Sunday, December 21, 2014

Dragon Age Inquisition - 3DMigoto DX11 3D Vision Fix: Beta v1

3D Vision Fix by mike_ar69, Helifax & bo3b


1. Shadows.
2. Lights.
3. Fog.
4. Smoke.
5. Fire.
7. Special effects.
8. HUD (partial).
9. Skybox.


This is a 3D Vision fix for Dragon Age Inquisition.  At the time of the release of this fix, the game has many stability and performance problems running even in 2D, and particular problems in SLI.  In stereo 3D the problems are even worse, not even counting the fact that game does not render correctly.

This fix thus contains several "parts", only one of which is the actual shader fix for 3D rendering:
1. Driver settings
2. Game config settings
3. In-game graphics settings
4. 3DMigoto fix installation
5. Stability patch developed for widescreen gaming, which also helps with general game stability
6. SLI and profile settings

A lot of time went into investigating all of this, but since the game is so bugged it does not purport to be, and indeed is not, a flawless fix.  You will most likely experience some stability issues and crashes, though we are certain that you will experience far less than without the guidance we provide.

We developed and tested this fix on the following setups:
1. OS: Win7
2. Nvidia Drivers: 344.75 and 347.09
3. Graphics Hardware: SLI and non-SLI GTX 700, GTX 760 and GTX 780Ti
4. Resolutions: 1080p, 720p, 5240x1080

In particular we did *not* develop or test for
1. 3DTVPlay
2. Windows 8.1

Over time, the developers may patch the game, and Nvidia may update drivers, that incrementally remove the need for some of the above steps until eventually only the 3DMigoto fix is required.


We think that the game looks 3DVision ready.


I. Game Settings
- Set the resolution and refresh rate to 60Hz and fullscreen.
- Disable V-Sync in game
- Set Post-Process AA to OFF
- MSAA is supported. Use it only if you feel Bold.
- Set Post Process to Low.

II. Windows Settings
- Set the Desktop resolution and refresh rate to the EXACT same size you are using to play the game, but use 120Hz refresh rate.

III. Nvidia Drivers
- Go to and get the latest version of DDU.
- Run it and completely PURGE the system of nvidia drivers. (Use option 1. The PC
will go to SAFE-MODE and uninstall from there).
- Once the above is done restart in normal mode.
- Get the latest Beta Drivers 347.09 and run the wizard:
- If want to use and optimize the game(s) with Geforce Experience install it,
optimize the game and then UNNINSTALL IT!!!! Failing to do so will result in
DirectX Errors.
- Open NVPANEL -> Manage 3D Settings -> Program Settings and select the game.
Use these settings:
- Max pre-rendered frames: 3
- Power Mngmt : Maximum performance
- Shader Cache: OFF
- Rest leave default.

IV. Other Fixes required for stability
- In the download link provided below is another zip file called FWS.rar
- Unzip to some accessible location
- Start the application "FlawlessWidescreen.exe"
- Enable the plugin and leave the App running. (Do not close it.)
- ** Remember to start this application each time you want to play DAI **
- This fix has 2 effects:
[SURROUND] - Gets rid of the pillarbox effect in cinematics, so now they render
on 3 screens.
[3D VISION] - Every time the game switches from Normal game to Cinematic
Mode a fixed Aspect Ratio and FOV is being applied. In doing this the engine also
deletes and creates new surfaces/buffers. By doing this the engine basically
changes RENDERING MODES. In turn it forces the 3D Vision driver to disable and
re-enable. Deleting/Creating buffers on the fly is probably one of the location
where the memory leak comes from.
[FIX]- The fix prevents this from happening by maintaining the same Aspect Ratio
and surfaces/buffers. So the Rendering context change doesn't take place and
thus preventing the engine from crashing.

V. 3DMigoto Options
- Once you have installed the patch as explained below open the d3dx.ini file:
- Look for :
x = 0.3 // HUD depth, positve [0 < x <=1] =in screen, 0=screen depth, negative [-1 <= x <0]=popout
y = 0 // Unused
z = 0.0 // SLI FOG correction!!! If set to 1.0 SLI correction is enabled!
w = 0.0 // Surround!!! If set to 1.0 Surround correction is enabled!

- Set z = 1.0 if you are using [SLI/SURROUND] to fix the WHITE FOG, if you experience it.
- Set w = 1.0 for Surround UI corrections [SURROUND]. (The UI is centered in
Surround and requires different corrections).
- Set x = value - to adjust the WHOLE UI depth. (use low values)

Important !!!:
- When you run the game the first time it will take approx. 1-5 minutes to cache all
shaders. Next time you start this will not happen.

