[3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

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Losti
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[3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Losti »

Baldurs Gate 3 [DX11] - :3D -Vision-Ready-Fix

Image

Acknowledgements
- DSS/Bo3B/Chiri: 3D-Migoto, the base for ALL the fixes you see here!!
- Masterotaku: present every time for answer stupid questions and try to help solving issues
- DJ-RK: try to help solving issues
- My supporters

Fixed
- Lights (Losti)
- Shadows (Losti)
- Reflections (Losti)
- Light-Shafts (Losti)
- Lightning CS-Clipping (Losti)
- Decals (Losti)
- UI (Autodepth/static) (Losti)
- Skybox (partial) (Losti)

Issues Left
- In some angels of view/areas you can experience some minor light clipping.
- One-eye rendering for most decals at the left and right side of the screen, annoying for conv. > 3.0
- 100 % Shadow fix and zero side screen effects only for convergence 1.0, the higher the worse, suitable range: 1.0 – 3.0, I DO NOT SUGGEST higher convergences due to the one-eye rendering side-screen.
- Some horizon renders screen-depth
- Game will crash if you return to desktop

Version History
- V.1.00 - Official initial release - 10.04.2021


Installation
- Download the Fix: http://helixmod.blogspot.com/2021/06/ba ... v-100.html
- Extract the complete archive to the main game directory, e.g.: E:\Games\SteamLibrary\steamapps\common\Baldurs Gate 3\bin\
- Disable 3D in the Nvidia Control Panel if you crash with apply in-game graphic settings, set up in-game settings and reenable 3D
- Start the game via Larian launcher and choose DX11, or start the game using bg3_dx11.exe
- Using native 3D-Vision do not require a special setup
-- For other 3D-Modes: open d3dx.ini
--- remove the “;” in front of the line “;include = ShaderFixes\3dvision2sbs.ini”
--- remove the “;” Infront of the line “;$\ShaderFixes\3dvision2sbs.ini\mode = 0”
--- change “mode = 0” to your desired 3D-Mode
--- open …\ShaderFixes\3dvision2sbs.ini
--- change “global persist $mode = 0” to your desired 3D-Mode


Performance
- no issues to report, game works flawless

Game Setup
- Fullscreen
- NO TAA, only FXAA or SMAA

Keys
- F10 reload the fix and the settings, use if game menu is depth-fragmented
- F12 switch UI depth off/on
- “,” or “.” Cycle different convergence presets (1.0 – 3.0)
- “-“ or “+” adjust the depth for the auto depth UI and mouse to your likes
- ALT + NUMPAD0 turn off/on “some” decals but get rid of the mono side screen rendering
- #~ (EN-keyboard) toggle low convergence preset (50% of current convergence)
- °^ (DE-keyboard) toggle low convergence preset (50% of current convergence)
- XB_GUIDE toggle low convergence preset (50% of current convergence)


Screenshots

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Download
http://helixmod.blogspot.com/2021/06/ba ... v-100.html
Last edited by Losti on Sat Jun 19, 2021 4:25 pm, edited 1 time in total.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by whyme466 »

Thank you for this fix, Losti! I really look forward to playing this game (the devs have created many prior GREAT games), but I plan to wait a little more, until the game is a little closer to full release. For example, see https://www.pcgamer.com/should-you-play ... l-release/ and https://www.pcgamer.com/the-first-act-o ... l-to-come/. I am still enjoying your flawless fix for Watch Dogs Legion (lengthy game), by the way. Thanks for that superb fix, also...
Dual boot VR/3D Vision disk partitioning (multiple SSDs). 3D Vision - Windows 10 v1809, 425.31 driver, 32 GB, i9-9900X@4.5 GHz, hybrid-cooled 2080Ti, 4K LG E6 OLED TV with EDID. VR/geo-11 - 3080Ti with Vive Pro 2, also have Aero, wireless lens-modified Vive Pro, Index, Reverb G2, Pimax 8K.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by maurizioclaudio21 »

Finally there are subtitles in Italian
but the fix is broken unfortunately.
It works decently if you change the parameters in d3dx.ini

stereo_params = 126
ini_params = 125

in
stereo_params = 126
ini_params = 118
but the characters disappear you can only see ears :-) un grande saluti Losti
see image


Image
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Feisty_Fernando »

There's no way another game is going to get 150Gb of my SSD space.
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Necropants
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Necropants »

Been resorting to CM for this one, sadly but its a bit unplayable because once you zoom out the game switchs to 2D for some reason like it's hitting a stereo cut off point.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Skawen »

Hi!

