3D Depth Map Based Stereoscopic Shader

  • angelmv86
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7 years 9 months ago - 7 years 9 months ago #1241 by angelmv86 Replied by angelmv86 on topic 3D Depth Map Based Stereoscopic Shader
Hey BlueSkyKnight,

I downloaded everything, and tried this with Star Wars Battlefront 2 (2017) so I don't have to use Tridef anymore,
It seems when I split the screen into side by side, there is no depth map, nor does it allow me to create a depth map because everything stays either black or white.

Can you help me with this? I really would like to play this game and Battlefield one in 3D, and I am sure if I get it working for Battlefront, it will work for Battlefield too!

Thanks for all your hard work! Glad to see that there is a community of gamers who enjoy playing in 3D too!
Last edit: 7 years 9 months ago by angelmv86.

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  • BlueSkyKnight
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7 years 9 months ago #1242 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

StuDentBR wrote: I will show pics of what i mean, so you can see.
This .ini file generated when we add the shader and save the configuration file, so when you open the game again you don't have make all the configuration again.
i don't copy well the suggested configuration you included on depth3D release from TXT file to the program , i just thought it would be easier for the user if there was included the .ini files as pre-made game profiles. :)




Here the file i mean itself (it is with radom configurations as i could not understand very well how to use the suggested setting on the shader): www.4shared.com/file/yegtNgJdca/3D_witcher_3.html

About Project64 i used this video plugin: mudlord's Rice Video Build 6.1.3 - DX9 , it did not crash but i also could not see much depth or pop out effect, with the settings i've tried...


Sound like a lot of work :P The setting text is just a starting point to get the shader working in your game. You would have to fine tune it to what you like. This is why I don't do direct profiles. since the shader also has other settings that need to be adjusted.

As for the Project 64 and the Rice video plugin, It seems to be crashing on that one as well. Also my Xbox One controller not working well with it.

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  • BlueSkyKnight
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7 years 9 months ago #1243 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

angelmv86 wrote: Hey BlueSkyKnight,

I downloaded everything, and tried this with Star Wars Battlefront 2 (2017) so I don't have to use Tridef anymore,
It seems when I split the screen into side by side, there is no depth map, nor does it allow me to create a depth map because everything stays either black or white.

Can you help me with this? I really would like to play this game and Battlefield one in 3D, and I am sure if I get it working for Battlefront, it will work for Battlefield too!

Thanks for all your hard work! Glad to see that there is a community of gamers who enjoy playing in 3D too!


For BF One you need to have the game be 1:1 so that ReShade can grab the depth buffer. I guess the same goes for Battlefront 2.

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  • StuDentBR
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7 years 9 months ago #1244 by StuDentBR Replied by StuDentBR on topic 3D Depth Map Based Stereoscopic Shader
Do You have a tutorial on How to transfer settings on from text to the shader ? Or explaining How to Fine tune the shader so we can get more depth, pop out or more comfortable effect ? Before i know your shader i used to have only two settings to mess with, that was convergence and separation only If i am not wrong. Where can i find the knowledge that I need ?

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  • spyknee
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7 years 8 months ago #1245 by spyknee Replied by spyknee on topic 3D Depth Map Based Stereoscopic Shader
hey folks,
I just spent some time trying to pound thru this thread to catch up. I still 1 year and 4mths ago lol.
I got rehade 3.01 installed, works
got superdepth installed.
the game Aces High 3 appears to work with super depth just fine.

So game.
flight sim, outdoors scenes, chunks of blue sky, no pun intended, he he, speedtree stlye trees.
Much is about seeing distant moving objects from an enclosed cockpit that is in your face.

so basically were outside, could someone hint at me a simple place to start with getting going. Basic default appears to work.
2 near eye displays, cloned with side by side, maybe reverse eye as well.

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  • BlueSkyKnight
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7 years 8 months ago #1246 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

spyknee wrote: hey folks,
I just spent some time trying to pound thru this thread to catch up. I still 1 year and 4mths ago lol.
I got rehade 3.01 installed, works
got superdepth installed.
the game Aces High 3 appears to work with super depth just fine.

