Tuesday, August 5, 2025

Days Gone







3D Vision and geo-11 fix for Days Gone.


From my testing, all graphics settings are safe to use. Optionally, you can tweak in "Engine.ini" to disable the TAA shaking (but not disabling TAA there altogether) and then use hotkeys to disable TAA ingame. See the installation instructions.


Update (2025-08-05): geo-11 fix updated with build v0.6.198 because the older v0.6.164 build now crashes. Game fixed again after the 2025-04-25 game update broke the fix almost completely. Some things are better fixed now as a result.
Update (2024-01-27): geo-11 fix updated with build v0.6.164. Fixed two minor shaders. Removed unnecessary old files for autoconvergence.
Update (2023-01-24): geo-11 fix updated with build v0.6.104. Fixed ambient occlusion. Fixed TAA during separation and convergence transitions, making it good for autoconvergence.
Update (2022-11-12): geo-11 fix updated with build v0.6.78. Fixed radial blur. Autoconvergence and dynamic HUD improvements.
Update (2022-06-24): geo-11 fix added, with autoconvergence enabled and some extra issues fixed.
Update (2022-03-27): very small update to fix a few TAA effects that were affecting NPC clothes.
Update (2022-02-12): fixed TAA for hair shaders, which were missing in the previous update. Also fixed some extra haloing issues. I hope I didn't cause any regression.
Update (2022-01-05): big deal for the fix, I fixed TAA and all related effects, so now it's useable. By default it's now enabled as well as its sharpening.
Update (2021-07-06): fix updated for the 1.05 game version, which changed the TAA shaders.


Fixed
- Haloing problems.
- Shadows.
- Lighting.
- Decals.
- Water.
- Rain.
- Fog.
- Skybox.
- Sun position, lighting and occlusion.
- Clipping.
- Volumetric lighting.
- Ambient occlusion effects.
- Screen space reflections.
- Screen space shadows.
- Stereoized specular reflections.
- Stereoized interactive prompts.
- Stereoized map.
- Dynamic crosshairs and mission waypoints (check the hotkeys section).
- A lot more minor things not worth mentioning.
- Temporal anti-aliasing and temporal effects on objects.
- Radial blur.


Known issues
- Some of the volumetric lighting (similar to light shafts) has "sticky" depth instead of floating in the air like it should. I tried to fix this properly, but I couldn't.
- The fix for screen space shadows makes it leave some "garbage" at the sides of the screen. You may not notice it much while playing.


Installation
- Launch the game at least once to make it generate its config files.
- geo-11, build v0.6.198: download this file and extract its contents in the "Days Gone\BendGame\Binaries\Win64" folder, where "DaysGone.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, use "nvidia_dx11" alongside "upscaling = 1".
- 3D Vision (very old fix, don't use): download this file and extract its contents in the "Days Gone\BendGame\Binaries\Win64" folder, where "DaysGone.exe" is.
- Launch the game and let it overwrite the profile.
- Important: don't use internal resolution higher than 100%. It's necessary for some HUD checks.
- Preferably play the game in borderless fullscreen windowed mode, which triggers 3D in this game (Windows 7 may not work right with that). That way you can alt+tab safely without crashes.
- Any resolution and internal resolution percentage is OK to use, as well as motion blur if you want it.
- Optional, if you don't want TAA: go to your "%LOCALAPPDATA%\BendGame\Saved\Config\WindowsNoEditor\" folder, open "Engine.ini", and add this:

[SystemSettings]
r.TemporalAASamples=0

That's the minimum to disable the global screen shaking of TAA. The fix will do the rest of the job of disabling TAA without breaking the HUD, unlike the official Engine.ini setting that disables TAA.
"r.Tonemapper.Quality=1" may disable vignette too, if you see the game using it.


