3D Depth Map Based Stereoscopic Shader

More
2 months 1 week ago #1461 by Sokol_Paxa
Replied by Sokol_Paxa on topic 3D Depth Map Based Stereoscopic Shader
Thank you very much, everything worked out!

Indeed, I enabled what you wrote and was able to configure the display of the buffer, although it was not very easy)

I regulated The Talos Principle.
I also know that this problem exists in Halo: Combat Evolved Anniversary.

Please Log in or Create an account to join the conversation.

More
1 month 1 week ago #1462 by kleem
Replied by kleem on topic 3D Depth Map Based Stereoscopic Shader
I'm trying to get this to work with Red Dead Redemption 2 using vulkan as the graphics api. I can get the 3d effect working for what looks like a letterbox portion of the screen, but I'm left with a band on the top and bottom where the 3d effect isn't applied. I also get video corruption in game when looking towards the ground. I've played around with all the settings I could think of, and can't get rid of the bands. When I turn on the display map view it only shows the letterboxed region I mentioned an black bands on top an bottom.

Looking elsewhere, it seems that this game is supported. Is it perhaps problems with using vulkan api? I haven't tried directx yet, as I seem to get better performance using vulkan when playing the game normally.

Please Log in or Create an account to join the conversation.

More
1 month 1 week ago - 1 month 1 week ago #1463 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
This game was tested in DX12 mode. I didn't test it in Vulkan. Due to issues.

I have to check this game when I have time seems like something is not working like it should.
Last edit: 1 month 1 week ago by BlueSkyKnight.

Please Log in or Create an account to join the conversation.

More
1 month 1 week ago #1464 by kleem
Replied by kleem on topic 3D Depth Map Based Stereoscopic Shader
Thanks for the reply. I went ahead and tried with DX12 but had the same problem.

I went over to nexus mods and found a reshade/Depth 3D mod for RDR2. I replaced the shaders that were installed with reshade 4.7 with the ones from the mod. SuperDepth3D is working well now using the Vulkan api. The SuperDepth3D version from the mod is v2.0.8 while the one I had originally installed is 2.3.3.

It looks like there's been a change that breaks functionality in RDR2, at least for me.

Please Log in or Create an account to join the conversation.

More
1 month 6 days ago #1465 by kleem
Replied by kleem on topic 3D Depth Map Based Stereoscopic Shader
Just to narrow things down, git commit 3d1a71d6b107515a0887dfc03f8d846d26e78a9b is working for me in RDR2, and commit 5cf481acfe226564699c8a41b180bcb7d2687e3e is where I encounter the problem again.

Please Log in or Create an account to join the conversation.

More
1 month 6 days ago #1466 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Updated the shader. Seems like there was a bug where the auto letter boxing was not disabling itself when color information is given. This seems to be fix.

github.com/BlueSkyDefender/Depth3D/commi...df3123be13c80bd75603

Please Update the Shader and reset your shader setting to default since I did update the profile for this game.

Tell me if it works.

Please Log in or Create an account to join the conversation.

More
1 month 6 days ago - 1 month 6 days ago #1467 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
posting issues
Last edit: 1 month 6 days ago by BlueSkyKnight.

Please Log in or Create an account to join the conversation.

More
1 month 5 days ago #1468 by kleem
Replied by kleem on topic 3D Depth Map Based Stereoscopic Shader
Yes, that fixes the letterbox problem. Thanks!

The 3D is looking pretty good, but I do notice some distortion/blurring, mostly around the character and also around the weapon when I switch to 1st person. Are the profiles meant as a starting point or should it be pretty much there once applied? Also when the messages come up at the start like "disable ca/mb/dof/grain", does this mean I should be doing something or is this something the shader is doing? I'm still a newbie with all of this.

Please Log in or Create an account to join the conversation.

More
1 month 5 days ago - 1 month 5 days ago #1469 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
To be honest I didn't know there was a first person mode. I will need to check this out.

As for the warning. It meant for to tell you what to do since I can't control the settings of the games so you will have to do this.

The warning will sometimes tell you if you need to mod the game to get it working correctly. I did this so that people can know if they need to do this.

So it's there to help you. :) You can press F11 to display it on the screen if you didn't catch it at the start.

There is also a Read Help text. If this shows up then there is more information in the Game Help text file to guide you on how to mod the game.
Last edit: 1 month 5 days ago by BlueSkyKnight.

Please Log in or Create an account to join the conversation.

More
1 month 5 days ago - 1 month 5 days ago #1470 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

kleem wrote: Yes, that fixes the letterbox problem. Thanks!

The 3D is looking pretty good, but I do notice some distortion/blurring, mostly around the character and also around the weapon when I switch to 1st person. Are the profiles meant as a starting point or should it be pretty much there once applied? Also when the messages come up at the start like "disable ca/mb/dof/grain", does this mean I should be doing something or is this something the shader is doing? I'm still a newbie with all of this.


So I redid the profile again.