VI. SLI and Profile Selection
During development, we found almost no consistency in how the game behaved with SLI enabled.  We suggest the following steps:
1. Disable SLI in control panel while you first setup and install the fix.
2. Get the game running and be sure the fix is kicking in (shadows fixed etc)
3. Re-enable SLI
4. Re start the game and look at what you see.  It will either be just the same as the non-SLI case, or it will look like crap.  There is no middle ground.
5. If the game looks like crap, exit the game and then, using nvidia inspector remove DragonAgeInquisition.exe from the Dragon Age Inquisition profile, and then add it to the Battlefield 4 profile.  Save the changes and exit.
6. Restart the game and it should all work perfectly.
7. If it does not, either (a) play in non-SLI (sorry, we can't do everything), or (b) experiment with different profiles and report in the Comments section if you have any luck


1. Download the fix here
2. Unzip it into the games .exe directory e.g. for me this is "E:\Program Files (x86)\Origin Games\Dragon Age Inquisition"
3. Go through all the steps described above in Setup.
4. Start the Flawless Widescreen application (it will put a little icon in the tray)
5. Start game and let it cache the shaders, which may take 1-5 minutes, so be patient
6. Optional: Restart the game (just to check the loading time) if you want.

Known Issues

Aside from all the known performance and stability issues with the game, the following are important when playing with this fix:
- DO NOT Alt-Tab out of the game.  This is one of the known game issues, but at the very least it might disconnect 3DMigoto so the game fix does not kick in, though more likely the game will crash.
- We have not played the full game yet, and there will most probably be parts of the game that need fixing still, the odd light shader or decal, and possibly some "fog" errors.
- The skybox when outside has a visible border at the edges.  We will try and find a different way to fix this but for now it is what it is.
- We have not tested Windows 8.1 and it might not work.
- We have not tested 3DTVPlay and it might not work.


fix by: 3d4dd

                                                     before                                                                                                            after 
- Halos caused by some water surfaces and fog
- 2D menus and HUD pushed to depth
- Mog clock, speech bubbles, quest and aiming marker placed at correct depth
- god rays fixed

Known Issues:
- some distortion effects during fights look strange (similar to motion blur, etc.)
- some lense flare effects and character portraits for monsters had to be disabled
- sporadic HUD elements are still 2D as fixing them would cause other issues

  • Download this ZIP file and extract the contents into the main folder of the game (e.g. ...\Steam\SteamApps\common\FINAL FANTASY XIII-2\)
  • move d3d9.dll into the folder that contains the game's EXE file (e.g. \Steam\SteamApps\common\FINAL FANTASY XIII-2\alba_data\prog\win\bin\)
  • if You want to reduce Mog to its glow effects (which still indicates its position and the detection of hidden treasures) copy the files from the Mog remover folder into Shaderoverride/PixelShaders/. I really like this character, Kupo! But it looks too strange for me so I have decided to include the option to make it invisible ^^
Additional Notes:
- The game uses the same shaders and even textures for many different purposes that need different kind of fixes. So the fix also detects the actual convergence presets to identify the gameplay situation (main menu, exploration, cut scene, etc.) and uses the correct method. Please make sure to have used the correct hotkey for the actual gameplay situation.
- Depth and convergence presets per hotkey:
"7" - exploration, battles
"8" - cut scenes
"9" - close ups in cut scenes.
You can customize the settings by pressing the hotkey, adjust convergence/depth and save it with Ctrl+F7.
"c" - toggles (a) the preset for the start menus,  Historia Crux and loading screens and (b) the preset for the Crystarium. The game will start with preset (a) so You just have to press "7" after the level was loaded. Please do NOT adjust the convergence and save it when the last hotkey You have used was "c".
- DX9Settings.ini provides information how to change the hotkey assignment and to change the depth of the HUD for the presets (even making it 2D again)
- Toggle light shafts intensity with hotkey "v" (original/reduced/off)
- Toggle HUD in fights with hotkey "p" (on/off)
Many thanks to bo3b's school for shaderhackers and especially DarkStarSword!

Legend of Grimrock 2

fix by:  Aquarank, 4everAwake

-Lights, Shadows, UI & most HUD
-Removed surface gloss

Remaining Issue(s):
-Some HUD unevenness

-Download this ZIP file and extract the contents into the same directory that contains the game's EXE file (grimrock.exe).

Additional Notes:

  • 'F3' key- Press this to cycle HUD depth (3 presets)
  • 'F4' key- Press this to cycle convergence (2 presets)

Special thanks to Eqzitara for his original Legend of Grimrock fix.

Saturday, December 20, 2014

Dead Effect

fix by:  4everAwake

-Halos, HUD, UI, bloom & lens flare

Remaining Issues:
-Some lights are out of adjustment in a few cutscenes.
-Unable to bind a convergence setting to the right mouse button (see below)

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

Additional Notes:
  • When in game, press the 'X' key and adjust to your desired depth & convergence. Save your settings by pressing 'F7'.
  • Sometimes (when entering a level, for example) the fix doesn't activate. Press the 'X' key to reactivate the fix. Also pressing 'X' may fix some cutscenes.
  •  Since I was unable to bind a convergence setting to the right mouse button, I bound it to the 'Z' key instead. So when using ironsights, if you need, hold this button down for a lower convergence setting.

Utilized DarkStarSword's FOV fix in this patch

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.


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.

3.) Unzip contents of 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:

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.

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

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

-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

-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