Showing posts with label 3dv_live. Show all posts
Showing posts with label 3dv_live. Show all posts

Wednesday, March 27, 2019

Dead or Alive Xtreme Venus Vacation


Download the fix: 3Dfix-DOAX-VenusVacation-2.3.7z

This is not to be confused with the console exclusive game Dead or Alive Xtreme 3: Venus. This is a free to play casual volleyball management game, and lacks the volleyball gameplay or minigames of its console counterpart.

There are two versions of this game - a Japanese version available through DMM, and a recently released English version currently on Steam. The Japanese version has been around for longer and has more content and features than the English version, but obviously the English version is easier to understand and is playing catch-up with old events from the Japanese version. Most mods will work fine on either version (with some exceptions).

For help with installing the Japanese version refer to this article (the camera mode of the Google Translate Android app may also be helpful for any steps that have changed since this article was written), and the beginners guide to understand the game itself and the reddit community for event guides.

The English version is partially region locked and the store page is not visible from most Western countries, however many people can trivially bypass this by simply following this link to install the game. If that doesn't work connect to a VPN endpoint in a South-East Asia country (e.g. Hong Kong or Singapore, but NOT Japan) to install the game. Once installed you do not need the VPN to play.

Costume Mods

This mod primarily adds support for NVIDIA 3D Vision to the game, but it is also required for the costume mods available for this game. If this is why you are here you can ignore any of the information below that is specific to 3D Vision users and just follow the instructions on the website that led you here.

This mod by itself will not change any costumes - for that you will need mod packs available from elsewhere and extract them into the Mods directory. You don't need to restart the game after installing a new mod - just press F10 in game to load any new mods.

Some mod packs ship with optional parts of the mods that are not enabled by default - look for any files or directories in the mod pack that is named "DISABLED something", and remove the "DISABLED" from the filename to enable it.

Installing (3D Vision + Costume Mod users)

  1. Extract the contents of the zip file to the game directory.

  2. In the launcher (not the game), open settings (2nd button from the top) and change everything to the left-most option (lower quality options are known not to work).

  3. IMPORTANT (3D Vision Users only): Once the main game launches, press F7 to switch to exclusive full screen mode to engage 3D. Repeat this anytime you alt+tab out of the game to re-engage 3D.

Keys (3D Vision + Costume Mod Users)

  • F1: Show help
  • F2: Toggle costume mods
  • Shift+F2: Cycle costume mod shadow modes (on/off/original)
  • Mouse back button: Toggle HUD visibility
  • Ctrl+F9: 3DMigoto performance monitor
  • F10: Reload all mods
  • Ctrl+Alt+F10: Reload all mods and reset to default configuration

Keys (3D Vision Users Only)

  • F7: Full Screen
  • ~: Toggle auto-convergence feature on and off
  • Ctrl+F5: Reduce popout when auto-convergence is on
  • Ctrl+F6: Increase popout when auto-convergence is on

Auto-Convergence (3D Vision Users Only)

This fix uses my new auto-convergence feature (first introduced in my Life is Strange: Before the Storm fix) to automatically adjust the convergence while playing to suit the various scenes and quick camera angles changes this game does. For this game I have set it to try to keep everything inside the screen (behind the HUD), while still maximising the 3D effect in any given scene.

The auto-convergence feature replaces the traditional meaning of 3D Vision's convergence setting with a "popout" setting, which is similar to convergence, but gives better results with a wider range of camera angles, monitor sizes and viewing distances. The same keys that normally adjust the convergence will adjust the popout instead when auto-convergence is enabled, and the popout value will be displayed on screen while adjusting it.

This feature has a number of tunable parameters, which can be tweaked by editing the [Constants] section in the ShaderFixes\auto_convergence.ini. These tunables include things such as the initial popout, minimum and maximum allowable convergence values, thresholds for how far the convergence is allowed to get away from the target, and threshold for the anti-judder countermeasure.

3D Vision Fixes

  • Lights & shadows
  • Water
  • HUD
  • Added automatic convergence

3D Vision Update v1.1

  • Fixed ripples
  • Fixed auto-convergence popout bias changing on full screen
  • Use a lower convergence preset when Burst is activated

Update v1.2

  • Fixed shadow glitch
  • This fix now forms the basis for third party costume mods

Update v1.4

  • Major 3DMigoto update (conditional logic, performance monitor)
  • Auto-convergence performance cost will be skipped when 3D Vision is disabled
  • Added toggle keys for costume mods and shadows (try cycling shadow modes if performance is an issue)
  • New built in help shown by pressing F1
  • Enabled costume mods for missing costume + shadow shaders
  • Enabled costume and fingernail texture replacement mods
  • Fix cases where a shadow could go missing from a costume mod
  • HUD will always be shown in burst mode

Update v1.5

  • Fix missing legs in some costume mods
  • F2/Shift+F2 hotkeys now show status in overlay

Update v1.6

  • Re-fixed lighting & auto-convergence broken by game update

Update v1.7

  • Updated costume mod and 3D Vision ripple fix for compatibility with DOAXVV December 6th update
  • Update to 3DMigoto 1.3.12 (adds vertex buffer hunting keys, clipboard marking mode, etc)
  • 3D Vision: Made specular reflections on some (not all) materials render at their accurate depth instead of surface depth.
  • 3D Vision: Tweaked auto-convergence settings for more comfort in some cutscenes.

