3D Depth Map Based Stereoscopic Shader

  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #681 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
So I forgot to mention. How I got 3D vision discover to work on my system. Since My monitor has a 3D register in it's edid. All I did was remove that function. Also on a other interesting note. 3D vision actually loads last in the chain So reshade apply's befor 3D vision so I can't do active De-Anaglyph on 3D vision games.

Too bad. It would have been nice if 3D vision loaded before reshade that way the depth buffer may be reconstructed.

docs.opencv.org/3.1.0/dd/d53/tutorial_py_depthmap.html
Last edit: 8 years 8 months ago by BlueSkyKnight.

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  • vile80r
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8 years 8 months ago #682 by vile80r Replied by vile80r on topic Is there anyone willing to help me out?
I'm very excited to find this thread. I found Fortran's thread on the MTBS forum first and it was exactly what I needed but I just couldn't get it figured out to work on Windows 10 x64. I've searched for something similar since then and landed on this thread.

I don't own an Occulus or Vive or any VR device. I'm using an LG G3 inside a Shinecon VR HMD. My goal is not VR as much as it is untethered 3D and 2D gaming using my HMD which, I've already been able to achieve. Using Moonlight GameStreaming + Tridef I can stream games with no issues.

My issue is the inability to adjust things like lens compensation and field of view (viewer FOV not in-game FOV). I think this was the motivation behind Fortran's shaders. Using Reshaped to make these adjustments. I just can't seem to figure out how to make those adjustments. I'm hoping someone can help me with making adjustments. If there is a different shader more suited for what I'm trying to do please let me know.

I have downloaded the files referenced in the first post and installed them into the game, Brothers: A Tale of Two Sons. I picked this game because it was one I was playing recently and there is a Tridef profile that works. I've already did a test stream before adding Reshade shaders and everything streamed fine. Of course, it looked like I was looking through a fisheye lense because I have no method to correct this.

I also ran the game after installing Reshade. The view is definitely different now but at least it worked. I did see some yellow warnings as Reshade started but the game started and the view was very different. I need to tweak the settings to fit my setup. I don't know where to start.

All help is appreciated.

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  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #683 by BlueSkyKnight Replied by BlueSkyKnight on topic Is there anyone willing to help me out?

vile80r wrote: I'm very excited to find this thread. I found Fortran's thread on the MTBS forum first and it was exactly what I needed but I just couldn't get it figured out to work on Windows 10 x64. I've searched for something similar since then and landed on this thread.

I don't own an Occulus or Vive or any VR device. I'm using an LG G3 inside a Shinecon VR HMD. My goal is not VR as much as it is untethered 3D and 2D gaming using my HMD which, I've already been able to achieve. Using Moonlight GameStreaming + Tridef I can stream games with no issues.

My issue is the inability to adjust things like lens compensation and field of view (viewer FOV not in-game FOV). I think this was the motivation behind Fortran's shaders. Using Reshaped to make these adjustments. I just can't seem to figure out how to make those adjustments. I'm hoping someone can help me with making adjustments. If there is a different shader more suited for what I'm trying to do please let me know.

I have downloaded the files referenced in the first post and installed them into the game, Brothers: A Tale of Two Sons. I picked this game because it was one I was playing recently and there is a Tridef profile that works. I've already did a test stream before adding Reshade shaders and everything streamed fine. Of course, it looked like I was looking through a fisheye lense because I have no method to correct this.

I also ran the game after installing Reshade. The view is definitely different now but at least it worked. I did see some yellow warnings as Reshade started but the game started and the view was very different. I need to tweak the settings to fit my setup. I don't know where to start.

All help is appreciated.


What shader are you using? I will Be updating them all to 1.9.3 soon Just give me some time. As for the game Brothers: A Tale of Two Sons I will download that and test it out as well.
Last edit: 8 years 8 months ago by BlueSkyKnight.

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  • Sh1nRa358
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8 years 8 months ago - 8 years 8 months ago #684 by Sh1nRa358 Replied by Sh1nRa358 on topic Is there anyone willing to help me out?
Is 'perspective' the same as 'convergence'?

Also, can you add 'percent in front' and 'percent in back' from tridef?

Percent in front = greater value means the amount the 3D will try to pop out of the screen. Lesser value means keeping it pushed behind the screen (to prevent eye strain at edges of screen when a 3D object gets cut off by the boundaries of the screen).

Percent in back = pretty much increases or decreases depth of field 3D starting from 'percent in front' and back into the depths of the scene inside of your monitor in the game. Not to be confused with depth.
Last edit: 8 years 8 months ago by Sh1nRa358.

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  • nieda113
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8 years 8 months ago - 8 years 8 months ago #685 by nieda113 Replied by nieda113 on topic 3D Depth Map Based Stereoscopic Shader
@blue sky knight,, havent been here for a few weeks,, see developing it and getting better.
Can u pls tell me if it now works with oculus cv1 and sdk 10.11 ?
THX
Last edit: 8 years 8 months ago by nieda113.

