3D Depth Map Based Stereoscopic Shader
- BlueSkyKnight
- Topic Author
basshead wrote: You don't need 3D display for that problem. You can just activate frame sequential from Reshade menu and see that problem with 2D monitor or TV. I just activate Frame-Sequential from my projector menu and I see 3D with DLP-link glasses.
That part I see. But, I am still trying to figure out how you Sync.

I will try again tomorrow.
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- basshead
I think my projector can sync without marked frame. I would gladly try it without marked frame, but I don't know how to remove it.
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- mr_spongeworthy
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- basshead
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- basshead
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- BlueSkyKnight
- Topic Author
basshead wrote: So I did more testing. Maybe that marked frame box makes that problem, because if I close my one eye wearing 3D glasses I see white box and after that problem I see black box with same eye(but 3D is still OK after that jerking/stuttering). Maybe it's possible to remove marked frame stuff and make it just regular frame sequential mode?
That marker is what it is. A Marker. It marks left and right. So it's not the problem. I am still working on it.
L = 0
R = 1
L = 0
R = 1
R = 1 <Oops!> This Is what Happening with the First Shader.
L = 0
R = 1
L = 0
R = 1
I don't know If this problem can be solved with out a buffer.
I did Hear some one here talk about a way we can buffer... I will ask around.
Thank you for telling my what you see. This Is important because with out the hardware no way I can know this.
The New Test shader is up. This one will try to keep the frame odd or even.
My first shader was changing only when the Value changed. So this was not good.
And Yes use Vsync.
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- FriskyNoodle
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- BlueSkyKnight
- Topic Author
FriskyNoodle wrote: Hey man. So Im trying to play RE7 with my Oculus and I just installed Reshade 3.06 and noticed you updated your Depth Map shaders to work with RE7. So I went ahead and did the updated shaders and updated readme for the game, and I go in, turn off DOF/AA/Vsync/AO etc and then I choose 3DHMD or 3D Analglyph with radial and depth buffer is non exsistant, just black everytime I toggle either one of them on trying to access depth buffer. Am I doing something wrong?
Use DM 37
Make sure Render Mode is Normal.
Also Scale should be 1 for 1:1.
I have not updated the other shaders for that I am doing that right now.
My settings.
Display Mode < Full Screen >
Field of Vision < 90° >
Frame Rate < Variable >
V-Sync < On >
Rendering Method < Normal >
Resolution Scaling < 1 >
Texture Quality < Very High >
Texture Filtering <Very High >
Mesh Quality < Very High >
Anti-Aliasing < TAA > or < Off >
Effects Rendering < High >
Depth of Field < Off >
Shadow Quality < Very High >
Dynamic Shadows < On >
Shadow Cache < On > or < Off >
Ambient Occlusion < SSAO (variable) >
Bloom < Off >
Lens Flare < On >
Volumetric Lighting Quality < High >
Reflections < On >
Subsurface Scattering < On >
Chromatic Aberration < Off >
Color Space < HDR disables this option for me>
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- FriskyNoodle
BlueSkyKnight wrote:
FriskyNoodle wrote: Hey man. So Im trying to play RE7 with my Oculus and I just installed Reshade 3.06 and noticed you updated your Depth Map shaders to work with RE7. So I went ahead and did the updated shaders and updated readme for the game, and I go in, turn off DOF/AA/Vsync/AO etc and then I choose 3DHMD or 3D Analglyph with radial and depth buffer is non exsistant, just black everytime I toggle either one of them on trying to access depth buffer. Am I doing something wrong?
Use DM 37
Make sure Render Mode is Normal.
Also Scale should be 1 for 1:1.
I have not updated the other shaders for that I am doing that right now.
My settings.
Warning: Spoiler!Display Mode < Full Screen >
Field of Vision < 90° >
Frame Rate < Variable >
V-Sync < On >
Rendering Method < Normal >
Resolution Scaling < 1 >
Texture Quality < Very High >
Texture Filtering <Very High >
Mesh Quality < Very High >
Anti-Aliasing < TAA > or < Off >
Effects Rendering < High >
Depth of Field < Off >
Shadow Quality < Very High >
Dynamic Shadows < On >
Shadow Cache < On > or < Off >
Ambient Occlusion < SSAO (variable) >
Bloom < Off >
Lens Flare < On >
Volumetric Lighting Quality < High >
Reflections < On >
Subsurface Scattering < On >
Chromatic Aberration < Off >
Color Space < HDR disables this option for me>
Thank you so much. Now Im running into an issue of a good combination of these 3rd party utilities that will all work together.
