Friday, February 23, 2018

Grim Dawn




3D Vision fix for Grim Dawn in DX11 mode, with lots of hotkeys that improve playability. It includes "dynamic" crosshair options (check the F8 and numpad hotkeys).

Important update (2018-02-23): the game update 1.0.5.0 changed the hash of most shaders, so I had to do the fix again. This time using regex to avoid this problem in the future. Only the HUD shaders are manual (they didn't change). Download the fix again from the installation instructions, and if you still use or roll back to game versions below this one, get the old fix here.
Note: the devs increased the resolution of special effects. Switch your settings around if you don't see them in higher resolution yet (I had to do that).

Update (2017-12-23): fix reuploaded to use 3Dmigoto 1.2.68 build. Good performance increase.

Update (older) (2017-10-30): fix reuploaded to use an official 3Dmigoto 1.2.67 build.


Fixed and stereoized
- Water reflections at all graphics settings levels.
- Fire, spells effects, blood, acid, rifts... All special effects in the game.
- Post processing.


Known issues
- Aether crystals and a certain kind of glass don't seem to have the correct fixing formula, which works in this same shader for other effects (transparency of ghosts, for example).
- You'll have to make a choice about post processing and HUD depth, which I explain in the installation steps.
- The mouse cursor will be darker than without the fix, and will show a small blue square surrounding the store icon when you place the cursor over a merchant. This doesn't affect gameplay in any way.
- When talking to NPCs, their faces appear in a window that has fixed depth and its content is sensitive to convergence. A bit annoying but I didn't find a way to fix it (it uses the same render target as the main game so I can't make it 2D).


Installation
- Download this file and extract its contents in the "Grim Dawn" folder (it's the root folder), where "Grim Dawn.exe" is.

- If you aren't going to use post processing ingame, skip the next step and ignore all hotkey warnings.

- Important for post processing: using any kind of HUD depth (not counting mouse cursor) will break this effect, making bloom be at wrong depth. Check the "minimap with depth" and "minimap for post processing" folders I included. Here you have to choose. What do you prefer, post processing (which makes the game more colorful and bright) or more HUD flexibility? By default, the "minimap with depth" shader is included in the "ShaderFixes" folder. Overwrite it with the other if you want to use post processing in the game and avoid some big issues if you use the HUD toggle or HUD depth presets. If you change your mind after you ran the game at least once, you'll also have to delete the "2ebcf4b62c217ddc-vs_replace.bin" file inside "ShaderFixes".

Why the choice? The "minimap for post processing" shader fixes a big extra problem (that happens if you move the HUD into depth), but the side effect is that the minimap remains at screen depth. That's why I recommend the "minimap with depth" shader if you don't post processing or if you use it but don't touch HUD depth.

- Boot the game.

- Once inside the game, hover your mouse over any NPC to fix ambient occlussion (apparently not needed if you don't use MSAA, or if you don't use ambient occlusion, obviously).


Hotkeys
- F1: five convergence presets.
- F2: HUD depth presets. Screen depth by default. Warning: don't use if you use post processing.
- F3: HUD tilting presets. Warning: don't use if you use post processing.
- F4: HUD and mouse cursor toggle. Not disabled by default. If you don't want it to toggle the mouse cursor, open the "ShaderFixes\mousevs.hlsl" file and delete the "pos.x=pos.x*iniparams.z;" line. Warning: don't use this hotkey if you're using "minimap with depth" AND post processing. Using "minimap for post processing" and post processing will make it disable bloom, apart from the HUD.
- F5: distance fog toggle, if you want better visibility in some locations. Not disabled by default.
- F6 (obsolete because of the F8 hotkey): five manually tuned convergence, and HUD + cursor depth and tilting presets. Made for maximum zoom distance. The F8 hotkey is better. Warning: don't use if you use post processing.
- F8: three presets that make HUD and/or cursor depth convergence dependant, making them be a little bit above ground level with dynamic depth and tilting (for improved mouse use). The first press will make only the mouse cursor be at depth. The second will make both the mouse cursor and the HUD be at depth (Warning: don't use this preset if you use post processing.). By default, it's tweaked for maximum camera zoom.
- NUMPAD1: it changes the values that the F8 hotkey uses, for minimum camera zoom.
- NUMPAD2: it changes the values that the F8 hotkey uses, for default camera zoom.
- NUMPAD3: it changes the values that the F8 hotkey uses, for maxmum camera zoom. These are the default values.
- b: hold this key to temporarily revert to the default F8 preset. Useful when you want to interact with menus while you only use mouse cursor dynamic depth.


