Thursday, July 20, 2017

Resident Evil 5 Gold Edition




3D Vision fix for Resident Evil 5 Gold Edition (no problem if you don't have the DLC, as long as it's the current Steam version).

Fixed
- Haloing in blood/guts/fruit.
- Haloing in light column of pickable items.
- Haloing in some water.


Optional non toggleable shaders (paste the folders you need from the "optional" folder into "shaderoverride"). Use at your own risk.
- Heatwave disable: it disables the heat waves.
- Lens flares disable: it disables lens flares (included the sun in most situations).


Hotkeys
- F1: high convergence (customizable with ctrl+F7 after loading the preset).
- F2: low convergence (customizable with ctrl+F7 after loading the preset).
- F3: HUD depth presets. Screen depth by default.
- F4: depth of field toggle. Not disabled by default.
- F5: weapon laser color toggle (blue and red). Red by default. With blue color, it makes it easier to see for colorblind people like myself. WARNING: while blue, it will break the image inside some TVs that you will see in some cutscenes. Return to red color when that happens.
- F6: color filter toggle. Whatever color filter you use ingame (there is more than one as rewards), this hotkey will disable it. The game will look more colorful, but sometimes more washed out in dark chapters.
- z: HUD toggle.
- b: four HDR/bloom presets. Default HDR/bloom level by default. Each preset disables extra shaders that the game puts over each other. Effects may take a few seconds to change (mostly the oversaturation effect). WARNING: use at your own risk, because in some locations the game will be 100% dark and unwatchable with some presets. Cutscenes may not be affected by the middle presets. If you want to disable this functionality, open "DX9Settings" and comment (using ";" without quotes) these lines:

[KEY8]
Key = 66
Presets = 19;20;21;22;
Type = 1


Remaining issues
- TVs in cutscenes render their image in 3D. That can be at too much depth and I didn't find a way to change that.
- Lens flares at screen depth if not totally disabled with the optional shader.


Installation
- Download this file and extract its contents in the root folder of the game ("Resident Evil 5" folder), where "re5dx9.exe" is.


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

Zelda - Breath Of The Wild 3D Vision Fix (Depth map based post effect)

Zelda - Breath Of The Wild 3D Vision Fix






Fix v.1.9 by:
Stephen Shepard - sgsrules - Stereocopic 3D Shaders and code. sgsrules3dfixes@gmail.com
Helifax - Code and OpenGLto3DVision Wrapper creator. OpenGLto3DVision v.7.19

This is not a traditional 3D geometry based solution where the scene is rendered twice. It's a image based post processing approach that uses a depth map to re-project the image and render it in stereoscopic 3D. It's similar to Nvidia's Compatibility mode, Tridef and Crytek's S3D, but provides much better results.

There are benefits as well as drawbacks to this approach. First off it's very efficient since the scene is only rendered once, so it's possible to play the game at 4k resolutions and in 3D. Second, and most importantly, since the game is running on OpenGL and through an emulator, it's simply not feasible to use a traditional 3D stereoscopic approach. Because of this you should expect a few limitations. There's no negative parallax (stuff popping out of the screen), there are slight halos around objects and it doesn't work well with transparent objects. Nvidia's compatibility mode suffers from the same set of limitations, but I've made several improvements to alleviate these issues.

Convergence is automatically shifted based on the the distance to the nearest pixel. This was done to increase the amount of 3D “real estate” since there is no negative parallax. Re-adjusting the convergence requires you to refocus your eyes, so this is done gradually to avoid eyestrain. So you may notice things get gradually closer or further away when there is a sudden change in the scene.

Depth based 3D solutions don't have access to occluded geometry so they need to fill that space with something else. This is what is perceived as a halo around objects that are close to the screem. Nvidia's compatibility mode does this by stretching out the pixels horizontally, this causes a warping effect that I personally find quite distracting. Crytek's solution involves duplicating the pixels, kind of like a photoshop stamp tool, unfortunately this causes a hard seem along the edge of the halo which is also pretty distracting. My approach basically duplicates the pixel's like Crytek's, but selectively blurs out the edge without increasing the size of the halo. Overall it works pretty well, you don't get the odd warping when there's movement like you do with some of the other methods. It works particularly well when backgrounds have a lot of ransom elements and variation, like foliage rocky textures etc.