Hotfix v1.8

  • Fixed pink fingernails
  • Added another missing costume shader

Update v1.9

  • 3DMigoto updated to 1.3.14 to facilitate more advanced modding
  • Now automatically saves the costume & shadow settings on exit/reload. Ctrl+Alt+F10 will revert to the default settings and reload.
  • Key bindings are no longer processed while alt+tabbed out.
  • Frame analysis now has several "profiles" that can be switched with - by default only skin and costumes are dumped to make blender imports faster. Press Ctrl+F8 (in hunting mode) to enable/disable dumping hair and fingernails, or switch to dumping UI textures instead.
  • Frame analysis will no longer dump out modded meshes to make it a little easier to import meshes into blender when a costume mod is active (If you want to reimport a modified mesh you should be importing that directly from the mod, not a frame analysis dump).
  • Auto-convergence has been updated - the popout bias will be automatically saved in the d3dx_user.ini, and the auto-convergence HUD will show the current convergence value as well. There's a bunch more changes under the hood, so it may behave slightly differently to before.

Update v2.0

  • 3DMigoto updated to 1.3.15
  • F10 reload is now much faster
  • Settings left over from uninstalled mods will be removed on the next F10 reload/game exit (You will still see these warnings once)
  • Fix crash when news is displayed while using certain mods
  • Displaying news will no longer reset certain settings
  • Fixed compatibility issue with ReShade (if you couldn't use the two together before, please test again and report back)
  • Fixed crash that could occur on non-nvidia systems in some circumstances

Update v2.1

  • 3DMigoto updated to 1.3.16
  • Fixed compatibility issue with new versions of ReShade
  • Automatically adjust depth of icons in pool hopping minigame (3D Vision)

Update v2.2

  • Updated costume mod for compatibility with DMM version 2019-04-25 update

Update v2.3

Special thanks to KuroKaze78 for finding the updated shader hashes :)

  • Updated costume mod + 3D Vision compatibility for DMM 2020-06-11 update
  • Includes KuroKaze78's d3dx.ini updates:
    • Includes additional shaders in the d3dx.ini so that fewer mods should require manual additions to this file
    • Hair + fingernail mod support is now enabled out of the box
    • Support for environment mods added
    • desktop.ini files now ignored
  • _id is now included for mods that depend on it
  • Includes support for dumping full size (1920x1080) decobromide images in the frame analysis UI profile

Note that because extra shaders are now included in the base d3dx.ini you may get some conflict warnings with certain mods. These warnings are mostly harmless, but can usually be resolved by updating the mods listed in the warning, or editing their ini files to remove the indicated ShaderOverride section.

Known Issues (3D Vision Users Only)

The news and Gacha probabilities windows and certain text boxes are blank while in full screen (or when using ReShade). Alt+tab out of the game (not just disabling 3D) and they will appear, and press F7 to re-enable 3D when done, but of course if you are playing on DMM it is all in Japanese anyway. Visit reddit for English translations and event guides.

Side-by-Side / Top-and-Bottom Output Modes (3D Vision Users Only)

This fix is bundled with the SBS / TAB output mode support in 3DMigoto. To enable it, edit the d3dx.ini, find the [Present] section and uncomment (remove the semicolon) the line that reads:

run = CustomShader3DVision2SBS

Then, in game press F11 to cycle output modes. If using 3D TV Play, set the nvidia control panel to output checkerboard to remove the 720p limitation.

Like my Work?

Fixing games takes a lot of time and effort, and I also do a lot of work on 3DMigoto behind the scenes to make all of these mods possible.

If you are in a position where you are able to do so, please consider supporting me with a monthly donation on Patreon, and thanks again to those that already do! While I prefer the more stable monthly support that Patreon offers, I can of course understand that some of you prefer to make one-off donations when you can, and for that you can use my Paypal. As a reminder, these donations are to support me personally, and do not go to other modders on this site.

This mod is created with 3DMigoto (primarily written by myself, Bo3b and Chiri), and uses Flugan's Assembler. See here for a full list of contributors to 3DMigoto

Friday, January 12, 2018

Life is Strange: Before the Storm

Download the fix: 3Dfix-Life+is+Strange+-+Before+the+Storm-1.1.zip

The long awaited support for Unity 5.5 (and higher) in my Unity template has finally arrived!

We're all used to game and engine updates breaking these fixes from time to time and when it happens it ranges from a minor inconvenience requiring just a few minutes or hours to address, to a massive time waste of having to redo an entire fix from scratch, to a major headache where the new version has fundamentally changed in some way requiring a huge amount of new work put in to solve some new problem that didn't exist before. The Unity 5.5 update was of the later variety due to some major changes in the engine's shader format, but I have at last managed to decipher the new format and we can now enjoy modern Unity games in stereo 3D once again, beginning with the prequel to one of my favourite games of all time :)

Auto-Convergence

This fix introduces a brand new feature to automatically adjust the convergence while playing to suit the wide range of camera angles this game has. This feature tries to always maintain a small amount of pop-out to maximise the 3D effect, while preventing excessive popout that could make the scene uncomfortable to view and lowering the convergence when necessary to prevent objects near the camera from obscuring the view of the game.

The auto-convergence feature replaces the traditional meaning of 3D Vision's convergence setting with a "popout" setting, which is similar to convergence, but gives better results with a wider range of camera angles, monitor sizes and viewing distances. The same keys that normally adjust the convergence will adjust the popout instead when auto-convergence is enabled, and the popout value will be displayed on screen while adjusting it.

Occasionally the auto-convergence may start jumping back and forth between high and low convergence. It has countermeasures to automatically detect when this happens and temporarily lock it to the lower convergence to stop it, but if it happens anyway and you find it distracting you can toggle the auto-convergence feature off by pressing ~

This feature has a number of tunable parameters, which can be tweaked by editing the [Constants] section in the d3dx.ini. These tunables include things such as the initial popout, minimum and maximum allowable convergence values, thresholds for how far the convergence is allowed to get away from the target, and threshold for the anti-judder countermeasure.