Those numpad hotkeys are the default keys for their related camera zoom presets inside the game options.

Recommendations
- For easier use, I recommend just using the default shaders and not use post processing. Then press F8 twice (to have loot tags at ground level and all HUD at the same depth as the mouse cursor) after loading your character.
- Limit your fps to 60 in RTSS to have less mouse input lag.
- If you use the HUD only at screen depth, it's better if you set "rasterizer_disable_scissor=0" in "d3dx.ini", to avoid quest log and world map overflow.


I'll update the fix if a game update breaks it. To notify me about it or to ask questions, better post a comment here: https://forums.geforce.com/default/topic/663259/3d-vision/grim-dawn-arpg-fantastic-/1/

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

Thursday, February 22, 2018

Subnautica [DX11]

Download the fix: 3Dfix-Subnautica-1.1.zip

This release officially brings support for Unity 5.6 to my template (shader extraction support is also added for Unity 2017.1, 2017.2 & 2017.3 formats) :)

Update v1.1

  • Adjusted several more HUD elements (resource blips, battery swap icons)
  • Fixed various interior water surfaces (e.g. Moon Pool)
  • Fixed Seamoth & Cyclops sonar ping
  • Low convergence toggle key added (useful for the Seaglide's terrain hologram)
  • Auto HUD adjustment now rests on in-world HUD elements (e.g. Cyclops Cockpit)
  • Crosshair re-enabled by default to make in-world HUD elements easier to use (press X to disable as before)

Fixed

  • Halos
  • Lights & shadows
  • Screen Space Reflections (two types)
  • Underwater light rays
  • Water refraction (look at the moon viewed from below the surface)
  • Automatically adjust HUD & crosshair depth
  • Fix flickering HUD
  • Disabled crosshair (X to toggle)
  • Automatic convergence & mouse depth preset when PDA is active
  • Adjusted scuba mask depth to be just slightly behind the screen, but still 3D (see x1 in the d3dx.ini to change the depth, or use the game's built in F6 hotkey to cycle between several options, some of which disable the scuba mask)

Installation

  1. Extract the contents of the zip file to the game directory.

  2. If you are running the 32bit version of the game, replace the DLLS with the ones in the 32bit directory.

  3. Right click on the game in Steam and go to "Properties" -> "Set Launch Options" and enter "-window-mode exclusive" (without the quotes) and click "Ok"

  4. Disable motion blur in the game settings.

  5. Set Anti-Aliasing=FXAA

Keys

X: Toggle crosshair visibility

Caps Lock: Toggle low convergence preset to keep the hands behind the mask and make the Seaglide's terrain hologram easier to see.

\: Set high convergence preset recommended for a stronger 3D effect.

F6: Cycle various HUD & self display options (game shortcut, not mine. Beware that this conflicts with the convergence hotkeys, and you may have to press it several times to make everything visible again).

Known Issues

  • The horizon is not quite right when the camera is tilted.
  • Certain fog effects are not quite even between both eyes.
  • Performing a self-scan underwater briefly reveals the original depth of the scuba mask.
  • The mouse cursor does not line up with the vehicle modification station when customising a vehicle's colour (no apparent way to distinguish between this scenario and the main menu).

Side-by-Side / Top-and-Bottom Output Modes

This fix is bundled with the new SBS / TAB output mode support in 3DMigoto. To enable it, edit the d3dx.ini, find the [Present] section and uncomment (remove the semicolon) the line that reads:

run = CustomShader3DVision2SBS

Then, in game press F11 to cycle output modes. If using 3D TV Play, set the nvidia control panel to output checkerboard to remove the 720p limitation.

Like my Work?

Fixing games takes a lot of time and effort, and I am currently otherwise unemployed largely due to my ongoing battle with mental health issues.

If you are in a position where you are able to do so, please consider supporting me with a monthly donation on Patreon, and thanks again to those that already do! While I prefer the more stable monthly support that Patreon offers, I can of course understand that some of you prefer to make one-off donations when you can, and for that you can use my Paypal. As a reminder, these donations are to support me personally, and do not go to other modders on this site.