How did You get it in playable state, because on my 3d vision monitor is showing shadows only in one eye
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Skawen »

Sorry, was adding to laucher folder, but when added where is bg3_dx11.exe all worked as intended, but only main hero is not showing only ears :(

Almost playable fix, but without character this is no fun to play :(
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Necropants »

I'm using compatibility mode using the Ark:survival evolved profile. Losti is gone unfortunately so I wouldn't expect it to be fixed, because no one seems to want to pick up the mantle. I would If I could.

This fix here is completely broken for me, its shadows and other stuff as well. Which is a shame because the game is actually finished now.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Skawen »

Necropants You have some knowledge in shaderhacking, maybe You can try to bring back main character, then this game will be in playable state, at least for me :)

I tried to find responsible VS shader, but without any luck.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Losti »

Just to make sure, im out here from shader hacking, so no fix/update.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

Please comeback only for this 3dfix, pleeeeeeeeeeeeeaaaaaaaaaaassee!
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Necropants »

Skawen wrote: Fri Aug 11, 2023 1:21 am Necropants You have some knowledge in shaderhacking, maybe You can try to bring back main character, then this game will be in playable state, at least for me :)

I tried to find responsible VS shader, but without any luck.
Unfortunately I can only fix basic things, so this ones a bit above my paygrade, otherwise I would have been on to it already.
But at least Losti has confirmed this won't be addressed, so maybe one of the other shaderhackers could be convinced to take over.

Games actually pretty nice in CM with a controller ironically, can almost play it third person.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by 3DNovice »

...
Last edited by 3DNovice on Sat Apr 06, 2024 4:23 pm, edited 1 time in total.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

Luke Ross is working on a R.e.al.V.R Mod for BG3 !
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Necropants »

3DNovice wrote: Mon Aug 14, 2023 7:52 pm
Necropants wrote: Mon Aug 07, 2023 5:28 am Been resorting to CM for this one, sadly but its a bit unplayable because once you zoom out the game switchs to 2D for some reason like it's hitting a stereo cut off point.

If you look at the profiles "defined" you can easily see Nvidia's Stereoscopic settings.
With all the new bells and whistles of newer game engines, operating systems and GPU driver architecture, I'd once again recommend to make a hybrid profile by simply importing these settings into
the existing profile via GeForce 3D Profile Manager or Nvidia Inspector.

Keep in mind that Nvidia does put a small amount of effort into better performance and fidelity via profile settings, unfortunately, the majority of these settings are unknown.

