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

Sunday, September 14, 2025

Hollow Knight: Silksong





geo-11 fix for Hollow Knight: Silksong.


Fixed

  • Haloing issues.
  • HUD set at the same depth as the main game layer while avoiding some conflicts.

Installation
  • geo-11 fix (with build v0.6.198): download this file and extract its contents in any folder of your PC that isn't related to the game exe. The game refuses to run the fix locally. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default.
  • Run 3DMigoto Loader.exe. "d3dx.ini" is configured to expect "Hollow Knight Silksong.exe" to run after that.
  • Run the game through GOG Galaxy, Steam, standalone or whatever way you want.

Hotkeys
  • F1: convergence presets (26, 32, 38.095238095238, 44, 50). 38.095238095238 is the default, which makes the main game layer be exactly at screen depth. I use this myself to avoid crosstalk as much as possible (the game is dark, and Hornet's head is white).
  • F4: toggle for the darkness surrounding you, especially noticeable in 21:9 aspect ratio. Not disabled by default. It's kind of cheating, because it lets you see some traps, spikes or enemies that you wouldn't normally see until you're close to them.
  • F5: depth of field toggle. Not disabled by default. Be warned that seeing the background without depth of field wasn't intended by the developers. They run at a static and much lower resolution than the rest of the game content, and the textures themselves may be low res too. I don't recommend using this hotkey unless you're curious about how some backgrounds look without the blur.


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

BAKERU




geo-11 fix for BAKERU.


Fixed

  • Haloing issues.
  • Fake light rays in some areas.
  • Lighting.
  • Decals.
  • Specular reflections at realistic depth (most of them). This also fixes water caustics in an underwater section of one level.
  • Autoconvergence configured, and some interfering particles partially disabled to help that.

Installation
  • geo-11 fix (with build v0.6.164): download this file and extract its contents in the "BAKERU" folder, where "BAKERU.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, and avoid the 640x360 resolution because autoconvergence doesn't work with it.

Hotkeys
  • 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.
  • F6: depth of field toggle. Not disabled 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

Monday, September 1, 2025

Mafia II Definitive Edition GEO-11

Special thanks to:
- Masterotaku,  thanks a lot, always there helping me.



Fixed

-Shadows

-Screen space reflections.

-Lens Flares 

-Crosshair at dynamic depth

-Halo from rain

Issues

-Lens flares are 2D, so the fix consist in trying to get them at a fully dynamic depth using the dynamic crosshair code. It's not perfect but it works. You can disable them pressing F3.

-Sometimes during the game’s animations, the shadows or lights can mess up.

 Installation Main Game
  1. Delete DLC Joe's Adventures fix if you installed it before

  2. Extract the contents of thehttps://cicicleta.s3.us-east-1.amazonaws.com/Mafia+II+definitive+Edition+001.zip file to the game directory. 

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

 

Installation DLC Joe's Adventures


  1. Delete Main Game fix if you installed it before.

  2. Extract the contents of the https://cicicleta.s3.us-east-1.amazonaws.com/Mafia+II+definitive+Edition+002.zip file to the game directory.

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




Keys:

    - F3  Disable lens flares.


 I Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..

If you want to donate something, They worth it.


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

Tuesday, August 5, 2025

Days Gone







3D Vision and geo-11 fix for Days Gone.


From my testing, all graphics settings are safe to use. Optionally, you can tweak in "Engine.ini" to disable the TAA shaking (but not disabling TAA there altogether) and then use hotkeys to disable TAA ingame. See the installation instructions.


Update (2025-08-05): geo-11 fix updated with build v0.6.198 because the older v0.6.164 build now crashes. Game fixed again after the 2025-04-25 game update broke the fix almost completely. Some things are better fixed now as a result.
Update (2024-01-27): geo-11 fix updated with build v0.6.164. Fixed two minor shaders. Removed unnecessary old files for autoconvergence.
Update (2023-01-24): geo-11 fix updated with build v0.6.104. Fixed ambient occlusion. Fixed TAA during separation and convergence transitions, making it good for autoconvergence.
Update (2022-11-12): geo-11 fix updated with build v0.6.78. Fixed radial blur. Autoconvergence and dynamic HUD improvements.
Update (2022-06-24): geo-11 fix added, with autoconvergence enabled and some extra issues fixed.
Update (2022-03-27): very small update to fix a few TAA effects that were affecting NPC clothes.
Update (2022-02-12): fixed TAA for hair shaders, which were missing in the previous update. Also fixed some extra haloing issues. I hope I didn't cause any regression.
Update (2022-01-05): big deal for the fix, I fixed TAA and all related effects, so now it's useable. By default it's now enabled as well as its sharpening.
Update (2021-07-06): fix updated for the 1.05 game version, which changed the TAA shaders.