  • ~: Toggle auto-convergence feature on and off
  • Ctrl+F5: Reduce popout when auto-convergence is on
  • Ctrl+F6: Increase popout when auto-convergence is on

Installation

  1. Extract the contents of the zip file to the game directory.

  2. Right click on the game in Steam and go to "Properties" -> "Set Launch Options" and enter "-window-mode exclusive" (without the quotes) and click "Ok"

  3. I suggest disabling subtitles, as these are a little distracting.

Troubleshooting

If 3D disengages after leaving the game idle for a while, press alt+enter twice to re-enable it.

Like my Work?

Fixing games takes a lot of time and effort, and I am currently otherwise unemployed largely due to my ongoing battle with mental health issues.

If you are in a position where you are able to do so, please consider supporting me with a monthly donation on Patreon, and thanks again to those that already do! While I prefer the more stable monthly support that Patreon offers, I can of course understand that some of you prefer to make one-off donations when you can, and for that you can use my Paypal. As a reminder, these donations are to support me personally, and do not go to other modders on this site.

This mod is created with 3DMigoto (primarily written by myself, Bo3b and Chiri), and uses Flugan's Assembler. See here for a full list of contributors to 3DMigoto

Monday, September 11, 2017

Dreamfall Chapters: The Final Cut

Download the fix: 3Dfix-Dreamfall+Chapters+(DX11)-2.0.7z

Shaderhacker Lore Chapter One: The Unity Lighting Breakthrough

This title represents something quite special to this community, because this fix is not just about this one game - you've seen my Unity templates credited over and over on so many fixes, and the work I have put into this one game really represents all of those fixes combined.

Those of you who have been here for the last few years might recognise that this isn't the first time I've fixed this game, nor is it even the second or third, and each time have I worked on this game we have made leaps and bounds forwards, and this update is no different.

The first time I fixed this game back in 2014 was when I cracked the "unfixable" Unity lighting pattern wide open, and developed the maths and techniques that would be right at the centre of just about every Unity fix that has been released since then. Prior to this Unity games could only be approximately fixed if the FOV never changed.

Shaderhacker Lore Chapter Two: Templates and Scripting

Since this game was episodic it meant I had to update the fix each time a new episode was released, and the first few updates were mostly uneventful, with just new scenes added to the game that I had to go in and fix. In the time that had passed before these updates I had turned my lighting fix into a template and scripted some of the more common patterns, allowing me to fix these early updates in a matter of days or hours, instead of the three and a half weeks that it had taken for the initial fix.

Shaderhacker Lore Chapter Three: The Reflection Breakthrough and Automatic HUD

When this game switched to Unity 5 and I had to restart the fix entirely from scratch I spent some time trying to make the reflections and specular highlights more pleasing in 3D, and I succeeded beyond my wildest expectations - I didn't just fix the obvious reflections like puddles and glass - I managed to fix everything, adding small details to almost every object, popping building interiors into 3D, adding moisture to Zoe's lips and sparkles in her eyes, and even making materials like leather, wood and stone reflect light in just the right way to look realistic. In other games like The Forest this has even managed to pop flat sand and rock textures into detailed three dimensional surfaces, and the same approach to fixing specular highlights has worked in other games that don't even use Unity, like Metal Gear Solid V, Far Cry Primal and WATCH_DOGS2.

To make these reflections work with the limitations of Helix Mod I also had to fundamentally rework my Unity lighting fix, making this the second time I had used this game to invent a new Unity lighting fix, and every physically accurate reflection and specular highlight you see in a Unity game since then is because of this.

For that update I had dug into some relatively obscure features of Helix Mod and was able to figure out how to use them in combination with my own automatic crosshair technique to adjust the HUD depth so that it would follow the location of the floating HUD icons automatically, but at the time I was still stuck with a 2D mouse cursor and some other limitations of Helix Mod.

Shaderhacker Lore Chapter Four: The End?

I had to re-fix the game entirely from scratch one more time for the Unity 5.3 update (which is a whole other article in itself), but finally Book 5 was out and the game was finally complete, end of story...

Shaderhacker Lore: Interlude

...or at least it was, until the developers decided to switch to DirectX 11 in preparation for The Final Cut, completely breaking my fix once again :-(

Unfortunately as some of you might already be aware I had been forced to check out from this community and leave my day job to deal with a major (and ongoing) mental health crisis brought on by a combination of factors including a series of very bizarre coincidences in my personal life, and I have only recently mustered up the strength to try to return to this community and start modding games once again.

But I couldn't just leave this game in a broken state when my fix had meant so much to me personally and this community more generally - that would be like an artist having their prize work stolen from them (is it surprising that so many modders in so many communities burn out?). This fix was a showcase for my talent - like the kind of thing you might display in a portfolio, and something I very much did when networking with other local game developers.

Shaderhacker Lore Chapter Five: DirectX 11, 3DMigoto and The Final Cut

I took the change to DirectX 11 as an opportunity - I had already adapted my Unity template to work with DX11 and 3DMigoto for previous games, but this game is far more complicated for all sorts of reasons and needed so much more work to be done. This fix is released alongside 3DMigoto 1.2.65 - with thousands of new lines of code, dozens of new features and a month and a half of pretty much full time (because unemployed because depression) development work this is the largest single update to 3DMigoto in the entire 1.2.x series. This release adds a whole new ini parser that allows this fix to load in under one second instead of the two minutes that it would have taken with the old parser. It adds a software mouse cursor implementation - so at long last the mouse cursor depth can follow the rest of my automatic HUD adjustment (plus, this will work with the SBS/TB output modes of 3DMigoto), and countless other new features that were needed for this game as well. I have also made some major updates to my Unity scripts and template, to not only work with some quirks of this game, but also to increase performance by a whopping 10-20fps!

