Showing posts with label geo-11. Show all posts
Showing posts with label geo-11. Show all posts

Sunday, September 13, 2026

METAL GEAR SOLID 4: Guns of the Patriots - Master Collection Version [DX11]





geo-11 fix for METAL GEAR SOLID 4: Guns of the Patriots - Master Collection Version, running in DX11 mode. The game has a "DirectX Version" with "DirectX 11" and "DirectX 12" as options. Make sure you are using "DirectX 11".


Fixed
- Haloing issues (water and transparent camouflage effect).
- Sun and other lens flares at depth.
- Stereoized 2D smoke effects at linear depth (sticking to surfaces). They didn't have any real (or volumetric) depth information.
- Heatwave and underwater distortion effects.
- Radial blur and similar fullscreen distortion effects.
- Some kind of dark lighting in cutscenes.
- Specular reflections set to realistic depth.
- Inverted mirrors.
- Crosshairs and other related HUD elements at dynamic depth. The rest (except subtitles and menus) can be configured with a hotkey.
- Autoconvergence configured. If you disable it, you'll have to make your own quick convergence hotkeys, because first person aiming relies a lot on this.
- Added a custom crosshair that appears during gameplay when convergence is low enough. It's intended to help with aiming in first person mode with normal guns. Sniper rifles don't need it and won't trigger low convergence anyway.


Known issues
- The sun position fix puts an ashtray shadow at full depth during the act 5 mission briefing due to sharing the same texture. Very minor issue.
- The custom crosshair is useless with some bulky weapons that cover the center of the screen in first person mode, which is where the crosshair is trying to get the depth from.
- There is one rare lens flare effect that is at wrong depth, but I didn't want to cause problems with other elements so I didn't touch it.
- The first mirror that you can briefly see during a cutscene in act 2 may look wrong because its render target is rotated 90 degrees. I tried to distinguish it from other mirrors, but the hash is random despite its properties not changing. Minor issue.
- Autoconvergence doesn't work at 1366x768 resolution. The rest of the borderless resolutions are OK to use.


Installation
- Make sure that the game will run in DirectX 11 mode, in the graphics settings. Preferably in borderless mode, and avoiding the 1366x768 resolution specifically because it makes autoconvergence not work.
- geo-11 (with build v0.6.164): download this file and extract its contents in the "METAL GEAR SOLID 4\MGS4" folder, where "mgs4.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's set to sbs by default. Upscaling is disabled by default in the fix because it causes problems
- Run the game.


Hotkeys
- F1: static HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 40% by default.
- F2: depth of field toggle. Not disabled by default.
- F3: motion blur toggle. Not disabled by default. The MGSPatriotFix mod also offers this option.
- F4: dirty screen effect toggle. Not disabled by default. It disables dust, dirt, water droplets, etc that may cover the screen at some points in both gameplay and cutscenes.
- F5: color filter toggle. Not disabled by default. The game isn't intended to be viewed without this filter, so depending on the area everything can look too saturated and wrong. It's just a thing to toggle out of curiosity and I don't recommend playing that way. It also breaks the robot screen in the mission briefings.
- F6: color filter multiplier presets (100%, 50%, 33.33%, 0%). 100% by default, which is the original state. Same as with the F5 hotkey, I don't really recommend this. It disables part of the color filter but trying to preserve contrast.
- F7: vignette toggle. Not disabled by default. It's mainly visible when crawling in tight spaces, and the title screen. It doesn't modify the night vision vignette effect.


Custom crosshair information
It's enabled by default, thanks to the "include = ShaderFixes\custom_crosshair.ini" line in "d3dx.ini". Comment or delete that line to disable it.
The following settings can be configured in "d3dx.ini":
- By default it has white color. You can edit the x22, y22 and z22 (RGB color channels respectively). 0 is black, 1 is white. So  you can use decimals between them for each channel.
- By default it has a size multiplier (y23 value) of "0.003". That's the minimum value to be visible at the default 720p internal resolution of the game. At higher resolutions, I recommend "0.002" (no quotes).
- By default it scales up in size the closer the target is (it isn't too noticeable for the most part, but it was fun to do). It's controlled by the z23 value. Set it to 0 to disable it.
- By default it has a "+" shape. You can turn it into a square by setting x24 to 0.


