Gna gna. Found out why my Ace Combat started to crash. The culprit is dwmapi.dll, which is needed for the UE4SS mod (Cheat Engine), so I can adjust the FOV – because the devs kinda “forgot” to add a gorram FOV slider to the game that I NEED and absolutely REQUIRE.
Turns out something in there results in an Access Violation on Start with Proton Experimental (and 9). It works fine with Proton 8. I do not remember switching that but that was the solution in the end 😩
This is after I carefully tried lots of stuff like resetting savegame, disable and remove other mods, fiddle with ini files, read miles of debug logs and whatnot.
So bear with me if I mix something up, this is all news to me and I’m still flabbergasted. I got myself some XR glasses mostly for watching movies and perhaps some gaming on the Steam Deck a while ago.
Now I learned about “SBS” (Side-By-Side) mode like ~3 days ago, that the glasses support. I tried this with the game Elite Dangerous first, since this has an SBS mode built in too, and was mind blown. My current favourite time stink is Ace Combat though so I started digging.
Turns out there is this Reshade tool that would forcefully enable such a mode for basically any game with the right shader. Several exist but the first I found, “SuperDepth3D.fx”, seems to do the trick. Enabling it split the 1920×1024 in half with two slightly different view ports, one for each eye. There are many options to fine tune this and I’m still fiddling with this to find the perfect settings but results look great already.
My glasses do Full SBS though and have a resolution of 3840×1024. I read somewhere that wide-screen is possible with more DLL shenanigans with Ace Combat 7 too but I run the game on a Linux PC anyway, where we utilise a tool named “gamescope”. This allows basically to configure a virtual display for each game and override the game resolution in various ways. It also has a stretch option, which is exactly what I needed to get the “compressed” SBS view from 1920 to 3840, where the aspect ratio would fit again. BTW: This also has FSR built in so any upscaling looks good enough too. I’m not entirely sure but I think there’s a similar tool on Windows called “Virtual Deskop”?
Anyway, I already managed to get my head tracker working by mapping the output to a virtual gamepad on the look-around axes before. I also found a mod that enables a wider FOV. Imagine my stupid grinning when everything fell into place: Full SBS with head tracking, a more sane FOV and yes, I jumped all the hoops to get my HOTAS and rudder pedal of my old ViperPit working (which is a different story because my devices are so old that I had to upgrade em to USB before, which involved some Arduinos, programming and soldering). I guess that makes me a member of multiple niches at once 🤓
And since I’m aware that nobody can “see” what I’m talking about, without having XR glasses or a VR headset (or a DIY VR Box for smart phones) on their own, have also an Anaglyph 3D render. This requires just some old school two coloured (red and cyan) glasses often made of paper, that many people still have around somewhere, to get an idea.
The colour of the sky? It’s perfect. A deep dark blue.
Little did I know what a pain in the neck it would be to get this running. No, Linux wasn’t the problem. That was just Press Play, as usual.
There is however no settings menu for #HOTAS joysticks so any mapping has to be done by manually editing the `Input.ini` of the game in an text editor, which is a guessing game. Head tracking is also a no go. I pulled the old trick to map the head tracker to a virtual XBOX controller but the game comes with an annoying deadzone where the camera snaps to the center.
Ah well, got it all working okay-ish in the end and enjoyed some pew pew in the skies. There seem to be plenty of #Macross mods too so trying that will be next 🤘
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