My method that is almost working (any help would be appreciated):
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- BlueSkyKnight
- Topic Author
FriskyNoodle wrote:
BlueSkyKnight wrote:
FriskyNoodle wrote: Hey man. So Im trying to play RE7 with my Oculus and I just installed Reshade 3.06 and noticed you updated your Depth Map shaders to work with RE7. So I went ahead and did the updated shaders and updated readme for the game, and I go in, turn off DOF/AA/Vsync/AO etc and then I choose 3DHMD or 3D Analglyph with radial and depth buffer is non exsistant, just black everytime I toggle either one of them on trying to access depth buffer. Am I doing something wrong?
Use DM 37
Make sure Render Mode is Normal.
Also Scale should be 1 for 1:1.
I have not updated the other shaders for that I am doing that right now.
My settings.
Warning: Spoiler!Display Mode < Full Screen >
Field of Vision < 90° >
Frame Rate < Variable >
V-Sync < On >
Rendering Method < Normal >
Resolution Scaling < 1 >
Texture Quality < Very High >
Texture Filtering <Very High >
Mesh Quality < Very High >
Anti-Aliasing < TAA > or < Off >
Effects Rendering < High >
Depth of Field < Off >
Shadow Quality < Very High >
Dynamic Shadows < On >
Shadow Cache < On > or < Off >
Ambient Occlusion < SSAO (variable) >
Bloom < Off >
Lens Flare < On >
Volumetric Lighting Quality < High >
Reflections < On >
Subsurface Scattering < On >
Chromatic Aberration < Off >
Color Space < HDR disables this option for me>
Thank you so much. Now Im running into an issue of a good combination of these 3rd party utilities that will all work together.
My method that is almost working (any help would be appreciated):
Warning: Spoiler!Now Im trying to use 0.6 runtime for extended mode, but also get opentrack to detect my HMD' but it wont detect because 1. its in extended mode 2. because it doesnt have support for 0.6 runtime. I did try forcing extended mode on oculus 1.4 runtime, but to do this, the OSVR service needs to be stopped, and since its stopped opentrack with 1.4 runtime WILL not detect HMD (I tried forcing extended mode while the service was turned on also) oculus and display driver kept crashing and restarting until my PC bluescreened, so thats no bueno. I also attempted to just run the game in SBS3D with reshade, then combine the images with virtual desktop's SBS 3D option, it looks like shit that way and it lags but I would theoretically have headtracking since Oculus is in direct mode and opentrack detects my HMD. Now I just need to find some way to get a good balance of extended mode, headtracking, and resident evil 7. Getting better for a GOOD/SOLID VR support.
As it stands right now Getting VR to work in games is a pain in the ass..... Personally I gave up on trying to get my old OSVR head set to work. Maybe I will take it Apart one day and try to fix the cable. Have you tried posting this OSVR problem on /r/OSVR on reddit? or there OSVR Forums.
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- FriskyNoodle
BlueSkyKnight wrote:
FriskyNoodle wrote:
BlueSkyKnight wrote:
FriskyNoodle wrote: Hey man. So Im trying to play RE7 with my Oculus and I just installed Reshade 3.06 and noticed you updated your Depth Map shaders to work with RE7. So I went ahead and did the updated shaders and updated readme for the game, and I go in, turn off DOF/AA/Vsync/AO etc and then I choose 3DHMD or 3D Analglyph with radial and depth buffer is non exsistant, just black everytime I toggle either one of them on trying to access depth buffer. Am I doing something wrong?
Use DM 37
Make sure Render Mode is Normal.
Also Scale should be 1 for 1:1.
I have not updated the other shaders for that I am doing that right now.
My settings.
Warning: Spoiler!Display Mode < Full Screen >
Field of Vision < 90° >
Frame Rate < Variable >
V-Sync < On >
Rendering Method < Normal >
Resolution Scaling < 1 >
Texture Quality < Very High >
Texture Filtering <Very High >
Mesh Quality < Very High >
Anti-Aliasing < TAA > or < Off >
Effects Rendering < High >
Depth of Field < Off >
Shadow Quality < Very High >
Dynamic Shadows < On >
Shadow Cache < On > or < Off >
Ambient Occlusion < SSAO (variable) >
Bloom < Off >
Lens Flare < On >
Volumetric Lighting Quality < High >
Reflections < On >
Subsurface Scattering < On >
Chromatic Aberration < Off >
Color Space < HDR disables this option for me>
Thank you so much. Now Im running into an issue of a good combination of these 3rd party utilities that will all work together.
