Monday, May 4, 2026

Trails in the Sky 1st Chapter







geo-11 fix for Trails in the Sky 1st Chapter.


Update (2026-05-04): fix updated for the new game version that added a more proper TAA, SMAA T2x, FSR2, and also changed most shaders in the game. Annoying, but fairly easy to fix again. I have also fixed "geometry spikes" from characters that can be close to the camera and appeared due to some basic depth checks that geo-11 does to geometry.


Fixed

  • Lighting.
  • Lighting clipping.
  • Shadows.
  • Volumetric lighting and fog.
  • Skybox.
  • Decals.
  • Geometry culling.
  • One-eye issues.
  • Light shafts.
  • Ambient occlusion.
  • Screen space reflections.
  • Radial blur.
  • Temporal antialiasing.
  • Parallax occlusion mapping.
  • Specular reflections set to realistic depth now.
  • HUD depth automatically switches between 30% depth for gameplay and 0% for cutscenes and most menus (not all menus).
  • Autoconvergence configured.

Installation
  • geo-11 fix (with build v0.6.164): download this file and extract its contents where "sora_1st.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need (and/or upscaling). It's sbs by default.
  • Run the game.

Hotkeys
  • F6: cel shading toggle. Not disabled by default.

Notes
  • You can save a lot of GPU performance if you lower some settings. Ambient occlusion to medium, volumetric lighting to medium and shadows to high will give you a lot of extra fps.
  • In terms of GPU usage, these are the antialiasing methods from most demanding to least demanding: FSR2, SMAA T2x, TAA, SMAA, FXAA, none. FSR2 is considerably more demanding than the rest.


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

12 comments:

  1. thank you so much Masterotaku for this fix ! :)

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  2. hi, i have an issue in cutscenes, there are geometry "explosions" on close characters not on the left screen, but on the right screen, did you encounter this as well ?

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  3. nvm it happens also on left screen but less often.

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  4. this geometry "explosion" start for me at convergence superior to 1.15, i have separation set to 30, sbs virtual desktop, vr headset, it does not happen in normal gameplay, only in cutscenes on closest character.

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    1. It's the normal and default behavior of geo-11.
      It assumes that when vertex shaders have a "w" depth of exactly 1.0, they shouldn't be stereo.
      That avoids a bit amount of problems with HUD, post peocessing layers, shadows, etc.

      So if a geometry polygon coincidentally has 1.0 depth, it will want to be at screen depth. That's what you're seeing.

      I don't usually try to fix that because there can be unintended consequences, like shadows sliding away from character models.

      I fixed it in God of War, for example, because the problem was almost always there during cutscenes.

      Should I bother updating this fix with that? I don't know yet.

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    2. thank you for the explanation :) well it's nothing game breaking and with playing at 1.15 conv sep30 it does not seem happen for me in cutscenes (at least for now i didnt play much yet), i dont know how much work that would take you, and if like you said fixing this entirely could bring others issues, so it's up to you, but anyway i have to say the game looks gorgeous in geo 3D, everything looks great and you already fixed tons of issues according to this post fix, it's going to be amazing to play this game with to your fix, so again, thank you very much :)

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  5. Hi! Thanks for the fix, but it doesn't seem to work on version 1.06, some elements are only visible in one eye. It still works fine if I roll back to 1.05 or use the demo.

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    1. I've done some more testing and I suspect the issue was introduced with the FSR2 implementation in hotfix 1.06.2. At least we have the option to revert to the previous version... thanks!

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    2. Oh, I see. Shaders have changed, among other things. When I fix the new version, I'll update the blog post. It will take some time to fix.

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    3. It's done. Fix updated to support the new game version.

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    4. Thank you masterotaku!

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