Sunday, November 08, 2020
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3D Vision fix for The Talos Principle, using the DirectX 11 renderer.
Fixed
•	Dynamic lighting and shadows.
•	Reflections and other haloing problems.
•	Fog.
•	Light shafts.
•	Heatwave distortion.
•	Distant geometry and skyboxes put at more depth when they were too close.
•	Correctly stereoized crosshair.
•	Stereoized parallax occlusion mapping.
•	Stereoized specular reflections.
Known issues
•	In very few locations, parallax occlusion mapping may be stereoized incorrectly. This happens when the game doesn't have a specific source for coordinates available.
•	In very few locations, specular reflections may remain at surface depth. This happens when the game doesn't have a specific source for coordinates available.
•	The game doesn't want to show refractions/reflections at the sides of some effects when the separation of the effect is too high. This shows as "stretching".
•	The white outlines of interactive objects don't exactly follow the geometry of the object, but the depth of the 2D outline is mostly OK.
Installation
•	Download this file and extract its contents in the "The Talos Principle\Bin\x64" folder, where "Talos.exe" is.
•	Run the game and let it overwrite the Nvidia profile.
•	Configure the game to use the DirectX 11 renderer (the game uses it by default).
Recommendations
•	Set the parallax occlusion mapping settings to their maximum.
Hotkeys
•	F4: convergence presets (0.333333, 0.666666, 1). 1 by default.
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
