3D fix for Tomb Raider IV-VI Remastered, the 2025 remaster of the Tomb Raider IV, Chronicles and The Angel of Darkness.
This fix was made (and includes) OpenGL3DVision, version 12.3, 64 bits.
I haven't finished playing the games. I just checked enough of each game to be fairly confident that there is nothing else to fix. Although I don't know if there could be other broken effects in TR6.
Fixed
- Shadows.
- Specular reflections.
- Skyboxes for both remastered and classic graphics.
- Scissor clipping with classic graphics, thanks to an ini setting.
- In Tomb Raider IV (and maybe Chronicles), with classic graphics, some levels may show inverted 3D for geometry at some specific locations and camera angles.
- Download this file and extract its contents in the "Tomb Raider IV-VI Remastered" folder, where "tomb456.exe" is.
- Open "3DVisionWrapper.ini" and select the "RenderMode" that you need. By default it's set to 0, for 3D Vision displays. The default "Separation" is 100. You can change that in the ini or hold ctrl+F1 / ctrl+F2 to tweak it. ctrl+F3 / ctrl+F4 for convergence.
- Run the game.
- j: 450 convergence. Intended mostly for cutscenes.
- k: 900 convergence (default, although in 3D Vision you may need to press the key).
- l: 1200 convergence.
- o: this sets the HUD depth to 40%.
- p: this sets the HUD depth to something convergence dependant.
- If you have a lot of GPU performance to spare, make a profile for the game in Nvidia Profile Inspector (if you don't have it already), set "Antialiasing - Mode" to "Override any application setting", and "Antialiasing - Setting" to "32xS [Combined: 2x2 SS + 8x MS]". This will especially make the classic graphics look better.
- Don't try to limit the fps of the game. Just let vsync do its job. This will make the frame sequential 3D look pretty close to synchronized.
- After you exit the game, check that the "tomb456.exe" process didn't get stuck. Kill it with the task manager if that happens.
- Tomb Raider: The Angel of Darkness, unlike the previous two games, is limited to 60fps in 2D. This means 30fps per eye in 3D.