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  • BlueSkyKnight
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8 years 8 months ago #686 by BlueSkyKnight Replied by BlueSkyKnight on topic Is there anyone willing to help me out?

Sh1nRa358 wrote: Is 'perspective' the same as 'convergence'?

Also, can you add 'percent in front' and 'percent in back' from tridef?

Percent in front = greater value means the amount the 3D will try to pop out of the screen. Lesser value means keeping it pushed behind the screen (to prevent eye strain at edges of screen when a 3D object gets cut off by the boundaries of the screen).

Percent in back = pretty much increases or decreases depth of field 3D starting from 'percent in front' and back into the depths of the scene inside of your monitor in the game. Not to be confused with depth.


Perspective Is the same as convergence. One is done by warping the image with the depth Buffer. The other, "Perspective," Is done by moving the color buffer. Ya they do the same thing in the end.

Depth max out a 20 in Power 3D
Percent in front max out at 50 in Power 3D

I had problems with the code. But, it's a simple equation based on Thales Theorem.

Convergence would change if I add adjustment for Zero Parallax Distance.

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  • BlueSkyKnight
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8 years 8 months ago #687 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

nieda113 wrote: @blue sky knight,, havent been here for a few weeks,, see developing it and getting better.
Can u pls tell me if it now works with oculus cv1 and sdk 10.11 ?
THX


Only way it works as of now If you use a app that projects the game on to a Virtual Big screen. But, Direct compatibility no Not yet. As of now Reshade Code is open source. That means some one can modify it to add better rift compatibility.
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  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #688 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
So Will show you guys why I limit Things from poping out of the screen.

So here Is the code to allow pop pass the screen.
float ParallaxL = D * (1-C/DepthL);
float ParallaxR = D * (1-C/DepthR);

C is ZPD I set this to 0 because If I allow any thing pass zero. I get this lovely problem.



Ya you get pop. But, Missing information becomes a problem.
Last edit: 8 years 8 months ago by BlueSkyKnight.

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  • x8009
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8 years 8 months ago #689 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader
BlueSkyKnight,

Now that Reshade is opensource, what can you do with it ? would you be able to fix bugs and improve it ?

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  • BlueSkyKnight
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8 years 8 months ago #690 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

x8009 wrote: BlueSkyKnight,

Now that Reshade is opensource, what can you do with it ? would you be able to fix bugs and improve it ?



Don't know Let me finish the shaders I have first before I look in to that.

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  • x8009
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8 years 8 months ago - 8 years 8 months ago #691 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

x8009 wrote: BlueSkyKnight,

Now that Reshade is opensource, what can you do with it ? would you be able to fix bugs and improve it ?



Don't know Let me finish the shaders I have first before I look in to that.



nice mate !

This is the link to the new open source reshade github.com/crosire/reshade

I wish you can tell me if your GTA V is working, but not the steam version, the Rockstar Client, because for me Reshade 3.0.5 and 3.0.6 are not starting, only works is 3.0.4
Last edit: 8 years 8 months ago by x8009.

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  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #692 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

x8009 wrote:

BlueSkyKnight wrote:

x8009 wrote: BlueSkyKnight,

Now that Reshade is opensource, what can you do with it ? would you be able to fix bugs and improve it ?



Don't know Let me finish the shaders I have first before I look in to that.



nice mate !

This is the link to the new open source reshade github.com/crosire/reshade

I wish you can tell me if your GTA V is working, but not the steam version, the Rockstar Client, because for me Reshade 3.0.5 and 3.0.6 are not starting, only works is 3.0.4


GTAV works on 3.0.6 if you rename the DLL to d3d9.dll

Got it to work that way.
Last edit: 8 years 8 months ago by BlueSkyKnight.
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  • Sh1nRa358
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8 years 8 months ago #693 by Sh1nRa358 Replied by Sh1nRa358 on topic Is there anyone willing to help me out?

BlueSkyKnight wrote:

Sh1nRa358 wrote: Is 'perspective' the same as 'convergence'?

Also, can you add 'percent in front' and 'percent in back' from tridef?

Percent in front = greater value means the amount the 3D will try to pop out of the screen. Lesser value means keeping it pushed behind the screen (to prevent eye strain at edges of screen when a 3D object gets cut off by the boundaries of the screen).

Percent in back = pretty much increases or decreases depth of field 3D starting from 'percent in front' and back into the depths of the scene inside of your monitor in the game. Not to be confused with depth.


Perspective Is the same as convergence. One is done by warping the image with the depth Buffer. The other, "Perspective," Is done by moving the color buffer. Ya they do the same thing in the end.

Depth max out a 20 in Power 3D
Percent in front max out at 50 in Power 3D

I had problems with the code. But, it's a simple equation based on Thales Theorem.

Convergence would change if I add adjustment for Zero Parallax Distance.