Those of you who have used a few of my fixes will know that I pride myself on being able to make almost any effect work in stereo 3D - I'm very good at figuring out complex problems and it is extremely rare for me to just outright disable an effect that doesn't work in 3D. This game however, uses volumetric ray-marched light shafts in a lot of the interior light shafts and after spending several weeks on these back in the day I had to admit defeat when I realised that they were going to be impossible to fix with the limitations of Helix Mod. These were the only light shafts that have ever eluded me, and with the switch to 3DMigoto I took the opportunity to have another crack at these, and while they were still extremely difficult I managed to pull it off, and the effect is really quite stunning:

The automatic HUD adjustment for this game is back as well, only this time the flexibility that 3DMigoto and DirectX 11 allow means that it is even more sophisticated than before - it now analyses every active HUD element to decide what depth to render the HUD and mouse cursor in each frame, and can take into account transparent objects such as glass monitors to render the HUD on top of them.

SKIP! SKIP! SKIP! Too much lore! What did you fix already?!?

If you couldn't get through all the lore above beware that this might not be the game for you as it is pretty lore heavy in itself. Although personally, the thing that appeals to me the most about The Longest Journey and the two Dreamfall games is that the main characters from Stark are just ordinary people that talk about ordinary things like life and relationships and have been thrown into events beyond their control... and of course Crow, the best comic relief sidekick in any game ever.

  • Major updates in 3DMigoto 1.2.65 for this game
  • Major updates to Unity template for higher fps and to handle certain cutscenes
  • Lighting / Shadows
  • Halos
  • Volumetric Light Shafts (the bane of my existence has finally been defeated)
  • Physically Accurate Reflections / Specular Highlights
  • Screen Space Reflections
  • Ambient Occlusion
  • Parallax Building Interiors
  • Sun moved to infinity
  • Replaced the hardware mouse cursor with a software mouse cursor
  • Automatic HUD and mouse depth adjustment that follows the icons on screen
  • Separate automatic subtitle depth adjustment
  • The HUD depth is fixed whenever the inventory is open to line up with it
  • Automatic low convergence + mouse depth preset when picking up an item or examining it in the inventory
  • The Purple Mountains background being at closer depth than the foreground is fixed compared to the old version, but I can't take credit for that - the developers finally stopped rendering two separate scenes in the same 3D space ;-)

Installation

  1. Extract the contents of the zip file to the game directory.

  2. If you are running the 32bit version of the game, replace the DLLS with the ones in the 32bit directory.

    • Right click on the game in Steam and go to "Properties" -> "Set Launch Options" and enter "-window-mode exclusive" (without the quotes) and click "Ok"
    • If you are not using the steam version, launch the game with the provided "Dreamfall Chapters - 3DMigoto.bat"
  3. If 3D Vision didn't kick in, make sure that full screen is enabled in the game settings.

  4. If 3D Vision still didn't kick in, you may have to alt+tab out and back, or try pressing alt+enter twice.

Notes

The Volumetric Light Shafts can be pretty expensive in 3D. In most places they are used in this game they aren't too bad, but they can really tank performance in The Hand That Feeds which has five large light shafts filling most of the room (the developers even turned off the dynamic real time light shaft shadows in that room to save on performance, but it still tanks), so you may need to lower their quality slightly in the settings menu if you find the framerate too low in that room (I just put up with it - the highest quality light shafts are worth it elsewhere in the game, especially the ones that have real time shadows enabled). If you are playing on an underspec machine and finding that these hurt performance too much even on the lowest quality setting you can disable these by searching for [CommandList_Volumetric_Light_Shafts_Common] in the d3dx.ini and uncommenting the handling=skip line below it.

The subtitle depth adjustment is capped so that they can't pop too far out of the screen. This limit can be adjusted by editing the d3dx.ini and adjusting the x value under [Constants]

Side-by-Side / Top-and-Bottom Output Modes

This fix is bundled with the new SBS / TAB output mode support in 3DMigoto. To enable it, edit the d3dx.ini, find the [Present] section and uncomment (remove the semicolon) the line that reads:

run = CustomShader3DVision2SBS

Then, in game press F11 to cycle output modes. If using 3D TV Play, set the nvidia control panel to output checkerboard to remove the 720p limitation.

Like my Work?

As you would have gathered from reading the lore, fixing this one game has taken an enormous amount of my time - Steam shows I've spent close to three hundred hours with it running (probably a hundred of those would have been spent staring at those light shafts alone) and all up I can say that I would have probably spent about three months or so working on this one game - not counting time focussing on other games that went towards working on the Unity template, scripts and many of the features I've added to 3DMigoto over the years that this builds on.

I'm also currently out of a job largely thanks to my ongoing battle with mental health issues, and until I have recovered enough to work on changing that I am entirely dependent on my wife for support, and any donations I receive from this community. I hope you can see that even if you are not interested in this specific game, that the work I have put into it goes far beyond this one title.

I usually prefer not to say much when I post this donation link - because no one likes begging, but given the significance of this fix I felt it prudent to go into more detail and share a little of my personal situation.