Hotkeys
F1: convergence presets (75, 150, 250). 150 by default. I recommend 75 for cutscenes. With autoconvergence enabled in geo-11 (enabled by default, "dm_auto_convergence" in "d3dxdm.ini"), this is not needed.
F3: static HUD depth presets, for elements that don't have dynamic depth. 0% depth by default.
F4: HUD toggle. Not disabled by default.
F5: three temporal anti-aliasing (TAA) presets. TAA is enabled by default. With one press, it's disabled. With the second press, it will also disable a temporal effect of ambient occlusion, but the effect will flicker a lot. One more press, and all TAA will be enabled again.
F6: sharpening toggle. Not disabled by default.
9 (not the numpad. Disabled in geo-11 fix): three dynamic HUD presets. By default it tries to only affect crosshairs, to not break the UI of some merchants and some stereoized prompts. With one press, it will stereoize more elements like mission waypoints, distance, the icon of marked enemies, etc. With a second press, it will disable all dynamic depth. With a third press, back to only dynamic crosshairs.


Autoconvergence (geo-11)
- In the geo-11 fix, autoconvergence is enabled by default, which in my opinion handles all situations very well. If you want to disable it, open "d3dx.ini" and set "dm_auto_convergence" to 0.
- You can tweak its strength with ctrl+F5 and ctrl+F6.
- For autoconvergence to work, internal resolution needs to be higher than a certain amount. But don't use anything higher than 100%.


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

78 comments:

  1. thanks a lot masterotaku.
    great work for a great fix
    you make my day

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  2. Wonderfull news tanks so much Masteroraku :-)

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  3. no run for me defaut cart driver

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  4. What a great game! What a great fix!! THANK YOU MASTEROTAKU !!!

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  5. Thank so much! luckily you are there

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  6. What a great game! What a great fix!! THANK YOU MASTEROTAKU !!!

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  7. Replies
    1. Enable the global hack in 3D Fix Manager. It's needed for all UE4 games launched from outside of 3DFM. If you don't know how, go to discord and you'll see many examples of people asking the same thing, and pictures with the solution.

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    2. Ha funzionato, grazie mille boss

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  8. HOW TO ENABELE GLOBAL HACK IN 3D FIX MANAGER

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  9. Donating to you, thank you Master.

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  10. Is there a way to disable lens flare and bloom as well?

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  11. Replies
    1. Yes (well, obvious because I had to test it to post the fix update today).

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  12. Thanks for doing this! Fix works great. Game looks terrific. FYI, I had to load the fix directly, 3DFM fix didn't work for me.

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  13. So much improvements with geo-11

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  14. Days Gone is not working for me with nvidia_dx9 and the latest 500 series nvidia driver with my RTX 3080. It can't start and just crashes back to the desktop.

    1) I DDU'ed my drivers in safe mode
    2) installed latest nVidia driver (516.59)
    3) installed 3DVision driver through 3DFM
    4) as a test, I ran Witcher 3 successfully in geo-11 nvidia_dx9 mode, with 3DVision stereo working fine
    5) started Days Gone once to set display to fullscreen in the options
    6) copied the geo-11 fix from this page to the Win64 folder of Days Gone
    7) changed nvidia_dx11 to nvidia_dx9 in d3dxdm.ini
    8) started the game

    I'm at a loss now. It should work, but it just crashes when trying to start.

    I have tried using the latest geo-11 driver instead of the files found on this page, but it didn't change the result.

    Any ideas?

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    Replies
    1. Try this experimental geo-11 which has some changes for nvidia_dx9 output. Not sure this is better, but worth a try. Dx9 output is a work in progress, and it won't be too surprising to find games that don't work yet.
      If you still get a crash, set the calls=1, unbuffered=1, and debug=1 in the d3dx.ini, and post the d3d11_log.txt

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    2. OK, I copied the contents of the expriemental geo-11 you provided into the Win64 folder. The only thing I changed was setting direct_mode = nvidia_dx9 and also the logging properties you mentioned.

