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

Wednesday, July 22, 2026

Visions of Mana [DX11]



geo-11 fix for Visions of Mana, in DX11 mode forced by the -dx11 Steam launch parameter.


Fixed
- Shadows.
- Shadows clipping.
- Lighting.
- Light shafts.
- Volumetric lighting.
- Reflections.
- Parallax effects.
- Surface effects on some geometry.
- Heatwave effects now have proper depth.
- TAA and FSR2.
- Ambient occlusion.
- Distant fog.
- One-eye particles. All of them that I could see (they are a lot).
- Added dynamic HUD depth for elements that I think needed it, but restricted to certain screen coordinates and situations to avoid some conflicts as much as possible.
- Automatic preset to allow some static HUD depth during gameplay.
- Autoconvergence configured. Especially important for cutscenes, which sometimes need convergence 5 to 10 times lower than gameplay.
- Other things that I can't remember.


Known issues
- A bit of lighting clipping can be seen at a certain palace. I only saw it at that location and couldn't fix it.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "VisionsofMana\VisionsofMana\Binaries\Win64" folder, where "VisionsofMana-Win64-Shipping.exe" is.
- Edit "d3dxdm.ini" to change the "direct_mode" to the one you need (it's sbs by default). You can also change the "upscaling" setting there, which is 0 by default.
- Set the -dx11 launch parameter on Steam to force the game to run in DX11 mode, because the game runs in DX12 mode by default.
- Run the game.


Hotkeys
- F2: static HUD depth presets for gameplay (0%, 35%, 70%, 100%). 35% by default.
- F3: by default, some particles and effects interfere with autoconvergence, and the fix disables the ones that pop out too much to avoid low convergence when not desired. You can disable that modification with this hotkey.
- F4: vignette toggle. Disabled by default.
- F5: chromatic aberration toggle. Disabled by default. This affects only the normal chromatic aberration during gameplay.


Notes
- Autoconvergence doesn't work with many FSR2 + output resolution combinations. If you decide to use FSR2, make sure autoconvergence is working for you. Otherwise, don't use FSR2.
- TAA in this game is very blurry. It blends too many frames together in my opinion. If you hate TAA but you still want to play with high settings, go to "%LOCALAPPDATA%\VisionsofMana\Saved\Config\WindowsNoEditor", open "Engine.ini", and under "[SystemSettings]" (create the section if it doesn't exist), set:
r.DefaultFeature.AntiAliasing=0
r.PostProcessAAQuality=0

And just in case, make the file read-only.
- If you just want TAA to not be as blurry, you can set these two settings instead and modify the values further if you want:
r.TemporalAACurrentFrameWeight=0.5
r.TemporalAASamples=8


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, July 19, 2026

URGE Geo-11 fix

 

Special thanks to:

- Masterotaku,  thanks a lot, always there helping me.
 



Fixed

-I used a mix of fixes from DarkStarSword, DHR, 4everAwake, Masterotaku and Losti..

-Reflections.

-Shadows and lights.

-Screen Space Shadows. 

-Crosshair at dynamic depth

-God rays 


 

 Issues

Sometimes you have to push ALT + ENTER to kick 3D  (nvidia_dx11 mode)

 

 Installation

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

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

Dynamic depth depends on whether the cursor is showing or not. So this fix it's made to be played with mouse and keyboard.

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

Saturday, July 18, 2026

VRto3D Driver

Introducing a way to play several VR Games and Mods on 3D displays!

V5.0.0 now released with many changes and improvements - see the changelog below

Mods like UEVR, REFramework, NoMoreFlat, and Luke Ross RealVR work great (be sure to read necessary settings on the compatibility wiki). 

VR games that support a XInput controller work great, but may need the pitch and/or yaw emulation turned on.

3DTVs, Projectors, SR Displays, and AR glasses (or anything that takes a SbS/TaB image) provide the best experience. OpenXR HMDs can work via Virtual Desktop

3DVision displays now supported via DX9 mode or built-in WibbleWobble output. Can also use WibbleWobbleVR, which can utilize VRto3D profiles but won't have all the latest features


Installation instructions are available on the GitHub or below. Be sure to read the notes section!

Latest Release

Check the Compatibility Wiki for games/mods that have already been tested.

Sunday, July 12, 2026

Alien: Isolation [DX11]

Alien: Isolation (DirectX11) - 3D Vision Fix

3DMigoto, DX11, 3D Vision fix by mike_ar69 and bo3b
geo-11 update 7-11-26 


Latest update includes a fix for planar reflections that mike_ar69 recently fixed, and was turned into a regex fix for all of them. Also includes autoconvergence for the up-close monitors and hacking. It's now 3D Vision Ready using geo-11.