So game.
flight sim, outdoors scenes, chunks of blue sky, no pun intended, he he, speedtree stlye trees.
Much is about seeing distant moving objects from an enclosed cockpit that is in your face.

so basically were outside, could someone hint at me a simple place to start with getting going. Basic default appears to work.
2 near eye displays, cloned with side by side, maybe reverse eye as well.


The game Aces High 3? I can check it again to see if it works.

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  • BlueSkyKnight
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7 years 8 months ago #1247 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Ok after testing Aces High 3 In DX9 mode and DX11.

The Problem is the Depth Buffer. Here is an Image of all you get in this game.


Without a proper Depth Buffer, You will not have a Good 3D image. Since the only things that show up are the clipboard and a few textboxes.

May I ask what Hardware are you trying to run this on? Since this game does have OpenVR support.

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  • spyknee
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7 years 8 months ago #1248 by spyknee Replied by spyknee on topic 3D Depth Map Based Stereoscopic Shader
My hardware Blue, the franken 806.
w10 Pro/64
Gigabyte GTX 1070 G1
Franken 806 is dual display, 806 ppi panels /HDMI 2.0 driver boards
see the FRANKEN 806 thread, theres a link to mtsb thread with pics of HMD build, if you want......
I saw where ticking 3d.fx blanked windows, did not understand conseqeunces. I do get SxS.

I do want to know about reshade and osvr, I am just not a software type trained. I tried to install OSVR, but I get an error and still learning....quazip.dll missing..

I have been jamming a lot of info in my brain, trying to filter it down to what I will need is tuff he he.

TBH, just getting SxS will help me deal with optics and panel positioning. After all part of stereo optics is hardware placement. In mean time I figure out OSVR with reshade. I am really out of my depth at this point but that's the point for moi. The 806 panels are sweet. Crisp, clear, I just need to see how they perform with software.

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  • BlueSkyKnight
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7 years 8 months ago - 7 years 8 months ago #1249 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

spyknee wrote: My hardware Blue, the franken 806.
w10 Pro/64
Gigabyte GTX 1070 G1
Franken 806 is dual display, 806 ppi panels /HDMI 2.0 driver boards
see the FRANKEN 806 thread, theres a link to mtsb thread with pics of HMD build, if you want......
I saw where ticking 3d.fx blanked windows, did not understand conseqeunces. I do get SxS.

I do want to know about reshade and osvr, I am just not a software type trained. I tried to install OSVR, but I get an error and still learning....quazip.dll missing..

I have been jamming a lot of info in my brain, trying to filter it down to what I will need is tuff he he.

TBH, just getting SxS will help me deal with optics and panel positioning. After all part of stereo optics is hardware placement. In mean time I figure out OSVR with reshade. I am really out of my depth at this point but that's the point for moi. The 806 panels are sweet. Crisp, clear, I just need to see how they perform with software.


Ok if you have an OSVR compatible HeadSet. You should be able to use OpenVR using steam. This should let you play this game as if you had a oculus or HTC Vive.

But, I think you need the Simulator Aces High 3 on steam.
The good news is that they have a steam version.
Then you need to set up OSVR on steam.
This was hard for me even with my OSVR headset. I don't know if it's easier now.
Once you have the Steam version working. An option to start it up with your HMD should pop up.
This will is the best way to do it.

ReShade and depth3D are not needed to get a 3D image in this game.

The only thing Depth 3D will do since most the 3D geometry is missing. It will only give you a Split screen. This image will no Stereo in the image.

So your Best Bet is OSVR and Steam. This form of 3D is better anyway if you get it working.

As for the quazip.dll I am not sure about that. OSVR should have it's installer and files it needs.
Since you have your custom HMD I think you need to make a custom HMDSetting.jason

At any rate it will not be easy.
Last edit: 7 years 8 months ago by BlueSkyKnight.

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  • bassh3ad
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7 years 8 months ago #1250 by bassh3ad Replied by bassh3ad on topic 3D Depth Map Based Stereoscopic Shader
Hi, BlueSkyKnight!
Can you please update SuperDepth3D_FrameSeq+BLSync.fx to the latest version? Seems like after the Windows 10 clean install I don't have problems with Frame Seq. and it works well, but the file is pretty old(11 months). I'll gladly test it more and give you my feedback.

