Wednesday, October 12, 2022
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3D Vision and geo-11 fix for Final Fantasy VII Remake Intergrade. Based on the UE4 universal fix but with lots of custom fixes and some extra features. Losti helped me convert some of the specific fixes of this game into regex.
It's mandatory to make the game run in DX11 mode to make the fix work.
Update (2022-12-01): geo-11 updated to build v0.6.90. Autoconvergence working perfectly alongside temporal effects like TAA. Correctly fixed temporal part of volumetric lighting compute shader.
Update (2022-11-12): geo-11 updated to build v0.6.78. Autoconvergence improvements.
Update (2022-10-12): geo-11 updated to build v0.6.64. HUD adjustments, and commands windows have some real depth with slight tilting that the game provides. New autoconvergence that is smoother and better configured. Removed all universal fix hotkeys except / and * to adjust HUD depth.
Update (2022-06-21): geo-11 fix uploaded, making the 3D Vision fix outdated. By default autoconvergence is enabled (can be toggled with "numpad +"), fixed HUD clipping when at depth (except a bug in the map screen), and HUD depth is now 50% by default (cutscenes at screen depth, sadly, so subtitles will be at a deeper depth than them by default). Remember that the "numpad *" key cycles the HUD depth, so you can go back to screen depth if you want-
Fixed
•	Shadows.
•	Lighting.
•	Lighting clipping (the great majority of it).
•	Water.
•	Sky lighting.
•	Volumetric lighting.
•	Screen space reflections.
•	Realistic specular reflections.
•	Temporal anti-aliasing and all other temporal effects.
•	Motion blur.
•	Radial blur.
•	A lof of other small effects.
•	Configured autoconvergence.
Known issues
•	During very few cutscene closeups in the game, characters show screen space shadows on their faces. They are a bit imperfect.
Installation
•	Prepare the game to launch in DX11 mode, with "-dx11" launch command on Steam or the Epic Games Store, without quotes. If you happen to have a "Final Fantasy VII Remake Intergrade\Engine\Binaries\ThirdParty\EOS\epic_emu.ini" file, use "AppName=FFVIIRemakeIntergrade -dx11" (no quotes).
•	I recommend installing FFVIIHook to unlock the possibility of creating an Engine.ini file inside the "%USERPROFILE%\Documents\My Games\FINAL FANTASY VII REMAKE\Saved\Config\WindowsNoEditor" folder. The most important setting under [SystemSettings] is using "r.DynamicRes.OperationMode=0" to disable dynamic resolution.
•	Configure the ingame options first before installing the fix.
geo-11 (build v0.6.90), new and recommended:
•	Download this file and extract its contents in the "Final Fantasy VII Remake Intergrade\End\Binaries\Win64" folder, where "ff7remake_.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, "nvidia_dx11 works" and "nvidia_dx9" doesn't, at this moment.
3D Vision, old (not recommended and not updated with the latest changes):
•	Download this file and extract its contents in the "Final Fantasy VII Remake Intergrade\End\Binaries\Win64" folder, where "ff7remake_.exe" is.
•	Run the game. The first time, Windows will ask for permission to modify the Nvidia profile (for 3D Vision).
If using the old 3D Vision version, you shouldn't need to run the typical universal fix bat files to configure the fix, but I left the files there if you want, because currently it forces vsync on and some other stuff.
Hotkeys
•	F2: toggles the UE4 universal fix OSD that shows plenty of options, but other than optionally enabling automatic convergence (CPU performance hit. Only works with TAA enabled) or changing the depth of the HUD, I don't recommend touching anything else. Invisible in geo-11 right now.
•	ctrl+alt+F5: motion blur toggle. Motion blur (per object) is enabled by default. Warning: I very much recommend not using this hotkey unless you have disabled TAA via "Engine.ini" and you hate this motion blur very much. Disabling it causes very bad side effects with TAA enabled, and only one very minor ambient occlusion problem sometimes with TAA disabled.
•	ctrl+alt+F6: vignette toggle. Disabled by default. I recommend leaving it disabled, because the effect is very annoying in 3D.
•	ctrl+0 (not the numpad): three dithering presets. By default the game uses random dithering that changes position very frequently. This is done on purpose because TAA averages it out, so it looks like transparency, but if you willingly choose to disable TAA (I don't recommend disabling it in this game), it will look very noisy and flickery. One press of this hotkey combination converts the random dithering into ordered dithering (it will show as a checkerboard pattern). Another press and it disables dithering with some exceptions that look really bad without it (hair, screen space reflections). Another press, and it goes back to default. I repeat, if you use TAA, don't bother using this.
•	XB_RIGHT_THUMB: hold it for almost a second to switch to a low convergence value of 60. Then you can release it. Hold it again to go back to normal (300 by default). Intended for cutscenes if you don't enable automatic convergence. I made the hold requirement because that button is used to lock on and center the camera, so the convergence function won't interfere. Disabled now, because it's unnecessary with autoconvergence.
You can reset some settings with F10, as usual for 3Dmigoto, but my custom motion blur, vignette and dithering settings are sticky and their state will instead be saved with F10. They don't show any OSD notification when they change state.
About Temporal Anti-aliasing and autoconvergence
•	To disable TAA (not recommended because of dithering), go to your created "Engine.ini" mentioned in the installation steps and add the "r.DefaultFeature.AntiAliasing=0" line (no quotes) under [SystemSettings].
•	Autoconvergence is enabled by default in "d3dxdm.ini". I don't recommend disabling it.
•	Autoconvergence doesn't work if you select these specific ingame resolutions, so don't use them:
1366x768
1440x810
1768x992
2720x1530
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
For credit to Losti, who also helped in this fix, check his UE4 universal fix post linked just below the screenshots.
Posted by masterotaku
