Monday, December 8, 2014

Red Faction: Guerrilla

Fix by Stryker_66

In recent months, Steam has been working with some publishers/developers to patch out GFWL (Games for Windows Live) from their games which has caused me to revisit some of my older titles. I had a look at Red Faction Guerrilla and like many games, it has issues in 3DVision. I used the Helixmod debugger to remove some offending shaders.

Install

Note: For Steam version of the game, turn off the shadows in game settings and at launch run the game in DX9 mode. I've also disabled motion blur and depth of field in game since I don't like those features in any game. You can enable them if you prefer.

1.) Use NVidia Inspector to remove the Red Faction Guerrilla profile

2.) Add the "rfg.exe" executable to the Prototype 2 profile

If you are unfamiliar with NVidia Inspector, I would highly recommend downloading it and learning how to use it. It is invaluable for 3D Vision gaming. There is a great guide on how to use NVidia Inspector here.

http://helixmod.blogspot.ca/2013/03/how-to-change-3d-vision-profile-and.html

3.) Unzip contents of Red_Faction_Guerrilla_3D_Shaders_Removed.zip file to where the "rfg.exe" file is. (i.e. \Red Faction Guerrilla) In my case it is

S:\My Steam\SteamApps\common\Red Faction Guerrilla\

The fix: Red_Faction_Guerrilla_3D_Shaders_Removed.zip

You can switch/change two convergence settings with keys "0" & "9". Simply select key and adjust your convergence and then Ctrl + F7 to save as you would normally with NVidia convergence save feature. You can then switch back and forth while in game. I included this because I prefer to have a convergence setting when I am on foot and another for when in a vehicle.

You can learn more about multiple convergence settings here and you can customise key changes in the DX9Settings.ini file.

http://helixmod.blogspot.ca/2013/04/guide-how-to-bind-custom_28.html

4.) There are also optional FOV files that can be found here.

http://steamcommunity.com/app/20500/discussions/0/846961716495621555/

The FOV I am using is set to 90 and I personally like it because I can see my main character in full. The author for the FOV settings has a few different files from the above link that you can try for alternate FOV settings. The setting of FOV 90 works great for the toyification effect. This is my preferred setting when in a 3rd person perspective.

And lastly, if any shader whiz kids want to fix or have a look at the shaders, I included the shader dumps here. These are the offending shaders I found and disabled. There may be others since I have not played through the entire game. Please feel free to fix since a fix is more desirable than removing them.

Original Vertex Shaders

I don't know how fix yet, but decided to start dabbling to see where I can go from here.

Thanks to this great community, 3DVision lives on…

Doorways: The Underworld

fix by:  4everAwake


Fixed:
-Halos, UI
-Removed water reflections on walls

Remaining Issues:
-In the very first cutscene, shadows & lights are messed up
-At the beginning of the hospital (in the stairwell), shadows are intermittently at the wrong depth

Installation:
-Download this ZIP file and extract the contents into the same directory that has the game's EXE file.
-Use Nvidia Inspector to assign "Doorways.exe" to the profile "3D-Hub Player". (For instructions on how to assign profiles, see this guide)

Additional Notes:
'Q' key has two convergence presets. Use the low depth preset when reading notes.


Utilized DarkStarSword's FOV fix in this patch

Thursday, December 4, 2014

Doorways: Chapter 1 & 2

fix by:  4everAwake


Fixed:
-Halos, UI

Remaining Issues:
-In some cutscenes, shadows are at the wrong depth

Installation:
-Download this ZIP file and extract the contents into the same directory that has the game's EXE file.

Additional Notes:
'Q' key has two convergence presets. Use the low depth preset when reading notes.


Utilized DarkStarSword's FOV fix in this patch

Saturday, November 22, 2014

The Forest

Updated 2014-12-03

Download the fix: 3Dfix-The Forest-2014-12-03.zip

Installation Instructions

  1. Extract the zip file to the game directory
  2. Turn off motion blur (the game doesn't currently save settings, so you have to do this every time)

Fixed

  • Halos on all surfaces
  • Light, shadows and specular highlights
  • Pedometer screen alignment
  • Certain UI elements that were drawn at screen depth pushed back (e.g. camp & build HUD icons). The number row will adjust the depth of these icons, but note that most of the UI was already at a good depth in this game out of the box and is not adjustable.

Convergence Presets

  • [: (Default) Sets a good convergence for most of the game (0.4) with the crafting book pretty close to the mouse cursor.
  • ]: Sets a higher convergence (2.5) that will bring the inventory closer to the mouse cursor.

