Sunday, October 22, 2023

NieR: Automata - 3D Vision Fix






3D Vision fix for NieR:Automata. Remade after the July 2021 game update, which changed many shaders.

Based on the original fix for the 2017 version of the game, but fixing effects that the old fix was disabling, like volumetric lighting, on top of newly fixed effects. As well as some cleanup.

This fix includes the debanding mod, but applied to the new shader, which changed after the July 2021 update. I made it a toggle so it can be disabled. I felt it was important to include the mod because the banding caused by the sun can be annoying. Props to the creator of that mod.


Update (2023-10-22): geo-11 fix added. Autoconvergence enabled by default. Dynamic depth for crosshairs and other elements. Other corrections.


Fixed
- Global illumination.
- Shadows.
- Decals.
- Lighting.
- Volumetric lighting.
- Distortion effects.
- Effects that needed stereoization.
- Sparks that were showing in one eye.
- Stereoized specular reflections.



Installation
- (geo-11, recommended, with build v0.6.182): download this file and extract its contents in the "NieRAutomata" folder, where "NieRAutomata.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision modes, only "nvidia_dx11" works, and it's mandatory to set "upscaling = 1" in "d3dxdm.ini" too.
- (Older 3D Vision fix, for 2D users): download this file and extract its contents in the "NieRAutomata" folder, where "NieRAutomata.exe" is.
- Launch the game and let it overwrite the profile.
- Preferably play the game in borderless fullscreen windowed mode, which triggers 3D in this game (Windows 7 may not work right with that). The problem is that borderless only triggers 3D Vision if your ingame resolution matches the desktop resolution.


Hotkeys
F1: convergence presets (0, 1.0, 2.0, 2.5). 2.5 by default. Practically all cutscenes are video files, so there isn't any need for automatic low convergence presets. Autoconvergence is enabled by default so this key won't work in that case.
F2: high convergence presets (5, 15). Made for the flying sections. Autoconvergence is enabled by default so this key won't work in that case.
F3: realistic or surface depth specular reflections toggle. Realistic by default, which is what I recommend.
F4: SMAA toggle. Effect enabled by default. This is useful because in some areas (like the bunker) the game forces SMAA even when it's disabled in the game options (also forced on top of MSAA in those places).
F5: vignette toggle. Disabled by default.
F6: lens flares toggle. Disabled by default because they are annoying. I tried to catch all the textures. When reenabled, they will be at full depth.
0 (not the numpad): HUD depth multipliers (0%, 30%, 50%, 60%, 90%). 50% by default. This doesn't include video cutscenes or menus.
9 (not the numpad): HUD toggle. Not disabled by default. This doesn't include cutscenes. If you disable the HUD, the pause menu will be enabled automatically when you pause the game.
8 (not the numpad): debanding toggle. Debanding enabled by default.


Mod compatibility
- As of this date, it doesn't work correctly with Special K (the game doesn't use the old FAR mod anymore, which was a specific Special K version) for me. I can't get regexes and some shader mods working with it. The sad thing is that withour Special K, you won't be able to use the texture pack. But for the fps limiter, RTSS capped to 60 worked fine for me.
- LodMod, which I recommend, is perfectly compatible. But be careful! Some default settings can noticeably impact your CPU performance. What you need in "LodMod.ini":
"DisableManualCulling = false", because if it's "true" it considerably reduces performance in 3D.
"LODMultiplier = 10", or just anything that isn't 0, which can be a 10-15% extra CPU. Don't use 1, the original game value, because the ambient occlusion game bug looks bad in 3D.
"SkipBootingScreens = false", it isn't "true" by default, but it's worth mentioning that it can break the game at some points.
"ShadowModelForceAll = true", I simply like this, because it makes grass cast shadows.



================
Authors:
================
ishiki - Made the initial fix for the game

SGSRules - Shadows fix

4everAwake - Fixed the yellow circle around the character
4everAwake - Mostly fixed the main title screen
4everAwake - Disabled the distortion effect from the small pop-up screen

Helifax - Fixed the rest of the Main Menu
Helifax - Fixed blood/oil decals and their variations
Helifax - Compute Shaders related to lights at different angles
Helifax - Compute Shaders related to light tiles and clipping (visible in Amusement Park for example and other "far" locations).
Helifax - God Rays
Helifax - Different Convergences and Modes on F1, F2, M, TAB keys
Helifax - Nvidia Profile with SLI support and Compatibility Support
Helifax - Packed this fix up and added FAR support (version 5.6.5.8). Later version MIGHT work but not guaranteed! Special K not working for me like FAR worked in the old game version.
- masterotaku - refixed the game after the July 2021 update. Very few shaders survived the update.

- Big thanks to Bo3b, DarkStarSword and Flugan for creating 3DMigoto and this awesome wrapper that allows us to fix our favourite DX11 games in 3D Vision!
NVIDIA for Creating 3D Vision as a tech!

Everyone else who contributed to this fix in any shape or form!

4 comments:

  1. Awesome brother very much thank you!!

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  2. I wonder Special K can work if you use it's instructions for ReShade compatibility?

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  3. This fix + the Geo-11 x64 dlls and force_stereo=2 on main ini worked for me, another masterpiece from this author still holding up. Getting the classic stuttering from this game, you'd think it would've been fixed by now on a 40 series gpu now less. Time to look for a fix! Thanks again, Masterotaku (o.O)7

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