Kleem, I hope this profile improves on the distortion on most weapons. Ya I didn't take in to account the first person view because I didn't think the game had one. I didn't play the game long enough to notice this. There are still some issues with some things you hold in your hands. But, mostly I think most weapons should be fine.

But, as the profiles from Overwatch.fxh header file should be set so you are mostly good to go. Just some times I don't know something about a game. So I make a mistake. This is why your feedback is good here. Thank you.

Again download the update and reset your setting try out the new profile.
github.com/BlueSkyDefender/Depth3D/commi...20d3538b328693ac6cee
Last edit: 1 month 5 days ago by BlueSkyKnight.

Please Log in or Create an account to join the conversation.

More
1 month 3 days ago #1471 by kleem
Replied by kleem on topic 3D Depth Map Based Stereoscopic Shader
I appreciate the update. I'm still noticing some distortion around character, and 1st person weapon. Mostly when in front of foliage and sometimes rock terrain, but is fine against sky and open spaces. When moving 1st person weapon from open space to in front of a tree, you'll see it's width narrow and a distorted border appear.

I'll try playing around with the games graphics settings to see if it that changes anything. I have things cranked fairly high and am still using the vulkan api. But really I'm impressed with your shader and I'm enjoying the 3D play immensely. I just wanted to provide some feedback on your update.

Please Log in or Create an account to join the conversation.

More
1 month 2 days ago #1472 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Please post your setting your using. Also keep in mind this profile was made for DX12 in mind. Since I have issues in Vulkan.

Please Log in or Create an account to join the conversation.

More
1 month 2 days ago #1473 by kleem
Replied by kleem on topic 3D Depth Map Based Stereoscopic Shader
Here they are.

ReShade.ini
[GENERAL]
ClockFormat=0
CurrentPresetPath=D:\Steam\steamapps\common\Red Dead Redemption 2\MyRDR2.ini
EffectSearchPaths=D:\Steam\steamapps\common\Red Dead Redemption 2\reshade-shaders\Shaders,D:\Steam\steamapps\common\Red Dead Redemption 2\reshade-shaders\Shaders\Depth3D
FPSPosition=1
NewVariableUI=0
NoDebugInfo=0
NoFontScaling=1
NoReloadOnInit=0
PerformanceMode=1
PreprocessorDefinitions=RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=1000.0,RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=0,RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=0,RESHADE_DEPTH_INPUT_REVERSED=1
PresetTransitionDelay=1000
SaveWindowState=0
ScreenshotFormat=1
ScreenshotIncludePreset=0
ScreenshotPath=D:\Steam\steamapps\common\Red Dead Redemption 2
ScreenshotSaveBefore=0
ScreenshotSaveUI=0
ShowClock=0
ShowFPS=0
ShowFrameTime=0
ShowScreenshotMessage=1
TextureSearchPaths=D:\Steam\steamapps\common\Red Dead Redemption 2\reshade-shaders\Textures
TutorialProgress=4

[INPUT]
ForceShortcutModifiers=1
InputProcessing=2
KeyEffects=0,0,0,0
KeyMenu=46,0,0,0
KeyNextPreset=0,0,0,0
KeyPreviousPreset=0,0,0,0
KeyReload=0,0,0,0
KeyScreenshot=44,0,0,0

[STYLE]
Alpha=1.000000
ChildRounding=0.000000
ColFPSText=1.000000,1.000000,0.784314,1.000000
EditorFont=
EditorFontSize=13
EditorStyleIndex=0
Font=
FontSize=13
FPSScale=1.000000
FrameRounding=0.000000
GrabRounding=0.000000
PopupRounding=0.000000
ScrollbarRounding=0.000000
StyleIndex=2
TabRounding=4.000000
WindowRounding=0.000000

[VULKAN_BUFFER_DETECTION]
UseAspectRatioHeuristics=1

MyRDR2.ini
PreprocessorDefinitions=
Techniques=SuperDepth3D
TechniqueSorting=BackupBuffer,SplitScreen,RDR2,SuperDepth3D,SuperDepth3D_VR

[RDR2.fx]
DarkLevel=0.000000
FarDOF=1.000000
LightIntensity=20
Saturation=0.000000

[SuperDepth3D.fx]
Auto_Balance_Clamp=1.000000
Auto_Balance_Ex=2
Auto_Depth_Adjust=0.100000
Cursor_Lock=0
Cursor_SC=1,0
Cursor_Type=0
Custom_Sidebars=1
Depth_Detection=0
Depth_Edge_Mask=0.000000
Depth_Map=1
Depth_Map_Adjust=35.500000
Depth_Map_Flip=0
Depth_Map_View=0
Divergence=25.000000
Eye_Fade_Reduction_n_Power=0,0,0
Eye_Swap=0
FPSDFIO=0
Interlace_Anaglyph=0.500000,1.000000
Offset=0.000000
Performance_Mode=0
Perspective=0
Scaling_Support=0
Stereoscopic_Mode=0
View_Mode=0
Weapon_Adjust=0.000000,0.000000,0.000000
Weapon_ZPD_Boundary=0.000000
WP=0
WZPD=0.030000
WZPD_and_WND=0.030000,0.000000
ZPD=0.050000
ZPD_Boundary=1
ZPD_Boundary_n_Fade=0.500000,0.375000
ZPD_Separation=0.050000,0.118750