There's another minor artifact that is specific to this game which only affects the map in the menu and the movies. Whenever the game renders something in 2d without a depth map the 3D stereoscopic shader will still attempt to apply 3d stereo. Since the game doesn't write to depth or clear the buffer it uses the last depth map value that was available. So you end up with an image that has improper depth map applied to it.

Alt Tabbing, hitting escape or doing anything that cuases the game to go out of fulscreen mode will crash the game. So don't do it unless you're ready to quit playing.

Nvidia chose to not add native 3D vision support for OpenGL, they reserved this functionality for there overpriced Quadro cards. Because of this, this fix would not have been possible without Helifax's OpenGL to 3D Vision wrapper: http://3dsurroundgaming.com/OGL3DVision.html Even though I added a lot of the code to make this possible he deserves a lot of credit for some of this “magic”. So a huge thank's to Helifax for being kind enough to not only share his code with me, but also help out with some of the additions I made, create the nvidia profile and answer a ton of questions. I'd also like to thank BlueSkyDefender his reshade shader: https://github.com/BlueSkyDefender/Depth3D is what originally turned me on to this idea.

For more details on this implementation or to discuss it please check out the forum thread:

TLDR: This is not true 3d, it's a post processing effect so expect a few artifacts. It's not as good as true stereoscopic 3D but it's pretty damn close and it certainly beats playing the game in 2D.

Installation:

  1. You'll need Cemu and a copy of the game. Make sure you have both working properly before attempting to install this fix. I won't be detailing how to get them working since that is beyond the scope of this fix and there are already a ton of tutorials and instructions elsewhere. This fix has been tested with Cemu 1.8.0 and up.
  2. Extract the entire contents of the archive to your Cemu directory. It contains several files and folders. The graphicsPacks folder contains custom graphics packs for 1080p, 1440p and 4K resolutions. The graphics packs also disable the game's built in Anti-Aliasing and provide higher resolution shadows.
  3. Launch Cemu and enable one of the graphics packs. I would recommend using the 4K one. Quit Cemu.
  4. In 3DVisionWrapper.ini. Make sure that OverrideDepthBufferSize = true and that DepthBufferWidth and DepthBufferHeight match the resolution of the graphics pack that you're using. This is very important! Otherwise the wrapper won't find the proper depth buffer.
  5. Right click on the Cemu.exe and open up properties. Under the compatibility tab make sure that Run this program as administrator is checked.
  6. Create a Shortucut to Cemu and set it to launch with the following target:
    C:\Cemu\Cemu.exe -g "C:\Zelda Breath of the Wild\code\U-King.rpx" -f .
    Obviously change the paths so that they match yours. The -g flag tells cemu to load a game at launch. -f tells it to run in fulscreen.
  7. Launch the game via the shortcut.
  8. Separation and Convergence can be adjusted via the normal 3d Vision hotkeys. You can increase the convergence, but adding to much will flatten out near by objects, cut through silhouettes and cause other artifacts. I would highly recommend leaving the default convergence value as is. It provides the most amount of 3D without additional artifacts.

Extra options:

    Hotkeys, default convergence, initial separation, etc can be changed in the 3DVisionWrapper.ini files.
    By Default the fix uses the “m” key to toggle separation to zero. This is useful to fix the wrong depth value being used during cut scenes and a few of the menus. To enable additional hotkeys or change separation you can add something like the following:
    [code]
    ; Keyboard M - for Map mode
    NewKeyShortcut(0x0000004D, 10.0, -1.0, -1.0, -1.0, -1.0, -1.0, one-time)
    ; Keyboard ESC - Revert stereo to 100%
    NewKeyShortcut(0x0000001B, 100.0, -1.0, -1.0, -1.0, -1.0, -1.0, one-time)
    ; Xbox Back - Select - for Map mode
    NewKeyShortcut(0x00000020, 10.0, -1.0, -1.0, -1.0, -1.0, -1.0, one-time)
    ; Xbox Start - for Menu Mode
    NewKeyShortcut(0x00000010, 10.0, -1.0, -1.0, -1.0, -1.0, -1.0, one-time)
    ; Xbox B - Revert stereo to 100%
    NewKeyShortcut(0x00002000, 100.0, -1.0, -1.0, -1.0, -1.0, -1.0, one-time)
    [/code]
like my work or Helifax's OpenGL wrapper and want to express it?
You can send a PayPal donation to:

sgs.rules@gmail.com for the fix
tavyhome@gmail.com for Helifax's OpenGL wrapper









Wednesday, July 19, 2017

Ginger Beyond the Crystal [DX9]


