Sunday, January 22, 2023

Dead Rising




3D Vision and geo-11 fix for Dead Rising.


Update (2023-01-22): geo-11 fix added, with more and better fixes, dynamic crosshair (for disabled MSAA), and autoconvergence.
Update (2018-01-06): new version with 3Dmigoto 1.2.67. Fixed lights that were in 2D before, new hotkey, and changed the default state of some effects to leave the game in the original state by default.


Fixed
- Fire heatwave effect that can be seen at least near the start of the game.
- Stereoized and fixed mirror reflections that were flat.
- Stereoized lamp lights that were 2D.
- Stereoized specular reflections.
- Volumetric fog that appears for a very short time in very few cutscenes.
- Some partial 2D geometry elements.
- Radial blur.
- Dynamic depth for crosshairs, camera elements, and some icons. The rest has static depth. Dynamic elements only work correctly if MSAA is disabled.


Known issues
- The game can be unstable and crash randomly because of the stereoization of some elements (render targets, like the 3D HUD, some mirror reflections, and lamp lights), at least in my experience. To disable that, remove or comment (using ";") all sections and content below that start with "[TextureOverride".
geo-11 makes the game stable.
- Dynamic crosshairs and similar things don't get proper depth if you use MSAA.


Installation
- geo-11 fix (with build v0.6.104): download this file and extract its contents in the root folder of the game. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. It's sbs by default. For 3D Vision monitors, "direct_mode = nvidia_dx11" works in fullscreen (use "swap_effect = 4" in d3dx.ini if you want to use borderless), and "nvidia_dx9" works in fullscreen but it makes autoconvergence not work.
- 3D Vision fix (old, not recommended): download this file and extract its contents in the root folder of the game.
- Launch the game.


Hotkeys
- F2 or XB_LEFT_THUMB: two convergence presets (50, 200). This key only works if autoconvergence is disabled (set "dm_autoconvergence" to 0 in "d3dxdm.ini").
- F3 or XB_RIGHT_THUMB: HUD depth presets for static elements (0, 0.25, 0.5, 0.75, 1). 50% depth by default.
- F4: depth of field toggle. Not disabled by default. This also disables vignette if it's enabled.
- F5: vignette toggle. Disabled by default.


If you liked this and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku

16 comments:

  1. Does this fix work when playing in 2D only? Depth of field toggle is appealing to me. Can hotkeys also be changed?

    ReplyDelete
    Replies
    1. Yes, it works for 2D too and you can also change the hotkeys. First of all, open the "d3dx.ini" file.

      Go to the "[Constants]" section and in this case you will see the "x", "y", "z" and "w" variables and their default value. To enable by default the lights I disabled, use "z=0" instead of "z=1". In this case it will make the F5 hotkey useless.

      If you want to change the hotkeys, go to line 133, where "[Key1]" starts. There you can change keys and values, and also what variables they change (in this fix I didn't comment what everything does in that file). You shouldn't need to change hotkeys other than F4 and F5. The others only change things visually if you play in 3D.

      Delete
  2. how do you find these post process effects and disable them?

    ReplyDelete
    Replies
    1. It's usually easy. When I hunt shaders with the numpad keys ("hunting=1" or "hunting=2" in the "d3dx.ini" file), the effect that the program selects gets disabled. I just cycle through the available pixel shaders until the depth of field effect disappears (or any other effect I want to remove). After that, I dump the shader and make a condition to disable/enable it with a hotkey.

      Sometimes, if the shader code is easy enough to understand I make extra options inside it, like the depth of field strength in Yooka-Laylee, or the FXAA edge detection value in Dark Souls 2 SOTFS (which was too blurry by default).

      It would be better if developers offered all of that as ingame options, but when they don't, I try to do it myself. A cool example is The Evil Within, where a shader mod I made is the only known way to disable depth of field (you can find my files in the forums (https://forums.geforce.com/default/topic/541666/3d-vision/the-evil-within-by-tango-gameworks-shinji-mikami-bethesda-2014-/15/), because I didn't do the fix).

      Delete
  3. This comment has been removed by the author.

    ReplyDelete
  4. Just tried this again, and it seems to be working pretty well. Win7, Driver 385.69. I used 3D Fix Manager to install fix, and update to 1.3.8 version of 3Dmigoto. No crashes in about 30m of play.

    ReplyDelete
  5. Didn't work. All it did was crash the game on startup.

    ReplyDelete
    Replies
    1. Just tested this again, and it was working fine here. Win10 21H1, Driver 516.59, using geo-11 with nvidia_dx9 output mode. Steam version of game.

      Delete
    2. maybe it has something to do with my resolution? It's 4k

      Delete
  6. This works as bob3b says with latest Geo11 and output set to nvidia_dx9 on latest windows 10 and 452.06 drivers (course you can use newer drivers since its using dx9), no more alt tabbing! and hot keys for convergence are mapped to the F4-F7 keys as configured in the d3dxdm.ini file.

    ReplyDelete
  7. Great work !!! Are you going to release a geo-11 fix for Dying Light 2 ?

    ReplyDelete
  8. I might be missing something - how do you launch it in 2D?

    ReplyDelete
    Replies
    1. geo-11 doesn't have a 2D mode. If you want to play in 2D and only want the depth of field and vignette toggles, you have to use the older 3D Vision fix.

      Delete