If (and only if) you feel that you are in a position where you are able to do so, please consider supporting me with a monthly donation on Patreon, and thanks again to those that already do! While I prefer the more stable monthly support that Patreon offers, I can of course understand that some of you prefer to make one-off donations when you can, and for that you can use my Paypal. As a reminder, these donations are to support me personally, and do not go to other modders on this site.

This mod is created with 3DMigoto (primarily written by myself, Bo3b and Chiri), and uses Flugan's Assembler. See here for a full list of contributors to 3DMigoto

I also have to thank mike_ar69, 4everAwake and Bo3b who helped me in the early days while I was learning ShaderHacking, and while I was starting out looking at Unity in particular.

Friday, February 17, 2017

Assassins Creed 4 Black Flag (DirectX 11) - 3D Vision Fix (UPDATE)

3DMigoto DX11 3D Vision Fix by mike_ar69 and bo3b


Acknowledgements
We are delighted to publish this game fix on the helixmod site, thank you to Helix and Eqzitara for supporting our work on the 3DMigoto DX11 Wrapper!


Please enable javascript to view screenshots.


Fixed
1. Shadows
2. Lights
3. Double Imaging (fog and smoke)
4. Skybox elements
5. HUD
6. Water caustics
**UPDATE
7. Fixed Lights and shadows for all AA options
8. Fix for night stars and moon and clouds

Disabled 
1. Screen stuff like smudges and raindrops
2. Decals like blood etc (for now)

Game Settings
1. Shadows: Shadows must be "very high" or lower, 'soft shadows' have not been fixed (not even looked at yet). For performance reasons turning off soft shadows is a must anyway (the shader is 10000 lines long, compared to most of the others which are all < 600, this explains the processing hog)
2. Ambient Occlusion: SSAO has not been fixed (or looked at) yet. Use "Off", or HBAO+(low).
3. World Detail: Setting to low gives a good FPS boost, but removes gameplay elements, so really needs to be on medium/high
4. Motion Blur: Must be set to OFF


Known Issues
0. Must change profile from AC4 to either no profile, or AC2 (or something else that works).
1. Rain splashes are 2d.
2. Sun Rays: appear 2D, but I can't seem to do anything about this.
3. Shadows from smoke are 2d (minor effect)
4. Text on in-game screens is too deep. This can be adjusted as part of varying the overall HUD depth using new settings in the d3dx.ini file:
  [Constants]
  x=0.8 <-- Change this one e.g. 0.4 is less depth, -0.2 will pop out the screen etc
  y=0.8
  z=1.2
  w=2.0
5. Bloom from some Lights sometimes shines through objects. This might be an SLI issue, not sure
6. Reflections were fixed in the Animus place, but the fix is only approximate, and there is. some residual 'haloing'. This also affects puddles in Havana. Reflections in 3D are messed up bad actually, and we will continue working on it.
7. For some reason, when the game is started, you may need to change the depth setting a fraction (and then back to what ever it was) for the fix to kick in. Switching profile does not have this problem, but it's a minor annoyance, and has only recently been happening.
8. For geo-11, reflections are now fixed, but some of them require getting closer to them before they snap into place.


Installation
1. This fix requires that you either remove the AC4 profile using Nvidia Inspector, or set it to AC2, else the fix for reflections does not work.  If you use the AC2 profile then you will be able to save settings, set SLI bits etc, but this might interfere with playing AC2...

- Download "nvidia inspector" (http://www.guru3d.com/files-details/nvidia-inspector-download.html)
- Open nvidia inspector. Click wrench/screwdriver icon.  This opens a new window.
- Select "Assassins Creed 4" in drop down on top left
- Remove "AC4.exe" by clicking the button with a little red "X" on it
- Save (button in top right hand corner-ish)
- Select "Assassins Creed 2" in drop down on top left
- Add "AC4.exe" by clicking the button with a little green plus on it (next to the one with the red X) - browse to where your AC4 executable is and add it
- Save (button in top right hand corner)
- Close Nvidia Inspector
- Play.
Latest version automatically applies a profile.

2. Run the game once to make sure it's installed, resolution and refresh are like you want.
Make sure 3D kicks in.

3. If you are running recent drivers, and Compatibility Mode is kicking in, do Ctrl-Alt-F11 to disable it.
We've tested it on older drivers like 320.49 and the most recent Beta 337.50, and think it should work in all cases.
We've tested it with SLI and single GPU.

4. Get the fix as a zip file from here: AC4_BlackFlag_3Dmigoto_1.2.54.zip

And unzip all of the files and ShaderFixes folder into the Assassin's Creed 4 exe folder.
e.g. "C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Assassin's Creed IV Black Flag"
It's a lot of files, 400 or so shader files, and 4 dlls, an uninstall, and the .ini file.
If you need to uninstall, there is an uninstall.bat that will delete the dlls.

5) With all that installed, run AC4.
You should be able to see everything in 3D, and be able to change depth and convergence.
Performance should be good, very close to what you normally get with AC4 in 3D. You should expect to see only 2 cores active.
First launch will be slow, like a minute, as it caches shaders.


