Wednesday, October 26, 2016

Killing Room

Quite the fun little game (although maybe a little masochistic in some ways!). Fairly similar to Ziggurat in terms of FPS/roguelite hybrid gameplay, but less fantasy and more of a Saw meets Tim Burton like theme. The graphics are actually pretty good (really like the explosions and fire effects) and makes for a pleasant 3D visual experience. Definitely worth picking up, especially at the current sale price.

-Mostly everything

-Shadows will sometimes break in certain rooms at certain camera angles.


1. Download: Killing Room fix v1.0
2. Unzip file to game directory where KillingRoom.exe exists
3. Add launch option "-window-mode exclusive" without the quotes

Tools used for this fix:

-3DMigoto DX11 wrapper
-DarkStarSword's Unity 5.3 template

Monday, October 24, 2016

Sniper Elite V2

Here's a game that I'm surprised never got a proper fix before. I remember people saying that the game (and also Sniper Elite 3) was extremely broken and unfixable, which was actually very far from the truth. Anyway, got 'er all fixed up nicely now, and able to enjoy those x-ray headshots in all their 3D glory. It's a fun enough game, a bit arcadey and shallow for my likings, but I know some people absolutely loved it. And for those wondering: yes, I can/will also fix Sniper Elite 3 (and probably will also be able to fix the upcoming Sniper Elite 4)! I already made significant progress back when it had a free weekend on Steam a couple weeks back, but then the developer ended the free weekend at 6PM on the Sunday, rather than later, and I was about an hour into working on my fix at that point. Grrrr. So as a matter of principle I decided against buying the game at that time, and will revisit it when it's next on sale.


  • Lighting & shadows
  • Bloom effects
  • HUD & 3D crosshair implemented

Not fixed:

  • I don't have the DLC for the game, so I could not fix the sniper crosshairs for any DLC rifles


1. Download fix: Version 1.0

2. Extract fix contents to ..\Sniper Elite V2\bin folder

3. In-game settings:  Should work across all game settings.

4. Optional - Either set StereoFlagsDX10 setting to 0x00004000 in Nvidia Inspector by following these instructions, or simply disable compute shaders in the options (only thing I noticed is they are used for bloom effects on fires, so don't think turning them off is a bad option if you have issues with using Nvidia Inspector)

5. Key Presets:
\  key             -      Cycles through static HUD depth settings. Might work for pushing DLC rifle crosshairs into depth
Caps Lock     -      Toggles convergence to 0.5. Good for during the bullet travel cams.

Tools used / Special thanks:

-3DMigoto version 1.2.43. Thanks to bo3b and DarkStarSword for their continued efforts, and also to Chiri for his initial creation of the tool
-DarkStarSword's auto-depth 3D crosshair code and HUD filtering technique

Like this fix and want to show support & appreciation? 

Fixes take a lot of time and effort, so donations are always welcome and appreciated! Paypal donations may be made at or by sending to Paypal ID:

Sunday, October 23, 2016

The Walking Dead: Season 2

What this mod does:
- Fixes bloom and removes some shadows 
- Fixes various HUD & UI elements with too much depth. Press the 'Z' key to toggle the HUD & UI to screen depth.
- Adds two convergence presets on the 'Caps Lock' key.

Download this ZIP file and extract the contents into the same directory that has the file "WalkingDead2.exe".

The Wolf Among Us

What this mod does:
- Fixes an issue where various HUD & UI elements had too much depth.  Press the 'Z' key to toggle the HUD & UI to screen depth.
- Removes some shadows
- Adds two convergence presets on the 'Caps Lock' key.
- Adds a special convergence preset on the 'Tab' key. Press this when talking to the magic mirror.

Known Issue:
- Some mirror reflections are inverted (eyes swapped).  Pressing the 'Tab' key may help make it look better.

Download this ZIP file and extract the contents into the game directory.

Big thanks to Eqzitara for his original "The Wolf Among Us" fix.

Monday, October 17, 2016

Quantum Break (Steam version)

***Note: This fix only works with the Steam DX11 release of this game. It cannot be used for the Microsoft Windows Store DX12 release***

Man, what a game and an amazing 3D experience! Many people have been saying things along the lines of "favourite game ever" and "hugely underrated" (I'd agree more with the latter than the former myself), meanwhile some others complain it's horribly unoptimized or lacking in options (FOV slider and disable motion blur). What I'm sure we can all agree with is that the game is jaw droppingly gorgeous, with a strong narrative, and some unique and fun gameplay aspects. Definitely a must play for 3D enthusiasts (especially those with the hardware to enjoy it's full potential). Enjoy!