Recommended mods
- If your display can play at more than 60fps per eye, I recommend this mod to unlock fps. But be warned that at the time of writing this blog post (2026-09-13) the mod makes the game crash at a specific late act 4 boss battle.
- To increase shadow resolution and disable the annoying launcher, among other features, I recommend this 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

Sunday, August 30, 2026

Trails in the Sky 2nd Chapter



geo-11 fix for Trails in the Sky 2nd Chapter. So far, tested only with the demo. It may be valid through the whole final game, or it may not.


WARNING: do not set "Anti-Aliasing on Mini-Map" to "DLAA" or "Upscaling Method" to "Nvidia DLSS 4". As soon as the change is confirmed, the game will crash and you won't be able to launch the game in 3D until you disable the fix by renaming d3d11.dll to something else, go back to the game to disable those settings, and enable the fix again.


Fixed

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

Installation
  • geo-11 fix (with build v0.7.10): download this file and extract its contents where "sora_2nd.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need (and/or upscaling). It's sbs by default. By default I set "upscaling = 1" in d3dxdm.ini to make the custom mouse cursor shader visible.
  • Run the game.
  • DO NOT set Anti-Aliasing on Mini-Map" to "DLAA" or "Upscaling Method" to "Nvidia DLSS 4". Avoid them completely, as they'll make geo-11 crash.

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

Notes
  • You can save a lot of GPU performance if you lower some settings. Ambient occlusion to medium, volumetric lighting to medium and shadows to high will give you a lot of extra fps.


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, August 16, 2026

Banjo-Kazooie [DX11]




geo-11 fix for Banjo-Kazooie, to be specific, this is for the Lighthouse PC port by the Harbour Masters group. Only for the DX11 renderer. I fully tested the main game, Nostalgia 64 (romhack), and part of Jiggies of Time (romhack).

This port is different than the DX12 recompiled port that OneUp03 adapted to 3D. Very similar if you just play the games normally, but they have different sets of features, like the randomizer in the Lighthouse port. Graphically speaking, the DX12 port is better because OneUp03 was able to deal with skybox depth directly by pushing the object to depth in the source code, while I had to compromise with texture detection and some conflicts.



Fixed
- Most skyboxes, sun and lens flares pushed to depth. With some exceptions due to conflicts. Read more details in the F4 hotkey description.
- More or less equalized HUD depth. It's convergence dependant and I didn't provide any options for it.
- First person aiming crosshair at 50% depth. geo-11 can't find any depth buffer, so it can't have dynamic depth.


Known issues
- The skyboxes vs characters issue that I mentioned before and in the F4 hotkey information.
- This is a game issue more than 3D issue, but the camera position in some indoors rooms isn't adequate for 3D, where walls can cover one entire eye when you have a high enough separation and convergence. Consider temporarily using the F2 hotkey to reduce convergence during those moments, or disable 3D with ctrl+t.


Installation
- Read the instructions about how to get Lighthouse if you don't have it already. You are on your own until you get the game working by itself. By default it will be DX11, so there isn't any need to search for that option.
- geo-11, with build v0.7.10: download this file and extract its contents in the "Lighthouse-Split-Rock-Delta-Win64" folder (or whatever the folder is called in future versions), where "Lighthouse.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's "sbs" by default. "upscaling" is already enabled in d3dx.ini because it was necessary to make the custom mouse shader work.
- Launch the game.


Hotkeys
- F2: convergence presets (50, 300, 500). 300 by default.
- F4: skybox depth toggle. Enabled by default. This makes whitelisted textures and shaders identified as skybox to be pushed to depth (most of them were too close to the camera by default). But as a side effect it also affects objects/characters that are very close to the camera, like during some cutscenes. By disabling the feature with this hotkey, you'll see them the normal way. During normal gameplay, you shouldn't feel the need to toggle this off.


