OneUp03 was able to deal with skybox depth directly by pushing the object to depth in the source code, while I had to compromise with texture detection and some conflicts.



Fixed
- Most skyboxes, sun and lens flares pushed to depth. With some exceptions due to conflicts. Read more details in the F4 hotkey description.
- More or less equalized HUD depth. It's convergence dependant and I didn't provide any options for it.
- First person aiming crosshair at 50% depth. geo-11 can't find any depth buffer, so it can't have dynamic depth.


Known issues
- The skyboxes vs characters issue that I mentioned before and in the F4 hotkey information.
- This is a game issue more than 3D issue, but the camera position in some indoors rooms isn't adequate for 3D, where walls can cover one entire eye when you have a high enough separation and convergence. Consider temporarily using the F2 hotkey to reduce convergence during those moments, or disable 3D with ctrl+t.


Installation
- Read the instructions about how to get Lighthouse if you don't have it already. You are on your own until you get the game working by itself. By default it will be DX11, so there isn't any need to search for that option.
- geo-11, with build v0.7.10: download this file and extract its contents in the "Lighthouse-Split-Rock-Delta-Win64" folder (or whatever the folder is called in future versions), where "Lighthouse.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's "sbs" by default. "upscaling" is already enabled in d3dx.ini because it was necessary to make the custom mouse shader work.
- Launch the game.


Hotkeys
- F2: convergence presets (50, 300, 500). 300 by default.
- F4: skybox depth toggle. Enabled by default. This makes whitelisted textures and shaders identified as skybox to be pushed to depth (most of them were too close to the camera by default). But as a side effect it also affects objects/characters that are very close to the camera, like during some cutscenes. By disabling the feature with this hotkey, you'll see them the normal way. During normal gameplay, you shouldn't feel the need to toggle this off.


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