Profile "ARK: Survival Evolved"
ShowOn GeForce
ProfileType Application
Executable "studiowildcard.4558480580bb9_1w2mm55455e38"
Executable "arkgame-win64-test.exe"
Executable "shootergame_be.exe" FindFile="../../../engine/content/editormeshes/matineecam_sm.umap"
Executable "shootergame_be.exe" FindFile="../../content/maps/mainmenu.umap"
Executable "shootergame.exe" FindFile="../../content/maps/mainmenu.umap"
Executable "shootergame.exe" FindFile="../../../engine/content/editormeshes/matineecam_sm.umap"
Executable "shootergame.exe" FindFile="bossarena_dragon.umap"
Setting ID_0x00a06946 = 0x080020f5
Setting ID_0x00a25fc4 = 0x00000000
Setting ID_0x10115c8b = 0x00000028
Setting ID_0x1033cec1 = 0x00000003
Setting ID_0x1033cec2 = 0x00000002
Setting ID_0x1033dcd2 = 0x00000004
Setting ID_0x1033dcd3 = 0x00000004
Setting ID_0x105e2a1d = 0x00000004
Setting ID_0x106d5cff = 0x00000000
Setting ID_0x1085da8a = 0x00000001
Setting ID_0x1095def8 = 0x02410405
Setting ID_0x10f9dc81 = 0x00000011
Setting ID_0x10f9dc84 = 0x01000000
Setting ID_0x70092d4a = 0xb19c3534 InternalSettingFlag=V0 // DX10DSCBNumber
Setting ID_0x701eb457 = 0x2241ab21 InternalSettingFlag=V0 // StereoProfile
Setting ID_0x702442fc = 0x1c22fe24 InternalSettingFlag=V0 // StereoFlagsDX10
SettingString ID_0x7049c7ec = "웪ꑌ" InternalSettingFlag=V0 // Value
SettingString ID_0x704d456e = "쪏⃀쀩�㓵僡娊籰鹞瀲딐ᤵ叐�빇᱑뽖褅籊謡⑅贠㱇矸糓ꗋ熒胗㖹뫫뚊ᯕ쐙냱镞䭷中" InternalSettingFlag=V0 // Comments
SettingString ID_0x7051e5f5 = "籪鸙" InternalSettingFlag=V0 // Compat
Setting ID_0x708db8c5 = 0x2239b911 InternalSettingFlag=V0 // StereoConvergence
Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0 // StereoCutoff
Setting ID_0x709adada = 0x37f58357 InternalSettingFlag=V0 // 2DDHUDSettings
Setting ID_0x709adadb = 0xca44a840 InternalSettingFlag=V0 // 2DDConvergence
SettingString ID_0x709adadc = "ݧ浒�䬼⚗湡㿘㶩䐕鋃쫺待욻ꐩ쪒ₐ쀼�㒺僸娋簰鹷瀧땑ᤡ叝�빐᱊뽗襂" InternalSettingFlag=V0 // 2DD_Notes
SettingString ID_0x70b5603f = "榛鳈⏙ꢗ" InternalSettingFlag=V0 // API
Setting ID_0x70edb381 = 0x24208b6c InternalSettingFlag=V0 // StereoTextureEnable
Setting ID_0x70f8e408 = 0x80b671f4 InternalSettingFlag=V0 // DX10VSCBNumber
Setting ID_0x80857a28 = 0x00000001
EndProfile

I'd certainly do away with that stereo cutoff setting, it could resolve the zoom issue. Or perhaps add a different value, some are for near, others for far. (refer to the profiles setting wiki)
That 2DD stuff is all hud stuff AFAIK, you might check the old sticky by Helifax at Nvidia for creating CM profiles.

Thanks again to DSS and TsaebehT for parsing and defining Nvidia's stereoscopic settings in the profiles.
I'm a little surprised to see that the newest defined/parsed profiles have only been downloaded 3 times, I personally find these to be invaluable

I can understand my CM profiles only being downloaded 11 times, since there is SuperDepth 3D and the bo3b implementation for 3D Vision monitors.
For new comers, keep in mind that Nvidia's CM (compatibility mode for dx10/11) can be enhanced in some games by using CM Unleashed by Helifax.
I actually spent a good number of hours doing exactly that, including just importing the CM specific settings into the official profile, couldn't find a solution for the stereocut off either removing the setting entirely or changing the values. Ultimately I just settled for using the profile as it is because importing the settings into the official profile caused alot of wierd glitches. So in the end i just mentioned it and left it at that.
Also messed around alot with CM unleashed but there is times where you want 3d off because of the UI warping to read text options and that was causing the entire screen to go black so ultimately I just left it as is.

Super depth doesn't work at all as it seems to be unable to find a Depth map for the game. But this might be because of 3d vision hardware I dont know.
Anyway in case it helps anyone else...