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, August 9, 2026

DRAGON QUEST VII Reimagined [DX11]





geo-11 fix for DRAGON QUEST VII Reimagined.


Update (2026-08-09): fix updated for the final game after testing it completely. Fixed one-eye issues, an underwater distortion effect, ambient occlusion and made some small HUD adjustments.


Fixed
- Everything, graphically speaking.
- One-eye issues with particles and the pause screen and monster list.
- HUD at convergence dependant position during exploration gameplay.
- Autoconvergence configured, with different automatic presets depending on the situation.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "DQ7R\DQ7R\Binaries\Win64" folder , where "DQ7R-Win64-Shipping.exe" is (the final game will have different folder and exe names). Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Set the "-dx11" (no quotes) Steam launch parameter, because the game is DX12 by default. This makes it run in DX11 mode.
- Run the game.


Hotkeys
F1: convergence presets (200, 900, 1800, 2700, 3600). 1800 by default, but only if you set "dm_auto_convergence" to 0 in "d3dxdm.ini". Which I don't recommend.
F4: vignette toggle. Disabled by default, due to it being annoying.
F5: chromatic aberration toggle. Not disabled by default, and I'm not sure if the game even uses this effect.

Recommendations
- If you set resolution scaling to "High", it will supersample from a higher internal resolution. If you need more fps, set it to "Medium".
- Use this mod to see character and monster models in 3D in the pause menu: https://codeberg.org/Lyall/DQ7RFix/releases
The important part is setting Enabled = true under [Apply CVars] and having "r.ScreenPercentage = 100" under [CVars]. The rest, you can choose to use or ignore. But keep in mind that "r.TemporalAA.Algorithm = 1" is very GPU demanding compared to 0. Even if you use TAA for both cases and don't see that much difference.


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

F-Zero X [DX11]




geo-11 fix for F-Zero X, to be specific, this is for the G-Diffuser PC port. Only for the DX11 renderer.



Fixed
- Skybox stars and fireworks at correct depth.
- HUD depth hotkey, and some specific depth for some menus where it makes sense.


Installation
- Read the instructions about how to get G-Diffuser if you don't have it already. You are on your own until you get the game working by itself. By default it will be DX11, so there isn't any need to search for that option.
- geo-11, with build v0.7.10: download this file and extract its contents in the "G-Diffuser-v1.0.0-windows-x64" folder (or whatever the folder is called in future versions), where "G-Diffuser.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's "sbs" by default. "upscaling" is already enabled in d3dx.ini because it was necessary to make the custom mouse shader work.
- Launch the game.


Hotkeys
- F2: convergence presets (60, 90, 120). 90 by default.
- F3: HUD depth presets (0%, 20%, 40%, 60%). 40% 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

Saturday, August 8, 2026

BeamNG.drive







geo-11 fix for BeamNG.drive, in its (default) DX11 renderer. This fix isn't based on the original fix that DJ-RK made. Shaders changed too much at this point.

Tested up to version 0.39. I expect future game updates to break the fix, so I'll fix it again if that happens.


Update (2026-08-08): fix updated to support the v0.39 version of the game.

Update (2025-08-23): fix updated to support the v0.36.4 version of the game.

Update (2024-09-20): fix updated to support the v0.33 version of the game.

Update (2024-07-14): fixed one shaders related to GPS decals and mission lines that broke at some point.

Update (2024-01-08): fix updated to support the changes up to the current version, 0.31.


Fixed
- Haloing issues.
- Shadows.
- Lighting.
- Water.
- Water caustics.
- Fog.
- Light shafts.
- Decals.
- Disabled an invisible layer that was breaking smoke.
- Disabled 2D lens flares.
- Stereoized specular reflections.
- Motion blur.
- Volumetric clouds.
- Ambient occlusion and its temporal component.


