Saturday, July 22, 2017

Resident Evil 4 Ultimate HD Edition

3D Vision fix for Resident Evil 4 Ultimate HD Edition (the most recent Steam version). I fixed the few issues I found at the start of the game. I think it's unlikely that there will be more issues, but I'll resume playing/fixing when the mod is complete.

- Haloing in in some "saliva" like elements.
- Haloing when kicking enemies, codec conversations, etc.
- Haloing / double image in water (at least in the starting area).
- HUD depth no longer depends on convergence.

- F1: high convergence.
- F2: low convergence.
- F3: zero convergence (for testing purposes).
- F4: HUD depth presets. Screen depth by default. WARNING: there are some HUD elements that use a different shader that I couldn't catch. Those will be at screen depth.
- 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. It also affects some elements in the inventory menu, as well as some transitions.
- F6: HUD toggle. WARNING: there are some HUD elements that use a different shader that I couldn't catch. Those won't be disabled.

Remaining issues
- Unknown. I haven't played the entire game in 3D, and I will do so when the mod is complete.

- Download this file and extract its contents in the root folder of the game ("Resident Evil 4" folder). There are two folders inside the fix: "Bin32" (with "d3d9.dll" inside, that goes where "bio4.exe" is), and "BIO4" (which contains the "shaderoverride" folder and "DX9Settings.ini" file). Merge those two folders with the folders the game has.

- I couldn't totally isolate the film grain filter (it affected more than just that). The current solution is here:

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

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).

- 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).

- F1: high convergence (customizable with F7 after loading the preset).
- F2: low convergence (customizable with 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:

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.

- 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:

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.
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: 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: 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.


  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:
    ; 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)
like my work or Helifax's OpenGL wrapper and want to express it?
You can send a PayPal donation to: for the fix for Helifax's OpenGL wrapper

Wednesday, July 19, 2017

Ginger Beyond the Crystal [DX9]

Disabled: Shadows

  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

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

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

 Not fixed - Water ripples (disabled)

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

 - "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...)