Oh and theres a really good mod on the nexus now that improves the camera, allowing the game to be played more like a thirds person view and reminds me more of the first dragon age. The game world is actually fully rendered including skyboxes so it's kind of wierd to me that that opted to lock it to the typical isometric style when the game plays beautifully in thirds person with a controller.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Lundamyrstrollet »

@Necropants As someone mentioned at Discord Reshade 5.9 dont work here, 5.8 seems to work, and i play with Bob`s Superdepth Variant (DX11) found here at the Forum.
Looks pretty decent, with little haloing...Tried also nearly all CM Profiles and have that Stereo Cutoff, so Super Depth is the only way atm...
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Necropants »

I actually tried it with B03b's variant here and it didn't find a valid depth map. Did you do something special to make it work? Not sure exactly what needs to be done to make sure it's using reshade 5.8
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Lundamyrstrollet »

I`m using only Bobs Version,its 4.9.1 unofficial, with only SuperDepth3D_VR enabled and under DX11 Tab Copy depth buffer before clear Operations on, think that was it for the Depthmap
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

even if I make myself unpopular, vorpx supports (buggy) G3D in BG3 !
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by a31632 »

Working 3D Migoto version for full game release version, based on Losti's fix for the BETA/pre-release versions.
This is 99% Losti's work, so I'm NOT taking credit for that, however as noted the fix was no longer working properly with the release version.

Instead of looking at alternatives I decided to spend some time on the main issue (main character only showing ears, which makes the game unplayable). I fixed this and didn't make any other changes to shaders. (I am NOT a shader fixer)
Hope it will be good enough for most of you, only tested the first hour of the game and looked good to me, see screenshots, so you can verify it is actually showing your character in full, not only the ears LOL

Make sure you disable TAA and Depth of Field, as is usual with 3D Vision. Import the "Baldur's Gate 3" profile included in the download with NVidia Profile Inspector. Copy the updated fix into your 'bin' folder in your install directory.

Tested with DX11 version, 452.22 driver, WIN11 Pro 22H2, 3D Vision hardware.

Image

Image


===Updated download link a few posts further down===
Last edited by a31632 on Thu Aug 24, 2023 7:28 pm, edited 2 times in total.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

Wow, I'm deeply grateful !

Thank you for your commitment !

I will test it now, and tell you this afternoon the results !
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

How do i install that with geo11 ?
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Skawen »

Wow!
BIG Thank You will try as soon as possible :)
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

Hey,

i picked the geo11 files d3d11.dll, nvapi64.dll, d3dxdm.ini out of Resident Evil 7 biohazard fix,
and copied them to the new BG3 fix.

(https://helixmod.blogspot.com/2019/03/r ... azard.html)

1. Edited the d3dx.ini file, and change force_stereo=2

2. Edited the d3dxdm.ini file, and change

direct_mode= katanga_vr
Separation: dm_separation = 50
Convergence: dm_convergence = 3.0
Auto convergence setting: dm_auto_convergence = 0
Frame rate display counter: show_fps_monitor = true

3. Created a Katanga Shortcut with this parameter

C:\Games\Steam\steamapps\common\HelixVision\Tools\Katanga\katanga.exe --game-path "C:\Games\Baldurs Gate 3\bin\bg3_dx11.exe" --launch-type DX11Exe

Result:

After updating steamvr to beta and update Helixvison, the game starts in Over/Under 3D, but Katanga showes weird confused shadows an other shader.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by a31632 »

Cyber77 wrote: Thu Aug 24, 2023 3:16 am Hey,

i picked the geo11 files d3d11.dll, nvapi64.dll, d3dxdm.ini out of Resident Evil 7 biohazard fix,
and copied them to the new BG3 fix.

(https://helixmod.blogspot.com/2019/03/r ... azard.html)

1. Edited the d3dx.ini file, and change force_stereo=2

2. Edited the d3dxdm.ini file, and change

direct_mode= katanga_vr
Separation: dm_separation = 50
Convergence: dm_convergence = 3.0
Auto convergence setting: dm_auto_convergence = 0
Frame rate display counter: show_fps_monitor = true

3. Created a Katanga Shortcut with this parameter

C:\Games\Steam\steamapps\common\HelixVision\Tools\Katanga\katanga.exe --game-path "C:\Games\Baldurs Gate 3\bin\bg3_dx11.exe" --launch-type DX11Exe

Result:

After updating steamvr to beta and update Helixvison, the game starts in Over/Under 3D, but Katanga showes weird confused shadows an other shader.

