Monday, November 21, 2022

A Plague Tale Innocence (DX11)

geo-11 fix for A Plague Tale: Innocence. Remade from scratch and different to the original fix by DHR (

In theory all settings are safe to use and I fixed all I could find for each setting level, but I tested "Ultra" settings the most.

Update (2022-12-02): geo-11 updated to build v0.6.90. Perfect TAA during convergence transitions. Realistic specular reflections for two shaders I missed. Reverted one minor HUD logic to improve performance. Fixed contact shadows in a shader that only appeared for Nvidia 3000 series GPUs (at least).

- Shadows.
- Lighting.
- Volumetric lighting.
- Lighting clipping.
- Decals.
- Ambient occlusion.
- Geometry culling.
- Screen space reflections.
- Water.
- Vignette (if enabled).
- Stereoized specular reflections.
- Temporal anti-aliasing.
- Dynamic crosshair and HUD elements.
- Autoconvergence configured.

Known issues
- The geometry culling fix is calculated at full depth, meaning that with high convergence and approaching a corner or doorway at certain angles, you may see some geometry briefly missing at a distance. Still, the fix almost completely fixes the problem compared to unfixed state, especially at high separation values.

geo-11 (with build v0.6.90): download this file and extract its contents in the "A Plague Tale Innocence" folder, where "APlagueTaleInnocence_x64.exe" 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, "direct_mode = nvidia_dx11" works but "direct_mode = nvidia_dx9" doesn't at this moment.
- Run the game and let it overwrite the profile the first time (if using the nvidia_dx11 mode).
- In the ingame options, choose fullscreen if you're using nvidia_dx11 mode, to trigger 3D Vision.
Important: for autoconverce to work, you need to be above certain resolution. For reference, the minimum for 2560x1440 is 50% scale, and for 1600x900 it's 70% scale.

F1: convergence presets (0.4, 1.2). 1.2 by default, recommended for gameplay. The hotkey only works if you disable autoconvergence ("dm_auto_convergence = 0" in "d3dxdm.ini").
F2: HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% depth by default, and it only affects subtitles. Most of the HUD is at dynamic centered depth, but menus are at screen depth, automatically detecting them.

Remember that with ctrl+F5 and ctrl+F6 you can control the strength of autoconvergence. I recommend that I left by default. Changes to that and separation (ctrl+F3 and ctrl+F4) are saved into "d3dx_user.ini", and that overrides what is written in "d3dxdm.ini".

- Using TAA or not, is your choice. Open "ENGINESETTINGS" and set "Enabled 0" under "AA" if you want to disable it. Without TAA, graphics can have a lot of shimmering and you will notice hair dithering more.
- In "ENGINESETTINGS", under "PostProcess", I recommend setting "Sharpen", "Fringe", "LensDistortion", "Dirt", "FilmGrain" and "Vignette" to "0".
- I also recommend setting "DOF" to "Enabled 0", because the game is blurry enough with TAA and/or lower resolution that you may have to use, and depth of field is too strong for me in this game.

If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account:
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  2. I just tried this and it looks amazing. I will be doing a playthrough now. Fantastic work!
    My only problem is low fps. I have a Ryzen 7 5800 and Geforce 2080ti using 3DVision and I set all settings to 'High', and also disabled the PostProcess stuff that this post recommends to disable, and despite this, my framerate outside at the beginning of the game is about 40-50 fps, which means stutter.

  3. works in BigScreen VR (using TAB mode). This is the first game that I tried which has more pronounced 3D effect in Geo-11+Bigscreen VR than in 3D Surround. stutter @3840x2160. 80% Resolution scale makes the game playable. Currently God of War seems to be the best Geo-11+BigScreen VR Title.

  4. UPDATE: tried this new fix with 3D Surround (direct mode dx11), much better 3d effect than the old 3d vision fix. Now, except for the screwed-up hud text (which is surround issue), this game now is graphically 3D surround ready. Amazing job. btw, I play 3D Surround @6080x1080, with a 1080TI, no reduction of resolution scale needed and no stutter.

  5. Not a big deal, but in Chapter VII when you are facing the entrance to Chateau d'Ombrage, the moon to the upper right of the castle appears too close, as if it's an object just meters away and not a part of the sky.

    Also, the auto-convergence seems kinda jumpy sometimes. It's a really minor problem though.

    Overall, this is a stunningly beautiful game to play in S3D. Any plans for A Plague Tale Requiem?

    1. I don't remember the moon being a problem, but I'll check again at that spot. Thanks for the report. I'll also update the fix pretty soon for other reasons so I'll try to include a fix for that.

      If autoconvergence is annoying, you can disable it with "dm_auto_convergence = 0" in "d3dxdm.ini". Then use they convergence presets hotkey when needed.

      Plans for the sequel: yes. As soon as it's possible. But be warned that the game needs to be downgraded to the first version, so GOG with GOG Galaxy may be preferred.

    2. masterotaku did first version you mean (59553)?

  6. Is compatible the game with GamePass? Thank You

  7. where is "enginesettings"? don't see any file in the .exe folder of the game with this name.