Sunday, May 21, 2017

NBA Playgrounds (DX11)

- Shadows/ Lights
- Decals
- Halos in effects
- Water

TB and SBS Mode:
- The game support SBS/TB Mode using 3Dmigoto. Remove the ";" in the  ;run = CustomShader3DVision2SBS in the [Present] section of the d3dx.ini. Default TB Mode. F11 to cycle.
- Workaround (Crash) for win10 add in the ini.

- Use Highest quality

- Extract where NBAPlaygrounds-Win64-Shipping.exe is located (\NBA Playgrounds\NBAPlaygrounds\Binaries\Win64)
- Start the game, when "Rundll32" prompt appear, press "Yes". This is for the Profile Override needed for this game.



Read this topic about How i will release my fixes: HERE

** Do you like the fix? **
If you like the fix, you can donate to this PAYPAL account:

Friday, May 19, 2017

Shock Tactics (DX11)

Game is a funny combination of the XCOM and Minecraft (it's sarcasm). May be 3D Vision will make it better...

Use <TAB> key to enable/disable fog of war

  1. Download this ZIP file and extract the contents into the game directory.
  2. In your Steam library, right click on "Shock Tactics" 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 'ShockTactics.exe'.
I made this using DarkStarSword's Unity template.
If you like this mod, please consider supporting DarkStarSword on Patreon

BlazBlue: Calamity Trigger - Continuum Shift Extend - Chronophantasma Extend

This 3D Vision fix puts character sprites and other effects at the depth they should be, instead of being fixed at screen depth, which was wrong unless you set convergence to a high and specific amount.

Update: according to user DAT-13 from the GeForce forums, the fix works with Continuum Shift Extend and Chronophantasma Extend. I made the fix with Calamity Trigger and I still don't have the other games. I'll check them when I buy them just in case.

Update 2: I have checked personally that Continuum Shift Extend works. Alternative fix uploaded.

Update 2: Fixed Chronophantasma Extend. I have uploaded a different fix for it.

Update 3 (2017-05-19): Updated the Chronophantasma Extend fix. Now it has all dynamic depth features of the Centralfiction fix, but most of the HUD remains at screen depth. Use this fix for the three games.


- All characters and their effects at depth, depending on separation and convergence. They are correct at all distances (19 manually programmed depth steps).
- Instant Block wave effect, now at the same depth as the characters.
- Arakune invisibility.
- Character reflections on the floor, that were at screen depth. Same depth as the other sprites now.
- Izayoi character effect and green bar in practice mode that needed sprite depth (Chronophantasma Extend), but without breaking part of the HUD.


- F1: low convergence. Can be overwritten with ctrl+F7 after loading this preset.
- F2: just enough convergence to have characters at screen depth. Can be overwritten with ctrl+F7 after loading this preset.
- For Chronophantasma Extend, there are F1, F2 and F3 hotkeys. The old F1 and F2 are now F1 and F3, while F2 is a value in the middle.

Download link (Chronophantasma Extend updated at 2017-05-19. Use that fix for the first three games. Its added shaders shouldn't break CT and CSE):

- Normal version:

- Alternative version:

- Blazblue Chronophantasma Extend:

The normal version has all HUD/UI at screen depth. However, the main HUD/UI shader is responsible of some effects, like Hakumen circle symbols or some special effects of Tsubaki Yayoi, and they will be at screen depth.

The alternative version fixes those effects, putting them at the same depth as the sprites. But as a side effect, some other UI elements are at that depth, looking a bit weird compared to the rest of elements at screen depth. Everything is OK in battle or when you use the F2 convergence preset.

I couldn't get texture hunting to work with this fix, so you will have to decide which version of the fix you will use.


- Unzip the contents of the fix in the root folder of the game, which is "BlazBlue Calamity Trigger", "BlazBlue Continuum Shift Extend" or "BlazBlue Chronophantasma Extend".
- Play the game.

I recommend playing these games at 1280x768. That's the correct internal resolution and aspect ratio the game should use. 16:9 resolutions are stretched, and anything other than 1280x768 is just an upscale (internal resolution doesn't go any higher than that).

You can also force 4x4 supersampling in the drivers. It's necessary to play at 1280x768 to see the antialiasing effect.

For Chronophantasma Extend, in Nvidia Profile Inspector, set "Antialiasing - Mode" to "Enhance the application setting" and "Antialiasing - Transparency Supersampling" to "8x Sparse Grid Supersampling", and don't use a "Lower HUD" value of less than "6" in the ingame display options.