Disabled: Shadows

Installation:
  1. Download this ZIP file and extract the contents into the game directory.
  2. In your Steam library, right click on "Ginger Beyond the Crystal" and select "Properties"
  3. Click "Set Launch Options"
  4. In the box, type " -window-mode exclusive" and click "Ok"
  5. If you use not steam version in desktop shortcut's properties in object field add " -window-mode exclusive" after 'ginger_btc.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

Monday, July 17, 2017

Fire Pro Wrestling World.

This funny little wrestling sandbox came up on steam a few days ago in early access, mainly working well in 3D. I personally think gameplay wise it's much more like an actual game than the 2K yearly drop. Reminds me of my youth playing Royal Rumble at the local arcade dropping coins with some randoms. =)

Coolest thing is the player run workshop already has pretty much every famous wrestling character and then some... To hilarious effect. You can make some crazy rosters.

I've made some simple fixes to improve -the remaining elements that are not in stereo.

Although the characters themselves are actually just 2D sprites, everything else is in 3D and the effect ends up looking pretty good. Better than 2d at any rate. So I thought I may as well upload. I left the sprites at screen depth in the menu's otherwise it causes corruption in game, but works pretty much perfectly other than pointing out the games most glaring flaws. (mainly melee hit detection)

Download this archive: Fire Pro Wrestling World
Extract to games Fire Prowrestling World directory with .exe

Set steam launch options of the game to:

-window-mode exclusive

Currently only way to increase resolution is through A registry edit.

Locate and Run > regedit.exe
Find:
Computer\HKEY_Current_User\Software\Spikechunsoft\FireproWrestlingWorld\

Change value of Screenmanager Resolution Width/height to your monitors native resolution in Dec. (otherwise the game run's at a horrible low one.)

Set convergence accordingly, and .... go




Saturday, July 15, 2017

How To Survive 2

3D Vision fix for How To Survive 2

 Fixed
 - Halos, shadows, fog, blood decals, lights, HUD, etc

 Not fixed - Water ripples (disabled)

 Installation
 - Copy the content of the zip file in C:\.......\How to Survive\Exe

 Hotkeys
 - "z" key cycles between two Separation and Convergence settings, (nice 3D feeling)
 - "x" key cycles HUD depth. Added the constant 0.50 very deeper hud needed for companios health bar.
 - "c" key cycles crosshair depth. (For gamepad playing)
 Notes - This games is much better played with gamepad.

This fix was made with the help of more shaderhackers (4everawake, masterotaku, DJ-RK...)

Friday, July 14, 2017

WATCH_DOGS2

Download the fix: https://s3.amazonaws.com/DarkStarSword/3Dfix-WATCH_DOGS2-1.6.7z

Update v1.6 (WATCH_DOGS2 v1.016.189 update)

  • Re-fixed 3D targeting lines
  • Re-adjusted 3D HUD
  • Re-fixed reflections, etc. for WATCH_DOGS2 v1.016.189 update
  • Re-enabled reflections of glass surfaces in screen space reflections (artefact causing game bug has been fixed)

Note that the old driver recommendations for SLI still stand - that is, if using SLI stick to 376.33 for a major performance boost. If that is not an option due to recent graphics cards, disable SLI in the control panel for a less impressive but still vitally important performance boost.

Driver 384.76 is known to cause a crash on launch (unrelated to the fix) - if getting a crash, downgrade to an older driver (376.33 is recommended).

