Friday, October 20, 2023
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3D Vision and geo-11 fix for The Evil Within. Remade from scratch to fix remaining problems from the original fix by DHR (https://helixmod.blogspot.com/2016/08/the-evil-within-dx11.html). Credits to him for introducing me to some fixing methods.
Update (2023-10-20): added geo-11 fix. Autoconvergence configured and some HUD issues polished. Other corrections that I can't remember.
Fixed
•	Shadows.
•	Lighting.
•	Decals.
•	Light shafts.
•	Volumetric lighting.
•	Screen space reflections.
•	Lighting clipping, mostly. Some may show up at high convergence values. A more proper way to fix that unintended effect requires shader partnering, and that kills performance, so I decided not to do it.
•	Radial blur.
•	Distortion effects.
•	One eye particles.
•	Realistic specular reflections.
•	Water effects.
•	Stereoized 2D geometry elements (rain, some smoke, particles...).
•	Added dynamic crosshair and HUD.
Known issues
•	Lighting clipping may be seen at high convergence. One more obvious consequence is that some trees in the early chapters show a black outline at convergence higher than zero.
•	There's a boss in the first and second DLC that creates lighting out of its head. It's supposed to be volumetric, but I didn't find a way to make it "float" in the air like the other volumetric lighting shader. So it remains sticking to surfaces like a normal fixed lighting shader. This effect also appears briefly for a light cone near the end of the second DLC, and is also used for the flashlight in the first and second DLC.
Installation
•	First of all, don't use Windows 7. This fix makes launching it very easy compared to old methods by forcing flip model, something that was created for Windows 8 onwards. I tested this on Windows 10 and checked with other people that Windows 7 doesn't trigger 3D Vision. If you want to try the old method of launching the game on Windows 7, you're on your own.
•	(geo-11, recommended, with build v0.6.182) Download this file and extract its contents in the "TheEvilWithin" folder, where "EvilWithin.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, only "nvidia_dx11" works.
•	(Older 3D Vision fix, mostly for people who just want the post processing toggles) Download this file and extract its contents in the "TheEvilWithin" folder, where "EvilWithin.exe" is.
•	Run the game and let it overwrite the profile the first time.
•	In the ingame options, choose fullscreen and choose the same resolution as you use in the desktop. They have to be the same or 3D Vision won't trigger.
Hotkeys (numbers aren't from the numpad)
•	F1: convergence presets (0, 25, 35, 50, 75, 100). 50 by default, recommended for gameplay. I recommend 25 for cutscenes and 35 for the The Executioner DLC (first person mode). With shift+F1, you can cycle backwards. Autoconvergence is enabled by default so this key won't do anything if it's enabled.
•	F2: HUD depth presets (0%, 20%, 40%, 60%, 80%, 100%). 0% depth by default, but overriden by dynamic HUD, which is enabled by default.
•	F3: dynamic HUD toggle. Enabled by default. It puts the entire HUD (including mouse cursor) to the depth of what is at the center of the screen. If it's annoying for cutscene subtitles, just press this hotkey to use static HUD.
•	F4: color filter toggle. Not disabled by default, because I recommend the original state of the game. This disables the color filter of the game, restoring the colors and contrast to unmodified values (more colorful). However, in many situations this lets you see in the dark when you shouldn't, and it can make some scenes duller (less bright).
•	F5: depth of field toggle. Disabled by default because it's there for most of the game making it blurry.
•	0: vignette toggle. Disabled by default. I recommend leaving it disabled.
•	9: main lens flares presets. By default they are disabled because they are terribly annoying. With one press, they try to be at fully dynamic depth (using the dynamic crosshair code), but they have very few vertices so they wobble a lot. With a second press, they are at the depth of what is at the center of the screen (no wobbling, but more incorrect in general). With a third press, they are always at 100% depth (also incorrect in many situations). With a fourth press, they are disabled again. I recommend just leaving them disabled, even though they are sometimes used as some kind of fake lighting.
Recommendations
•	Use flawless widescreen to increase the FOV of the game. For me the default FOV was unplayable, and I was comfortable with the maximum FOV of the mod.
•	I recommend not using motion blur. It isn't broken, but I just don't like it.
•	Don't force anisotropic filtering in the drivers. It will make textures shimmer.
•	The "+com_skipIntroVideo 1" launch command (no quotes) skips some annoying intro videos at launch.
•	If you use the "nvidia_dx11" mode in the geo-11 fix, try to not have a secondary monitor. It may interfere with the launching process and turn into a blinking black screen that never stops.
If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
Posted by masterotaku
