[WIP] Universal Fix for Unity 5.5 through 2019

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4everAwake
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[WIP] Universal Fix for Unity 5.5 through 2019

Post by 4everAwake »

Fix Updated: May 17, 2021

This is an update to DHR's universal fix. This attempts to fix most Unity games to about 80%. But there's still some tweaking necessary to get games to 100%

WIP: https://s3.amazonaws.com/4everAwake/WIP ... x_2019.zip

What this does:
- Fixes shadows, lights, decals, halos, most reflections and most clipping issues
- Fixes volumetric effects for newer games (Fixed by masterotaku)
- Adds stereoized parallel occlusion mapping
- Adds the following hotkeys:
  • Caps Lock - low convergence preset
  • X - toggle crosshair depth (see the "Quick crosshair fix" posted below)

What this doesn't fix:
- HUD and UI
- Skybox
- Screen-space reflections
- Flickering textures

Installation:
- Download the above WIP and extract it in the game directory. (If the game is 32-bit, move the files from the "32-bit version" directory to the game directory)

Tweaks and troubleshooting:
- If exclusive fullscreen doesn't enable, add the command line argument "-window-mode exclusive" (without the quotes). If the above command line doesn't work, remove it. And in the d3dx.ini, set "full_screen" to 2 or 1.
- When you first run the game, if you get a black screen or if the screen hangs on a loading screen, try waiting for 5 minutes to see if the game starts. Some games load a lot of shaders at the beginning of the game and the fix is caching all of those shaders.
- If you are seeing one-eyed issues or screen depth reflections or shadows, In the d3dx.ini, try setting: StereoFlagsDX10=0x0005008
- If you need improved game performance you can set "cache_shaders=1" and "hunting=0"


Credits to masterotaku for the volumetric fix and for the 5008 profile tweak.
Also credits to DHR for the original regex and to DarkStarSword for the original Unity fixes
Last edited by 4everAwake on Mon May 17, 2021 11:05 am, edited 6 times in total.
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4everAwake
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by 4everAwake »

Quick crosshair fix:

1) Enable hunting mode by pressing number pad '0'
2) Cycle through the vertex shaders (number pad 5) until the crosshair disappears, and save it (number pad 6).
3) Look for the saved shader in the Shaderfixes directory and open it
4) In the shader, look for the line that says "return;"
5) Add this ABOVE the return line:

Code: Select all

float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);
float4 r9 = o0;
float4 r10 = o0;
float4 r11 = o0;
float4 r12 = o0;
r11.x += stereo.x * iniParams.x;
r12.x += stereo.x * iniParams.y; 
//HUD depth
r10 = r11;
//Crosshair depth
if(iniParams.w == 1 && r9.x > -iniParams.z && r9.x < iniParams.z && r9.y > -iniParams.z && r9.y < iniParams.z){r10 = r12;}
o0 = r10;

Now when in-game, the crosshair depth can be enabled by pressing the 'X' key. The crosshair depth setting can be changed in the d3dx.ini. Also, if the game has a giant crosshair, you can increase size of the crosshair box in the d3dx.ini.

If you just want to move the entire HUD into depth:
1) In above code, delete the line directly below "//Crosshair depth"
2) In the d3dx.ini, set the HUD depth.

For a more thorough HUD fix, see Losti's guide here: viewtopic.php?f=181&t=25753
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by 3DNovice »

4everAwake wrote: If the above command line doesn't work, remove it. And in the d3dx.ini, set "full_screen" to 2 or 1.
; To switch out of a Unity game without it crashing:
; Enable this option, Press F7, Alt+Enter, Alt+Tab
;toggle_full_screen = no_modifiers VK_F7


; This attempts to force exclusive full screen when this key is pressed, and
; may be useful in games where full_screen doesn't work or has undesirable side
; effects:
;force_full_screen_on_key = no_modifiers VK_F8

These settings can also be used successfully in some games/engine versions

Edit: I used the F7 option in a recent replay of The Walking Dead: Final season to get around the crashing when alt tabbing. While it's not Unity, this option did work wonders with TellTales weird Fullscreen optimization in their engine. (thx bo3b for this)
Last edited by 3DNovice on Sat Apr 24, 2021 8:49 am, edited 3 times in total.