I will test with GEO-11 on 3D Vision Hardware, I don’t have VR so can’t test that. I’m in Western Canada, still 5 AM now here, sorry for the delay in responding.
The fix is 99% based on Losti’s fix for the older early access versions. Did you try with that old fix and is it showing properly in that case? (besides the issue with the “ears only showing”?). If Losti’s original fix isn’t working with Geo11 and VR it’s not working with my updated fix either…..
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Losti »

As you can see from the screenshots the shadows as written above are not fixed. So this "proper release fix" only adresse the black geometry issue. So the "fix" now is in the state of like the game looks without shader fixes because the RegEx do not match anymore.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by a31632 »

Losti wrote: Thu Aug 24, 2023 6:22 am As you can see from the screenshots the shadows as written above are not fixed. So this "proper release fix" only adresse the black geometry issue. So the "fix" now is in the state of like the game looks without shader fixes because the RegEx do not match anymore.
Hi Losti, you are correct as far as the screenshots go.

I was only able to make screenshots with the standard 3DMigoto when I was shader hunting. So without shaderfixes but with the character showing correctly as per my edits.
I’m not sure why but when I mark a shader it will create a screenshot with me, with a regular fix I can’t make screenshots.

So the screenshots show the character as per my edits, but shaders in the screenshots are not “fixed”.

Not sure what your reasons or motivations were to “leave the shader fixing scene”, I respect your decision of course, but it remains sad that you are not able to edit an existing fix on a super popular game as “an exception”. Just my thought on this and we all make our own decisions in life and it’s not up to me or anyone else to determine what you “should do”. Your contributions are being missed!
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by a31632 »

Cyber77 wrote: Thu Aug 24, 2023 3:16 am Hey,

i picked the geo11 files d3d11.dll, nvapi64.dll, d3dxdm.ini out of Resident Evil 7 biohazard fix,
and copied them to the new BG3 fix.

(https://helixmod.blogspot.com/2019/03/r ... azard.html)

1. Edited the d3dx.ini file, and change force_stereo=2

2. Edited the d3dxdm.ini file, and change

direct_mode= katanga_vr
Separation: dm_separation = 50
Convergence: dm_convergence = 3.0
Auto convergence setting: dm_auto_convergence = 0
Frame rate display counter: show_fps_monitor = true

3. Created a Katanga Shortcut with this parameter

C:\Games\Steam\steamapps\common\HelixVision\Tools\Katanga\katanga.exe --game-path "C:\Games\Baldurs Gate 3\bin\bg3_dx11.exe" --launch-type DX11Exe

Result:

After updating steamvr to beta and update Helixvison, the game starts in Over/Under 3D, but Katanga showes weird confused shadows an other shader.

I was able with small edits to get GEO-11 (latest BETA 109 version from 02-2023) to work and with DX11 mode/DX9 mode, 452.22 drivers and 3D Vision Hardware. It's not looking as fluid as 3DMigoto as there are some small artifacts showing around water surfaces (likely reflections that need fixing) and surfaces with plants etc. are moving a bit like it's "alive" so not perfect for sure. As I am not a shader fixer I can't fix that but it looks pretty decent for the rest.
I use more like a "trial and error" method to get things working. A "real shader fixer" can do a much better job, like LOSTI, DJ-RK, Masterotaku and others. But for now I think it's the best option we have with these "fixes".

The reason I call this a "proper release version" is because it does show the characters and makes the game (very) playable in 3D Vision, it's not a "perfect fix" of course, we need a shader fixer to get it to a "perfect state"

If you want to try it out, I have attached the GEO-11 version I used. Don't forget to make the changes as LOSTI suggested in the OP if another mode is used besides 3D Vision and change 'direct_mode = nvidia_dx11' to your preferred mode in d3dxdm.ini.



===Updated download link a few posts further down===
Last edited by a31632 on Thu Aug 24, 2023 7:29 pm, edited 1 time in total.
Cyber77
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

Thx, much better but still not playable for a longer time

For a non shaderhacker but with your skills, the easiest way to get a playable version is to deactivate the shadows and reflections complete. It is a big downgrade, but the NPCs are still "acting like living people" with "real emotions" and that is the most important thing in 3D and VR, in my opinion.
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

You can even try to hack the game with cheat engine to change some graphic settings.

https://fearlessrevolution.com/viewtopic.php?t=13996
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by a31632 »

UPDATE to latest fix, corrected shadow effects, if you downloaded the previous 3DMigoto or GEO-11 fix I highly recommend using the new version.