Update 10-25-14: Switched to latest code base, which uses fewer dlls, and does not require the Microsoft platform update.  It includes the bug fix that PirateGuyBrush found in the 3Dmigoto runtime.  Dramatically improves the minimum frame rates.  Big thanks to PirateGuyBrush for the persistence in nailing that down.   Older: 3Dmigoto-AC4-0.98.zip 


Update 2-13-17: Zythus update to latest 1.2.54 3Dmigoto, which includes SBS/TAB support as well as full hot-key support.  Details:
  • Built in Profile // now you dont need to change the profile
  • Profile forces Vsync and triple buffering for better performance. All you need is to disable Vsync ingame.
  • Profile forces real 3D and in the green text are the important graphic settings for the fix
  • 4 convergence Keys with different HUD depth
  • Numpad 6 for present
  • Numpad 7 for cutscenes
  • Numpad 8 for playing
  • Numpad 9 for high convergence
  • l key for cycle HUD depth
  • k key for toggle HUD on/off
  • Edit d3dx.ini key settings to suit your needs.
Big thanks to Zythus for the update. Latest: AC4_BlackFlag_3Dmigoto_1.2.54.zip


Update 5-20-25:  Somewhat experimental barely tested geo-11 build. Seems to run fine with sbs output, nvidia_dx11, and now nvidia_dx9 on latest drivers. sbs runs OK on AMD. 
Must add StereoFlagsDX10=0x00004000 to the NVidia profile. Water reflections of distant islands are mono until you get close and will snap to stereo. Includes updates from mike_ar69 to fix Decals like blood efffects, and rain drops. 3DVisionReady!



(originally published 2/17/17)


Sunday, December 4, 2016

Far Cry Primal

v1.1: 3Dfix-Far+Cry+Primal-1.1.zip

v1.0: 3Dfix-Far+Cry+Primal-1.0.zip

Update v1.1

This update is primarily aimed at improving the performance on SLI systems. Running at 2560x1440 with water quality set to 'High', I see improvements from 29fps in v1.0 to 55fps in v1.1, and with water quality set to 'Very High' I see improvements from 10fps in v1.0 to 50fps in v1.1!

Note that enabling the SBS/TAB custom shader will still have a significant impact to the framerate in SLI (stay tuned - improvements to halve the cost and limit it to when SBS/TAB is actually being used are planned).

For single GPU users there is still an improvement - the crosshair should now be less "jumpy", and will prefer to stay behind small objects like grass or foliage.

  • Updated to 3DMigoto 1.2.50
  • Driver profile is automatically updated on launch.
  • Downscale depth buffer to 1/16th resolution for crosshair depth calculations to improve SLI framerate, and make crosshair less "jumpy".
  • Downscale reflections to 1/2 their original resolution before swapping eyes, and limit operation to once per frame to drastically improve SLI framerate (reducing water quality slightly will also make an additional improvement to SLI framerate).

Fixed

  • Volumetric fog completely and accurately fixed and looks awesome in 3D :)
    • Shadow volumes (e.g. cast from trees)
    • Light volumes (e.g. in caves)
    • Camp fires
    • Density near mountains
    • Density near cliffs
    • Density in sky
  • Specular highlights are fixed accurately!
  • Lights / Shadows
    • Tile Lighting
    • Directional
    • Ambient
    • Physical
  • Water reflections
    • Real reflections outdoors (using stereo reversal technique)
    • Environment map reflections in caves
  • Ambient Occlusion
    • Normal map artefacts
    • Disabled false velocity smearing
  • Auto crosshair added
  • Enemy & animal tags
  • Mask of Krati crystals around edge of screen moved to fixed depth
  • Halos
  • Lens flares
  • Vignette pushed to depth
  • Hunter vision yellow outline fade out at edge of screen lined up better
  • Underwater caustics
  • Decals
  • Bloom

Installation

  1. Unpack the zip file to the Far Cry Primal\bin directory

  2. Launch the game. The first time you run it (and again after any driver update) you will get a UAC prompt for Rundll32 to install the driver profile - choose yes.

  3. Disable Motion Blur in the settings

  4. If using SLI, lower the water quality to 'High' to improve the framerate and reduce stuttering.

HUD Modes

Two different automatic HUD modes are provided:

The default mode will adjust the entire HUD based on the centre of the screen, which is well suited to general gameplay so that the crosshair will line up with the target.

The second mode will try to adjust the HUD to be mostly in front of anything on the screen. This mode is intended for use in cutscenes to help make the subtitles easier to read.

The ~ key can be used to toggle between both of these modes. If you would prefer to use a fixed depth HUD, you can do so by editing the d3dx.ini - x2 sets the mode and x sets the fixed depth for mode 0.

Convergence Presets

Press backslash to cycle between two convergence presets - a low preset recommended for most of the game, and a high preset intended for use in the Legend of the Mammoth DLC.

Side-by-Side / Top-and-Bottom Output Modes

This fix is bundled with the new SBS / TAB output mode support in 3DMigoto. To enable it, edit the d3dx.ini, find the [Present] section and uncomment the following line by removing the semicolon from the start:

run = CustomShader3DVision2SBS

Then, in game press F11 to cycle output modes. If using 3D TV Play, set the nvidia control panel to output checkerboard to remove the 720p limitation.

Notes

There are some reports that recent drivers are causing issues for some people. If you have trouble, 361.91 and 362.00 are known to work for this game.

I may revisit the game later to improve the HUD like I did in FC4, but this is quite playable as is.

Known Issues

  • Vignette underwater is not lined up with the edge of the screen (related to the HUD), but is a pretty minor issue.

  • Some of the cutscenes have excessive sparkles at the far left of the screen.

  • Some of the reflections are not accurate in 2D, and therefore not accurate in 3D either. The river near the village is probably the worst for this as from certain camera angles plants can be seen stretched across the water. This is a game bug.

  • If you use an unusual resolution, the fog in some areas (such as while obtaining the Owl guide) may be cut off the right of the screen. This occurs even in 2D and is a game bug. 1920x1080 and 1280x720 both work fine.

Like my Work?