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Lysander »

Woah, amazing! Will try the Hellpoint demo with this

Thank you, 4everawake
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by 3DNovice »

... double post
Last edited by 3DNovice on Sat Apr 24, 2021 8:49 am, edited 1 time in total.

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Tullebob »

Awesome! Will be interesting to see whether the update works for phasmophobia and the falconeer :)
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by skyrimer »

Great news, I'll give this a try soon with a few games, huge thanks for this DSS!
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by skyrimer »

Tested a few games on the screenshots section of the Discord, games like Wastelands 3 and Panzer Dragoon look a lot better with the new fix.
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Chtiblue »

Great 4eveAwake, we have a abunch of games to test!
I will test Last Oddworld soon 8)

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by whyme466 »

Thank you for this update, 4everAwake!

Decals in Wasteland 3 are definitely improved with this update. Othercide appears to be working well, also. However, when starting Hellpoint with this update, the game immediately freezes with a black screen.
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Feisty_Fernando »

Chtiblue wrote: Sat Apr 24, 2021 12:27 pm Great 4eveAwake, we have a abunch of games to test!
I will test Last Oddworld soon 8)
Just tried Soulstorm with both the old fix and this new one, no luck. It just hangs at a blank screen. If you manage to get it running in 3D I hope you can post some screenshots.

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by 4everAwake »

skyrimer wrote: Sat Apr 24, 2021 11:09 am Tested a few games on the screenshots section of the Discord, games like Wastelands 3 and Panzer Dragoon look a lot better with the new fix.
Thanks for the update and for the pics. I just took a quick peek at Panzer Dragoon and saw that the shaders are using different constant buffers than normal. So I have to create a special fix for this game. I only played it for 10 minutes, but I was able to fix the water. I'll try and post a fix for this game sometime next week.
whyme466 wrote: Sat Apr 24, 2021 3:35 pm Decals in Wasteland 3 are definitely improved with this update. Othercide appears to be working well, also. However, when starting Hellpoint with this update, the game immediately freezes with a black screen.
Thanks for the update on Othercide. Also, for Hellpoint, I found an error in the d3dx.ini that might be the causing the problem. Re-download the fix and let me know if it working or not. If that doesn't work, see if the game has options for exclusive fullscreen and borderless fullscreen. Try setting it to borderless and in the d3dx.ini, change "full_screen" to "2".
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by whyme466 »

Sorry, re-download did not change Hellpoint problem, nor did changing full_screen to 2 (also, tried 1). With full_screen=2, the game became a background task that I could not bring to front - clicking app in Windows Taskbar did nothing. When full_screen=1, the screen remains black, just like when =0. The game does not offer a borderless fullscreen mode, so used its full screen windowed mode for this testing (normal setting is full screen exclusive mode).
Dual boot VR/3D Vision disk partitioning (multiple SSDs). 3D Vision - Windows 10 v1809, merged 452.06 driver, 32 GB, i9-9900X@4.5 GHz, hybrid-cooled 2080Ti, 4K LG E6 OLED TV with EDID. Prefer wireless Vive Pro with Gear VR lens mod (MUCH larger sweet spot), also have Index, Reverb G2, Pimax 8K.

