Sunday, October 19, 2025

Sonic Racing: Crossworlds [DX11]




geo-11 fix for Sonic Racing: Crossworlds, running in DX11 mode.


Update (2025-12-02): very small update to improve two shaders in the Spongebob DLC track.


Fixed
- Haloing issues.
- Shadows.
- Lighting.
- Decals.
- Reflections.
- Radial blur.
- One-eye issues.
- Temporal antialiasing.
- Vignette (it's disabled by default).
- Some lock-on textures are now at dynamic depth. The rest of the HUD is at screen depth.
- Autoconvergence configured. It automatically switches to static depth for races, for better stability, avoiding what some annoying items and notifications do.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "SonicRacingCrossWorlds\UNION\Binaries\Win64" folder , where "SonicRacingCrossWorldsSteam.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need. 3D Vision modes not tested.
- Set the Steam launch parameter as "-dx11" (no quotes) to make the game work in DX11 mode.
- Run the game.


Known issues
- Some particles in a specific level and when winning a cup are a bit imperfect. Unrelated to cars.


Notes
- For online play, make sure you never drop below 60fps.
- TSR is a lot more GPU demanding than TAA, FXAA or no AA. So I don't recommend TSR.
- To change the default static convergence when racing, set a different dm_convergence value in "d3dxdm.ini".
- The fix needs the included "dxgi.dll" to be able to launch the game when installed locally. If you want to use ReShade, you'll have to install the fix somewhere else and run the also included "3DMigoto Loader.exe". A window will open and wait for you to launch the game.


Hotkeys
F1: convergence presets (220, 380, 500). It only works during races.
F4: vignette toggle. Disabled by default. In my opinion, it's an annoying effect, especially in 3D.


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

5 comments:

  1. I don't have the game yet, but I'll definitely buy it when it goes on sale.
    Thanks for the fix!

    ReplyDelete
  2. Thanks for the in-depth DX11 fix release — the attention to shadows, haloing, reflections and autoconvergence shows real commitment to PC modding. Given that online play requires stable 60 fps and you’ve flagged some known particle issues, do you recommend specific GPU/resolution targets for a smooth experience? Also: do you plan to support Steam Deck or other non-Windows platforms in future updates?

    ReplyDelete
    Replies
    1. Use RTSS to monitor your GPU usage. With my RTX 4080, I can play at 3840x2160 with some performance to spare as long as I don't use TSR.
      To be safe, make sure you usually stay below 80% GPU usage.

      Steam Deck or any other OS or GPU compatibility isn't my area of expertise. I use geo-11, but I'm not a geo-11 developer. If something works on the Deck, it's coincidental. As a general rule, Nvidia GPUs are what you need, and you should avoid AMD and Intel. Some games are known to crash on AMD when using geo-11.

      Delete
  3. The Game shows the error Only available on Spatial Labs Pro Devices when I try to start the game in 3d via Geo11 on my spatial labs monitor

    ReplyDelete
    Replies
    1. If you're using Spatial Labs Go, that's the wrong way to go about these games. With your monitor, you should use the dll files that some Acer TrueGame games like Silent Hill 2 use. If that doesn't work, then ReShade + 3D Game Bridge, but it can be problematic with some UE games. If that doesn't work, there's SR Loom as an alternative to convert from sbs, less laggy than SL Go. SL Go is the real last resort if nothing else works.

      Delete