This mod is created with 3DMigoto (primarily written by myself, Bo3b and Chiri), and uses Flugan's Assembler. See here for a full list of contributors to 3DMigoto

Very special thanks to Neovad for a previous version of this fix while the game was still in early access, and all his work applying my Unity techniques to so many games I am not able to look at personally :)

Wednesday, February 21, 2018

Final Fantasy XII The Zodiac Age




3D Vision fix for Final Fantasy XII The Zodiac Age, containing multiple hotkeys to toggle post processing effects or use presets with combinations of them. And also the possibility of disabling black bars in cutscenes, as shown in the screenshot above.

Another small update (2018-02-21): reuploaded the fix with a new preset for the "9"/"XB_RIGHT_THUMB" hotkey, needed for some caves.

Small update (2018-02-12): reuploaded the fix with scissor clipping enabled, to avoid text overflowing in the HUD and menus.

Fixed
- HUD elements that had depth are now at their correct position and won't flicker (interaction icons, life bars, level transition light balls...).
- Heatwaves, save crystals, and water in some specific locations.
- Particle effects (for example, when you land an attack).

Disabled
- Motion blur effect that appears in quickening attacks and some cutscenes, because it had a conflict with the heatwaves/crystals fix. If you want to restore this effect, open the "630ec7f1280ab2db-vs_replace.txt" file and comment or delete the "o0.x=9999;" line. Remember to delete the "630ec7f1280ab2db-vs_replace.bin" file if it has been generated.


Known issues
- Sun (and similar) lens flares are broken and will go away from the screen at normal levels of convergence. It would conflict with other things I fixed, apparently.
- Some cutscene smoke effects will be at wrong depth, for conflict reasons (too much convergence dependant).
- Same thing for text story explanations between chapters (the ones with a book in the background and a narration voice), as well as hunting posters, the title screen, and the pause menu background image. Use very low convergence for this.
- Some locations need a different value for the icons/bars and waves/water fix. Use the "9" hotkey when you feel it's needed.


Installation
- Download this file and extract its contents in the "FINAL FANTASY XII THE ZODIAC AGE\x64" folder, where "FFXII_TZA.exe" is.
- Launch the game and let the fix overwrite profile settings. It's absolutely needed.
- Use the hotkeys that better fit your graphics tastes.


Hotkeys (the normal numbers above the letters, not the numpad keys)
- 1: convergence presets. Use them, and not custom values (one shader fix depends on these specific values). You can delete some of them, because there may be too many.
- 2: HUD depth presets. I don't recommend it, because text applies a different depth independently and can be hard to read. Also, I had to enable clipping in the minimap to avoid overflowing.
- 3: HUD toggle. Not disabled by default.
- 4: cutscene black bars toggle. Not disabled by default. I absolutely recommend using this, because the game hides geometry and content behind them, even in prerendered cutscenes. It even disables all letterboxing in ultrawide resolutions. Subtitles are shown correctly, and the only "drawback" is that is disables the translucent background of NPC dialog text boxes, and black bars in some menus.
- 5: tone mapping toggle. Not disabled by default.
- 6: SMAA/FXAA toggle. Not disabled by default. The game forces you to use one of them, so with this hotkey you can disable them.
- 7: blurriness toggle. Not disabled by default.
- 8: brightness/ extra bloom multiplier presets. x1 by default.
- 9 or XB_RIGHT_THUMB: cycles the icons and heatwaves/water calculations through three different values. It's needed in the Gramsythe Waterway (one click) and some caves (two clicks), for example. You may notice when you need it. The default value works for the majority of locations. If this hotkey annoys you because it's in a controller button, go to the "[Key11]" section in "d3dx.ini" and delete it or comment it.
- 0: four presets with combinations of the "5", "6", "7" and "8" hotkeys. Explained in the section below, and by default the game isn't modified.


Combined color presets
With the "0" hotkey, you can cycle through three custom presets, and then the default values as the last one. Description of each one:

- Default state of the game, and fourth press of the hotkey: screenshot.
- First press (no SMAA/FXAA, no blurriness, bloom at 120%): screenshot.
- Second press (no SMAA/FXAA, no tone mapping, no blurriness): screenshot.
- Third press (no SMAA/FXAA, no tone mapping, no blurriness, bloom at 112%): screenshot.

If you want to enable SMAA/FXAA for them, open "d3dx.ini", go to the "[Key8]" section, and change the "w = 0, 0, 0, 1" line to "w = 1, 1, 1, 1".

The second press preset looks the closest to the PS2 version, with all color modifications disabled. But if you ask what's best, in my opinion it would be either "first press" or "second press". Each of them has pros and cons. If you forget what keys you've pressed, just press F10 to revert everything to its default state.


