Showing posts with label dgVoodoo. Show all posts
Showing posts with label dgVoodoo. Show all posts

Sunday, May 3, 2026

Persona 4 Arena Ultimax [DX11]


geo-11 fix for Persona 4 Arena Ultimax. The game originally runs in DX9, so this needs dgVoodoo to convert the game to DX11.


Fixed
- Character sprites, other effects and HUD are at correct depth too.
- Clouds in a puddle reflection put to full depth.
- Haloing issues.


Known issues
- The main menu looks pretty bad, but for now I didn't see a way to disable 3D in it without harming gameplay. Just in case, I don't want to risk it. But you can still easily see all the options in the menu.


Installation
- Before installing anything, make sure the game is running in windowed mode at 1920x1080 and also without MSAA. Fullscreen and MSAA (not necessarily together) break graphics completely.
geo-11 (with build v0.6.164): download this file and extract its contents in the "P4U2" folder, where "P4U2.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to "sbs" by default and also "upscaling" is set to 1 in that same file.
- Install dgVoodoo (v2.87.1 is the version that you need. Different ones may break effects) by copying the "MS\x64\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this:



Setting "Mipmapping to "Auto-gen with bilinear filter" improves the image quality a lot since the game lacks mipmaps.
- Run the game.


Hotkeys
F1: convergence presets (150, 250, 400). 250 by default.


Notes and reminders
- Do not attempt to use fullscreen mode. It breaks everything due to some incompatibility with dgVoodoo. Also, borderless mode leaves the game as a small rectangle in the middle when you try to upscale to 4K, so it's best to use windowed mode.
- Also remember to disable MSAA ingame.
- Upscaling is already enabled in the fix, with "upscaling = 1" in "d3dxdm.ini". If you want to disable that, set it to 0.


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

BlazBlue Cross Tag Battle [DX11]




geo-11 fix for BlazBlue Cross Tag Battle. The game originally runs in DX9, so this needs dgVoodoo to convert the game to DX11.


Fixed
- Character sprites, other effects (like Arakune invisibility, or UNIEL character attacks) and HUD are at correct depth too.
- Haloing issues.
- Automatic low convergence preset for the game hub.


Installation
- Before installing anything, make sure the game is running in windowed mode at 1920x1080, which is the highest resolution you can use without another mod. Fullscreen breaks graphics completely.
geo-11 (with build v0.6.164): download this file and extract its contents in the "BBTAG" folder, where "BBTAG.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to "sbs" by default and also "upscaling" is set to 1 in that same file.
- Install dgVoodoo (v2.87.1 is the version that you need. Different ones may break effects) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this:



Setting "Mipmapping to "Auto-gen with bilinear filter" improves the image quality a lot since the game lacks mipmaps.
- Run the game.


Hotkeys
F1: convergence presets (150, 250, 400). 250 by default.


Notes and reminders
- Do not attempt to use fullscreen mode. It breaks everything due to some incompatibility with dgVoodoo. Also, borderless mode leaves the game as a small rectangle in the middle when you try to upscale to 4K, so it's best to use windowed mode.
- Upscaling is already enabled in the fix, with "upscaling = 1" in "d3dxdm.ini". If you want to disable that, set it to 0.
- There is a resolution mod in pcgamingwiki. It has many problems with geo-11's upscaling, so if you have a glasses-free 3D monitor like I do, it's better to not use that mod.


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

BlazBlue Centralfiction [DX11]



geo-11 fix for BlazBlue Centralfiction. The game originally runs in DX9 and it has a fix for 3D Vision, but I wanted to make a DX11 fix to not depend on 3D Vision drivers. This needs dgVoodoo to convert the game to DX11.


Fixed
- Character sprites, other effects (like Arakune invisibility) and HUD are at correct depth too.
- Haloing issues.


Installation
- Before installing anything, make sure the game is running in fullscreen or borderless. Windowed has issues. I also recommend enabling the "Keep Aspect Ratio" option.
geo-11 (with build v0.6.164): download this file and extract its contents in the "BlazBlue Centralfiction" folder, where "BBCF.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to "sbs" by default and also "upscaling" is set to 1 in that same file.
- Install dgVoodoo (v2.87.1 is the version that you need. Different ones may break effects) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this:




Setting "Mipmapping to "Auto-gen with bilinear filter" improves the image quality a lot since the game lacks mipmaps. Unlike previous games, this one supports high resolution natively, so we don't need dgVoodoo to force it.
- Run the game.