Updated screenshots and download links below:


Image

Image

Image




Baldur's Gate 3 PROPER RELEASE VERSION-3Dmigoto update 1.7z


Baldur's Gate 3 PROPER RELEASE VERSION-GEO-11 update 1.7z
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

Shadows are ok now, but there is an other shader that make my eyes ill.

May one of the shaderhackers here please tell me whats wrong with this "textures and reflections" in this fix update 1 ?
a31632
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by a31632 »

Cyber77 wrote: Fri Aug 25, 2023 3:40 am Shadows are ok now, but there is an other shader that make my eyes ill.

May one of the shaderhackers here please tell me whats wrong with this "textures and reflections" in this fix update 1 ?

Maybe send me a screenshot where it shows and highlight the section that needs fixing. I’m not playing a lot yet, as I’m fixing more than playing now, so if it is within the first 90 minutes of play I can see it myself and fix it 😎
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Cyber77 »

please go to the first camp (this one with the waterfall) and check the shader !
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by a31632 »

Cyber77 wrote: Fri Aug 25, 2023 8:04 am please go to the first camp (this one with the waterfall) and check the shader !
Send me your savegame please in a PM or message so I can see exactly what you are seeing
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Losti
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Losti »

From what i can tell you, that if you dont want to disable tons of shaders for shadows by hand if you dont create a RegEx is, that this fix will be high level shader hacking.

For the screenshots above i cant see any corrected shadows. Wrong Screenshots? OR wrong Eyes ? ^^

However, for a personal interest i have checked the fix and its state and was able to fix most of the things but not the shadow related lights and reflections in total that now moved from PS to CS as it seems. However i tried the things on my own yesterday for a couple of an hour and was not able to get the right depth.

Even with the things i have fixed and get reworked the game is unplayable, and we dont talk about 2D HUD/UI at this state ^^

To make long therm short: If you are not a ShaderHacker you cannot fix the things here, this is not an easy one at all! You can only disable shadows by playing the game and dump and disable a bunch of shader effects.

PS: The Register you use for stero params is not free, so in the more or less later game play this will cause issues using it.

You wrote you dont credit the work? so why you removed my green overlay comments?

You changed the stereo params form you first "PROPPER" version to another one? This is more cool? woow. Dont waste your time, any used slot is more or less cool for a scene unti its beeing used by the game, but not cool at all and THIS is only the basic for start making an effect fix in shaders! :-) And dont call it a FIX by skipping things that are not correct, call it a DISABLE EFFECT FIX as we used in helix mod blog. Please dont spread the hope that you do a FIX for this one! This is not fair agains the others!! I appreciate that some one try to do things, but NOT this way. Be honest! Tell what you have done and WHAT it "fixes" or make it better and if not fixed, dont call it FIXED.

An example of an honest post:

"I was able to adress the geomety issue for the release version of this game with the old fix but there are issues left. I was able to disable effects (shadows/lights ... whatever....) to give you a more playable state of the game in 3D".... or some what ^^
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by a31632 »

Losti wrote: Fri Aug 25, 2023 2:42 pm From what i can tell you, that if you dont want to disable tons of shaders for shadows by hand if you dont create a RegEx is, that this fix will be high level shader hacking.

For the screenshots above i cant see any corrected shadows. Wrong Screenshots? OR wrong Eyes ? ^^

However, for a personal interest i have checked the fix and its state and was able to fix most of the things but not the shadow related lights and reflections in total that now moved from PS to CS as it seems. However i tried the things on my own yesterday for a couple of an hour and was not able to get the right depth.

Even with the things i have fixed and get reworked the game is unplayable, and we dont talk about 2D HUD/UI at this state ^^

To make long therm short: If you are not a ShaderHacker you cannot fix the things here, this is not an easy one at all! You can only disable shadows by playing the game and dump and disable a bunch of shader effects.

