3D Depth Map Based Stereoscopic Shader

  • x8009
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8 years 8 months ago #721 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader
Did anyone find a way to run it in Far Cry Primal ? not getting back buffer there, only white or black.

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  • Aelius Maximus
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8 years 8 months ago #722 by Aelius Maximus Replied by Aelius Maximus on topic 3D Depth Map Based Stereoscopic Shader
Just a quick question, lol, how are you retrieving a depth buffer in what looks like a 2D game? :D

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  • BlueSkyKnight
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8 years 8 months ago #723 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Aelius Maximus wrote: Just a quick question, lol, how are you retrieving a depth buffer in what looks like a 2D game? :D


It only looks 2D. But, it's really a 3D game.
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  • Aelius Maximus
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8 years 8 months ago #724 by Aelius Maximus Replied by Aelius Maximus on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

Aelius Maximus wrote: Just a quick question, lol, how are you retrieving a depth buffer in what looks like a 2D game? :D


It only looks 2D. But, it's really a 3D game.


Damn, i was thinking you'd found a method for making 2d games have 3d depth, lol :D

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  • BlueSkyKnight
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8 years 8 months ago #725 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Aelius Maximus wrote:

BlueSkyKnight wrote:

Aelius Maximus wrote: Just a quick question, lol, how are you retrieving a depth buffer in what looks like a 2D game? :D


It only looks 2D. But, it's really a 3D game.


Damn, i was thinking you'd found a method for making 2d games have 3d depth, lol :D


Sadly no..... But, Talk about interesting 3D monitors that I never heard of WOWvx has a been something I been working on.
The Idea Is simple for WOWvx.


Philips was the maker of this strange 3D tv product. It basically does the same thing my shader does. But, on it's internal Hardware.

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  • x8009
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8 years 8 months ago #726 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader
Hi BlueSkyKnight,

Any improvement with version 1.9.5 Experimental , still 4 passes and anything with performance or quality or setting ?

Thanks !

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  • BlueSkyKnight
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8 years 8 months ago #727 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

x8009 wrote: Hi BlueSkyKnight,

Any improvement with version 1.9.5 Experimental , still 4 passes and anything with performance or quality or setting ?

Thanks !


1.9.5 Should be the same as 1.9.4 It's just there because I need to work on it. I learned something interesting when working on the WOWvx shader I want to try on this shader.

So right now it's just a place holder.

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  • x8009
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8 years 8 months ago #728 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader
Watch Dogs 2

using Experimental 1.9.5 with Dissolution deleted from the file with the instructions of BlueSkyKnight

Alternate 12

Alternate 21

Which would be better ?

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  • BlueSkyKnight
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8 years 8 months ago #729 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
The bottom one is better. You need to look at the amount of precision that needed near the cam. DM 21. Remember feel free to ask any question and If I can answer them I will try my best to help.

Also I noticed a mistake with my HMD shader. That is fixed now. Sorry I didn't catch it earlier. I was routing the Depth Map texture to the wrong part. It's Fixed now. This shader I am going to work on it a bit more now since I feel it's time to do so. I think I need to add more profiles.
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  • mr_spongeworthy
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8 years 8 months ago #730 by mr_spongeworthy Replied by mr_spongeworthy on topic 3D Depth Map Based Stereoscopic Shader
Still playing with your shader in FO4 for now. Still nothing better out there. I did manage to finally get a true 3D profile working for Fallout 4 through TriDef, but even on a very beefy system performance is just terrible in some areas. Don't know if I'll really be able to make that usable.

But it got me thinking. I believe the difference between your "depth map 3D" method and other 3D methods is that you approximate the stereoscopic separation of different parts of the scene based on the depth-map of the 3D scene, whereas "true 3D" methods actually render the game twice from slightly different perspectives and then spit that to the display, thus the incredible processing overhead (both GPU and CPU).

Have you considered making a true-3D version? Would that even be possible within the ReShade framework?

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  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #731 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

mr_spongeworthy wrote: Still playing with your shader in FO4 for now. Still nothing better out there. I did manage to finally get a true 3D profile working for Fallout 4 through TriDef, but even on a very beefy system performance is just terrible in some areas. Don't know if I'll really be able to make that usable.

But it got me thinking. I believe the difference between your "depth map 3D" method and other 3D methods is that you approximate the stereoscopic separation of different parts of the scene based on the depth-map of the 3D scene, whereas "true 3D" methods actually render the game twice from slightly different perspectives and then spit that to the display, thus the incredible processing overhead (both GPU and CPU).

Have you considered making a true-3D version? Would that even be possible within the ReShade framework?


That would be a lot of work to do on the Reshade Framework. I have not had the time to look in to it to be sure.
Last edit: 8 years 8 months ago by BlueSkyKnight.

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  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #732 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
For right now I am just experimenting with adding Marked Frame Sequential. Like what iZ3D had called, "marked shutter mode." Where I basicly add a Block on top right of the screen that changes color from black to white to sync the shutter glasses.

I have some Shutter Glasses that I am going to test this in a few weeks with a phototransistor taped to the top right of my screen with a battery. Who know it may or may not work. But worth a try.

I will be uploading that Shader later on.

Full Resolution 3D at 4K if it works.... :D
Last edit: 8 years 8 months ago by BlueSkyKnight.