You can save your own custom convergence & separation preset to these buttons. First, press the button you want to edit, then adjust the convergence and separation with the standard nVidia keys (Ctrl+F5/F6 if advanced keys are enabled in the control panel) and finally press F7 to save.

Known Issues

There's only a few minor issues I haven't tracked down yet, but uplay's verify files finally repaired my Far Cry 4 installation, so I'll come back to these later after I've played that game.

  • Glow & sun shafts around the sun & moon is at wrong depth
  • Ambient occlusion makes some surfaces appear to shadowed slightly differently in each eye. I'd still suggest leaving it on, because it adds a lot of visual fidelity to the game. Increasing it to high helps a little.
  • Mouse cursor is at screen depth
  • The first time the crafting book is opened the tutorial messages are at the wrong depth.

Notes

This is an early access game with regular updates, and as such the fix may get Broken by an update. Please let me know if you see any issues after an update.

Friday, November 21, 2014

World of Diving

More 3D Screenshots

Download the fix: 3Dfix-World of Diving-2014-11-29.zip

Fixed

  • halos on all surfaces
  • Unity Light, Shadows & Specular highlights fixed.
  • Water refraction, halos, etc
  • Flashlight clipping
  • Sun depth no longer varies with convergence and is pinned at an appropriate depth.

Update 2014-11-29

  • Fixed a few more surface shaders (watch faces)
  • Fixed screen on scuba-scooter moving to the right with UI depth
  • Fixed distortion effect on scuba-scooter in multiplayer

Keys

UI Depth adjustment (except mouse cursor):

  • 5: Screen depth
  • 6: 25%
  • 7: 50%
  • 8: 75%
  • 9: 90% (default)
  • 0: 95%
  • Tab: Hold to bring UI to screen depth (necessary to avoid problems with text wandering to the right on the diving computer).

Convergence Presets:

  • [: Sets a low convergence (0.03) that keeps everything behind the mask
  • ]: Sets a higher convergence (0.1) for a better 3D effect. Sometimes things are slightly in front of the mask, but it's worth it for the better 3D.

You can save your own custom convergence & separation preset to these buttons. First, press the button you want to edit, then adjust the convergence and separation with the standard nVidia keys (Ctrl+F5/F6 if advanced keys are enabled in the control panel) and finally press F7 to save.

Known Issues

  • Like many Unity games, the mouse cursor depth cannot be adjusted as it uses a hardware cursor. Press 5 when in a menu to bring the UI back to screen depth.
  • Shadows may occasionally break after using the scuba-scooter or camera. If this happens just look around or pull out the scuba-scooter momentarily to fix them. This occurs when the FOV changes while none of the shaders I pull the FOV from are active in the scene.

Notes

  • This is an early access game with new content being developed all the time. Please check back for updates to the fix for any issues in future content.

  • I've fixed the surface shaders for everything in the dive shop that I'm able to preview, but I can't preview certain things like Dive Buddies and Boats without first unlocking them. Due to the way Unity surface shaders work, there is a fairly high chance that some of these may still be broken.
    If you have not yet bought the game, but are planning to do so as a direct result of this fix, consider getting in touch with me first so I can invite you for XP to allow me to unlock and fix some of the higher level items sooner.

Feel free to add me as a friend on Steam (DarkStarSword), but please leave a comment on my profile page first so I don't mistake you for a spammer.

Lego The Hobbit - 3D Vision Fix (DX9 only)

3D Vision Fix by mike_ar69

Summary
Fixes the game to work with any convergence and separation.  The game by default not only locks convergence at much too high value, it ties it to separation adjustment.  Some of the default convergence settings in cut scenes require almost zero depth to be tolerable, and the convergence also changes dynamically quite a lot, so you can't change the settings on the fly very easily.
Other than the above, the game by default is 3DVision Ready, so this fix is for those who can't handle the high convergence.



Fixed
- The above convergence issue, which screws the game up and requires:
- All the double imaging and haloing
- Shadows
- Lights
- Water
- Fog, smoke etc

Adds:
- Convergence presets on keys F4 and F5.

Notes:
- This is a DirectX 9 fix, not DX11.
- TURN OFF MOTION BLUR if you get polygon flickering.
- TURN OFF BLOOM (this will render at screen depth otherwise)
- The targeting reticule is at screen depth.
- The two convergence settings provided (0.2 and 1.0) can be changed by pressing the F4 and F5 keys, changing settings then pressing F7 and they will be saved.
- HUD renders incorrectly for convergence <> 1.  I am looking into this for all the lego games.

- There are some remaining (and minor) lighting issues, and the odd 2d effect.  I will chip away as I find them and update the fix.

Installation
Steps:
1. Extract this zip file to the games exe directory.
2. Run the game.