My method that is almost working (any help would be appreciated):
Warning: Spoiler!Now Im trying to use 0.6 runtime for extended mode, but also get opentrack to detect my HMD' but it wont detect because 1. its in extended mode 2. because it doesnt have support for 0.6 runtime. I did try forcing extended mode on oculus 1.4 runtime, but to do this, the OSVR service needs to be stopped, and since its stopped opentrack with 1.4 runtime WILL not detect HMD (I tried forcing extended mode while the service was turned on also) oculus and display driver kept crashing and restarting until my PC bluescreened, so thats no bueno. I also attempted to just run the game in SBS3D with reshade, then combine the images with virtual desktop's SBS 3D option, it looks like shit that way and it lags but I would theoretically have headtracking since Oculus is in direct mode and opentrack detects my HMD. Now I just need to find some way to get a good balance of extended mode, headtracking, and resident evil 7. Getting better for a GOOD/SOLID VR support.
As it stands right now Getting VR to work in games is a pain in the ass..... Personally I gave up on trying to get my old OSVR head set to work. Maybe I will take it Apart one day and try to fix the cable. Have you tried posting this OSVR problem on /r/OSVR on reddit? or there OSVR Forums.
To clarify, Im using the Oculus Devkit 2, not the OSVR HMD. I meant when I said OSVR, I meant the Oculus VR Service under services.msc
Yeah it is a pain in the ass, cause there is no solid combination for extended mode/headtracking with opentrack or direct mode with vorpx, cause no 3D depth at all.
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- Jurican
In Fallout 4 it Works, but I can't use mouse or keyboard in entry menu. Even with the shaders turned off.
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- BlueSkyKnight
- Topic Author
Jurican wrote: HMD shaders dont work for alien isolation, it shows either pitch Black image or white/grey when playing with sliders. Tried out the legacy - same thing.
In Fallout 4 it Works, but I can't use mouse or keyboard in entry menu. Even with the shaders turned off.
Tested AI Works. Are you modding the game?
For Fallout 4 you may want to use Reshade 3.0.5 or 3.0.4
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- basshead
Like if you put hairworks(witcher 3) on then my fps drops to 45 and it stutters and it will not end.
E: If you choose 30fps Witcher 3 in-game settings then it stutters too and it will not end, but with 60fps it's all good if your fps doesn't drop lower than 60.
I disabled vsync and it's all good even when fps is higher than 60 (you only get screen tearing but 3D works well)
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- BlueSkyKnight
- Topic Author
basshead wrote: It is now much better, but now it's only stutters when fps drop lower than 60fps(vsync on). Before your last fix it stuttered even when you got solid 60fps.
Like if you put hairworks(witcher 3) on then my fps drops to 45 and it stutters and it will not end.
E: If you choose 30fps Witcher 3 in-game settings then it stutters too and it will not end, but with 60fps it's all good if your fps doesn't drop lower than 60.
I disabled vsync and it's all good even when fps is higher than 60 (you only get screen tearing but 3D works well)
interesting.
Please try other forms of driver level Vsyncs.
After that please try no Vsync and Borderless window mode to see if it works.
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- basshead
E: with borderless window it's stutters even if vsync is off and over 60fps(full screen it's all ok), but seems like it's OK if solid 60fps.
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- Jurican
For Fallout 4, the problem is apparently in FreePIE, so i disabled the gamepad and now it Works, with 3.0.6. without any problems whatsoever.
Thank you, my bad
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- Migcar69
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- BlueSkyKnight
- Topic Author
Migcar69 wrote: Hi BlueSkyKnight, thank you for your really great work, i use your shader with the psvr and i like his lens distortion function , I would like to use it in game that are already in sbs, like some UDK RealD 3D or other games than dont have Depth-map so i must use Tridef. Is possible someway to disable the stereoscopic sbs and using only the barrel distorsion?
Just have one barrel distortion?
You are using 3D to else right?
But, that would mean you have to split the image to Side By Side your self. I can make a Barrel Distortion stand alone shader.
Is this what you want?

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- Migcar69

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