Sunday, February 22, 2026

Green Hell Geo11 fix

 

Special thanks to:

- Masterotaku,  thanks a lot, always there helping me.








Fixed


-This fix it's based on Losti's fix https://helixmod.blogspot.com/2019/10/green-hell-3d-vision-fix-losti-v100.html .Thanks a lot to Losti.

-I used a mix of fixes from DarkStarSword, DHR, 4everAwake, Masterotaku and Losti..

-I fixed, water reflections, halo in animals' fur, halo in rain. And HUD.

-HUD has dinamic depth and the crosshair slowly fades  when it goes far away. 

-When you are in inventary, notes, etc... separarion and convergence goes to 0. It's a mess having this in 3D.

-Autoconvergence is ON

-"Egg"  effect disabled. You can't adjust convergence if this shader is on.

- One piece of advice, I always leave an inventary slot free so I can play with my hands free. This gives you a very good 3D feeling while you play. 

-This fix is made to be played with mouse and keyboard. HUD's fix is mouse showing depending. 

-I have only played "the history game"


 

 Installation Main Game
  1. Extract the contents of the https://cicicleta.s3.us-east-1.amazonaws.com/Green_Hell.zip file to the game directory. 

  2. Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you needit is sbs by default

 

 I Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..
If you want to donate something, They worth it.

Monday, January 26, 2026

DRAGON QUEST VII Reimagined [DX11]





geo-11 fix for DRAGON QUEST VII Reimagined. For the moment, the fix was made for the demo. I can't predict if the final game will have more shaders to fix later in the story or not. I will probably make more HUD adjustments for the final game.


Fixed
- Everything for now.
- HUD at convergence dependant position during exploration gameplay.
- Autoconvergence configured, with different automatic presets depending on the situation.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "DQ7R_DEMO\DQ7R_DEMO\Binaries\Win64" folder , where "DQ7R_DEMO-Win64-Shipping.exe" is (the final game will have different folder and exe names). Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Set the "-dx11" (no quotes) Steam launch parameter, because the game is DX12 by default. This makes it run in DX11 mode.
- Run the game.


Hotkeys
F1: convergence presets (900, 1800, 2700, 3600). 1800 by default, but only if you set "dm_auto_convergence" to 0 in "d3dxdm.ini".
F2: minimap depth presets (0%, 25%, 50%, 75%, 100%). 25% by default.
F3: by default, some particles and effects interfere with autoconvergence, and the fix disables the ones that pop out too much to avoid low convergence when not desired. You can disable that modification with this hotkey. Unused in this game for now.
F4: vignette toggle. Disabled by default, due to it being annoying.
F5: chromatic aberration toggle. Not disabled by default, and I'm not sure if the game even uses this effect.

Recommendations
- If you set resolution scaling to "High", it will supersample from a higher internal resolution. If you need more fps, set it to "Medium".


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

Monday, January 19, 2026

Assassin's Creed Odyssey [NoMoreFlat + VRto3D/WWVR]


Mutar's great NoMoreFlat mod makes it possible to play AC Odyssey in 3D!

Update 2026-01-19: 

  • Set Depth & Convergence to stronger default preset; Lower setting for cutscenes/dialogue is now toggled
  • Added instructions for additional mods and HUD settings to remove the swarm of icons that render at the wrong depth 

Notes:

  • Optionally support Mutar on Patreon
  • NoMoreFlat uses Alternate Eye Rendering, so it is important to maintain a consistent framerate to avoid eye-flips, so adjust your in-game settings accordingly
  • RTX 2080ti should be able to handle somewhere around medium-high preset at 1080p
  • YOU SHOULD UPDATE TO VRTO3D V4.0.0 FOR THIS GAME
  • WibbleWobble users WILL NEED TO MANUALLY RECENTER from SteamVR Status window after game starts
  • As a fan of the older games, I recommend this mod to make stealth assassinations not rely on your level.