Consider supporting me on Patreon

This mod is created with 3DMigoto (by Bo3b, Chiri & myself) and uses Flugan's assembler

Monday, January 4, 2016

Life Goes On


Last Updated:  July, 31, 2016

What this mod does:
- Fixes haloing & lighting issues
- Places the scroll of names at a fixed depth
- Adds 2 convergence presets on the 'Tab' key.
- Adds a high convergence preset on the 'Q' key
- Adds auto-convergences for the Main Menu & Victory screen

Installation:
1)  Download this ZIP file and extract the contents into the directory that contains the game's EXE file.
2)  Use Nvidia Inspector to assign "Life Goes On.exe" to the profile "3D-Hub Player". (For instructions on how to assign profiles, see this guide)
3a) For the Steam version:
  • In your Steam library, right click on "Life Goes On" and select "Properties"
  • Click "Set Launch Options"
  • In the box, type -force-d3d9 and click "Ok"
3b) For the Non-Steam Version:
  • Run the game using the included shortcut "Life Goes On- Helixmod.bat"



Made this using DarkStarSword's Unity template.
 If you like this mod, consider supporting DarkStarSword on Patreon

    Monday, December 21, 2015

    Far Cry 4

    A fix by DarkStarSword and mike_ar69

    Special thanks to Bo3b for the decompiler fixes and DHR for discovering the Max Payne 3 profile!

    Download the updated fix: 3Dfix-Far Cry 4-2016-03-09.zip

    If you have issues with the new version, the original one is still available (refer to it's README.txt for installation instructions): 3Dfix-Far Cry 4-2015-06-05.zip

    Update 2016-03-09

    • Fixed the crosshair not working on the Steam version of the game.
    • Fixed the simulated fur glitch in HLSL (Thanks to bo3b for the work on the decompiler)
    • Fixed interior shadow mask clipping with MSAA enabled.
    • Updated to 3DMigoto that supports SBS & TAB output modes. To enable, set the output mode to checkerboard in the nvidia control panel (don't worry - checkerboard won't be used), uncomment the 'run = CustomShader3DVision2SBS' line in the d3dx.ini, then press F9 in game to cycle modes.

    Update 2016-02-23

    Removed the assembly shaders due to a falling out in the community. This means the NVIDIA Hairworks simulated fur glitch at depth == 1.0 has returned, but that is a very minor issue. Soft shadows are now fixed with 3DMigoto's arbitrary resource copying support so they continue to work flawlessly. Be sure to uninstall the existing fix with the provided uninstall.bat prior to updating to this version.

    Update 2015-12-21

    This is a major update to showcase new 3DMigoto features. For the original fix, Bo3b and I had already spent a good deal of engineering effort adding a new input infrastructure to 3DMigoto to add the aiming down sights convergence preset that was necessary to make the game playable, but there were numerous other wishlist items that were not possible to fix at the time, but not important enough to delay releasing the fix.

    I've since been working behind the scenes adding new features to 3DMigoto to give our community the ability to fix many more advanced issues in DX11 games, and since this is the main game I use to demo 3D Vision in public I decided that it would be a good choice to showcase many of these new features.
      -DarkStarSword

    • Automatically adjust the crosshair and weapon sight depth to rest on the target, and for the first time ever the depth buffer from the opposite eye is used to improve the accuracy of the auto crosshair (new features: texture & constant buffer copying, reverse stereo blit)

    • Automatically adjust various floating icons in the HUD based on the depth buffer (new features: same as auto crosshair, access vertex buffers as structured buffers, screen size injection, texture filtering, texture injection)

    • Automatically adjust the camera HUD depth, and leave vignette full screen (similar to above, but also used texture hash tracking and intra-frame texture detection)

    • Disable aiming convergence preset while descending ropes (new features: conditional overrides, shader & texture detection)

    • Fixed one frame sync issue on shadows when anti-aliasing was disabled or set to SMAA (This was a game bug and is present in 2D as well, but shows the flexibility of just what we can achieve using the arbitrary resource copying feature of 3DMigoto)

    • Fixed artefacts on rocky surfaces when using NVIDIA HBAO+ (more info and screenshots here. New feature: constant buffer copying)

    • Removed need for 2560x1440 users to edit the d3dx.ini (new feature: texture hashes independent of resolution)

    • Aligned repair tool flame with repair tool, and aligned sparks with vehicle being repaired (new features: intra-frame texture detection, arbitrary resource copying)

    • Fixed reflected glow of sun & moon (new feature: render target size filtering)

    • Fixed NVIDIA Hairworks simulated fur glitch at depth == 1.0 (new features: ability to fix geometry shaders & use Flugan's assembler)

    • Fixed box shaped artefact on NVIDIA soft shadows (new feature: Flugan's assembler arbitrary resource copying)

    • Fixed interior shadow mask clipping on windows & doors (No new feature strictly required to fix it, but the new frame analysis features were crucial to identify the cause of this issue)

    • Stretched vignette on world map to full 3D screen (new features: texture filtering & texture hash tracking. Note: on my screen I get a slight moire effect in the crosstalk that can make it look 2D on the white background beyond the edge of the map, but it looks fine on a non-white background)

    • Fixed minor inverted emboss on patchy snow (Manually fixed. Bo3b has since improved 3DMigoto's handling of booleans in HLSL for these type of issues)

    • Fixed environmental reflections when texture quality >= high

    • Fixed reflections of several more objects

    • Improved accuracy of specular highlight fix

    • Re-enabled ripples and foam in river in prologue

    • Fixed several shaders used in some community maps (just some of the more common ones I saw in a few maps - I'm not going to fix every map)

    Fixed in original release

    • Shadows
    • Halos
    • Water reflections
    • Environment reflections
    • Specular highlights
    • Interior building masks
    • Clipping on lights
    • Low convergence preset activated when aiming via right mouse or left trigger (you can edit the d3dx.ini file to adjust the convergence amount or key binding under [Key1] and [Key2]).
    • UI/HUD depth adjusted to fixed depth.
    • Weapon sight depth adjusted to fixed depth.
    • "Dirty lens" bloom depth adjusted
    • nVidia god rays ("ENHANCED" option in settings)
    • Regular god rays (while looking at sun through trees)
    • Underwater green fog volume
    • Underwater caustics
    • Halos around lights
    • Decals
    • Sun/moon glow
    • Fog

    Installation

    1. Use driver 358.87 (Newer drivers may work as well, but this the recommended driver for this game as it is known to work well for a lot of people, including Windows 10 users. It is no longer necessary to change the game profile with these newer drivers).

