Saturday, August 23, 2014

Assassin's Creed Liberation HD (DX11)

**UPDATE 08-24**
- All Lights now should works

This is my first fix using 3Dmigoto :)
Thanks mike for the AC3 fix, that was taken as a reference....all credit goes to him.
Thanks to bo3b for the lessons about using this wrapper, help me solve a few things and testing.

- Shadows
- Lights
- Effects
- Moon/Sun/Stars/Clouds

- I'm using NO-SLI configuration, so maybe using SLI can introduce more issues. bo3b tested and don't found anything different using SLI.

In d3dx.ini file you can adjust HUD depth. You can change the "0.4" value:
x=0.4   // HUD depth, 0.8=in screen, 0=screen depth, -0.2=popout

Extract where .exe is located



Tuesday, August 19, 2014

Minecraft 1.7.10 in 3D Vision.

Hello all,
(This is my first post here so bear with me ^_^)

We (me and Mike_ar69) are proud to announce the release of MineCraft 1.7.10 rendered in Stereoscopic 3D with 3D Vision.


- Helifax - OpenGL - 3D Vision Wrapper and initial shader stereoscopy injection
- Mike_ar69 - Fixed alot of shaders effects : Shadows, Reflections, Sky etc (in SEUS shaders) - not released yet.
- Mike_ar69 - Created the Vanilla Minecraft Stereoscopic shaders (found in this release).

- Go to 3D Surround Gaming (for simplicity sake I will post the fix just there. That way is easier to update).
- Download either the Java x86 or x64 version (based on which version of Java you are using).
- Install all the mods that let you play Minecraft with GLSL Shaders.
- Set the game to Window Mode.
- Install the wrapper (x86 if you are using Java x86 otherwise x64 for Java x64).
- Start the game and use "Mike"

Future stuff:
- The current version has normal Vanilla shaders that have been "stereorized". In the future we will release the mod for awesome SEUS shader pack as well (so we can take advantage of those uber looking shaders ^_^)

Screenshots made with Unreleased (yet) SEUS shader Pack:
(The 3D Vision SEUS pack will be released this week).

Happy mine-crafting;))

Sunday, August 17, 2014

GUIDE: Understanding and making the most out of "Compatility Mode" 3D.


     I figured a guide is in order because very few people understand "Compatibility Mode" 3D and it is important especially as time progresses due to NVIDIA's lack of support. First off let me explain, I do not hate this mode. People often put words into my mouth. I find it acceptable in a few titles. Its definitely nowhere near as great as "normal 3D" but is "acceptable" alternative in quite a few titles. However, I don't agree with it being used as the sole focus of 3D Vision but that is out of my hands. Its important to note this mode is currently limited to DX11 ONLY. You can check out a video of compatibility mode HERE.

    The name "compatibility mode" comes in a variety forms such as... Depth Buffer / Z buffer / Fake 3D. For the purposes of this guide it will be labeled Compatibility Mode. Compatibility Mode is different from "normal 3D". The main difference comes from the distortion that can appear around some objects.

    The PRO's of this mode is little/less performance cost [usually] / little in the way of anomalies. CON's are less "real" 3D effect, distortion, HUD bouncing/tearing. With this guide I will help you to understand why these issues are happening and how to minimize. Distortion around some objects is unavoidable but can be minimized. This has to do with your depth setting but MAINLY your convergence setting. This is why its more noticeable the closer objects are to the screen. You should primarily rely on your depth for 3D effect then use your convergence to find a middle ground between distortion and 3D effect. If you wish to use to have more depth then your limited to use this file HERE . [Save to desktop and launch prior to launching game. 64BIT ONLY]