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by BazzaLB »

Tried this with PGA TOUR 2K21. Unfortunately the shadows in this game are still broken and the sky box is at screen depth. I understand skybox is not addressed in this fix. This is probably not a game anyone is interested in much other than myself :)

As far as I can tell, this is the shadows shader ( I tried setting StereoFlagsDX10=0x0005008 but this didn't seem to fix the issue)

Code: Select all

// ---- Created with 3Dmigoto v1.3.16.41 on Sun Apr 25 13:21:14 2021
cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[14];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float3 v2 : TEXCOORD1,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[3].xyzw + r0.xyzw;
  r1.xyzw = cb3[18].xyzw * r0.yyyy;
  r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb3[20].xyzw * r0.wwww + r1.xyzw;
  o0.xyzw = r0.xyzw;
  r1.xz = float2(0.5,0.5) * r0.xw;
  r1.y = cb0[5].x * r0.y;
  r1.w = 0.5 * r1.y;
  r2.xyz = cb1[11].xyz * r1.yyy;
  r2.xyz = cb1[10].xyz * r0.xxx + r2.xyz;
  o4.xyzw = r0.xyzw;
  o1.zw = r1.xw + r1.zz;
  o1.xy = v1.xy;
  o2.xyz = v2.xyz;
  r0.x = cb1[12].z + r2.z;
  r0.yzw = -cb1[12].xyz + r2.xyz;
  r0.xyzw = cb1[13].zxyz + r0.xyzw;
  o3.xyz = float3(1,1,-1) * r0.yzw;
  o3.w = -r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16.41 on Sun Apr 25 13:21:14 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[6], immediateIndexed
dcl_constantbuffer cb1[14], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 3
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
mov o0.xyzw, r0.xyzw
mul r1.xz, r0.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r1.y, r0.y, cb0[5].x
mul r1.w, r1.y, l(0.500000)
mul r2.xyz, r1.yyyy, cb1[11].xyzx
mad r2.xyz, cb1[10].xyzx, r0.xxxx, r2.xyzx
mov o4.xyzw, r0.xyzw
add o1.zw, r1.zzzz, r1.xxxw
mov o1.xy, v1.xyxx
mov o2.xyz, v2.xyzx
add r0.x, r2.z, cb1[12].z
add r0.yzw, r2.xxyz, -cb1[12].xxyz
add r0.xyzw, r0.xyzw, cb1[13].zxyz
mul o3.xyz, r0.yzwy, l(1.000000, 1.000000, -1.000000, 0.000000)
mov o3.w, -r0.x
ret
// Approximately 0 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

And this is the "skybox / clouds" shader (Just for reference as I understand skybox is not addressed in this fix)

Code: Select all

// ---- Created with 3Dmigoto v1.3.16.41 on Sun Apr 25 13:22:07 2021
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[3].xyzw + r0.xyzw;
  r1.xyzw = cb2[18].xyzw * r0.yyyy;
  r1.xyzw = cb2[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb2[19].xyzw * r0.zzzz + r1.xyzw;
  o0.xyzw = cb2[20].xyzw * r0.wwww + r1.xyzw;
  o1.xy = v1.xy * cb0[2].xy + cb0[2].zw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16.41 on Sun Apr 25 13:22:07 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
//
vs_4_0
dcl_constantbuffer cb0[3], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
mul r1.xyzw, r0.yyyy, cb2[18].xyzw
mad r1.xyzw, cb2[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[19].xyzw, r0.zzzz, r1.xyzw
mad o0.xyzw, cb2[20].xyzw, r0.wwww, r1.xyzw
mad o1.xy, v1.xyxx, cb0[2].xyxx, cb0[2].zwzz
ret
// Approximately 0 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
Last edited by BazzaLB on Sat Apr 24, 2021 10:41 pm, edited 2 times in total.

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Lysander »

4everAwake wrote: Sat Apr 24, 2021 4:27 pm Thanks for the update on Othercide. Also, for Hellpoint, I found an error in the d3dx.ini that might be the causing the problem. Re-download the fix and let me know if it working or not. If that doesn't work, see if the game has options for exclusive fullscreen and borderless fullscreen. Try setting it to borderless and in the d3dx.ini, change "full_screen" to "2".
The demo offers Fullscreen Exclusive mode but it still doesn't work, black screen on loading.
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by 4everAwake »

