Tuesday, March 17, 2026

B0TW-BetterVR [VRto3D/WWVR]

Crementif's awesome BetterVR makes it possible to play B0TW in 3D!

Notes:

  • Optionally support Crementif's work on GitHub
  • Auto-Depth swaps between lower depth for dialogue/menus/cutscenes and higher depth for gameplay. Depth settings adjustable from in-game mod menu (hold Start)
  • Static 3D Crosshair with size/depth/color adjustable from in-game mod menu
  • Eye-Synched 3D
  • Runs around 40fps on i7-8086k + 2080ti
  • The `Cemu.exe_config.json` profile was created on a 27" monitor, so you may have to reduce depth/convergence for larger displays (convergence 3D strength is reduced with larger numbers)

You will need:

  • Either: VRto3D v4.x or newer setup for your 3D display here
  • Or: WibbleWobbleVR beta 4 or newer for your 3DVision display here
  • Cemu setup and running your legal dump of the game

The below instructions are also available on GitHub



Tuesday, March 10, 2026

WibbleWobble Driver

Introducing a way to play several VR Mods (with VRto3D profiles) and SbS 3D Content like SuperDepth3D and Geo-11 on 3DVision displays, Projectors, and High-Refresh rate displays with any GPU/Driver!


Video Guide


VR Mod Instructions

Mods like UEVR, REFramework, NoMoreFlat, and Luke Ross RealVR work great (be sure to read necessary settings on the VRto3D compatibility wiki). 

Installation instructions for WibbleWobbleVR are available on the VRto3D Wiki or below. 

Check the Compatibility Wiki for games/mods that have already been tested.


SbS Content Instructions

Initial Setup

  • Install WibbleWobble according to the VR instructions above first
  • Install Shader Glass on Steam
  • Install Reshade Addon:
    • Run `WWReshadeAddon/Reshade/ReShade_Setup_6.3.3_Addon.exe`
    • Install Reshade into the `ShaderGlass` folder
  • Copy WWReshadeAddon Files:
    • Copy the contents of `WWReshadeAddon/Release/x64` into the `ShaderGlass` folder
  • Run Shader Glass:
    • After starting Shader Glass, use the arrow keys to skip the Reshade tutorial and the Home key to close the Reshade UI
  • Configure Shader Glass:
    • Set `Input - Pixel Size` to `x1`
    • Click `Shader - Choose From Library` and select `None` then close the sub-window
    • Set `Output - Window` to `Click-through`
    • Under `Processing` click `Set as default profile`
  • You can now close Shader Glass

Per-Game Setup

  • Install a 3D mod to the Game
    • Either: Install Geo-11 mod to the game (not ShaderGlass) and get it running in Half-SbS by setting `direct_mode = sbs` in `d3dxdm.ini`
    • Or: Install SupderDepth3D or Rendepth via Reshade installer into the Game folder (not ShaderGlass) and get it rendering in Half-SbS from their respective Reshade settings

Playing in 3D

  • Start the Game
    • Launch the game and reach a point where you're viewing the in-game world in SbS
  • Launch Shader Glass
    • Under `Input - Window` select the Game window
    • It may be necessary to Set `Output - Window` to `Click-through` again
    • Use Shader Glass hotkey `Ctrl + Shift + G` to toggle fullscreen
  • Launch WibbleWobble:
    • Press `Shift + End` to start WibbleWobble
  • Maintain Focus on the Game Window:
    • The game window should remain in focus. If the WibbleWobble Or Shader Glass windows are in focus, `ALT + TAB` or click on the game window to focus it. This should happen automatically, but if not, refocus manually
  • OPTIONALLY: Toggle the overlay focus:
    • Press `SHIFT + HOME` to toggle the focus on the WibbleWobble overlay
  • Don't close the WibbleWobble window
    • WibbleWobble will currently not recover if you close the WibbleWobble window. You must restart the game if you do this. Use the `SHIFT + HOME` key to toggle the WibbleWobble overlay focus and `Ctrl + Shift + G` to toggle Shader Glass fullscreen if you need to get around the desktop.

Thanks to:

  • PezzaLucifer's WibbleWobble project and initial 3DVision integration
  • cms' original and FlintEastwood's updated 3DVision Emitter Activator
  • Bo3b's experimentation with custom resolutions to trigger 3D mode on monitors
  • rajkosto's NvTimingsEd that provided the 3DVision timing database
  • abwezi for finding the Shader Glass solution

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: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku

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: masterotakusuko@gmail.com
Or you can join my Patreon: https://www.patreon.com/masterotaku