SEKIRO: Shadows Die Twice - 3D Vision Fix
Many thanks goes to Masterotaku and DarkStarSword for helping me when I was making this fix!
If any other fixer wants to improve this fix in the future, you have my full support ^_^
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Fixed (I tested all graphics presets and all are working):
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- Lots of Shadows (Thank you Masterotaku for the Regex help. This is very very useful, as the game has quite a few in-game cutsscenes that can't be paused to hunt the shaders).
- Reflections on different surfaces.
- The whole Particle system (Fog, dust, sparks, fire, snowflakes, rain, etc - Some was wrong, some produced halos or was broken).
- Decals (by default they were at wrong depth and produced clipping).
- Fixed the COMPUTE SHADER based Tile Lighting System: Fixed both the 3DVision heuristic problem (one eye bug) and extended the tiles in both eyes.
- Fixed a lot of Bloom shaders (In some scenes, where there is water, one eye can "overshoot" - have a bigger brightness. I don't have a fix for this atm.)
- Fixed lots of Halos generated by the Particle system.
- Pushed the Moon/Sun at the correct depth, which broke some other distant "mountains" -_-. I had to rework and filter this problem.
- Fixed God Rays on everything except the Moon/Sun.
- Fixed reflections. Screen-Space-Reflections are disabled for the time being. (I've only seen them in one place so far anyway).
- UI:
- Pushed the UI to depth. THIS GAME HAS AROUND 20+ Vertex Shaders for the UI.
- I managed to push the Grappling Hook and world interaction markers to a bigger depth (Using Texture Overrides).
- However, the enemy health-bars are at the same depth as the UI. For this I added a special Preset, that will push the enemy HP bars to depth while keeping your HP bar at UI Depth. (I spent more than a whole day on trying to filter the enemy HP bars, but the game uses the same textures + shaders for a lot of UI elements which breaks the UI completely.)
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Screenshots & Video:
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And for my 3D Surround Friends:
(Special Thanks goes to "jackfuste" @ WSGF)
I made a video at 4k (using Nvidia's Dynamic Super Resolution) that shows the first part of the game:
- Download the video to your PC and view it with Nvidia 3DVision Stereoscopic Player.
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New Update made by Masterotaku:
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Update (2024-01-25):
- Made autoconvergence work properly.
- Fixed motion blur and antialiasing, but they make autoconvergence act in a crazy way, except for motion blur at the low setting. So better not use those settings.
- Fixed ambient occlusion.
- Fixed lighting clipping the proper way, saving a few percentage points of GPU usage.
- Fixed some minor things that I missed the previous time.
- Dynamic depth for many HUD icons. There may be some minor warping issues with enemy life/resistance bars.
Changes over the initial version:
- Fixed volumetric lighting and fog. They now show real volumetric depth.
- Corrected an ambient occlusion problem (it was affected by a regex, false positive). In combination with the previous statement, now cutscenes don't have any visual bugs. I still left the F3 hotkey there in case someone wants to use it.
- Fixed a lot of smoke effects that were imperfect.
- Fixed all water effects and their related screen space reflections (I couldn't completely fix a rare low resolution ground SSR effect, except for the sides of the screen).
- Realistic specular reflections.
- Fixed some lighting that wasn't caught by regexes.
- Fixed light shafts.
- Fixed sun and moon position, although they can sometimes flicker to their old position if there are kunais in the scene. The flickering was happening with the previous fix too.
- Fixed "wavy" effects that were previously disabled, like fire heatwave, fog wall effects, etc. The extra area at the sides of the effect showed stretching, and I was able to remove the stretched part (extending the area didn't work the way it worked in Dark Souls 3). As a result, the further away the effect is and the higher your separation is, the more removed area. It isn't much of a problem.
- Fixed distortion effects, like explosions and some heavy attacks.
- Fixed sword effects that had haloing problems.
- Fixed a double image problem when resurrecting.
- Convergence is now 2.5 by default, and that's now the third setting for the F1 hotkey (higher convergence than the previous high preset).
- geo-11 fix with build v0.6.164: geo-11 fix by masterotaku. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need.
- 3D Vision fix (old, better not use it): grab it from here: SEKIRO: Shadows Die Twice - 3D Vision Update Fix by Masterotaku
- Unzip the chosen fix in the "Sekiro" folder, where "sekiro.exe" is.
- Play the game.
- Unzip the chosen fix in the "Sekiro" folder, where "sekiro.exe" is.
- Play the game.
Important: as of version v0.6.164 of geo-11, the geo-11 fix works in "direct_mode = nvidia_dx11" but not in "direct_mode = nvidia_dx9".
Autoconvergence (with geo-11)
- If you go to "d3dxdm.ini" and set "dm_auto_convergence = 0", you will disable autoconvergence, which will allow the convergence keys to work.
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(3D Vision) Download and Install:
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- Grab it from here: SEKIRO: Shadows Die Twice - 3D Vision Fix
- Copy the content next to the game exe.
- Play the game.
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Key Shortcuts:
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- F1 - low convergence (for cinematics), high convergence (for gameplay). In masterotaku's fix, there are more presets.
- F2 (Xbox Select) - UI toggle: Will push enemy HP bars to bigger depth while keeping your HP bar to low depth. Will distort the menus. I normally use this when in combat.
- F3 - Disable/Enable SSAO. Only usable in some cinematics. Not needed with the newest fixes for geo-11 and 3D Vision.
If you want to change the UI depth see d3dx.ini:
; UI DEPTH
x=0.3
; Contextual UI DEPTH
x1=0.7
If you are coming from Darks Souls, Bloodborne and you think this game is too hard or too punishing, I recommend watching this video:
The game needs to be played opposite of what Dark Souls thought us so far:)
Hope you enjoy the game and the fix!
Cheers,
Helifax