   HUDs can be a major annoyance. Its important to know that this is unavoidable. This has to do with HUDs hit detection of objects behind it. I always recommend looking in games options for HUD prior to playing. The best option is to remove as much HUD as possible and then reduce the size so its less of a "target". If its able to be tweaked disable as much as possible. If its possible to be scaled [Like Battlefield 4] scale to a smaller size. Another option that works in most titles is increasing the resolution which usually will scale down the HUD. If you are already at your displays MAX resolution it is possible to Downscale/Downsample IF you have the performance.
Check HERE for details.[HDMI displays can scale to 1080P@60HZ 3D . DVI-D can scale to 1440P@60HZ 3D]

If you need to contact me I can be reached at

Saturday, August 16, 2014

X-Rebirth - 3D Vision Fix: *** 64bit Update

3D Vision Fix by mike_ar69

The latest version of XR (from 2.1 onwards) is now a 64bit executable.  For the current fix to work at all (e.g. the hud etc) you need to use the 64bit helix DLL found here:-
and then look in this folder:
- dlls->release-x64->d3d9.dll

This worked for me in testing.

NOTE: the SLI fix is still not updated since an earlier game update broke it.  Since they are still making major fixes to this game all the time, I am not keen on wasting my time just yet.  However, this 64 bit update was easy to rectify for now.

You can currently remove the stuff that renders incorrectly in SLI by either (a) setting shaders to "low", or (b) using the "legacy shaders" option.   Option (a) looks much better though.

Fixed - Current version v3.4
- Can now change convergence to higher values and the cockpit remains in place
- Provided two hotkey settings (key "9") for convergence (outside the cockpit)
- Provided Toggle (key "0") to show and hide cockpit - this allows even higher convergence and is nice to fly around and look at the universe unimpeded.
- Added extra toggle key (key "8") to enable or disable the hud fixes so it does not affect walking around when landed
- Added toggle key "7" to toggle the hud (markers etc) on and off when the cockpit has been disabled for a completely 'clean' screen.  Also turns off the round cross-hair.  Does *not* turn off the mouse cursor.
- Provided a separate depth setting for markers and info icons.
- Provided a fix for SLI users that may be experiencing lighting rendering issues (yellow environmental lighting that is turned on with medium or high shaders)

- Added toggle key "7" to toggle the hud (markers etc) on and off when the cockpit has been disabled for a completely 'clean' screen.  Also turns off the round cross-hair.  Does *not* turn off the mouse cursor.

- Extended the key "8" to make the markers and icons a bit closer for when walking around, and also set the convergence back to a low value so it's tolerable (in case a high value had been used for flying around and was forgotten about).

- Fixed loading screen issue
- Fixed minor issue where planet texture was missing when toggling the cockpit off...
- Fixed the defaults for 'fix on/off' and 'cockpit toggle on/off' to be 'on' and 'off' respectively.

** Walking around on stations - you need to use the low convergence (0.602) toggle, or press the "8" key to disable the cockpit fix.
** It seems the issue with the Mouselook has come back when landing at stations.  I've tried lots of DLLs but they all have the same issue.  The one that fixed it in v2 prevents the hotkeys from working for the cockpit.  It works with keyboard and controller.

- I provide separate installers for the SLI fix and no-SLI fix.
- The approach to 'lock down' the cockpit currently has it fixed and 0.602-ish.  This puts the cockpit steering wheel thing just out of screen depth.  I did not provide a toggle to change this to higher depth.
- I was unable to separate dialog text from other text in the game.  Sorry.
- Menus are currently still at depth.  For whatever reason I can't seem to isolate the textures for the info icons or the menus...
- Using the key "8" toggle can get confusing if used in conjunction with keys "9" for changing separation, and key "0" for toggling the cockpit view on and off, since it disables both operations of correcting convergence and toggling the cockpit.

- The mouse cursor is still at screen depth.  I am looking at this, and if it can be fixed I will do so.
- If anyone can work out why the mouselook is so flakey that would be great.  I noted on Egosoft forums that it seems to be an issue with the game even in 2D for some people, so I am going to wait until Egosoft have a fixed a few more bugs.