      Starting the game, the splash window pops up, stays there for a long time- about 60-90 seconds. Then for an instant, maybe a half second, the screen turns black with the geo-11 overlay also visible, then I am returned to windows with the 'Report Problem' window: "Something went wrong with this game", "Would you like to report this error", etc.

      Here are the logs captured:
      nvapi_log.txt: https://1drv.ms/t/s!AiWlPaupzhQ6l-MqxsEfynXZVDmtXA?e=feDTaZ
      d3d11_log.txt: https://1drv.ms/t/s!AiWlPaupzhQ6l-MrksyhpnB_HzVJyg?e=MOzflO

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    3. OK, thanks for the log. I don't see anything particularly unusual there, everything seems to be working correctly, up until it stops. You might try setting allow_platform_update=2 to allow higher level swapchains, but I doubt that will actually help.

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    4. Sadly allow_platform_update=2 had no effect, as you predicted. I also tried messing with some of the other params in the [System] section, to no avail.

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    5. OK, thanks for doing the experiments. I'll have to look at this in more depth later on.

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  15. hello bug : warning profiles failed update

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    Replies
    1. the game is in French, do I have to read it in English

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  16. I don't like zombie games, but with this fix I try...really a completely different game in 3D Surround. I'd rate this 3D surround ready now (even though the hud isn't centered), Thanks a bunch as always

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  17. Great game, not playing 2D games. only 3D. For me the shaderhacker who made this game possible in 3D is no less than GOD

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  18. With the 1.07 update the game breaks into 3D!! I'm frozen! Everything works out perfectly but when he takes 3D...crash! screen frozen.
    What I can do? There is no way to uninstall Days Gone patch 1.07

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  19. I don't know what happens to me with the geo-11 patches that none of them work. I don't know what I'm doing wrong. In this game the 3DVision patch works perfectly. I have RTX 2080Ti + i9 12900K+ Monitor Asus Rog PG278QR

    With Witcher 3 with the geo-11 patch the 3D is not activated although the emitter is put with the green light of the 3D and the game comes out but without knowing how to activate the 3D.

    If I uninstall the patch and patch with version 1.33 if I get the game in 3D but with corrupted shadows impossible to play well.
    Before the last update of The Witcher 3 if I was playing the game in a perfect 3D. With the update there is only geo-11 patch and with this there is no way to make it work in 3D.

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  20. the updated geo11 fix works perfectly fine, but i mainly use this fix to turn of TAA not using the 3d function. The problem is just i can only chose interlace and checkerboard rendering in config files which makes the native rendered graphics blurrier, is there any way to fix this in the newer versions? I don't remembere i had any config problems using the older version, i just use the default ones to play in non-3d environments

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  21. Hi is there anyway to use this mod just for TAA fix.
    am unable to figure out how to disable 3d effect?

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    Replies
    1. IIRC, you should be able to change the force_stereo=0 in the d3dx.ini file, which will disable the geo-11 3D generation, but still allow the 3Dmigoto to run which will fix the TAA. If you just want to skip TAA, you can just use 3Dmigoto by itself, and find the TAA shader and mark it to be skipped in the d3dx.ini. 3Dmigoto does not require 3D running, and can modify or skip shaders in 2D games. 3Dmigoto is easy to find on Github.

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  22. Thanks for your efforts, this patch fixed the screen freeze and saved the game. But it hit the game's frame rate hard, lowered it by at least 10 fps and would frequently drop below 30 fps in the rain and near complexes, I don't have a great configuration but was able to maintain 40-45 fps before the patch, now it floats up and down at 30 fps. I think the game has a problem loading complex places, it's a problem with the game itself. Although the patch fixed the freezing, it still runs thrillingly and makes it feel like it's going to get stuck at any moment.

    Translated with www.DeepL.com/Translator (free version)

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  23. Idk what im doin wrong but the main menu doesnt have an hud or anything and in game too.

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    Replies
    1. Does the F4 key do anything? Instructions say it's a hot-key for turning HUD on/off.