  • Lighting (global illumination, volumetric lighting, spotlights) & shadows
  • Time ripple effects
  • Bloom effects / lens flares
  • HUD & 3D crosshair implemented

Not fixed / remaining issues / additional quirks:

  • Screen space reflections not fixed
  • Tile lighting/spotlights clip at far distances or extreme angles
  • Some decals are not correctly placed on surfaces and float over the surface
  • Bloom fix uses a hack to obtain proper depth, so sometimes the effect slightly shifts around or the effect can sometimes break depending on camera position. If you find this to be distracting and would rather disable the bloom effect entirely instead, copy the file located in the ShaderFixes\Disable Bloom folder into the ShaderFixes folder (overwrite the existing file)

Updated on 10-24-2016 to verison 1.2
-Adds compatibility for auto-crosshair to work on all resolutions

Previous updates:
1.1 - Reduces high performance impact of fix on some systems


1. Download fix: Version 1.2
2. Extract fix contents to ..\QuantumBreak\dx11 directory
3. In-game settings:

  • The only mandatory setting is Shadow Filtering must be set to High, otherwise some lighting is not entirely fixed. Other than that you are free to use whatever settings you want for better graphics quality or increased performance
  • Depending on which setting you want to use for volumetric lighting may require a modification in the d3dx.ini file. The default fix is set to work with the High setting, so if you use that then no further action is required, however if you wish to use either Medium or Ultra, then you will need to change the y1 value in the constants section accordingly: Medium should change the y1 value to 0.026 and Ultra should be changed to 0.008. Alternatively, I have set up a key to cycle through the values for all 3 settings on the ] key, so you can use that to set the correct value instead (although you'll need to do this every time you load the game, which is why it's better to modify the value in the d3dx.ini file instead)
  • As mentioned, screen space reflections have not been fixed. Fortunately, most of them aren't badly broken and look ok (usually ground reflections), however some of them are clearly broken (usually on walls or vertical metallic surfaces), so you may want to disable SSR's if that bothers you (and also reclaim some performance)
  • As you may already be aware, the "Upscaling" option actually has the game being rendered at a LOWER resolution than the display resolution you choose, and upscales it to that resolution (ie. renders at 720P when you select 1080P), so naturally that causes the game to look softer and have textures look a little blurry in order to increase performance a bit. Keep this off to have the game render at the proper resolution, however is much more demanding.
4. Optional - Nvidia 3D settings. When I disabled upscaling, in addition to lower performance, I also experienced some significant micro-stuttering. When I set these settings in the Nvidia Control Panel my stuttering disappeared:
  • Anisotropic filtering: 16x (this wasn't for stuttering, I read that this actually improves texture filtering over the game's default)
  • Maximum pre-rendered frames: 1
  • Shader Cache: Off (I suspect this may have caused some texture glitches I was facing)
  • Threaded optimization: On
  • Triple buffering: On
  • Vertical sync: Adaptive
5.  Key presets. The following keys have been set up to do the following:
  • Caps lock: Toggles convergence to 1. This allows you to set a higher convergence for regular gameplay, then press this key to toggle the convergence to 1 for cutscenes and then press it again to go back to your preferred setting for gameplay.
  • \ : Cycles the static HUD objects depth. Default is at screen depth, additional values are pushed into screen 25% and 50%. It's actually recommended to leave at default because it will affect certain 3D HUD icons in the game world as well
  • ] : Cycles through the values needed for aligning the volumetric lighting fix. As previously mentioned, it is better to either use the default setting of High for Volumetric lighting, or if you wish to use a different setting to actually modify the y1 value in the Constants section of the d3dx.ini file as mentioned in step 3 above to match, but if for whatever reason you're unable to then you can use this key to cycle through to the correct fix values for the Medium and Ultra settings.
6. Optional / might not even work, but it's been said that adding -noblur as a launch option removes the motion blur in this game. That didn't work for me, but what did remove a lot of the blur for me was installing this Reshade preset

Tools used / Special thanks:

-3DMigoto version 1.2.43. Thanks to the entire team for this wonderful tool, with special thanks to bo3b with his assistance in tracking down a few crashes and erros
-DarkStarSword's auto-depth 3D crosshair
-Thanks to mrorange55 for sponsoring a copy of the game to the community which enabled me to work on this
-Thanks to DHR for his reporting of high performance impact of HUD fix and providing solution to problem
-All the people at the Geforce 3DVision forums who helped with testing and feedback

Like this fix and want to show support & appreciation? 

Fixes take a lot of time and effort, so donations are always welcome and appreciated! Paypal donations may be made at or by sending to Paypal ID:

Sunday, October 16, 2016

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.


- All characters and their effects at depth, depending on separation and convergence. They are 100% correct at the "near" distance. If one character goes to the side, the camera moves away and the characters would need a bit more depth than what they have.
- Instant Block wave effect, now at the same depth as the characters. Same deal with the camera.
- Arakune invisibility.
- Character reflections on the floor, that were at screen depth. Same depth as the other sprites now.


- 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.

Download link:


- Unzip the contents of the fix in the root folder of the game "BlazBlue Calamity Trigger".
- Play the game.