You will need:

  • Either: VRto3D setup for your 3D display here
  • Or: WibbleWobbleVR for your 3DVision display here
  • Odyssey-vr-openxr-v2.0.0.Public.zip from Github
After getting these, you can follow the instructions below, or on GitHub.
If the wrong game is showing below, refresh the page and you should see AC Odyssey.

Sunday, January 11, 2026

DRAGON QUEST I & II HD-2D Remake [DX11]





geo-11 fix for DRAGON QUEST I & II HD-2D Remake.


Fixed
- Lighting.
- Shadows.
- Reflections.
- Decals.
- Heatwave effects.
- TAA.
- Haloing issues.
- One-eye issues.
- Vignette.
- HUD and mouse cursor at dynamic depth.
- Autoconvergence configured.


Installation
- geo-11 fix (with build v0.6.198): download this file and extract its contents in the "DRAGON QUEST I and II HD-2D Remake\Game\Binaries\Win64" folder , where "DQIandIIHD2DRemake.exe" is. Remember to edit "d3dxdm.ini" to change the "direct_mode" to the output method you need.
- Set the "-dx11" (no quotes) Steam launch parameter, because the game is DX12 by default. This makes it run in DX11 mode.
- Run the game.


Hotkeys
F1: convergence presets (900, 1800, 2700, 3600). 1800 by default, but only if you set "dm_auto_convergence" to 0 in "d3dxdm.ini".
F2: minimap depth presets (0%, 25%, 50%, 75%, 100%). 25% by default.
F3: by default, some particles and effects interfere with autoconvergence, and the fix disables the ones that pop out too much to avoid low convergence when not desired. You can disable that modification with this hotkey.
F4: vignette toggle. Not disabled by default, for story reasons.
F5: chromatic aberration toggle. Not disabled by default, and I'm not sure if the game even uses this effect.

Recommendations
- At high resolutions, the depth of field effect can be very GPU demanding. If you need more GPU performance, consider disabling it in the game's graphics settings.


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

Monday, December 22, 2025

Planet of Lana geo-11 fix

  Special thanks to:

- Masterotaku,  thanks a lot, always there helping me.





Fixed

-I used a mix of fixes from DarkStarSword, DHR, 4everAwake, Masterotaku and Losti..

-I fixed some decals, water reflections and water caustics.



 Installation Main Game
  1. Extract the contents of the https://cicicleta.s3.us-east-1.amazonaws.com/Planet+of+Lana.zip file to the game directory. 

  2. Remember to edit "d3dxdm.ini" to manually change your "direct_mode" to the output you needit is sbs by default

 

 I Made this fix using  tools and fixes from DarkStarSword, DHR, 4everawake, Masterotaku and Losti..
If you want to donate something, They worth it.

Fallout Shelter [DX11]

Description:

The game had a recent update to include some story lines from the Vault 33 and the TV show. The game is Free-To-Play. It seemed like a good time to add a geo-11 fix.

The game plays really well, and looks terrific in 3D.

 




How to install:

- Download the 7z file, and extract to game directory where "FalloutShelter.exe" resides. 


How to play:

The key aspect here is that convergence needs to be tuned to your preference. I've started it with a good default for 27" monitor. Change dm_convergence or dm_separation in d3dxdm.ini. You can also use the hotkeys.

The game has a lot of HUD, and I've created a regex to move all HUD components to a different depth. By default this is 10% into the screen.

However, when you zoom in and out to look at different rooms, the HUD can be either too close or too far, so there is some compromise involved.  You can also play with different depths using the backtick key (`) to toggle between different HUD depths.


Remaining Issues:

This is maybe an 95% fix, as there are times when the HUD interferes with the view. Also, I've managed to make the cursor match the HUD depth, which makes selections easier, but the software cursor has a black box instead of a proper background mask, so it looks a bit ugly. Plays well though.

In general it doesn't really require any precision because it was originally designed for fat fingers.

 

This is a geo-11 version, set by default to sbsnvidia_dx9 works, and performance seems unaffected, probably because it was originally a mobile game.

 Also tested as working well using AMD 9700 XT. 

Updated: 12-25-25 with cursor now following HUD depth.