Hotkeys
F1: convergence presets (150, 250, 400). 250 by default.


Notes and reminders
- Upscaling is already enabled in the fix, with "upscaling = 1" in "d3dxdm.ini". If you want to disable that, set it to 0.



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

BlazBlue Chronophantasma Extend [DX11]


geo-11 fix for BlazBlue Chronophantasma Extend. The game originally runs in DX9 and it has a fix for 3D Vision, but I wanted to make a DX11 fix to not depend on 3D Vision drivers. This needs dgVoodoo to convert the game to DX11.


Fixed
- Character sprites, other effects (like Arakune invisibility) and HUD are at correct depth too.
- Haloing issues.


Installation
- Before installing anything, make sure the game is running at 1366x768[ARCADE] in fullscreen mode. Any other combination of resolution and window mode may have issues with bloom in 3D, or the internal resolution may look wrong.
geo-11 (with build v0.6.164): download this file and extract its contents in the "BlazBlue Chronophantasma Extend" folder, where "BBCPEX.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to "sbs" by default and also "upscaling" is set to 1 in that same file.
- Install dgVoodoo (v2.87.1 is the version that you need. Different ones may break effects) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this:



Setting "Mipmapping to "Auto-gen with bilinear filter" improves the image quality a lot since the game lacks mipmaps, and forcing a high resolution improves the internal resolution of the game. Not really full 4K, but to me it looks more or less like a very antialiased 1080p.
- Run the game.


Hotkeys
F1: convergence presets (150, 250, 400). 250 by default.


Notes and reminders
- Don't use any ingame resolution other than 1366x768[ARCADE], and always use fullscreen mode.
- Upscaling is already enabled in the fix, with "upscaling = 1" in "d3dxdm.ini". If you want to disable that, set it to 0.



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

BlazBlue Continuum Shift Extend [DX11]


geo-11 fix for BlazBlue Continuum Shift Extend. The game originally runs in DX9 and it has a fix for 3D Vision, but I wanted to make a DX11 fix to not depend on 3D Vision drivers. This needs dgVoodoo to convert the game to DX11.


Fixed
- Character sprites, other effects (like Arakune invisibility) and HUD are at correct depth too.
- Haloing issues.


Installation
- Before installing anything, make sure the game is running at 1280x768 in fullscreen mode. Any other combination of resolution and window mode may have issues with bloom in 3D, or the internal resolution may look wrong.
geo-11 (with build v0.6.164): download this file and extract its contents in the "BlazBlue Continuum Shift Extend" folder, where "BBCSE.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to "sbs" by default and also "upscaling" is set to 1 in that same file.
- Install dgVoodoo (v2.87.1 is the version that you need. Different ones may break effects) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this:



Setting "Mipmapping to "Auto-gen with bilinear filter" improves the image quality a lot since the game lacks mipmaps, and forcing a high resolution improves the internal resolution of the game. Not really full 4K, but to me it looks more or less like a very antialiased 1080p.
- Run the game.


Hotkeys
F1: convergence presets (150, 250, 400). 250 by default.


Notes and reminders
- Don't use any ingame resolution other than 1280x768, and always use fullscreen mode.
- Upscaling is already enabled in the fix, with "upscaling = 1" in "d3dxdm.ini". If you want to disable that, set it to 0.



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

BlazBlue Calamity Trigger [DX11]


geo-11 fix for BlazBlue Calamity Trigger. The game originally runs in DX9 and it has a fix for 3D Vision, but I wanted to make a DX11 fix to not depend on 3D Vision drivers. This needs dgVoodoo to convert the game to DX11.


Fixed
- Character sprites, other effects (like Arakune invisibility) and HUD are at correct depth too.
- Haloing issues.


Installation
- Before installing anything, make sure the game is running at 1280x768 in fullscreen mode. Any other combination of resolution and window mode may have issues with bloom in 3D, or the internal resolution may look wrong.
geo-11 (with build v0.6.164): download this file and extract its contents in the "BlazBlue Calamity Trigger" folder, where "BBCT.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to "sbs" by default and also "upscaling" is set to 1 in that same file.
- Install dgVoodoo (v2.87.1 is the version that you need. Different ones may break effects) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this:



Setting "Mipmapping to "Auto-gen with bilinear filter" improves the image quality a lot since the game lacks mipmaps, and forcing a high resolution improves the internal resolution of the game. Not really full 4K, but to me it looks more or less like a very antialiased 1080p.
- Run the game.