NON SLI Version
1. Extract this zip file to the games exe directory.  In my case this is D:\Steam\steamapps\common\X Rebirth
2. Run the game.

SLI LightFix Version
3. Extract this zip file to the games exe directory.  In my case this is D:\Steam\steamapps\common\X Rebirth
2. Run the game.

Friday, August 15, 2014

GUIDE: How to get Compatiblity Mode/Depth buffer/Fake 3D to work with [nearly] all DX11 titles.

Before reading, if you do not know what Compatibility mode is please click this link. 

   This is a guide to get nearly any DX11 game that supports REAL Full-screen to support Compatibility mode also known as Depth Buffer/Fake 3D. This is not a debate over the faults/merits of this mode. Some people enjoy it / some people hate it. I personally find it acceptable in quite a few titles
   The good news this method is practically universal and should work in almost all DX11 titles. The problem with 3D Vision is that these games require individual profiles. It is relatively simple to add support yourself without Nvidia intervention.

1. Find the DX11 game you want to play.
[Plants vs Zombies - Garden Warfare. Video in 3D HERE]

2. Download/Install Nvidia Inspector HERE

3. Lauch Nvidia Inspector and click WRENCH ICON

[Click to enlarge]

4. Locate the game via drop down bar.

[Click to enlarge]

5.Locate the .exe used to launch game with windows explorer
[Click to enlarge]

6. Switch back to nvidia inspector and click the icon that looks like a window with a red x on it. 
Select the file from previous step.
Click Apply Changes.
[Click to enlarge]

7. Now we need to find a profile to use to get depth buffer 3d to work. Keep in mind some profiles may not work and some work better then others. This may take multiple tries. It is easier if you know which engine game is on and if it matches one of the listed.
Game profiles to try.. 
Bioshock Infinite
Battlefield 4

8. Since I know this game is on frostbyte I will try Battlefield 4. Select it with drop down bar.

[Click to enlarge]

9. Now click the icon that looks like a window with a green + on it
[Click to enlarge]

10a. Navigate to the exe we found in step 5.
Click Apply Changes.

10b. IF you are using SLI. Copy the Field.
 SLI Compatiblity Bits (DX1x) from game you are playing.[Plants vs Zombies]
Into new profile you are trying. [Battlefield 4]
Click Apply Changes
[Click to enlarge]

11.Launch game in FULL SCREEN mode. Nvidia compatibility box should say whatever profile you are trying. In this case Battlefield 4. If it works play game. If not try a different profile. If game looks visually stretched use the cycle frustum key [Default CTRL - F11]

EDIT: After writing this I found out there were different "qualitity" settings for depth buffer. AC3 offers less distortion then Battlefield 4. This might be for performance reasons that they did this but I recommend always trying AC3 first.

Other games
[Sacred 3->Assasins Creed 3 profile by 3d4dd]

If you want to discuss which games you got to work and which profiles you used please do so below.
If you need to contact me I can be reached at

Friday, August 8, 2014

Max The Curse of Brotherhood

The game is really great and can use a big pencil to control ropes, water, wood and terrain. There is some easy puzzle in game combining them.

This is a Unity game (totally unplayable in 3D...a mess) i'm starting to fix based on "The room" fix (by 4everAwake) and M&M fix (by mike) and the results are very good.
Shadows and some lights are difficult because there are FOV related (mike mentioned in the M&M post...unity game) and this game have a lot of Zoom in and Zoom out that change FOV in game. So i use a fix value that works the best, so some shadows and some lights in some parts looks a little off.

- Halos/Effects
- Lights
- Shadows (see upper explanation)
- Pop-out HUD (more confortable)

Ramaining issues:
- Some shadows and a few lights that looks a little off, (see upper explanation).

- If you want to remove shadows, in the VertexShader folder there is a folder named "SHADOWS OFF". Copy and paste the shader inside  into VertexShader folder.
- "P" key cycle 2 different convergence values.

-  Extract the content where .exe is located.