Update v1.5 (WATCH_DOGS2 v1.09.154)

  • Re-fixed shadows, etc. for WATCH_DOGS2 v1.09.154 update
  • Fixed new rediculous shadow map size being stereoised (3DMigoto update)
  • Disabled compatibility mode that was added in the 378.48 driver
  • Scripted fixes applied to all (1.4GB!) shaders found in the patch.dat file, not just those seen used so far. Should fix Ansel in all circumstances along with any other shadows, reflections, etc. that might have been missing in any rare circumstances.
  • Fix is now distributed as a 7z file to keep the filesize down (it would have been a 150MB zip file, compared to a 7MB 7z file. You can use 7-zip to extract it).
  • Fixed road dirt decals (happened to notice they were out while taking an ultra-high convergence screen shot with the quad copter)

Update v1.4

  • HUD kill switch will now also kill target lines and object highlights
  • Fixed footprint decal on sand (didn't notice this was broken because it was invisible)
  • Fixed road line decals hovering a few millimetres above surface
  • Returned security lasers to correct depth (was caught by the heat distortion fix)
  • Added spider crosshair and weapon heat guage to auto adjust list
  • Disabled white light glitch fix that caused problems in at least one air vent in the final mission
  • Removed artefacts in screen space reflections caused by a game bug in 1.09

Update v1.3 (WATCH_DOGS2 v1.09)

  • Re-fixed reflections, etc. for WATCH_DOGS2 v1.09 update
  • Fixed an issue where glass bottles would be moved to crosshair depth after flying into them with the quad copter.
  • Removed leaf disable key (no further reports of leaves desynchronising, so I don't think the kill switch is necessary any more)
  • Added very low convergence presets on alt+~ and ctrl+~ for ATM cameras, satellites, etc.
  • Added yet another crosshair
  • Fixed the "bright white glitch" at particular light volume boundaries (most notably, one of the cameras on the barge is positioned right on one of these boundaries in the Shanghaied mission)
  • Fixed distant lights reflection in a blackout
  • Added HUD kill switch on Ctrl+F2 for better screenshots
  • Added lens grit kill switch on Ctrl+Shift+F2

Update v1.2

  • Fixed several crossairs: Sniper scope, Grenade launcher, X hit indicator, red crosshairs
  • Moved bullets and Police sniper laser back to 3D (was caught by a HUD adjustment)
  • Fixed a few minor issues on the horizon & around sun

Update v1.1

  • Fixed clipping on thick San Francisco volumetric fog
  • Fixed another type of fog - should make fog 3D under all weather conditions
  • Fixed more instances of 2D transparent effects in nethack vision (glass panels on the Temple of New Dawn glass & shrink wrap)
  • Fixed wrong reflections on some hair
  • Fixed blood decals
  • Fixed brick decals floating a few millimetres above pavement with shadows falling through them.
  • Added shotgun crosshair to auto adjust list
  • Fixed glow of sun/moon when viewed through the thick San Francisco fog
  • Fixed steam explosions

Fixed

  • Flickering HUD (render target redirection to work around game + driver bug)
  • Accurate Screen Space Reflections (first ever accurate SSR fix for 3D Vision!)
  • Accurate Specular Highlights
  • Environmental reflections
  • Some 2D objects in reflections
  • Lights
  • Regular Shadows
  • PCSS Shadows
  • HFTS Shadows
  • HBAO+ Normal Map Artefacts
  • Decals
  • Skybox
  • Light flares
  • Volumetric Fog
  • Police Helicopter Searchlight
  • Water refraction
  • Added an automatic stereo crosshair
  • Added an automatic/manual crosshair toggle
  • Added a static HUD depth adjustment
  • Added a 3D HUD depth bias
  • Adjusted lens grit depth
  • Synchronised leaves, grass, bushes, etc. between both eyes
  • Fixed the "strange blue glitch" at light volume boundaries
  • Targetting lines
  • Lighting on walls in nethack vision
  • Glass panels in nethack vision
  • "Fake" building interiors (lights through windows render at correct depth)
  • Partial fix for NVIDIA Ansel mode (see below)

Installation

  1. Extract the 7z file under WATCH_DOGS2\bin (7-Zip and WinRAR can open 7z files)

  2. Launch the game. The first time you run it (and again after any driver update) you will get a UAC prompt for Rundll32 to install the driver profile - choose yes.

The game has mostly been tested using the 376.33 driver. It may work on others, but if you run into problems, try that driver first. If using SLI this is NOT OPTIONAL, as more recent drivers have a MASSIVE performance regression!

Driver 384.76 is known to cause a crash on launch (unrelated to the fix) - if getting a crash, downgrade to an older driver (376.33 is recommended).

