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

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

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

Castlevania Dominus Collection














geo-11 fix for Castlevania Dominus Collection. You could say it's a 4 in 1 fix, for Dawn of Sorrow, Portrait of Ruin, Order of Ecclesia and Haunted Castle Revisited. The screenshots above show each game.


Fixed

  • 3D extracted out of the "z" priority of sprite and background layers of the Nintendo DS games. Custom depth applied for some textures. More that can't be done because of texture hash conflicts.
  • 3D layered texture by texture in Haunted Castle Revisited. 207 textures placed at custom depth levels.
  • Automatic detection of Order of Ecclesia, which needs a much different "z" stereoization internally.

Installation
  • geo-11 fix (with build v0.6.198): download this file and extract its contents in the "Castlevania Dominus Collection" folder where "game.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. It runs on a window by default, so remember to alt+enter for fullscreen. If you use upscaling = 1 in d3dxdm.ini, do the alt+enter too to fix some weird lines across the screen.

Hotkeys
  • 1 (not from the numpad): convergence presets (0.001, 0.5, 1, 2, 2.56, 3, 4, 6). 2 by default, which is a normal level for all the games.

Notes
  • The original Haunted Castle is 2D. It's an emulated arcade game that doesn't expose textures or any layers in shaders.
  • The games run at a very low internal resolution, and layers can't have less distance between them than one of their big pixels, so depending on the convergence you use, some layers that are very close to each other may or may not stick together.


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

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