geo-11 fix for Forgive Me Father 2.
- Lighting.
- Shadows.
- Volumetric lighting.
- Light shafts.
- Skyboxes.
- Reflections.
- Decals.
- TAA, TSR and FSR.
- Haloing issues.
Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "Forgive Me Father 2\FMF2\Binaries\Win64" folder , where "FMF2-Win64-Shipping.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- p: weapon convergence scaling presets. The game makes weapons pop out too much, a lot more than in the first game. By default I set a preset that imitates the weapon depth of the first game. The rest of the presets (apart from the unmodified state) push weapons even further into depth. The more in depth they are, the more lighting issues they may show.
- One-eye issues.
- Geometry culling.
- Vignette (disabled by default).
- Chromatic aberration.
- Crosshairs at dynamic depth.
Known issues
- Some remaining lighting clipping.
- Some remaining lighting clipping.
- geo-11 is not compatible with DLSS. Don't use that.
- If you use "upscaling = 1" in "d3dxdm.ini", you are going to have some problems with the mouse cursor in windowed and fullscreen modes. Better use borderless in that case.
Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "Forgive Me Father 2\FMF2\Binaries\Win64" folder , where "FMF2-Win64-Shipping.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Run the game.
Hotkeys
- F1: convergence presets (25, 37.5, 75). 37.5 by default.
- F1: convergence presets (25, 37.5, 75). 37.5 by default.
- F4: vignette toggle. Disabled by default.
- F5: chromatic aberration toggle. Disabled by default.
Recommendations
- You can use any antialiasing and upscaling method that you want (from the game options), except DLSS. Use what you think looks/performs best.
- You can use any antialiasing and upscaling method that you want (from the game options), except DLSS. Use what you think looks/performs best.
- Keep in mind that TSR is very GPU demanding, and that both TAA and TSR become very demanding when the output resolution is very high (like 3840x2160), even if the internal resolution percentage is low. FSR doesn't consume as much GPU as TSR. And you can always just not use any antialiasing if you don't want to.
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
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