    2. Unpack zip to Far Cry 4\bin directory

    3. If game switches to windowed mode after launch, press alt+enter to switch back to full screen

    4. Set ambient occlusion to HBAO+ or SSAO. HBAO+ looks significantly better than SSAO and is highly recommended, especially now I've fixed the artefacts it had on rocky surfaces. SSAO may not work on earlier versions of the game.

    5. Disable motion blur, as it causes rendering artefacts.

    6. If you are using SLI, set terrain to medium or lower to get good performance.

    HUD Depth

    Most of the HUD is now automatically adjusted, but there are a few tweaks available in the d3dx.ini in the [Constants] section:

    • x sets the depth of any HUD element that is not automatically adjusted

    • y sets a minimum depth for any automatically adjusted HUD element

    • z sets the depth of the minimap. Use -1 to automatically adjust it, but I found that could be distracting given the gun can wave around in front of it while running.

    Known Issues

    • Shangri-La missions are reportedly broken with SLI for some users (need to confirm, but it seems these may now be working with the latest drivers). The only known workarounds are to turn off either 3D or SLI for these missions.

    • An outline of the current weapon may show offset to the right in certain rivers (most notably in the prologue) while using MSAA or TXAA. This is a game bug that occurs even in 2D without the fix installed. Most water does not suffer from this problem.

    • The text showing the distance to a waypoint is not lined up with the floating waypoint icon. This would be tricky to fix as the text is drawn earlier in the frame than the icon and there's no easy way to distinguish it from any other text that we don't want to adjust.

    Notes

    If you find any rendering issues be sure to mention where the broken effect was in the game, and what settings you are using - particularly anti-aliasing, shadows, water and vegetation.

    Tuesday, October 20, 2015

    Life Is Strange (All Episodes)

    Download the fix: 3Dfix-Life+is+Strange-2015-10-21.zip

    Update 2015-10-21

    • Fixed Episode 5
    • Added approximate fix for bloom around lights using depth buffer (press H to move them to infinite depth instead)

    Update 2015-08-16

    • Fixed Episode 4

    Update 2015-05-24

    • Fixed Episode 3
    • Fixed some more lighting effects

    Update 2015-03-25

    • Fixed Episode 2
    • Disable some fog effects that broke with SkipSetScissorRect (Press P to re-enable this)

    Update 2015-02-01

    • Added subtitle depth adjustment (see below)

    Fixed

    • Halos
    • Fog
    • Shadows
    • Glow around sun
    • Approximate fix for bloom around lights (Press H to change to an alternate adjustment that places these at infinity)
    • Light shafts
    • Reflections on ground
    • Clipping on decals
    • Convergence is increased to 50.0 by default. To save a custom setting, press plus on the number row before adjusting the convergence, then press F7 to save.

    Installation

    Unpack the zip file under:

    ...\Steam\SteamApps\common\Life Is Strange\Binaries\Win32
    

    Subtitle Depth Adjustment

    I recommend disabling the subtitles in the settings, but if you prefer to play with them enabled you may adjust their depth with the keys on the number row. This adjusts the subtitles and menus, but can cause in-world HUD elements to flicker momentarily when at a certain distance from the camera, so it is disabled by default. tilde sets screen depth, 0 sets 99.5% and 1-9 sets anywhere between. Press minus on the number row to disable the adjustment and return to the game's default depth.

    Notes

    • I played on high quality and have not checked for issues on lower settings.

    Like my Work?

    Consider supporting me on Patreon

    Saturday, December 27, 2014

    Legends of Aethereus

    Download the fix: 3Dfix-LegendsOfAethereus-2014-12-27.zip

    Fixed

    • Lights and Shadows
    • Halos on all surfaces
    • Skybox
    • Character portrait halos
    • Crosshair depth presets added (press Q to cycle presets)

    Known Issues

    • Spot light from lantern clips incorrectly at the side (not due to scissor clipping, but appears similar)
    • Enemy health bars are at screen depth

    Notes

    I haven't played very far into the game yet, so there may still be broken effects further in. If you find something broken send me a save file.

    Troubleshooting

    If you are unable to launch the game through Steam, refer to this thread, and look here for a script that may help.

    Like my Work?

    Consider supporting me on Patreon

    Sunday, December 21, 2014

    Legend of Grimrock 2

    fix by:  Aquarank & 4everAwake


    Fixed:
    -Lights, Shadows, UI & most HUD
    -Removed surface gloss

    Remaining Issue(s):
    -Some HUD unevenness

    Installation:
    -Download this ZIP file and extract the contents into the same directory that contains the game's EXE file (grimrock.exe).

    Additional Notes:

    • 'F3' key- Press this to cycle HUD depth (3 presets)
    • 'F4' key- Press this to cycle convergence (2 presets)


    Special thanks to Eqzitara for his original Legend of Grimrock fix.