Hotkeys
F1: convergence presets (150, 250, 400). 250 by default.


Notes and reminders
- Don't use any ingame resolution other than 1280x768, and always use fullscreen mode.
- Upscaling is already enabled in the fix, with "upscaling = 1" in "d3dxdm.ini". If you want to disable that, set it to 0.



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

Sunday, April 26, 2026

Mount & Blade Warband dgVoodoo2 + Geo 11 fix

Specials thanks to Masterotaku, always there helping me

Geo-11 fix for Mount & Blade Warband. The game originally runs in DX9 and already works for 3D Vision, but I wanted to make a DX11 fix to not depend on 3D Vision drivers and dynamic depth for mouse and crosshair. This requires dgVoodoo to convert the game to DX11.







Fixed:
Halos from lights and smoke.
Crosshair at dynamic depth.
Mouse cursor at dynamic depth.
Reflections at real depth.

Installation
    Geo-11: download this file https://cicicleta.s3.us-east-1.amazonaws.com/MountBlade+Warband.zip  and extract its contents into the "Mount and Blade Warband" folder. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It is set to "sbs" by default. katanga_vr doesn't work for me. nvidia_dx11 mode explained further below.
    Install dgVoodoo (v2.86.2 is the version I used for this game). Copy the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similarly to this:






    This game has a launcher that does not work well when geo-11 is active (mouse is not showed). I recommend configuring the game first without geo-11 active, and then installing geo-11 afterward. If you later need to change something in the launcher with geo-11 already installed, just rename the d3d11.dll file to something else (e.g. --d3d11.dll), make your changes in the launcher, and then rename it back to its original name.
These are the values that work best for me.



    It is very important not to use antialiasing (dynamic depth stops working if you do).
    If you are going to use the nvidia_dx11 output mode, there are additional steps to configure, which I explain further below.
This fix works with the game's native mode. It is configured to support the "Clash of Kings" mod, but crashes occur fairly often with mods in general. With other mods that modify textures, the fixes will not work correctly.

nvidia_dx11 output:
Uncomment this line → swap_effect = 4 to enable the 3D effect.
"Clash of Kings"  Crashes with nvidia_dx11 output mode (any problem related to VRAM)
 
Hotkeys
k: Change the depth of the interactive box (in front of the character).

This fix it's for game's Native Mode. I have tested "Clash of Kings" mod in three PC:
-GTX 1660 : "Clash of Kings"   works in sbs mode.
-GTX 1050 : "Clash of Kings"  works in sbs mode.
-RTX 4060 : "Clash of Kings"  doesn't work. Works  commenting this line  ;allow_create_device=1 in d3dx.ini

    In any case, the mod crashes a lot due to the large load of textures that the dx9 system is not prepared to withstand. (I think)



Wednesday, August 27, 2025

Castlevania: Lords of Shadow [DX11]





geo-11 fix for Castlevania: Lords of Shadow. The game originally runs in DX9 and it has a fix for 3D Vision, but I wanted to make a DX11 fix to not depend on 3D Vision drivers. This needs dgVoodoo to convert the game to DX11.


Fixed
- Haloing issues.
- Shadows.
- Lighting, with realistic depth for specular reflections.
- Decals.
- Fog.
- Light shafts.
- Skybox and moon pushed to more depth.
- Radial blur.
- Motion blur, with an option to disable it.
- Automatic low convergence preset for the "book" menu (main menu, level selection, pause, etc).


Installation
geo-11 (with build v0.6.198): download this file and extract its contents in the "CastlevaniaLoS\bin" folder, where "CastlevaniaLoSUE.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to "sbs" by default.
- Install dgVoodoo (v2.86.2 is the version that you need. Different ones may break effects) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this (nothing special except for the VRAM amount that may vary per person):


- Run the game.


Hotkeys
F1: convergence presets (80, 250, 400, 600). 250 by default, which may be a decent balance between cutscenes and gameplay, but for gameplay I sometimes prefer 400. The game doesn't work with autoconvergence.
F2: HUD depth presets (0%, 25%, 50%, 75%, 100%). 50% by default, but it won't affect menus.
F4: motion blur toggle. Not disabled by default. You may not notice a difference unless you use a display that can do blur reduction.


