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

Sunday, June 14, 2026

Star Wars Episode I: Racer






3D Vision and geo-11 fix for Star Wars Episode I: Racer (GOG release). It includes an aspect ratio mod that I did via shaders. The fix needs dgVoodoo to convert the game to DX11. There are some unavoidable compromises with the fix related to the HUD and geometry.


Update (2026-06-15): added geo-11 fix. Read the differences below.


NEW GEO-11 FIX INFORMATION HERE



Differences from the 3D Vision fix:
  • The fix now requires dgVoodoo 2.87.2 (latest one at this date). At some point it won't be available from the official source, so I backed it up in a github project.
  • Default convergence is now 6 instead of 3. I think it was too low. You can change the dm_convergence value in d3dxm.ini.
  • Three convergence presets instead of 5. They are for 3, 6, and 12 convergence.
  • The "4" hotkey now has 3 presets. By default, the HUD will be fully correct. Some rare track textures may have a bit of a weird depth unless you press 4 twice to make the HUD fly away with convergence.
  • upscaling = 1 is enabled by default in d3dxdm.ini. I found it to be the most stable.
  • I disabled the HUD toggle hotkey, because it has a risk of disabling some geometry.


-------------------------------------------------------------------

OLD 3D VISION FIX INFORMATION BELOW



Fixed
- Most of the HUD at fixed depth (see the notes after the installation steps).
- Fixed "layer" was making 3D broken at high convergence levels.
- Sun and lens flares now at full depth.


Remaining issues
- Shadows are unfixed. They seem to not have depth information, and even if they had it, they still share their texture hashes with other geometry (I tried to do a manual approximation and it backfired).
- By default I have left the boost meter at a non fixed depth to not compromise geometry. You can probably still see it with one eye somewhere on the screen. If you want to fix the meter, open "d3dx.ini" and uncomment the "[TextureOverrideHUD3]" line and the two lines below it.
- Some slight geometry accuracies (affecting a few textures) had to be made to fix the HUD. See the notes below the installation steps.
- WARNING: trying to enable SBS/TAB/interlaced modes will crash the game, even if you configure the mode beforehand. You have to play with normal 3D Vision unless you find (and hopefully share) a way to make it work.


Installation
- First configure the game resolution the normal way. I recommend the default 640x480 for better CPU performance and full size videos.
- Download this file and extract its contents in the "STAR WARS Racer" folder, where "SWEP1RCR.EXE" is.
- Download the latest dgVoodoo 2 release or WIP version (at least 2.55.1 version) here: http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2.html
- From inside its "MS" folder, copy "D3D8.dll", "D3DImm.dll" and "DDraw.dll" into the game folder. The GOG release of this game comes with a "ddraw.dll" that makes the game DX9, so rename it to something else if you don't want to lose it.
- Open "dgVoodooCpl.exe" and configure it like this, for example, tuning the resolution and some other settings to your liking:



- It's important that you enable "Fast video memory access" to remove a big CPU bottleneck.
- Open "dgVoodoo.conf" and set "DepthBuffersBitDepth" to "force32bit" to have the best geometry accuracy, avoiding the annoying "z fighting" problem.
- Boot the game directly from "SWEP1RCR.EXE", making sure you have admin rights to save the game profile changes it makes the first time. If I launch it from GOG Galaxy it doesn't trigger 3D Vision.


HUD and geometry compromises
The problem of this game is that it has just a handful of texture hashes shared between geometry, shadows, lens flares and HUD. Even with a very narrow depth check (to see if it's exactly 0, for the HUD), it can still affect geometry. I tried to give the game the best balance between these things, but you can change how it's configured (experienced users only).

Open "d3dx.ini" and go to line 996, right before "[TextureOverrideHUD1]". Take a look at those blocks of text until line 1047. By default, I made the game unstereoize (i.e. put at screen depth) everything that has zero depth. Blocks that contain "filter_index=2" will avoid this and in some cases affect the HUD (other times it has no drawbacks). The block I have with "filter_index=1" is the lens flares and sun fix, putting the effect at full depth.