Fixed
- Haloing problems.
- Shadows.
- Lighting.
- Decals.
- Water.
- Rain.
- Fog.
- Skybox.
- Sun position, lighting and occlusion.
- Clipping.
- Volumetric lighting.
- Ambient occlusion effects.
- Screen space reflections.
- Screen space shadows.
- Stereoized specular reflections.
- Stereoized interactive prompts.
- Stereoized map.
- Dynamic crosshairs and mission waypoints (check the hotkeys section).
- A lot more minor things not worth mentioning.
- Temporal anti-aliasing and temporal effects on objects.
- Radial blur.


Known issues
- Some of the volumetric lighting (similar to light shafts) has "sticky" depth instead of floating in the air like it should. I tried to fix this properly, but I couldn't.
- The fix for screen space shadows makes it leave some "garbage" at the sides of the screen. You may not notice it much while playing.


Installation
- Launch the game at least once to make it generate its config files.
- geo-11, build v0.6.198: download this file and extract its contents in the "Days Gone\BendGame\Binaries\Win64" folder, where "DaysGone.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, use "nvidia_dx11" alongside "upscaling = 1".
- 3D Vision (very old fix, don't use): download this file and extract its contents in the "Days Gone\BendGame\Binaries\Win64" folder, where "DaysGone.exe" is.
- Launch the game and let it overwrite the profile.
- Important: don't use internal resolution higher than 100%. It's necessary for some HUD checks.
- Preferably play the game in borderless fullscreen windowed mode, which triggers 3D in this game (Windows 7 may not work right with that). That way you can alt+tab safely without crashes.
- Any resolution and internal resolution percentage is OK to use, as well as motion blur if you want it.
- Optional, if you don't want TAA: go to your "%LOCALAPPDATA%\BendGame\Saved\Config\WindowsNoEditor\" folder, open "Engine.ini", and add this:

[SystemSettings]
r.TemporalAASamples=0

That's the minimum to disable the global screen shaking of TAA. The fix will do the rest of the job of disabling TAA without breaking the HUD, unlike the official Engine.ini setting that disables TAA.
"r.Tonemapper.Quality=1" may disable vignette too, if you see the game using it.


Hotkeys
F1: convergence presets (75, 150, 250). 150 by default. I recommend 75 for cutscenes. With autoconvergence enabled in geo-11 (enabled by default, "dm_auto_convergence" in "d3dxdm.ini"), this is not needed.
F3: static HUD depth presets, for elements that don't have dynamic depth. 0% depth by default.
F4: HUD toggle. Not disabled by default.
F5: three temporal anti-aliasing (TAA) presets. TAA is enabled by default. With one press, it's disabled. With the second press, it will also disable a temporal effect of ambient occlusion, but the effect will flicker a lot. One more press, and all TAA will be enabled again.
F6: sharpening toggle. Not disabled by default.
9 (not the numpad. Disabled in geo-11 fix): three dynamic HUD presets. By default it tries to only affect crosshairs, to not break the UI of some merchants and some stereoized prompts. With one press, it will stereoize more elements like mission waypoints, distance, the icon of marked enemies, etc. With a second press, it will disable all dynamic depth. With a third press, back to only dynamic crosshairs.


Autoconvergence (geo-11)
- In the geo-11 fix, autoconvergence is enabled by default, which in my opinion handles all situations very well. If you want to disable it, open "d3dx.ini" and set "dm_auto_convergence" to 0.
- You can tweak its strength with ctrl+F5 and ctrl+F6.
- For autoconvergence to work, internal resolution needs to be higher than a certain amount. But don't use anything higher than 100%.


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 27, 2025

Geo-11 fix for Silt

  Geo-11 fix for   Silt




Special thanks to:
- Masterotaku,  thanks a lot, always there helping me.


Fixed:

-I only had to unstereoize three shaders.

Issues

-If you play with very high convergence sometimes flashlight will be deeper in screen.
I recomend convergence --> 10

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

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

 Keys:

    - F1  Change between covergence values.

    - F1 + Shift    rolll back covergence values.

 We Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..

If you want to donate something, They worth it.

Thursday, July 17, 2025

Geo-11 Fix for Panzer Dragoon Remake

  Geo-11 fix for   Panzer Dragoon Remake

This fix was made by Geekfox and Cicicleta









Special thanks to:
- Masterotaku  thanks a lot, always there helping me, and Geekfox for his hard work.


Fixed:

    -  Halos, etc...