Notes
If you want to disable motion blur by default, open "d3dx.ini" and set z10=1 at line 116.
Just a few lines above that, you can also change the default HUD depth which is "x10=0.5" by default. 0 is screen depth, and 1 is full depth. You can use decimals in between.



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

Friday, May 16, 2025

Legend of Grimrock II [DX11]



geo-11 fix for Legend of Grimrock II. The game originally runs in DX9 and it has a fix for 3D Vision, but I wanted to make a DX11 fix to not depend on 3D Vision drivers. This needs dgVoodoo to convert the game to DX11.


Fixed
- Shadows.
- Lighting, with realistic depth for specular reflections.
- Fog.
- Sun lens flares.
- Mouse cursor at dynamic depth when you hold the ctrl key.


Installation
geo-11 (with build v0.6.198): download this file and extract its contents in the "Legend of Grimrock II" folder, where "grimrock2.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to "sbs" by default.
- Install dgVoodoo (v2.86.2 is the version that I tested the most. Use it in case newer versions may break the fix) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this (nothing special except for the VRAM amount that may vary per person):




- Run the game.


Hotkeys
F1: convergence presets (0.001, 1, 1.5, 2). 1.5 by default.
ctrl (holding it): mouse cursor to dynamic depth, sticking to surfaces. I made this in case it helps people click on interactive elements of the scenery, or pickable objects. The HUD will always remain at screen depth.


Notes
- This game sometimes froze, complaining about running out of memory, which apparently can also happen to people playing normally. With the v2.86.2 version of dgVoodoo and making "grimrock2.exe" large address aware (go look for it), for now I'm not seeing any more issues.


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

Legend of Grimrock [DX11]



geo-11 fix for Legend of Grimrock. The game originally runs in DX9 and it has a fix for 3D Vision, but I wanted to make a DX11 fix to not depend on 3D Vision drivers. This needs dgVoodoo to convert the game to DX11.


Fixed
- Shadows.
- Lighting, with realistic depth for specular reflections.
- Mouse cursor at dynamic depth when you hold the ctrl key.


Installation
geo-11 (with build v0.6.198): download this file and extract its contents in the "Legend of Grimrock" folder, where "grimrock.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to "sbs" by default.
- Install dgVoodoo (v2.86.2 is the version that I tested the most. Use it in case newer versions may break the fix) by copying the "MS\x86\D3D9.dll" file to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this (nothing special except for the VRAM amount that may vary per person):




- Run the game.


Hotkeys
- F1: convergence presets (0.001, 1, 1.5, 2). 1.5 by default.
ctrl (holding it): mouse cursor to dynamic depth, sticking to surfaces. I made this in case it helps people click on interactive elements of the scenery, or pickable objects. The HUD will always remain at screen depth.


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

Friday, December 8, 2023

Ys VI: The Ark of Napishtim [DX11]



geo-11 fix for Ys VI: The Ark of Napishtim. The game originally runs in DX8 and DX9 (which is fine in native 3D Vision), but this is a geo-11 fix (if it can even be called that. I didn't have to fix any shader. This is mainly to allow other types of 3D outputs) that needs dgVoodoo to convert the game to DX11.


Installation (DX11)
geo-11 (with build v0.6.182): download this file and extract its contents in the root folder of the game ("Ys VI - The Ark of Napishtim", where "ys6_win.exe" and "ys6_win_dx9.exe" are). Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, "nvidia_dx11" may be the only one that works (I can't test this mode).
- Install dgVoodoo (v2.82.1 at the time of writing this. Use it in case newer versions may break the fix) by copying the "MS\x86\D3D9.dll" and "MS\x86\D3D8.dll" files to the folder where you installed the fix. Then run "dgVoodooCpl.exe" to configure dgVoodoo similar to this (VRAM needed or useable may vary for you):



- The first time you install dgVoodoo for the game, you should run the game config first, to set your resolution. It's important to enable "32-bit Textures". I saw dgVoodoo having problems with videos when that option was disabled.


- Run the game. Both DX8 and DX9 versions of the game are OK to use.


Hotkeys (DX11)
- F1: three convergence presets (8, 16, 24). 16 by default.


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