I usually like my 3D to stay inside the tv (
) so I like my percent in front to be 0. To prevent blurry sides when a 3D object is halfway on the screen. Percent in front 0 relieves alot of that eyestrain during this time.

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  • x8009
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8 years 8 months ago #694 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

x8009 wrote:

BlueSkyKnight wrote:

x8009 wrote: BlueSkyKnight,

Now that Reshade is opensource, what can you do with it ? would you be able to fix bugs and improve it ?



Don't know Let me finish the shaders I have first before I look in to that.



nice mate !

This is the link to the new open source reshade github.com/crosire/reshade

I wish you can tell me if your GTA V is working, but not the steam version, the Rockstar Client, because for me Reshade 3.0.5 and 3.0.6 are not starting, only works is 3.0.4


GTAV works on 3.0.6 if you rename the DLL to d3d9.dll

Got it to work that way.


Does it still runs the game in Directx 11 mode ? because I don't want to lose all the graphics detail in DX11 .

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  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #695 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
*double post*
Last edit: 8 years 8 months ago by BlueSkyKnight.

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  • BlueSkyKnight
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8 years 8 months ago #696 by BlueSkyKnight Replied by BlueSkyKnight on topic Is there anyone willing to help me out?

Sh1nRa358 wrote:
I usually like my 3D to stay inside the tv (

) so I like my percent in front to be 0. To prevent blurry sides when a 3D object is halfway on the screen. Percent in front 0 relieves alot of that eyestrain during this time.


I think I figure out what TriDef does in Power3D mode with Percent in front. It seem that the change the Depth Map Near your cam to be Lighter. I guess that why It's hit or miss some time with weapons in TriDef.

Ya I think it can be done. But, Depth Map code will have to change.

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  • x8009
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8 years 8 months ago - 8 years 8 months ago #697 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

x8009 wrote:

BlueSkyKnight wrote:

x8009 wrote:

BlueSkyKnight wrote:

x8009 wrote: BlueSkyKnight,

Now that Reshade is opensource, what can you do with it ? would you be able to fix bugs and improve it ?



Don't know Let me finish the shaders I have first before I look in to that.


DX 11 from the game will still work no need to lower your settings.


nice mate !

This is the link to the new open source reshade github.com/crosire/reshade

I wish you can tell me if your GTA V is working, but not the steam version, the Rockstar Client, because for me Reshade 3.0.5 and 3.0.6 are not starting, only works is 3.0.4


GTAV works on 3.0.6 if you rename the DLL to d3d9.dll

Got it to work that way.


Does it still runs the game in Directx 11 mode ? because I don't want to lose all the graphics detail in DX11 .


Hi mate, you didn't post the answer .. it's gone or something somewhere :P

He answered the question : It still runs DX11 and it now loaded. Thanks !
Last edit: 8 years 8 months ago by x8009.

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  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #698 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Experimental 1.9.4 updated to have Forward Depth Map Scaling. It has a similar affect to TriDef Percent in Front. But, with out knowing what Percent in Front really doing I can't really Tell if I got it right.

To be honest The same affect can be taken by adjusting your own custom depth map.

Not Sure if I'm going to keep it. Seems Redundant It's better to adjust your Depth Map your own self then to do it this way.

But, This is a good feature for my more automatic version of my shader. So I think I am going to add this to Depth3D. Later. But like I said if you want to try this it will be up for 24 hours then I will remove it. Since it's Redundant.
Last edit: 8 years 8 months ago by BlueSkyKnight.

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  • Sh1nRa358
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8 years 8 months ago #699 by Sh1nRa358 Replied by Sh1nRa358 on topic 3D Depth Map Based Stereoscopic Shader
don't see that option in reshade :P
but either way, can't get the image to produce 3d at all. power 3d is tridef doesn't look right to me so I use the normal side by side without power 3D there. i'm trying metal gear rising (same game i'm testing out in tridef) and i cant get an image to be 3d at all :(
depth is at highest.

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  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #700 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Sh1nRa358 wrote: don't see that option in reshade :P
but either way, can't get the image to produce 3d at all. power 3d is tridef doesn't look right to me so I use the normal side by side without power 3D there. i'm trying metal gear rising (same game i'm testing out in tridef) and i cant get an image to be 3d at all :(
depth is at highest.


Patch the game with MGROverride To get the right resolution for your screen. You can skip this if your max resolution is 1920x1080.

You will also need Borderless Gaming github.com/Codeusa/Borderless-Gaming/releases

Start the game and set it to window mode with the resolution and set MSAA to off.

Once that's done. Use the Borderless Gaming app the make it Borderless Full screen.

Once that's done then set your setting for Depth3D.

Here is a picture for 4k Side By Side 3D with depth map 28.


The reason you did get depth3D to work was because, The game didn't give access to the Depth Buffer in fullscreen mode for some reason.
Last edit: 8 years 8 months ago by BlueSkyKnight.

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