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    2. same problem hud not appearing on menu startup

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    3. F4 does nothing unfortunately

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  24. HUD not visible in main menu or in game, F4 does nothing..

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  25. FYI, on Steam this game just received a huge patch.

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  26. https://www.blogger.com/profile/01110818872042111988 @masterotaku You're a legend and I can't believe how active you've been and for how long in the 3d fixing scene. I don't generally game in 3d that much, I know you're still very active on discord, but I was still surprised to see that you updated this page.
    Sooo, my question is, is an updated fix for this game on your radar? My steam version just updated and I just was hoping to get stuck in, but 3d would be much better.

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    Replies
    1. I'm working on it. I have fixed almost all effects by now. But the game is big and I need time more to test it thoroughly.

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    2. Thanks for the reply, I wasn't really expecting it. I've been around in the 3d vision scene since the start and with all that's happened it still amazes me that people (i.e. you) are still so dedicated/motivated to keep producing fixes. Thank you mate!

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    3. Another big update just came down. I hope that didn't mess it up further

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  27. Impressive work, MasterOtaku! The game performs even better than before and has better graphics. It's amazing! Without your work, we wouldn't be able to enjoy 3D with NVIDIA3DVISION in these great games. I was afraid we wouldn't be able to enjoy DAYS GONE in 3D anymore, but even though the update broke the previous 3D, now with the new updated patch it looks even better and performs better. Simply incredible!
    Thank you so much!

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    Replies
    1. this work on latest drivers and cards?

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  28. Does this fix ghosting aswell?

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  29. how to use this if I just want to use it to disable TAA? I read your comment force_stereo=0 but the game crashed when I change it to 0 from 2

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    Replies
    1. That should work, not sure why you are seeing a crash. If you only care about one effect, you might try using the regular 3Dmigoto from Github to see if it crashes. If it doesn't, you can find just the TAA entry in the d3dx.ini that disables TAA and copy it.

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    2. Sorry, I keep seeing you mention 3DMigoto. How do I use it just to fix TAA, and not for 3D? Do I need to write some code after downloading it from GitHub and paste it into a folder?

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  30. Thanks a lot for this Update Master! :D

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  31. does this work with latest drivers and cards?

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    Replies
    1. Depends upon your output device. Will work with latest drivers on VR headsets, 3D TVs, projectors, AR glasses. For 3D Vision hardware, it didn't sound like people were having much luck with the nvidia_dx9 mode, but it's worth trying that in d3dxdm.ini.

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    2. ok thanks, works on all those other devices because of the SBS output?

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    3. so dx9 doesnt work for 3dvision hardware, game runs in sbs even after change in d3dxdm.ini

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    4. Yes, but depends on output. You can use the katanga_vr output mode for direct-to-VR.

      For nvidia_dx9, did you install the 3D Vision Driver? You still need it to activate the DX9 output. Install it via 3DFM/HelixVision. Falling back to the default SBS means that something went wrong. If that mode genuinely seems to not work, you can also try the WibbleWobble tool, which will convert SBS into frame-sequential 3D Vision output, without needing the driver.

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    5. ok thanks for the help. I do have 3d driver installed through 3dFM. Ive been playing several geo11 dx9 compatible games on newest drivers such as batman Arkham knight. Not familiar with wibblewobble tool. Do you have to install the VR to 3d for the wibblewobble tool to work?

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    6. I'm not sure exactly on WibbleWobble, but I think it can directly read the katanga_vr output and convert to 3D Vision sync without needing the driver. It doesn't need VRto3D, that is more for conversion from stuff running in SteamVR itself. katanga_vr is a special mode targeting VR, but is basically just full-SBS.

      If the usual nvidia_dx9 does not work here, you can also possibly try a different variant I made a month ago. Download the new fix for AC4, and replace your dlls with those. That's an experimental nvidia_dx9 that uses a different approach, and made it work on AC4. No idea if it would help here though, although I'd be curious to know.

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    7. That's dlls from AC4 are 32-bit

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    8. Oh, right. Thanks for taking a look. Give me a day or so, and I'll post the x64 version.

