Sunday, September 2, 2018

Ys: Memories of Celceta

3D Vision fix for Ys: Memories of Celceta.

Update (2018-09-02): fix updated with optional dynamic HUD. However, the depth buffer has such a low resolution that the result is wobbly and not 100% accurate. It probably isn't worth the extra GPU usage and you'll prefer to use the manual settings..

- The game now renders in 3D thanks to a profile tweak.
- Shadows that were double stereoized by that profile setting.
- Blizzard effect that was at screen depth now is at full depth.
- Sun brightness at the last dungeon that was at screen depth is now at convergence dependant depth that makes sense.
- Tweakable minimap and HUD depth.

- Download this file and extract its contents in the "Ys Memories of Celceta" folder, where "Ysc_dx11.exe" is.
- Launch the game and let it overwrite the profile.

F1: convergence presets.
F2: HUD depth presets.
F3: HUD toggle. Not disabled by default.
F4: cutscene black bars toggle. It also disables the black square of obtained items while playing, and the black texture of the camera adjustement HUD.
F5: with one press, it disables bloom. With two presses, it also disables some extra brightness. With the third press, it will return to default. Keep in mind that this doesn't modify the gamma modification that HDR does in this game. This just disables the bloom part, but you will get the same performance as with disabled HDR.
F6: tilted HUD presets. Very useful when you are in the field or in dungeons, but I don't recommend it for cutscenes.
F7: fullscreen forcing, in case you use borderless fullscreen (in the first versions of the game, you can't choose your fullscreen resolution and the game uses the maximum it can find. Borderless is a workaround).
6 (not the numpad): dynamic HUD samples (250, 500, 1000, 1500, 2000). More samples mean more accuracy at the cost of GPU usage. But with this low resolution depth buffer you don't need more than 250 or 500. It's 500 by default.
7 (not the numpad): dynamic HUD presets. By default not used. Press it once to put all the HUD at the depth of the center of the screen. Press it again to let all the elements have their own depth. Press it a third time to disable it.

- Use Special K (32 bits, placing it as "dxgi.dll" in the game folder) to create mipmaps for the game. That eliminates all the annoying texture shimmering. In the "dxgi.ini" that it generates, under "[Textures.D3D11]", set "GenerateMipmaps=true". Warning: with this setting enabled, convergence or separation changes while playing will unstereoize the HUD and shadows. You can do a whole game run with it enabled and then disable the setting, so you can use convergence changes and mipmaps at the same time.
Mipmaps will be generated inside a "SK_Res" folder inside the game folder. After completing the game, mine is a bit over 3.5GB. Update: the game now has an extra option in the launcher to create mipmaps natively.
- The game can be CPU dependant if you use the maximum shadow distance and/or resolution. Try reducing them if you see too many fps drops.
- Use the ingame 60fps limiter alongside a 60fps cap in RTSS for perfect smoothness. There can be some microstuttering if you don't do it.

If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account:


  1. Wauu, looks great, def. another game to buy - THANKS :)

  2. Holy cow this works great, please do Ys: VIII Next! My wife is a huge fan of the franchise and is in love with 3d Gaming and Ys, this would be an amazing way for her to experience that game!

    1. Ys VIII is totally in my plans. But I want to wait for a decent game price discount on GOG and the new Nvidia GPUs (just to make sure I can max out the game with performance to spare). I have other fixes in the works that will take some time anyway (Yakuza 0, Turok, the Naruto games, Dead Cells, Slain: Back from Hell). If you are patient, maybe you'll have to wait a few months. Sorry for the inconvenience.

    2. That's alright, you're doing awesome work!Thank you so much!