Saturday, August 6, 2022

Final Fantasy VIII [DX11]

geo-11 fix for Final Fantasy VIII (2013 Steam release, not remastered. The first PC version should be OK too). Specifically for FFNx, which is a new engine, and not for the unmodified game.

  • Skyboxes and moon (in some summons) now at full depth.
  • Minimap.
  • Custom stereoization formula for the world map.
  • Options for HUD depth. However, clipping is not fixed because there was a side effect of making cutscenes invisible.
  • Optional widescreen mod (until there's widescreen officially in FFNx). HUD and some other things are exceptions and they will remain stretched.
  • Automatic zero separation and convergence preset for triple triad, to make it visible.

  • If you're starting with the unmodded game, first of all install the latest canary version of FFNx. This step is mandatory, because it's what will make the game run in DirectX 11.
  • You need to configure it in a specific way to ensure the best stability. This is what I set for my 2560x1440 monitor in "FFNx.toml", to play normally in 4:3 aspect ratio (with your own resolution output, scale and antialiasing. Do what you want with the rest):

    renderer_backend = 3
    fullscreen = true
    borderless = false
    window_size_x = 2560
    window_size_y = 1440
    internal_resolution_scale = 6
    aspect_ratio = 0
    enable_vsync = true
    enable_antialiasing = 16
    ff8_worldmap_internal_highres_textures = true

    For the best image quality with "internal_resolution_scale", try to not go over 2x your resolution height (1 is 480, 2 is 960, etc). For example 6 is great for 1440p, because it's 2880. More than that looks actually more aliased.

  • Download this file (contains geo-11 build v0.6.58) and extract its contents in the "FINAL FANTASY VIII" folder, where "FF8_EN.exe" (depends on language) is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default. For 3D Vision monitors, use fullscreen ingame (better configure the game before installing the fix) and "direct_mode = nvidia_dx11" or "direct_mode = nvidia_dx9" in "d3dxdm.ini".
  • Run the game.

  • F1 or XB_RIGHT_THUMB: convergence presets (0, 200, 600, 1200, 2400, 4800). 2400 by default.
  • F2: HUD depth presets (0%, 20", 40%, 60%, 80%, 100%). 0% depth by default. Since there's no clipping fix, I recommend leaving it at screen depth.
  • F4: toggle for 0 separation and convergence, to quickly play through uncomfortable 2D backgrounds.
  • F5: presets for my widescreen mode (default, 16:9, 2560x1080 AR, and 3440x1440 AR). Unmodified by default, which I recommend unless you can't wait for widescreen to be official. The other modes are intended to be used when you set "aspect_ratio = 1" in "FFNx.toml". However, geometry will show aggressive culling done by the game, so you won't that that much extra content at the sides.
  • F6: black bars toggle. Not used by default. This will only work when the F5 hotkey is not at default state, placing back bars to cover everything outside the original 4:3 area. Intended for 2D backgrounds if culling is annoying to you. It will cut the HUD too much because it's stretched.

  • If you're playing at 4:3 without any stretching, you will notice that separation can be lower than usual. This is normal, and you can compensate it by using 33% higher separation to match other 16:9 games.
  • Once there is widescreen in FFNx officially, my widescreen method will be obsolete, so don't use it anymore after that.
  • 2D backgrounds have 3D awareness to some extent, but sometimes it will be annoying to play with 3D enabled because behind layers, things become smeary instead of just black. Just use the F4 key to switch to 2D, and reenable 3D again in battles and outside.
  • "ff8_worldmap_internal_highres_textures = true" in "FFNx.toml" increases the resolution of the overworld textures. I recommend enabling it.

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