Known issues
- The "Dynamic Reflection" isn't supported. I wasn't able to fix car reflections reliably.
- The "Enable multi-monitor render" option makes the water caustics fix be imperfect, and it also makes autoconvergence not work.
- The sides of the screen clip the lighting, due to the way I had to fix some lighting shaders.


Installation
geo-11 (with build v0.6.182): download this file and extract its contents in the "BeamNG.drive\Bin64" folder, where "BeamNG.drive.x64.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, only "nvidia_dx11" works properly, when playing in fullscreen.
- Run the game.


Hotkeys
F3: convergence presets (0, 0.5, 1, 2, 3, 4). 2 by default. This key only works if you disable "dm_autoconvergence" in "d3dxdm.ini".


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

Wednesday, July 22, 2026

Visions of Mana [DX11]



geo-11 fix for Visions of Mana, in DX11 mode forced by the -dx11 Steam launch parameter.


Fixed
- Shadows.
- Shadows clipping.
- Lighting.
- Light shafts.
- Volumetric lighting.
- Reflections.
- Parallax effects.
- Surface effects on some geometry.
- Heatwave effects now have proper depth.
- TAA and FSR2.
- Ambient occlusion.
- Distant fog.
- One-eye particles. All of them that I could see (they are a lot).
- Added dynamic HUD depth for elements that I think needed it, but restricted to certain screen coordinates and situations to avoid some conflicts as much as possible.
- Automatic preset to allow some static HUD depth during gameplay.
- Autoconvergence configured. Especially important for cutscenes, which sometimes need convergence 5 to 10 times lower than gameplay.
- Other things that I can't remember.


Known issues
- A bit of lighting clipping can be seen at a certain palace. I only saw it at that location and couldn't fix it.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "VisionsofMana\VisionsofMana\Binaries\Win64" folder, where "VisionsofMana-Win64-Shipping.exe" is.
- Edit "d3dxdm.ini" to change the "direct_mode" to the one you need (it's sbs by default). You can also change the "upscaling" setting there, which is 0 by default.
- Set the -dx11 launch parameter on Steam to force the game to run in DX11 mode, because the game runs in DX12 mode by default.
- Run the game.


Hotkeys
- F2: static HUD depth presets for gameplay (0%, 35%, 70%, 100%). 35% by default.
- F3: by default, some particles and effects interfere with autoconvergence, and the fix disables the ones that pop out too much to avoid low convergence when not desired. You can disable that modification with this hotkey.
- F4: vignette toggle. Disabled by default.
- F5: chromatic aberration toggle. Disabled by default. This affects only the normal chromatic aberration during gameplay.


Notes
- Autoconvergence doesn't work with many FSR2 + output resolution combinations. If you decide to use FSR2, make sure autoconvergence is working for you. Otherwise, don't use FSR2.
- TAA in this game is very blurry. It blends too many frames together in my opinion. If you hate TAA but you still want to play with high settings, go to "%LOCALAPPDATA%\VisionsofMana\Saved\Config\WindowsNoEditor", open "Engine.ini", and under "[SystemSettings]" (create the section if it doesn't exist), set:
r.DefaultFeature.AntiAliasing=0
r.PostProcessAAQuality=0

And just in case, make the file read-only.
- If you just want TAA to not be as blurry, you can set these two settings instead and modify the values further if you want:
r.TemporalAACurrentFrameWeight=0.5
r.TemporalAASamples=8


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, July 19, 2026

URGE Geo-11 fix

 

Special thanks to:

- Masterotaku,  thanks a lot, always there helping me.
 



Fixed

-I used a mix of fixes from DarkStarSword, DHR, 4everAwake, Masterotaku and Losti..

-Reflections.

-Shadows and lights.

-Screen Space Shadows. 

-Crosshair at dynamic depth

-God rays 


 

 Issues

Sometimes you have to push ALT + ENTER to kick 3D  (nvidia_dx11 mode)

 

 Installation

Extract the contents of the https://cicicleta.s3.us-east-1.amazonaws.com/Urge.zip file to the game directory. 

Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you needit is sbs by default.

Dynamic depth depends on whether the cursor is showing or not. So this fix it's made to be played with mouse and keyboard.