(my last account username was basshead, but it won't let me log in anymore and I made a new account)

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  • BlueSkyKnight
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7 years 8 months ago #1251 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

bassh3ad wrote: Hi, BlueSkyKnight!
Can you please update SuperDepth3D_FrameSeq+BLSync.fx to the latest version? Seems like after the Windows 10 clean install I don't have problems with Frame Seq. and it works well, but the file is pretty old(11 months). I'll gladly test it more and give you my feedback.

(my last account username was basshead, but it won't let me log in anymore and I made a new account)


Let me look into it. You are Both welcomed to come to the Discord chat. Makes it easier to pass files for me.

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  • spyknee
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7 years 8 months ago - 7 years 8 months ago #1252 by spyknee Replied by spyknee on topic 3D Depth Map Based Stereoscopic Shader
OK

What is it that alternates the left eye/right eye. ie: left eye with image/right eye black. left eye black/ right eye image.

Strictly a DIY rig. So osvr means coding, more , more, more.............................once I figure out how to and what I need to use osvr, then I gotta find the right repositories. Been told dSight....................

Whats about crosire's rehade for osvr. Is this standalone or does it require the osvr environmemt?


I have no facebook, twitter, steam, insta whatever so....................................life has enough sand boxs, ain't going into a virtual one.
Last edit: 7 years 8 months ago by spyknee.

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  • StuDentBR
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7 years 8 months ago - 7 years 8 months ago #1253 by StuDentBR Replied by StuDentBR on topic 3D Depth Map Based Stereoscopic Shader
Do You have plans to make depth3d work with standard 3D ? Also known as geometry 3D ? Like Tridef and Vorpx does ?
Is It possible to do It ?
Last edit: 7 years 8 months ago by StuDentBR.

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  • spyknee
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7 years 8 months ago - 7 years 8 months ago #1254 by spyknee Replied by spyknee on topic 3D Depth Map Based Stereoscopic Shader
LeiFx_Tech (3DFX.fx)
Depth_Tool.fx
Are these just different versions of same shader? 3DFX.fx being latest.


SuperDepth 3D_v1.9.9.fx
polynomial_Barrel_distortion_v1.3.fx
I noticed a lot of commonality between these 2 shaders. Can I say that SuperDepth is for 3D displays w/shutter glasses and polynomial is for HMD, near eye, lensed devices?
For HMD purposes, would I ever use the 2 shaders in conjunction with each other?


SplitDepth3D.fx
Emphasize.fx
Chromatic aberration.fx
I would think I would use 1 of these shaders or more, for my HMD project. Again, is one of these shaders useful for lensed, near eye devices?



Since reshade is a must for me, I want to understand what I can use, so when I apply OSVR w/rehade, I understand something. The more I can narrow my focus the better.
Right now I need to understand what causes the stereo images to merge. Right now I see 2 distinct images, one for each eye. I am assuming this is because I am not getting the l/r eye black screen, flip/flop.
Last edit: 7 years 8 months ago by spyknee.

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  • BlueSkyKnight
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7 years 8 months ago - 7 years 8 months ago #1255 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

spyknee wrote: LeiFx_Tech (3DFX.fx)
Depth_Tool.fx
Are these just different versions of same shader? 3DFX.fx being latest.


SuperDepth 3D_v1.9.9.fx
polynomial_Barrel_distortion_v1.3.fx
I noticed a lot of commonality between these 2 shaders. Can I say that SuperDepth is for 3D displays w/shutter glasses and polynomial is for HMD, near eye, lensed devices?
For HMD purposes, would I ever use the 2 shaders in conjunction with each other?


SplitDepth3D.fx
Emphasize.fx
Chromatic aberration.fx
I would think I would use 1 of these shaders or more, for my HMD project. Again, is one of these shaders useful for lensed, near eye devices?



Since reshade is a must for me, I want to understand what I can use, so when I apply OSVR w/rehade, I understand something. The more I can narrow my focus the better.
Right now I need to understand what causes the stereo images to merge. Right now I see 2 distinct images, one for each eye. I am assuming this is because I am not getting the l/r eye black screen, flip/flop.