For example, if you want to fix the boost meter, comment the "[TextureOverrideHUD3]" block. But some geometry will have wrong depth.

For a quick general change to disable all HUD fixes in real time (but make the HUD convergence dependant), press the "4" hotkey.


Hotkeys (numbers are not from the numpad)
- 1: five convergence presets .
- 2: HUD depth presets. Screen depth by default, and tweaked for the HUD inside races.
- 3: HUD toggle. Not disabled by default. Only HUD elements with fixed depth will be affected. Sun and lens flares (and some HUD affected by it) won't be disabled.
- 4: press this to disable all HUD tweaks, making geometry perfect (except the always unfixed shadows) at the cost of probably not seeing the HUD if you use enough convergence.
- 5: aspect ratio mod presets (4:3, 16:9, 2560x1080 AR, 3440x1440 AR, 48:9). By default 4:3 to 16:9 conversion.
- 6: Y axis FOV unlock toggle. Use it alongside the "5" key to configure the zoom level. By default it assumes you are using a 16:9 resolution.
- 7: Y axis FOV multiplier, to use alongside the "5" and "6" keys. Use it to change aspect ratio at the same time as using zoom.


Aspect ratio mod
Use the 5, 6 and 7 hotkeys to change settings in real time.

In "d3dx.ini", line 94, there is a line that says "w=0.75". That's the X axis FOV. By default I assume you are using a 16:9 resolution, so "0.75" will unstretch the game, as you see in the screenshots above. The HUD is centered and unstretched too. The drawback of this mod is that there is some geometry culling, especially if you use higher than 16:9 aspect ratio. Also, the HUD will change its size accordingly. Extreme example of the max level of zoom I allow: screenshot.


Recommended settings
- In the "Video Settings" launcher (from GOG Galaxy or the "-v" command in a shortcut), use 640x480 resolution.
- Someone here posted better settings that can't be accessed ingame:
"Go to:
x:\GOG Folder\STAR WARS Racer\data\config\current
Open video.cfg with Notepad++ or similar and change the settings to enable max settings:

VIDEO REFLECTIONS=ON
VIDEO ZEFFECTS=ON
VIDEO DYNAMIC_LIGHTING=ON
VIDEO VSYNC=ON
VIDEO LENSFLARE=ON
VIDEO ENGINEEXHAUST=ON
VIDEO TEXTURE_RES=3
VIDEO MODEL_DETAIL=3
VIDEO DRAWDISTANCE=3 "
- Use Nvidia Profile Inspector to force 8xSGSSAA or 4xSGSSAA if your GPU can handle it. It will reduce texture shimmering a lot.


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

Fallout: New Vegas [DX11]






geo-11 fix for Fallout: New Vegas in DX11 mode, which requires dgVoodoo. To be specific, a very specific non standard version that I already include in the fix (also including the dgVoodoo.conf). That version can be found here, if you're curious.


Fixed

  • Skyboxes.
  • Sun position.
  • Water effects.
  • Specular reflections.
  • Radial blur.
  • Automatic low convergence when bringing up the Pip-Boy.
  • Dynamic HUD depth when gameplay is detected, and screen depth for menus.

Installation
  • geo-11 fix (with build v0.6.164): download this file and extract its contents in the "Fallout New Vegas" folder where "FalloutNV.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need (and/or upscaling or the default dm_convergence). It's sbs by default.
  • Run the game through any way you want, like "nvse_loader.exe" or "Fallout_Fullscreen.exe" if you're using the mod that makes it run in borderless mode.

Basic mods I recommend alongside the script extender and other basic patches

Notes
  • If you open "dgVoodoo.conf" you will see that I set "VRAM" to 4096, which is 4GB of VRAM. Adjust that if you don't have a lot more free VRAM than that.


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, 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