 
 I Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..
If you want to donate something, They worth it.

Sunday, July 12, 2026

Alien: Isolation [DX11]

Alien: Isolation (DirectX11) - 3D Vision Fix

3DMigoto, DX11, 3D Vision fix by mike_ar69 and bo3b
geo-11 update 7-11-26 


Latest update includes a fix for planar reflections that mike_ar69 recently fixed, and was turned into a regex fix for all of them. Also includes autoconvergence for the up-close monitors and hacking. It's now 3D Vision Ready using geo-11.

Monday, July 6, 2026

Trials of Mana



geo-11 fix for Trials of Mana.


Update (2026-07-21): fixed ambient occlusion.


Fixed
- All visual effects.
- Added dynamic HUD depth for lock-on icons, quest marker, and some interaction icons.
- Automatic preset to allow some static HUD depth during gameplay.
- Autoconvergence configured. Especially important for cutscenes, which sometimes need convergence 5 to 10 times lower than gameplay.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "Trials of Mana\Trials of Mana\Binaries\Win64" folder, where "Trials of Mana-Win64-Shipping.exe" is.
- Edit "d3dxdm.ini" to change the "direct_mode" to the one you need (it's sbs by default). You can also change the "upscaling" setting there, which is 0 by default.
- Run the game.
- I recommend playing in fullscreen instead of windowed. It's completely smooth.


Hotkeys
- F2: static HUD depth presets for gameplay (0%, 35%, 70%, 100%). 25% by default.
- F4: vignette toggle. Disabled by default.


Notes
- The game has a very aggressive LOD handling that makes a lot of objects pop in and out of the scene. I uploaded a pak file here to fix the issue. Install it in the "Trials of Mana\Trials of Mana\Content\Paks" folder. I recommend this very much.
- Alternatively, a pak version with TAA disabled here, if you want it gone.


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

Wednesday, July 1, 2026

ROGUE FLIGHT






geo-11 fix for ROGUE FLIGHT.


Fixed

  • Haloing issues.
  • Lens flares.
  • Vignette.
  • Some HUD parts being at inconsistent depth.
  • Crosshair and some item text are now at dynamic depth.
  • Autoconvergence configured, which is very much necessary for first person view and cutscenes.

Installation
  • geo-11 fix (with build v0.6.198): download this file and extract its contents in the "RogueFlight" folder where "RogueFlight.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default.
  • Run the game.

Hotkeys
  • F2: static HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% by default.
  • F4: vignette toggle. Disabled by default.

Notes
  • Unrelated to the 3D fix, the game appears to have a bug related to the resolution list when using custom resolutions and/or refresh rates, but if you choose resolution the normal way, you can then change the refresh rate the way you want outside the game.

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

Monday, June 22, 2026

Super Smash Bros. [DX11]





geo-11 fix for Super Smash Bros., to be specific, this is for the BattleShip PC port (not affiliated with the Harbour Masters team). Only for the DX11 renderer.



Fixed
- Backgrounds at full depth, while avoiding menu glitches.
- 2D effects like smoke at approximate convergence dependant depth. They don't have any real depth information.
- Floor in the win screen now has some kind of approximate depth instead of being flat.
- HUD depth and toggle hotkeys.
- Automatic convergence presets for the character and stage selection screens.


Installation
- Read the instructions about how to get BattleShip if you don't have it already. You are on your own until you get the game working by itself. By default it will be DX11, so there isn't any need to search for that option.
- geo-11, with build v0.6.164: download this file and extract its contents in the "BattleShip-windows" folder (or "BattleShip-JP-windows" for the Japanese version), where "BattleShip.exe" or "BattleShip-JP.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's "sbs" by default.
- Launch the game.


Hotkeys
- F2: convergence presets (1100, 2200, 3300, 4400). 2200 by default, balanced for both closeups and zoomed out image.
- F3: HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% by default.
- F4: HUD toggle. Not disabled by default. It also disables the pause menu and some other menus.