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    9. If you get a chance, please give this experimental version a try. It'll be helpful to me to know if it works or fails.

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    10. Thank u bo3b for sharing latest geo11 dx9 path viable solution. I tried your dx11 and that works in days gone, but 2fps and 400 latency. I did load in game and it’s 3D. Please investigate. Link: https://drive.proton.me/urls/59XJ5ZQTAM#C5RVrNwLGdSn / pw: DarkStarSword

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    11. Unfortunately the experimental version just launch the game without 3D notification, then crash and out to desktop.

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    12. OK, thanks for taking a look. I don't have this game so won't be able to debug. Best bet is to use WibbleWobble for 3D Vision hardware.
      It's strange that UnityBeing reports it as not crashing, but low performance. If you guys get a chance, make a log file with calls=1 and unbuffered=1 in d3dx.ini, and I'll take a look.

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    13. Here are my reports: link https://drive.proton.me/urls/S4M4775P9R#kRhUbZX7dNxt / pw: DarkStarSword - I also would like to mention that I rather not really go in public with my findings, but a fresh placement of shader folders allowed me to load into menu and check settings. 3D is not working now. The proof of 3D is in the rar file, u can check date of image. Good luck.

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    14. Tried again, better results Bo3b for u to investigate. I with ipad recorded in game while logs were being made. Here is it: link https://drive.proton.me/urls/6H6G2NJ27R#g4pB2s21x6lS / pw: DarkStarSword 23.08.2025

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    15. Thanks for the logs. It looks like it is working in general, no errors reported. I think the performance problem is likely a result of logging mistake on my part, where a function is being logged in the inner draw loop. We generally put those at Debug level, not normal log level. This is a new function we've not seen called before GetFrameStatistics, but it should be at Debug level.

      It would be worth trying to set calls=0 to disable logging altogether to see if this helps the performance.

      For this experimental version, I think it is also finicky about full screen and exclusive full screen. Be sure to set the game in advance to what you want, I think transitions from exclusive full screen are likely to fail. Because this is DX9 output mode, I think that it will work in bordered full screen at least some times, but most likely to work will be exclusive full screen.

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    16. Anything else needed? Are we getting close to a solution?

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    17. Tested myself also this experimental bo3b Geo11 version with the 456.22 driver RTX 2080 ti -DX11 mode and the image was blurry with some broken effects compared to perfect v0.6.198. The positive side is the only of Geo11 version that runs Unity 2024 games without without getting "The procedure entry point D3D11on12CreateDevice could not be located in the dynamic link library" error message. So in conclusion I say is worth upgrading the code of this v0.6.60.17 beta version.

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    18. Thanks for the info guys. It helps me to figure out what spots can use more work.

      For using driver 452.06 or .22, you will always want to use nvidia_dx11 mode, because it will always be more reliable and better performance than nvidia_dx9 mode. No real difference here for nvidia_dx11 output, but you are right that I fixed the missing DX12 call here, specifically for recent Unity games. This version is experimental and and old code base, so only use it if does something helpful for your scenario.

      @UnityBeing, Sorry, nothing further I can do here without direct performance analysis. Be sure to try 'calls=0', because the only thing I can see from your log is that it is spamming the log which can kill performance. The nvidia_dx9 output here might or might not work better depending on the game. I used this approach because the old approach failed in AC4. I don't know yet if it helps or hurts games that previously worked. But again, experimental, worth a try if nothing else seems to help.

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    19. Bo3b I can donate u a copy from cdkeys?

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    20. @UnityBeing: Thank you kindly for the offer, but I won't be able to help much on this game. I need to talk to Dave and DarkStarSword to get access to the latest code, and when I get around to that, I can bring my changes to the latest version.

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  32. Thank you, masterotaku. Excellent work as always.
    Hope you are having a great summer and looking forward to the next masterpiece.

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  33. Thanks very much @masterotaku!

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