Do not set pixel density higher than 1.30 (There is a report that it breaks the sky box).

Keys

  • K: Cycle between three crosshair modes: auto (enabled only when aiming), on and off.

  • ~: Toggle between two convergence presets for cutscenes and gameplay.

  • Alt ~: Switch to a lower convergence preset for some cutscenes

  • Ctrl ~: Switch to an even lower convergence preset for ATM cameras, satellites and one or two other cases where the other convergence presets are too high.

  • F2: Cycle between several preset HUD depths

  • Ctrl F2: Kill HUD (for screenshots. Don't try the menu while the HUD is killed ;-)

  • Ctrl Shift F2: Kill lens grit (for 3D screenshots, especially when using the 1st person camera with the scratch grit pattern)

Note about anti-cheat software

This game uses anti-cheat software that is running even while in single player.

As far as we know our 3D fixes have never triggered a ban with these type of services, but if you play with it enabled you do so at your own risk.

If you want to be on the safe side you can disable it by launching the game with the -eac_launcher option. If you are launching through UPlay you can go into the properties page for the game and use "Add launch arguments" to add this. If done correctly you will get a message when the game launches that the anti cheat software is not installed and multiplayer will be unavailable.

HUD Depth

To change the depth of the 2D HUD, edit the d3dx.ini and change the value for x and y in the [Constants] section - x sets the depth when the mouse cursor is NOT visible, and y sets it when the mouse cursor IS visible. 0 is screen depth, 1 is infinity, negative numbers pop out. You can also specify several preset values to cycle between with the F2 key by editing the [KeyHUDDepth] section.

There are also separate adjustments for 3D HUD elements in z and w. The units are convergence override values, so higher values bring the HUD closer and lower values push it deeper (0 is infinity). z sets the convergence override when the mouse cursor is hidden, and this adjustment will also have a bias applied to line it up with any 2D HUD adjustments. w sets the 3D HUD convergence override when the mouse cursor is visible, and does NOT have a bias (the idea being that when the mouse cursor is visible you want the HUD near screen depth where the mouse cursor is).

Lens Grit

The lens grit texture has been moved to depth to look better. The depth can be adjusted with y2 in the d3dx.ini, or disabled by pressing Ctrl+Shift+F2 or setting y2 = -1.

NVIDIA Ansel Mode

This is one of the games supported by NVIDIA Ansel, which allows you to position the camera, adjust the FOV, etc. and take various types of screenshots. Press Alt+F2 in game to pause the game and bring up Ansel HUD, then move the camera with WASD, Z, X and rotate by holding the left mouse button and use the HUD to adjust other controls.

The various screenshot options provided by Ansel should all work fine, but personally I find the stereo screenshot option to be lacking (no off-center projection and very little depth), but you can just use it to position the camera then take a stereo screenshot with Alt+F1 (beware the 100 screenshot limit if you aren't using my auto rename script).

To remove the Ansel HUD for better screenshots in this mode, open the d3dx.ini, search for "Ansel" and uncomment the two ShaderOverride sections. Back in game press F10 to reload the config and voila - no HUD :) Note that the various filters Ansel provides only work in one eye in this game.

Known Issues

  • Fog from steam vents is falsely obscured when an object is in front of them, which can lead to be being shaded differently in each eye. This is a game bug that occurs in 2D as well.
  • Police search lights clip momentarily as the camera passes through the boundary of the light cone. Probably only noticeable if you freeze the game with Ansel.
  • There are a few rare spots in the game where the lighting goes bright white as the camera passes through a specific point - most of these are very small and barely noticeable, but there a camera on the barge in the Shanghaied mission that is positioned right on one of these glitches which is much more severe. The fix for these is disabled, as it causes other issues in an airvent in the final mission.
  • The above mentioned airvent in the final mission still has one artefact present (caused by the "strange blue glitch" fix), but it is relatively minor (and the blue glitch was prominent throughout the whole game).

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?

Modding games takes a lot of time and effort, not to mention the work I do behind the scenes improving our tools and helping others. If you like what I do, consider supporting me on Patreon for a recurring donation or Paypal for a one off.

This mod is created with 3DMigoto (by Bo3b, Chiri & myself) and uses Flugan's assembler