PS: The Register you use for stero params is not free, so in the more or less later game play this will cause issues using it.

You wrote you dont credit the work? so why you removed my green overlay comments?

You changed the stereo params form you first "PROPPER" version to another one? This is more cool? woow. Dont waste your time, any used slot is more or less cool for a scene unti its beeing used by the game, but not cool at all and THIS is only the basic for start making an effect fix in shaders! :-) And dont call it a FIX by skipping things that are not correct, call it a DISABLE EFFECT FIX as we used in helix mod blog. Please dont spread the hope that you do a FIX for this one! This is not fair agains the others!! I appreciate that some one try to do things, but NOT this way. Be honest! Tell what you have done and WHAT it "fixes" or make it better and if not fixed, dont call it FIXED.

An example of an honest post:

"I was able to adress the geomety issue for the release version of this game with the old fix but there are issues left. I was able to disable effects (shadows/lights ... whatever....) to give you a more playable state of the game in 3D".... or some what ^^

Just to clarify: I made it very clear that 99% of your fix was used as a base to work from and credited you for your work. As I mentioned my only main goal was to get the character to show in full (instead of only the ears) and was hopeful that the rest of the fix would still work properly.
As it turned out, things you fixed for the early access version were broken again and I am not able to fix this. I made the changes mainly for personal use and it was never my intention to start "fixing things" along the way as I am not a shader fixer/hacker. I mentioned we would need a "proper" shader fixer to make a real fix. My "work" was trying to fix something that was broken to at least have a "playable game" in 3D.

I was really hoping that you would be able or willing to update your fix, but I realize now based on your answer that this is even too complicated for you, so I will not bother myself with editing minor things anymore. I can only disable some broken effects (as requested by Cyber77) to make the game at least work in 3D and somewhat playable. I noticed a lot changed since early access so porting over an old fix is not the solution.

I am really a big fan of yours (I even donated to you), so it was never my intention to agitate or upset you in any way, I have a LOT of respect for the experts who fix shaders as I have spent a lot of time doing basically nothing. You unfortunately are not creating fixes anymore, it seems all bright minds in that category have left the scene, which is really a big loss.

I remain a big fan of 3D Vision, I will keep trying to play as many games as I can in 3D Vision, even if there is no official fix made by "trial and error". I know....not very sophisticated.
I never implied or suggested to "fix the game" as I repeatedly mentioned I am NOT a shader fixer. I understand that your reply is more directed to me saying it is an "updated fix", which I agree is a not really the case. I thought that all your fixes would still work after my minor changes, so wanted to make users happy with at least a playable solution. Given the Geometry issues your fix was completely unplayable at that time.

Likely you will not post your WIP on the fix here I guess? That would maybe for you not be good fix, but for most of us it's better than nothing.

Again, too bad you are not making fixes anymore, we here really miss you and your fellow experts!
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Losti
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Losti »

You can make what you want and I appreciate your work on trying it that how I started also. The only thing I want to ask you is to make clear to the others what you have done and what they can expect. This fix is free for anyone who want to make it so it's ok you dig around there. My fix is doing nothing for this game it's completely off due to RegEx don't match anymore. So at the end there is nothing my fix corrects. So what I second want to tell you if you hope that some basic things can make the fix to work again is that you can save your time because it will not work. And yes make the shadows off or whatever ia the only thing you can do to get a playable state but let the others know about those things :-) that's all ;-)
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by 3DNovice »

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Last edited by 3DNovice on Sat Apr 06, 2024 4:23 pm, edited 1 time in total.
Massiash
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Re: [3D-Fix] Baldurs Gate 3 [DX11] - V 1.00

Post by Massiash »

Dear Losti, give yourself a push, huh? .... "Once more unto the Breach, Deare friends, once more!" (Shakespeare ;))

Greetings from a former 3D gamer from the very beginning who wanted to experience what will probably be the last game in his life (child is on the way), the "best game of all time", again in 3D. :)

(funny: this is my first post on this board, and probably my last, since nvidia-forums :) primarily a silent reader since 2010)
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