    - Aprox. stereoized water reflections

    - HUD (Lock on targets )at a fixed depth

Issues

-

 Installation
  1. Extract the contents of the https://cicicleta.s3.us-east-1.amazonaws.com/Panzer+Dragoon+Remake.zip file to the game directory.

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

  3. In game play settings choose classic reticle and in graphic options anti-aliasing HIGH. 

 Keys:

    - F1  Change between covergence values.

    - F1 + Shift    rolll back covergence values.

 We Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..

If you want to donate something, They worth it.




Sunday, June 29, 2025

System Shock 2: 25th Anniversary Remaster [DX11]




geo-11 fix for System Shock 2: 25th Anniversary Remaster, using the DX11 renderer.


Update (2025-07-12): a recent game update changed some shaders and the needed dynamic crosshair depth convergence scaling. The fix is updated now, but it won't be fully compatible with the first version of the game.


Fixed

  • Specular reflections at realistic depth.
  • Crosshair, item highlighting and enemy lifebar at dynamic depth.
  • For the rest of the HUD, convergence dependant depth by default.

Installation
  • Install the game and make sure it runs in DX11 mode. The "%USERPROFILE%\Saved Games\Nightdive Studios\System Shock 2 Remastered\kexengine.cfg" file should contain this:
    seta r_rhirenderfamily "d3d11"
  • geo-11 fix (with build v0.6.198): download this file and extract its contents in the "System Shock 2 Remastered" folder, where "hathor_Shipping_Playfab_Galaxy_x64.exe" is (at least that's the exe name for the GOG version). Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default.

Hotkeys
  • F1: convergence presets (0.001, 1, 2, 3). 2 by default.
  • F2: static HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 40% by default, but none of them are used by default because of the F4 key. This doesn't include the main/pause menu.
  • F3: HUD depth mode for non dynamic elements. By default, HUD is convergence dependant. When you press this key, it makes it change presets with the F2 key. If you want to change the convergence scaling multiplier, edit the "z11=0.3" line in "d3dx.ini".
  • F4: HUD toggle. Not disabled by default. This doesn't include the main/pause menu.

Notes
  • Better keep ambient occlusion enabled in the game options. Without it, the fix uses a less accurate depth buffer for dynamic crosshair depth, passing through objects (items, enemies, etc).


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 22, 2025

Star Fox 64 [DX11]





geo-11 fix for Star Fox 64, to be specific, this is for the Starship PC port. Only for the DX11 renderer.



Fixed
- Stereoized geometry.
- Skybox planets and stars at correct depth.
- HUD depth and toggle hotkeys.
- Automatic low convergence preset for first person mode and high convergence preset for the planet selection map.


Installation
- Read the instructions about how to get Starship 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 "Starship-Barnard-Alfa-Windows" folder (or whatever the folder is called in future versions), where "Starship.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 (25, 125, 250, 375, 500). 250 by default.
- XB_RIGHT_THUMB: low convergence toggle, at 25 convergence. Meant for first person mode if you disable the automatic preset (you shouldn't).
F3: HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% by default.
F5: HUD toggle. Not disabled by default.
- F6: HUD mode that makes it line up with the bottom right minimap icons in the free flight levels.


Notes
- Compatible with this texture mod up to its "Preview 2.1" version.


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, June 21, 2025

Mario Kart 64 [DX11]





geo-11 fix for Mario Kart 64, to be specific, this is for the SpaghettiKart PC port. Only for the DX11 renderer.



Fixed
- Stereoized geometry.
- Skybox clouds and stars at full depth, instead of screen depth, avoiding some conflicts.
- HUD depth and toggle hotkeys.


Installation
- Read the instructions about how to get SpaghettiKart 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 "Spaghettify-Alfredo-Alpha-Windows" folder (or whatever the folder is called in future versions), where "Spaghettify.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 (20, 40, 60, 80). 40 by default.
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 main menu.


Notes
- I don't recommend disabling culling in the options. It makes the Kalimari Desert track a lot more CPU demanding.


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, May 24, 2025

Snufkin Melody of Moominvalley [DX11]

 Geo-11 fix for   Snufkin Melody of Moominvalley

This fix was made by Geekfox and Cicicleta





Special thanks to:
- Masterotaku  thanks a lot, always there helping me. 


Fixed:
-  Halos

Issues

-

 Installation
  1. Extract the contents of the https://cicicleta.s3.us-east-1.amazonaws.com/Snufkin+-+Melody+of+Moominvalley.zip file to the game directory.

  2. Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you need, it is sbs by default.

     Keys:

     - 

- We Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..

If you want to donate something, They worth it.


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