whyme466 wrote: Sat Apr 24, 2021 4:59 pm Sorry, re-download did not change Hellpoint problem, nor did changing full_screen to 2 (also, tried 1). With full_screen=2, the game became a background task that I could not bring to front - clicking app in Windows Taskbar did nothing. When full_screen=1, the screen remains black, just like when =0. The game does not offer a borderless fullscreen mode, so used its full screen windowed mode for this testing (normal setting is full screen exclusive mode).
Lysander wrote: Sat Apr 24, 2021 10:12 pm The demo offers Fullscreen Exclusive mode but it still doesn't work, black screen on loading.
I updated the WIP due to an error in the regex. Please re-download it again. Also I took a quick look at the full version of Hellpoint and I verified the problem. I found that the game was just taking a really long time to load, due to the number of shaders being loaded at the beginning. It took me like 5 minutes to get to the main menu.

In the d3dx.ini, set "cache_shaders=1". The game will be slow to load initially. But it will load fast the next time you start it. I also set "full_screen=2" and in the game, I used "full screen windowed". I played the first 3 minutes of the game and I didn't see any 3D issues yet. Let me know if you are able to get this fix running.
My rig:

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by whyme466 »

Thanks for the update, 4everAwake! Hellpoint now seems to be working great with your WIP (also played about first 5 minutes). As you indicated, the initial load time took several minutes, but everything was good once the game started.
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by skyrimer »

Feisty_Fernando wrote: Sat Apr 24, 2021 4:09 pm
Chtiblue wrote: Sat Apr 24, 2021 12:27 pm Great 4eveAwake, we have a abunch of games to test!
I will test Last Oddworld soon 8)
Just tried Soulstorm with both the old fix and this new one, no luck. It just hangs at a blank screen. If you manage to get it running in 3D I hope you can post some screenshots.
Posted some pics in the discord, it works really well.
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by narhicfd »

Thank you, thank you!! Who can we donate to for the update?

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Lysander »

narhicfd wrote: Sun Apr 25, 2021 10:36 am Thank you, thank you!! Who can we donate to for the update?
4EverAwake but I can't find his donation email in his recent posts.
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by skyrimer »

Yeah I would gladly send him a few euros as well.
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by skyrimer »

So after some testing, oddworld soulstorm, othercide, wastelands 3, arkham horror, haven and panzer dragoon and almost fully fixed in 3d, what a great day for 3d gaming, huge thanks 4everAwake for this fix!
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Lysander »

Do you get any FPS dips in Hellpoint? In the demo, when I reach the first large open area (or even the Black Hole portal thing/whatever) it dips to 30 for me, even in 2D it's 40 so not really playable, especially for a timing-based game. I'm hoping it's just the demo...
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by skyrimer »

The game was pretty slow too for me, maybe 20-30 fps but I think I had it on max settings, I didn't twesk the config much since I was only checking 3d compatibility.
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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Shift-E »

ok this is awesome, I had actually stopped buying Unity games and testing demos since the usual issues with the recent versions were always there. Thanks so much 4everAwake, this in tandem with the universal UE4 fix is a powerful 1-2 punch. really really cool!

lots of good news around here when I logged in today :D :mrgreen: :woot

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Chtiblue »

Great work 4everAwake!
I can't find how to activate sbs mode in your d3dx ini?

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Losti »

Chtiblue wrote: Wed May 05, 2021 7:04 am Great work 4everAwake!
I can't find how to activate sbs mode in your d3dx ini?
Search for:

[Include] in d3dx.ini
add: include = ShaderFixes\3dvision2sbs.ini below

Image
Last edited by Losti on Thu May 06, 2021 7:43 am, edited 1 time in total.

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Chtiblue »

thanks Losti ;)
You meaned "include = ShaderFixes\3dvision2sbs.ini" ;)

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Re: [WIP] Universal Fix for Unity 5.5 through 2019

Post by Losti »

Chtiblue wrote: Wed May 05, 2021 10:41 am thanks Losti ;)
You meaned "include = ShaderFixes\3dvision2sbs.ini" ;)
ups yes ^^ like in the screenshot ^^

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