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Devil May Cry 5

3D Vision and geo-11 fix for Devil May Cry 5. Many thanks to everyone that helped with testing, fixing and counseling (Helifax, DarkStarSword, Schwing, Kaimasta, etc). Update (2023-02-14) : reenabled a fix that I disabled by accident. Fixed one shader related to interlaced mode. Update (2023-02-12) : added geo-11 fix. Fixed TAA (including the temporal part of reflections), motion blur and interlaced mode in a more proper way. Fixed volumetric lighting clipping. Configured autoconvergence. HUD adjustments. Fixed some other minor problems. Stereoized vignette (if you enable the effect). Update (2022-01-11) : fixed TAA and interlaced mode, fixed lens flares, improved radial blur, stereoized more specular reflections, optimized regexes, put the clipping area of volumetric lighting to full depth (especially helps cutscenes), fixed more haloing problems, and fixed some fog related to volumetric lighting. Update (2019-12-21) : fixed volumetric lighting. Some glass now has realistic depth for ...

Killing Floor 2

2021-07-23 Version 4.0 Update 



Once again, I've returned to refix Killing Floor 2, which certainly speaks to how much fun it is to occasionally return to and murder some Zeds! This time around, though, this fix is being powered by my currently in-development universal DX11 UE3 fix, and now the game looks better than ever! 

In fact, go ahead and crank ALL those graphics settings because we now have perfect Realtime Reflections, specular reflections now at proper depth, a large improvement on god rays/volumetric lighting, lens flares now correct. Simply put, I believe this game fix can now finally be considered 100% graphically complete, so no better time to jump back in and pop off some heads!


Update History


2021-07-23:  Version 4.0
-Entire remake of fix utilizing in-development universal UE3 fix
-Realtime Reflections (aka SSR) now fixed
-Specular highlights and environmental reflections now at correct depth
-Partial fix for jittering HUD, auto-depth crosshair option added, HUD is now adjustable

2019-02-08:  Version 3.0
-Entire remake of fix due to broken compatibility using regex engine.
-Fixed most broken effects, but did not do much work on refixing HUD as of yet

2016-11-22:  Version 2.0
-Entire remake of fix due to broken compatibility. Converted to using bytecode shader hash in hopes of preventing future breaks
-Additionally fixed sun shafts and specular reflections
-Kept HUD adjustment minimal, only adjusted crosshair to be pushed into depth


3D FIX FEATURES

Fixed via Regex:

Universal UE3 Regexes:

  • Halos
  • Lighting & Shadows
  • Specular Highlights
  • Decal Clipping
  • General VPM Fix
  • GodRays *Updated to include KF2's variants
  • Lensflares

Killing Floor 2 Extension Regexes:

  • Screenspace reflections
  • Environment map reflections
  • Additional reflections


UI features:
  • Autodepth crosshair, not enabled by default because it depends on Realtime Reflections being enabled in options. Ctrl + F3 to enable autodepth crosshair
  • Adjustable HUD depth on all other static elements. F3 to cycle
  • HUD can be disable via Alt + F3 key
  • 4 gameplay convergence values. F4 to cycle
  • Disable keys setup for various screen effects: screen blood, lens flares
  • Use of the Help OSD custom shader to provide visual feedback for all 3D fix keys, as well as a help menu that can be pulled up to display the keybindings at any time


Remaining issues:
  • Jittering HUD Elements
    Certain HUD elements jitter, as they always have (engine issue).
    I believe this is due to HUD elements utilizing a depth buffer. I had disabled the depth buffer access, which helped eliminate some of the jittering, but the jittering still prevails elsewhere.
  • 3D fixes that are regex script based cause stutters when loading new shaders:
    Every time a new shader comes on screen for the first time it gets analyzed by 3DMigoto to see if any regex fix patterns match, which adds a little CPU overhead and unfortunately we are usually CPU bottlenecked already, so we usually see these as sudden frame drops.
    Once the shaders have been seen/analyzed/fixed once, they are cached, so next time they appear they do not need to be analyzed again and instead are loaded instantly, so the more you play the better it gets.
    I've added my own collection of cached shaders to the fix which should help a lot, but there may still be some stutters, especially on any map which I never played yet (I think I've gone through most by now)

INSTRUCTIONS



Installation:
Extract archive to .\killingfloor2\Binaries\Win64 game folder location that contains KFGame.exe. 

Game settings:
All settings work, though if you intend on using the autodepth crosshair you must enable Realtime Reflections in the Video options


FOOT NOTES


Tools/Resources Used & Special Thanks:
-3DMigoto v1.3.16:  Thanks to the entire 3DMigoto team
-DarkStarSwords 3D crosshair & Help OSD custom shaders


Like this fix and want to show support & appreciation? 
Fixes take a lot of time and effort, so donations are always welcome and appreciated and help support me in making more fixes! 
Paypal donations may be made at www.paypal.me/DShanz or by sending to Paypal address: rshannonca@gmail.com

Viva la 3D!


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