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

Friday, August 14, 2026

Spyro the Dragon [Vulkan]




Vk3DVision fix for Spyro the Dragon, the OpenPete port specifically. I have tested up to the v0.1.3 version at the time of making this post.


This fix is done only in frame sequential mode and not in single frame stereo, meaning that you ideally need to select an fps limit ingame that is double your refresh rate, or just unlimited.


Fix in Vulkan done with Vk3DVision. You need to download Vk3DVision on its own, because the fix from this blog post is just the profile for the game.

For the different 3D outputs, check and configure the "Vk3DVision\Profiles\OpenPete\Vk3DVision.ini" file or read the Vk3DVision manual.


Fixed

  • Geometry is now stereo.
  • Disabled broken 2D geometry that was somehow an invisible layer behind the real 3D one. No drawbacks or missing things when doing this.

Known issues
  • World doorways from hubs (the skyboxes you see from them) are 2D because they don't have any real depth values. In a way, PGXP (or whatever this port uses) isn't affecting them. I decided to not disable them so you can at least know that you'll be transported to a world when entering them.
  • When Spyro or some other objects are very close to the camera (you can test this with free camera mode or some moments when Spyro enters a world by flying) they become 2D. It's a PGXP limitation, I suppose. They just lose their depth value.

Installation
  • Install the OpenPete port and make sure you know how to make it run in 2D and fullscreen.
  • Download Vk3DVision and unzip it anywhere, if you don't have it already. Version v.4.25.5 is the one I tested.
  • Download this file and extract its contents in your "Vk3DVision\Profiles" folder, which comes with Vk3DVision, so you have the OpenPete folder inside Profiles.
  • Open "Vk3DVision.exe" and then run the game exe, which should be called "openpete-spyro1.exe". By default the presentation is configured as SBS_LEFT. Open "Vk3DVision\Profiles\OpenPete\Vk3DVision.ini" and change the "Stereo3DViewMode = SBS_LEFT" line to what you need.
  • For the game to work in 3D, there is one required setting in the menu that you can open with the escape key. TEXTURES set to CORRECT. Apart from DISPLAY set to FULLSCREEN.

Recommendations
  • In the escape menu settings, use SSAA 1x. When at 2x and my desktop at 3840x2160, my RTX 4080 becomes the bottleneck for high fps.
  • Set FPS to UNLIMITED if you need or want more than 60fps per eye. Speaking of fps, I set FPSLimit = 480 in Vk3DVision.ini because FPSLimit = 0 sometimes was problematic for me. That means that Vk3DVision won't surpass 480fps per eye, but that's a very long term thing to worry about.
  • LOD set to EXTENDED improves distant graphics a lot, but it also makes the game considerably more CPU demanding. Depending on your CPU and your fps goal, you may need to set it to ORIGINAL. At that point you may like to set WOBBLE to 1x to play in very low resolution for a retro look that helps hide the low quality LOD.

Hotkeys
  • F1: 500 convergence.
  • F2: 1000 convergence.
  • F3: 1500 convergence. This is the default value.
  • F4: 2000 convergence.


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 9, 2026

DRAGON QUEST VII Reimagined [DX11]





geo-11 fix for DRAGON QUEST VII Reimagined.


Update (2026-08-09): fix updated for the final game after testing it completely. Fixed one-eye issues, an underwater distortion effect, ambient occlusion and made some small HUD adjustments.


Fixed
- Everything, graphically speaking.
- One-eye issues with particles and the pause screen and monster list.
- HUD at convergence dependant position during exploration gameplay.
- Autoconvergence configured, with different automatic presets depending on the situation.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "DQ7R\DQ7R\Binaries\Win64" folder , where "DQ7R-Win64-Shipping.exe" is (the final game will have different folder and exe names). Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Set the "-dx11" (no quotes) Steam launch parameter, because the game is DX12 by default. This makes it run in DX11 mode.
- Run the game.


Hotkeys
F1: convergence presets (200, 900, 1800, 2700, 3600). 1800 by default, but only if you set "dm_auto_convergence" to 0 in "d3dxdm.ini". Which I don't recommend.
F4: vignette toggle. Disabled by default, due to it being annoying.
F5: chromatic aberration toggle. Not disabled by default, and I'm not sure if the game even uses this effect.

Recommendations
- If you set resolution scaling to "High", it will supersample from a higher internal resolution. If you need more fps, set it to "Medium".
- Use this mod to see character and monster models in 3D in the pause menu: https://codeberg.org/Lyall/DQ7RFix/releases
The important part is setting Enabled = true under [Apply CVars] and having "r.ScreenPercentage = 100" under [CVars]. The rest, you can choose to use or ignore. But keep in mind that "r.TemporalAA.Algorithm = 1" is very GPU demanding compared to 0. Even if you use TAA for both cases and don't see that much difference.


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

F-Zero X [DX11]




geo-11 fix for F-Zero X, to be specific, this is for the G-Diffuser PC port. Only for the DX11 renderer.



Fixed
- Skybox stars and fireworks at correct depth.
- HUD depth hotkey, and some specific depth for some menus where it makes sense.


Installation
- Read the instructions about how to get G-Diffuser 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 "G-Diffuser-v1.0.0-windows-x64" folder (or whatever the folder is called in future versions), where "G-Diffuser.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 (60, 90, 120). 90 by default.
- F3: HUD depth presets (0%, 20%, 40%, 60%). 40% by 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

Saturday, August 8, 2026

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 up to version 0.39. I expect future game updates to break the fix, so I'll fix it again if that happens.


Update (2026-08-08): fix updated to support the v0.39 version of the game.

Update (2025-08-23): fix updated to support the v0.36.4 version of the game.

Update (2024-09-20): fix updated to support the v0.33 version of the game.

Update (2024-07-14): fixed one shaders related to GPS decals and mission lines that broke at some point.

Update (2024-01-08): fix updated to support the changes up to the current version, 0.31.


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.
- Volumetric clouds.
- Ambient occlusion and its temporal component.


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

Tuesday, August 4, 2026

NV3D-Glass: SbS and Katanga to 3DVision

This is a small app that captures either a half-SbS window or Katanga (full-SbS) and outputs 3DVision DX9.

It is compatible with Geo-11, UU3D, SuperDepth3D, Rendepth, native SbS games and emulators.

Guide