Tuesday, May 16, 2017

BlazBlue Centralfiction

3D Vision fix for BlazBlue Centralfiction. I have put a lot more time and effort than in the fix of the previous games.

- All HUD/movies/interface at the sprites base depth for consistency (it depends on separation and convergence).
- All characters and their effects (reflections, lighting, transparency) at depth, depending on separation and convergence. Also, in this fix sprites can have variable depth that depends on their shader depth value, in 15 manually calculated steps (for camera zoom in and zoom out). The steps switching will be less noticeable if you use the low convergence preset.
- Bloom leaks no more at the sides of the screen (it was a side effect of putting some HUD/Izayoi effects at depth).

Remaining issues
- The Izayoi sword trail effect doesn't have the same depth information as the sprites, so it can only be at the sprites base depth. That means that if you walk near the corners of the screen you will see that it's at a slightly different depth.
- Some effects in the story mode (visual novel parts) add depth to a layer on top of previously added depth for another effect (transitions, some black and white moments, etc). If you find that annoying, use the F3 hotkey to have most of the interface at screen depth, or just play those parts in 2D.
- Somehow, the Network -> D-Code Edit -> Title and Quick MSG texts (also the Duel Field stage text) are invisible when the main HUD shader is used in the fix. You can still edit those texts without problems.
- The Colosseum and Duel Field stages have TVs. They will look mostly correct with the F3 preset, but not with any other convergence. I had to make the choice between fixing that or Hakumen symbols in battle (I chose Hakumen. The other option also broke some HUD elements).

- The most important thing: open the game and in "Options -> Display Options" use 1920x1080 and Full Window. I don't recommend any other resolutions (they are badly done upscales or downscales). At least on Windows 10, exclusive fullscreen forces 60Hz, so no 3D (I also have a black screen problem in fullscreen if 3D is enabled in the drivers).
- Use Nvidia Profile Inspector and add "BBCF.exe" to the "3D-Hub Player" profile (the only way I found to trigger 3D Vision). For better sprites and general image quality, set "Antialiasing - Mode" to "Enhance the application setting" and "Antialiasing - Transparency Supersampling" to "8x Sparse Grid Supersampling". It's VERY recommended to do that. Do what you want with "Texture filtering - LOD Bias (DX)", depending on your sharpness/blurriness taste.
- Download this file and extract its contents in the root folder of the game ("BlazBlue Centralfiction"), where "BBCF.exe" is. Use 7-zip for that.
- After booting the game, the game window will resize itself to fake fullscreen. Mash the F1 to F3 keys because sometimes the fix doesn't load properly until you do that.

- F1: low convergence.
- F2: medium convergence.
- F3: exact convergence for HUD and sprites (when the camera is neutral) at screen depth.

Some comments
I have a 1440p monitor. If I set the monitor to 1920x1080 to have a big screen size, the borderless fullscreen game looks like it misses some rows and columns of pixels (report this issue in the Steam discussions if it happens to you too). It looks perfect when the monitor is at a higher custom resolution, like 1968x1107 (small black borders surrounding the game if I use aspect ratio scaling in the Nvidia Control Panel).

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

Sunday, May 14, 2017

Shadowrun Hong Kong Extended Edition (DX11)

Tested on version 3.1.2

Use <TAB> key to change 10 values of HUD depth

Use <F11> to toggle between 3Dvision, side-by-side and top-bottom


  1. Download this ZIP file and extract the contents into the game directory.
  2. In your Steam library, right click on "Shadowrun Hong Kong" and select "Properties"
  3. Click "Set Launch Options"
  4. In the box, type " -force-d3d11" and click "Ok"
  5. If you use not steam version in desktop shortcut's properties in object field add ' -force-d3d11' after 'SRHK.exe'.
P.S. It's better to play on maximal zoom level for more valuable 3D effect

Alan Wake

Tested with version

- Enable convergence changing in Nvidia Control panel
- Launch game
- Go to Options/Controls/FOV and set directly to 17 bars enabled (3 bars disabled)
- Set separation (via Ctrl+F3 and Ctrl+F4 by default) to enabled 12 bars (20% in value) - it's more than necessary for valuable 3d effect (it's seems to me that nvidia driver has wrong settings of separation levels for this game)
- Set desirable level of convergence via (Ctrl+F5 and Ctrl+F6 by default)

P.S. This version of game doesn't need helix fix - it's tweak guide