geo-11 fix for A Plague Tale: Innocence. Remade from scratch and different to the original fix by DHR (https://helixmod.blogspot.com/2019/05/a-plague-tale-innocence-dx11.html).
In theory all settings are safe to use and I fixed all I could find for each setting level, but I tested "Ultra" settings the most.
Fixed
- Shadows.
- Lighting.
- Shadows.
- Lighting.
- Volumetric lighting.
- Lighting clipping.
- Decals.
- Ambient occlusion.
- Geometry culling.
- Screen space reflections.
- Water.
- Vignette (if enabled).
- Vignette (if enabled).
- Stereoized specular reflections.
- Temporal anti-aliasing.
- Dynamic crosshair and HUD elements.
- Autoconvergence configured.
Known issues
- The geometry culling fix is calculated at full depth, meaning that with high convergence and approaching a corner or doorway at certain angles, you may see some geometry briefly missing at a distance. Still, the fix almost completely fixes the problem compared to unfixed state, especially at high separation values.
Installation
- geo-11 (with build v0.6.82): download this file and extract its contents in the "A Plague Tale Innocence" folder, where "APlagueTaleInnocence_x64.exe" is. 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 but "direct_mode = nvidia_dx9" doesn't at this moment.
- Run the game and let it overwrite the profile the first time (if using the nvidia_dx11 mode).
- In the ingame options, choose fullscreen if you're using nvidia_dx11 mode, to trigger 3D Vision.
- Important: for autoconverce to work, you need to be above certain resolution. For reference, the minimum for 2560x1440 is 50% scale, and for 1600x900 it's 70% scale.
Hotkeys
- F1: convergence presets (0.4, 1.2). 1.2 by default, recommended for gameplay. The hotkey only works if you disable autoconvergence ("dm_auto_convergence = 0" in "d3dxdm.ini").
- F2: HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% depth by default, and it only affects subtitles. Most of the HUD is at dynamic centered depth, but menus are at screen depth, automatically detecting them.
Hotkeys
- F1: convergence presets (0.4, 1.2). 1.2 by default, recommended for gameplay. The hotkey only works if you disable autoconvergence ("dm_auto_convergence = 0" in "d3dxdm.ini").
- F2: HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% depth by default, and it only affects subtitles. Most of the HUD is at dynamic centered depth, but menus are at screen depth, automatically detecting them.
Remember that with ctrl+F5 and ctrl+F6 you can control the strength of autoconvergence. I recommend that I left by default. Changes to that and separation (ctrl+F3 and ctrl+F4) are saved into "d3dx_user.ini", and that overrides what is written in "d3dxdm.ini".
Recommendations
- Using TAA or not, is your choice. Open "ENGINESETTINGS" and set "Enabled 0" under "AA" if you want to disable it. During convergence transitions, TAA becomes blurry. Without TAA, graphics can have a lot of shimmering and you will notice hair dithering more.
- Using TAA or not, is your choice. Open "ENGINESETTINGS" and set "Enabled 0" under "AA" if you want to disable it. During convergence transitions, TAA becomes blurry. Without TAA, graphics can have a lot of shimmering and you will notice hair dithering more.
- In "ENGINESETTINGS", under "PostProcess", I recommend setting "Sharpen", "Fringe", "LensDistortion", "Dirt", "FilmGrain" and "Vignette" to "0".
- I also recommend setting "DOF" to "Enabled 0", because the game is blurry enough with TAA and/or lower resolution that you may have to use, and depth of field is too strong for me in this game.
If you liked the fix 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