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  • x8009
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8 years 8 months ago #733 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote: For right now I am just experimenting with adding Marked Frame Sequential. Like what iZ3D had called, "marked shutter mode." Where I basicly add a Block on top right of the screen that changes color from black to white to sync the shutter glasses.

I have some Shutter Glasses that I am going to test this in a few weeks with a phototransistor taped to the top right of my screen with a battery. Who know it may or may not work. But worth a try.

I will be uploading that Shader later on.

Full Resolution 3D at 4K if it works.... :D


If you can managed Real 3D that would be crazy good xD

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  • BlueSkyKnight
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8 years 8 months ago #734 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

x8009 wrote:

BlueSkyKnight wrote: For right now I am just experimenting with adding Marked Frame Sequential. Like what iZ3D had called, "marked shutter mode." Where I basicly add a Block on top right of the screen that changes color from black to white to sync the shutter glasses.

I have some Shutter Glasses that I am going to test this in a few weeks with a phototransistor taped to the top right of my screen with a battery. Who know it may or may not work. But worth a try.

I will be uploading that Shader later on.

Full Resolution 3D at 4K if it works.... :D


If you can managed Real 3D that would be crazy good xD


:P Pseudo 3D

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  • BlueSkyKnight
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8 years 8 months ago #735 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Marked Frame Sequential.
Added a Marked Frame Seq. shader to the line up. It Has a White and Black Box on the Top right to mark left and right frames. This Is for DIY sutter glasses setup.

OK I was researching Marked Frame Sequential. Turn out I would need a faster refresh rate screen for it to work 60hz will not cut it. But, I am releasing the shader out anywarys. Not many 4k 120 hz screens out yet anyways.

Information links.
www.tridef.com/forum/viewtopic.php?f=19&t=6139
www.mtbs3d.com/phpbb/viewtopic.php?f=3&t=3928&start=30
www.mtbs3d.com/phpbb/viewtopic.php?f=26&t=13495

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  • mr_spongeworthy
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8 years 8 months ago - 8 years 8 months ago #736 by mr_spongeworthy Replied by mr_spongeworthy on topic 3D Depth Map Based Stereoscopic Shader
How about frame-packing? Is that the same a frame-sequential (I don't think so?) That's a mode that AMD supports (but I'm not sure about anyone else supporting it). It's the "industry standard" 3D technology, such as is used on 3D Blu-Ray movies. The bad thing is that the older specs only support 24hz at 1080p (newer standards support higher refresh I believe), and 60hz and 720p. But the good thing you you get a full-resolution frame for each eye. This is the ideal mode for 720p 3D projectors, for example.
Last edit: 8 years 8 months ago by mr_spongeworthy.

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  • BlueSkyKnight
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8 years 8 months ago - 8 years 8 months ago #737 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

mr_spongeworthy wrote: How about frame-packing? Is that the same a frame-sequential (I don't think so?) That's a mode that AMD supports (but I'm not sure about anyone else supporting it). It's the "industry standard" 3D technology, such as is used on 3D Blu-Ray movies. The bad thing is that the older specs only support 24hz at 1080p (newer standards support higher refresh I believe), and 60hz and 720p. But the good thing you you get a full-resolution frame for each eye. This is the ideal mode for 720p 3D projectors, for example.


Nothing keeping us from doing framed packed. But, Reshade it self. Since the Source is released I guess It should be fixable.
Reference Link......
reshade.me/forum/troubleshooting/2513-a-...ack-resolution#18336

Now I guess... other people and I, should look at the code there. To see if we can at-least mod that.

I know ON my tv I can do Frame Packed 1920x1080 60.....

Ok after looking at that code.....


It's a lot of code.... O_o I have no idea where to start.
Last edit: 8 years 8 months ago by BlueSkyKnight.
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  • mr_spongeworthy
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8 years 8 months ago - 8 years 8 months ago #738 by mr_spongeworthy Replied by mr_spongeworthy on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

mr_spongeworthy wrote: Nothing keeping us from doing framed packed. But, Reshade it self. Since the Source is released I guess It should be fixable.
Reference Link......

reshade.me/forum/troubleshooting/2513-a-...ack-resolution#18336
Ok after looking at that code.....



It's a lot of code.... O_o I have no idea where to start.


Needed a laugh this morning, thanks!
Last edit: 8 years 8 months ago by mr_spongeworthy.

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  • mr_spongeworthy
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8 years 8 months ago #739 by mr_spongeworthy Replied by mr_spongeworthy on topic 3D Depth Map Based Stereoscopic Shader
A couple things I've discovered recently (hope I haven't mentioned them already):

Depthmap 0 also works great for Skyrim Special Edition (makes sense as it's the same engine as FO4 I believe).

Take a look at depthmap 24 in Fallout 4. It provides less depth than depthmap 0, but it has as far as I can tell absolutely 0 distortion. It's interesting. I don't know if you have accidentally stumbled upon a method for adding 3D without distortion, but I thought it might merit you taking a look at it...

Oh, and finally, if you ever get the spare time, I think you should do a "quick" experiment in creating a true 3D shader.

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  • Viele
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8 years 8 months ago - 8 years 8 months ago #740 by Viele Replied by Viele on topic 3D Depth Map Based Stereoscopic Shader
Hi, how I can change ''Blur Type''? I can't find that option on Reshade Assistant tab. In-game Shift + F2 menu doesn't work either, but I get 3D image.
Last edit: 8 years 8 months ago by Viele.

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