Notes
- The fix supports this texture pack: https://evilgames.eu/texture-packs/ssb-reloaded.htm


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, June 21, 2026

Announcing: New geo-11 3D driver

Today is International Stereoscopy Day, which is the celebration of the day that Sir Charles Wheatstone officially presented the first working stereoscope in June 21,1838.




This seems like the most fitting occasion to announce the release of a new 3D driver that is a replacement for 3D Vision for DX11.


Let's get into some details:

Wait, what? - It's a full replacement for NVidia 3D Vision for DX11 games.  It will create 3D out of thin air.  We are calling it geo-11 as it does create geometric 3D for DX11.

Who do we thank? - This was developed from scratch by one of our amazing developers, davegl1234.  He did a clean sheet design, and started with 3Dmigoto to handle all the hooking and shader manipulation.  It will therefore be pretty familar, because it follows the same install and use approaches. If you'd like to support Dave, please use his patreon.

Does it work? This is a work in progress.  We'd consider this to be beta caliber.  It's working in a lot of cases, and UE4 games are perfect. But there is still a lot left to do.  It's going to crash, it's going to draw things wrong, it's not flawless. We've only really tested maybe 80 games or so.

What about HelixMods? The goal is to be byte-compatible with all of our current fixes.  So it loads and uses any HelixModBlog DX11 fix directly, and will generate images that are nearly identical to 3D Vision. There are still glitches in some games, and it won't load in some others.

What about framerates? The performance is very good.  Because this is a clean-sheet design, it doesn't suffer from the so-called 3-core bug.  That means you can get much better performance in previously CPU limited games.  In everything we've tested, it's higher performance than 3D Vision.

What about new drivers? It runs on current drivers, and in fact any drivers.  It has no requirement for any NVidia software, and it has been shown to run on AMD cards.

Can I use 3D Vision glasses?  You can.  Up to driver 452.06 we have two different outputs, dx11 and dx9 NVidia DirectMode. Including a DX9 windowed mode. Any driver past that, you can use DX9 output as long as the game is in fullscreen mode. These modes require the 3D Vision Driver.

Will it be open-source? Current plan is to make it open source with a restrictive license so that it cannot be used commercially. We still need to work out some details.

How about projectors or 3D TVs?  It also has SBS, TAB, and Interlaced output available, so you can select what your output device needs.  Use TAB if you have the choice.

Can I help? Definitely. Do testing in whatever games you like, but please let us all know the results of your tests and what you tried.  We'd like everyone to make new threads on mtbs3d.com, one thread per game.  This will really help us understand and fix bugs.

What about suggestions? We'll have a post on mtbs3d.com for geo-11 itself, as general suggestions, requests, and recommendations.  We are using mtbs3d forums because we want something that we can link to, and can act as documentation as we answer questions.

It's spring. Actually, we're doomed, right?  No, no, this is a real thing, and we now actually have a future that we control.

Gimme, please!  Absolutely.  Links to our latest build at the bottom.  Everyone is welcome to try it out on any game they would like. Please help us by providing feedback on mtbs3d.com.



Cross-eye viewing


Technical details and use:

For best results and simplest startup, install driver 452.06, and install the 3D Vision Driver if you use that hardware for 3D.  Simplest way to do that is via 3DFM/HelixVision. geo-11 works with later drivers, but you will still need the 3D Vision Driver installed for 3D Vision hardware.  Start with this known good, working, setup, and only add complexities like later drivers once you have it working.

Start with a game that is known good, known working. Witcher 3 is a good choice, and the list of games below should all work well.  Don't add complexity like unknown games until you know it's working with your setup.


Currently we have no 3DFM/HelixVision support, so we have to do things manually

To install a fix that is noted as being a geo-11 specific file, just drag all the files into the game.exe folder. masterotaku has a batch of these on the blog, but the downloads are clearly marked.  These are already setup to work using geo-11 and optimized defaults. You can find all geo-11 posts by labels in the lower left of blog pages.