Depth3D is not giving your eyes Disparity information. It's only really splitting the image at an FPS cost you don't want.

But, more good news about Ace High 3. Did you know you can use Tridef 3D for the DX 9 version of the game? This plus Polynomial_Barrel_Distortion Shader will give you the proper split image you want. Chromatic aberration shader would be the wrong one to use if you are adjusting to correct this problem. Polynomial_Barrel_Distortion has built-in Correction for this problem.
Last edit: 7 years 8 months ago by BlueSkyKnight.

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  • BlueSkyKnight
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7 years 8 months ago - 7 years 8 months ago #1256 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

StuDentBR wrote: Do You gave plans to make depth3d work with standard 3D ? Also known as geometry 3D ? Like Tridef and Vorpx does ?
Is It possible to do It ?


Ha, I wish I had the skill to do this. I have some good ideas on that front too. But, Without any help with making something like a wrapper. That can do Geometry 3D. Since I also have an ideas to reduce performance cost.
Last edit: 7 years 8 months ago by BlueSkyKnight.
The following user(s) said Thank You: Aelius Maximus, thalixte

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  • StuDentBR
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7 years 8 months ago #1257 by StuDentBR Replied by StuDentBR on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

StuDentBR wrote: Do You gave plans to make depth3d work with standard 3D ? Also known as geometry 3D ? Like Tridef and Vorpx does ?
Is It possible to do It ?


Ha, I wish I had the skill to do this. I have some good ideas on that front too. But, Without any help with making something like a wrapper. That can do Geometry 3D. Since I also have an ideas to reduce performance cost.


Have heard of Vireio perception ? It works with geometry 3D and it is free and open source, maybe it can give you the help you need to improve depth3d and make it work with standard 3d....

github.com/cybereality/Perception

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  • spyknee
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7 years 8 months ago #1258 by spyknee Replied by spyknee on topic 3D Depth Map Based Stereoscopic Shader
Which version of tridef?

Tridef has married itself to the big players. 3D needs shutter glasses and VR is for rift and vive. All the 3D converters aligned themselves and cut off experimentation.

This is the beauty of reshade, but if 3D will not convert it do not matter.
Exactly what do you need to access buffer depth? I'll ask them. AH allows rehade to work with game already so maybe they would take pity....

prolly the rift interferes or vive. I installed steam and now game looks for vive. OSVR is tuff. Got all the stuff working but.....

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  • spyknee
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7 years 8 months ago #1259 by spyknee Replied by spyknee on topic 3D Depth Map Based Stereoscopic Shader
You were right. Tridef will work with AH3 dx11. Reshade will also work at same time which is key. I will prolly spend some time tweeking tho. I had to do an IPD adjustment with my eye pieces. I now get stereovision. The images merge albeit slightly blurred. I need some minute adjustments on display positioning, and then some software adjustment.

Polynomial barrel distortion
With tridef enabled, this does change the sxs format from 2 box like squares , to barrel distorted sxs images. However they are a different scale it appears. I did try the 2 hmd profiles provided. Does this plugin really work and help with tridef? My goal is to sit a cockpit which has a cross hair sight, then focus up around that.
Its hard to understand the digits. For instance IPD setting is from -200 to 200. What does this represent, % of overlap?

The TrackIMU, for headtracking has proven troublesome. Hard to explore in a lensed environment when your head turns do nada.

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  • thalixte
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7 years 8 months ago - 7 years 8 months ago #1260 by thalixte Replied by thalixte on topic 3D Depth Map Based Stereoscopic Shader
@BlueSkyKnight

Just post here to say to you a big thks :) Just tried yesterday your shader with ACO Origins, and a VR cardboard headset, and i must say, it is really breathtaking. Very little performance impact, and a great 3d impression (especially when flying with Senu). Just a little question: is there a setting to adjust to remove the sort of "ghost" effect that appears in the shape of Bayek ?

Another little question: what is depth cues for ?
Last edit: 7 years 8 months ago by thalixte.
The following user(s) said Thank You: Aelius Maximus

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