Automatic convergence
The fix will force low convergence (a good value I tested) when the black bars shader is detected. All custscenes that would display black bars (even if you disable them with a hotkey) will use this. If you want to disable automatic convergence, delete or comment the "[PresetCutscenes]" and "[ShaderOverridePresetBlackBars]" blocks in "d3dx.ini".


I haven't finished the game yet, so if there are some issues apart from the ones I've explained, let me know here or in the Geforce forums.


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

Monday, February 19, 2018

Expeditions Viking [DX11]



Thanks to DarkStarSword for developing his Unity 5.6 template

HOME - cycle different values of HUD depth
END - cycle different values software mouse depth
BACKSPACE - enable/disable lights (disable on low convergence)

Installation:
  1. Download Tested on 5.6.4.28806 and extract the contents into the game directory.
  2. Use Nvidia Inspector to assign the game's EXE to the profile "3D-Hub Player". (For instructions on how to assign profiles, see this guide)
  3. In your Steam library, right click on "Expeditions Viking" and select "Properties"
  4. Click "Set Launch Options"
  5. In the box, type " -window-mode exclusive" and click "Ok"
  6. If you use not steam version in desktop shortcut's properties in object field add " -window-mode exclusive" after 'Expeditions Viking.exe'.
Settings:
- disable shadows in game settings
- use high level of convergence (because of lights shader issues)
- set usable HUD and software mouse depth

I made this using DarkStarSword's Unity template.
If you like this mod, please consider supporting DarkStarSword on Patreon

P.S. I've created "Unity Game Wishlist" HERE

Saturday, February 17, 2018

P.A.M.E.L.A. [DX11]


Thanks to DarkStarSword for developing his Unity 5.6 template

F1 - cycle different values crosshair depth
F2 - cycle different values software mouse depth
F3 - enable/disable crosshair depth correction (inventory issues)

Installation:
  1. Download Tested on 5.6.2.10718 and extract the contents into the game directory.
  2. Use Nvidia Inspector to assign the game's EXE to the profile "3D-Hub Player". (For instructions on how to assign profiles, see this guide)
  3. In your Steam library, right click on "P.A.M.E.L.A." and select "Properties"
  4. Click "Set Launch Options"
  5. In the box, type " -window-mode exclusive" and click "Ok"
  6. If you use not steam version in desktop shortcut's properties in object field add " -window-mode exclusive" after 'PAM_GameLauncher.exe'.
I made this using DarkStarSword's Unity template.
If you like this mod, please consider supporting DarkStarSword on Patreon

P.S. I've created "Unity Game Wishlist" HERE

Thursday, February 15, 2018

Final Fantasy X/X-2 HD Remaster




3D Vision fix for Final Fantasy X and Final Fantasy X-2. I haven't played FFX-2 to completion yet, but I have visited all zones (except the end game zone) and fixed broken effects.


Update (2018-02-16): the FFXII fix game me ideas about that effect that was still unfixed, and I found the perfect formula for this! It's perfect at any convergence level (thing that I didn't manage to do in FFXII, funnily enough), so now I don't disable the effect by default. 3Dmigoto updated to version 1.3.3, but it still seems incompatible with the Untitled Project X mod. I need to test more settings in the future about this.


Fixed
- Many water issues.
- Minimap depth.
- Ghosting effects from save points, spells, waves, Ifrit fire, etc.
- Added depth, convergence, HUD depth, bloom, motion blur and depth of field hotkeys.


Installation
- Download this file and extract its contents in the root folder of the game ("FINAL FANTASY FFX&FFX-2 HD Remaster", where "FFX.exe" and "FFX-2" are).
- Launch the game normally.


Mod compatibility
- Fully compatible with modified exe files for Japanese voices, which can be found here: http://steamcommunity.com/app/359870/discussions/0/364041517007201631/?ctp=29
- Not compatible with Untitled Project X (http://steamcommunity.com/app/359870/discussions/0/364041517007524857/). Using the fix and UPX at the same time will either crash the game on boot or not make the fixed shaders work (hotkeys still work).


Hotkeys
- "F6": bloom toggle. Not disabled by default.
- "m": HUD depth cycling. Starts at screen depth, and each key press adds +20% depth.
- "k": 0 separation, for situations where you are in 2D backgrounds.
- "l": to cycle through multiple convergence presets. The low convergence ones are intended for cutscenes.
- "g": toggle motion blur and depth of field. Not disabled by default.
- "b": toggle wave/heat effects. Not disabled by default, because my latest update fixed it.


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