For doing an installation over a previous HelixMod fix, here are the steps to use:

1) Install the HelixMod fix.  Download from blog post, or if you already have an installation that's working.  Best to test that it's working, and game didn't break, or some other freaky thing. It's OK to use 3DFM/HelixVision to install and test this part. 

2) Open geo-11 zip file, and drag in three files from the proper x32 or x64 folder that matches your game bitness. You want d3d11.dll, nvapi64.dll, d3dxdm.ini.  Ignore other files and folders in the zip file, they are used when making new fixes.

3) Edit the d3dx.ini file, and change force_stereo=2.  That turns on the geo-11 code.

4) Optional: change upscaling=1 in d3dx.ini if you need it for your setup.  Like you would use this to upscale to a 4K TV but game runs at 1080p.

5) Default output settings are to use direct_mode=sbs. For any 3D hardware that supports SBS like projectors, 3D TVs, Virtual Desktop, Big Screen. Use TAB if you can, it's better quality because of no horizontal compression.
 
6) Using direct_mode=nvidia_dx11, you can use 3D Vision hardware.  This mode requires no later than driver 452.06, and requires 3D Vision Driver installed.
 
7) There is another output mode of direct_mode=nvidia_dx9 which will work on latest drivers. It requires 3D Vision Driver installed. That means 3D Vision hardware and frame-sequential output will work on 30xx cards because it won't require an old driver. 

8) Latest version includes HelixVision support via the katanga app. It will require manual startup via command lines or shortcuts. 3DFM/HelixVision updates for one-click play are several months out.

9) Using direct_mode=simulated_reality, you can get full resolution any Leia SR hardware.
 

A key new file is d3dxdm.ini which is a new config file for geo-11 itself.  In that file you can find default settings of interest.
  • Stereo mode output type: direct_mode = sbs
  • Separation: dm_separation = 40
  • Convergence: dm_convergence = 2.0
  • Hotkeys for changing 3D generated: e.g. [KeyIncreaseSeparation] Key=ctrl F4
  • Frame rate display counter: show_fps_monitor = true
  • Auto convergence setting: dm_auto_convergence = 0
And lots of the other usual cryptic stuff in the ini files.  

One key thing that needs to change on a given fix is that you need to set force_stereo=2 in the normal d3dx.ini file to enable geo-11.  Also, you might need to force upscaling=1 in the d3dx.ini depending upon game and situation.  Generally you should be able to upscale from a game resolution to a native device resolution.  

If you drop the files over top of a working HelixModBlog fix, you'll want to avoid overwriting the d3dx.ini file, but insead edit it for force_stereo=2.   If you drop the fix files into an unknown game, the defaults should suffice. 


Geo-11 output for Witcher 3- impressive, no?



Kena:


Jedi: Fallen Order



Some of the games that we've tried that are known working well:

Tagged geo-11:
  • Klonoa Phantasy Reverie Series
  • The Witcher 3: Wild Hunt
  • Halo: The Master Chief Collection
  • The Legend of Zelda: Ocarina of Time
  • Serious Sam 4
  • Serious Sam: Siberian Mayhem
  • Final Fantasy XV
  • PCSX2 (PlayStation 2 emulator, 184 games)
  • God of War
  • Dark Souls: REMASTERED
  • Final Fantasy VII Remake Intergrade
  • Days Gone
  • Ori and the Will of the Wisps
  • Ni no Kuni Wrath of the White Witch™ Remastered
  • Dragon Ball FighterZ
  • Dragon Ball Xenoverse 2
  • Bloodstained: Ritual of the Night
  • Final Fantasy IX
  • SEKIRO: Shadows Die Twice
  • Dark Souls III
  • Dark Souls II: Scholar of the First Sin
  • Ori and the Blind Forest: Definitive Edition
Reported working on forums:
  • UE4 games in general
  • Batman Arkham Knight
  • Borderlands 3
  • Grand Theft Auto V
  • Headlander
  • Psychonauts 2
  • Star Wars Jedi: Fallen Order
  • The Outer Worlds
  • The Witness - UE4