[SuperDepth3D_VR.fx]
Adjust_Vignette=0.000000
Auto_Balance_Ex=4
Auto_Depth_Adjust=0.100000
Barrel_Distortion=0
Blinders=0.000000
Cursor_Lock=0
Cursor_SC=1,0
Cursor_Type=0
Depth_Detection=1
Depth_Edge_Mask=0.000000
Depth_Map=1
Depth_Map_Adjust=50.000000
Depth_Map_Flip=0
Depth_Map_View=0
Divergence=25.000000
Eye_Fade_Reduction_n_Power=0,0,0
FoV=0.000000
FPSDFIO=0
IPD=0
Offset=0.000000
Performance_Mode=0
Polynomial_Colors_K1=0.220000,0.220000,0.220000
Polynomial_Colors_K2=0.240000,0.240000,0.240000
Saturation=0.000000
Sharpen_Power=0.000000
Theater_Mode=0
View_Mode=0
Weapon_Adjust=0.000000,0.000000,0.000000
Weapon_ZPD_Boundary=0.000000
WP=0
WZPD_and_WND=0.030000,0.000000
ZPD=0.050000
ZPD_Boundary=1
ZPD_Boundary_n_Fade=0.500000,0.375000

system.xml
<?xml version="1.0" encoding="UTF-8"?>

<rage__fwuiSystemSettingsCollection>
  <version value="37" />
  <configSource>kSettingsConfig_Auto</configSource>
  <graphics>
    <tessellation>kSettingLevel_Ultra</tessellation>
    <shadowQuality>kSettingLevel_High</shadowQuality>
    <farShadowQuality>kSettingLevel_High</farShadowQuality>
    <reflectionQuality>kSettingLevel_Medium</reflectionQuality>
    <mirrorQuality>kSettingLevel_Ultra</mirrorQuality>
    <ssao>kSettingLevel_High</ssao>
    <textureQuality>kSettingLevel_Ultra</textureQuality>
    <particleQuality>kSettingLevel_Ultra</particleQuality>
    <waterQuality>kSettingLevel_Custom</waterQuality>
    <volumetricsQuality>kSettingLevel_Custom</volumetricsQuality>
    <lightingQuality>kSettingLevel_Medium</lightingQuality>
    <ambientLightingQuality>kSettingLevel_High</ambientLightingQuality>
    <anisotropicFiltering value="4" />
    <taa>kSettingLevel_Low</taa>
    <fxaaEnabled value="true" />
    <msaa value="0" />
    <graphicsQualityPreset value="0.200000" />
    <hdr value="false" />
    <hdrIntensity value="100" />
    <hdrPeakBrightness value="1000" />
    <hdrFilmicMode value="true" />
    <gamma value="15" />
    <hdrSettingsMigrated value="true" />
  </graphics>
  <advancedGraphics>
    <API>kSettingAPI_Vulkan</API>
    <locked value="false" />
    <asyncComputeEnabled value="false" />
    <transferQueuesEnabled value="true" />
    <shadowSoftShadows>kSettingLevel_High</shadowSoftShadows>
    <motionBlur value="false" />
    <motionBlurLimit value="16.000000" />
    <particleLightingQuality>kSettingLevel_Medium</particleLightingQuality>
    <waterReflectionSSR value="true" />
    <waterRefractionQuality>kSettingLevel_Medium</waterRefractionQuality>
    <waterReflectionQuality>kSettingLevel_High</waterReflectionQuality>
    <waterSimulationQuality value="2" />
    <waterLightingQuality>kSettingLevel_High</waterLightingQuality>
    <furDisplayQuality>kSettingLevel_High</furDisplayQuality>
    <maxTexUpgradesPerFrame value="5" />
    <shadowGrassShadows>kSettingLevel_Medium</shadowGrassShadows>
    <shadowParticleShadows value="true" />
    <shadowLongShadows value="true" />
    <directionalShadowsAlpha value="false" />
    <worldHeightShadowQuality value="0.660000" />
    <directionalScreenSpaceShadowQuality value="0.660000" />
    <ambientMaskVolumesHighPrecision value="false" />
    <scatteringVolumeQuality>kSettingLevel_Low</scatteringVolumeQuality>
    <volumetricsRaymarchQuality>kSettingLevel_Medium</volumetricsRaymarchQuality>
    <volumetricsLightingQuality>kSettingLevel_High</volumetricsLightingQuality>
    <volumetricsRaymarchResolutionUnclamped value="true" />
    <terrainShadowQuality>kSettingLevel_High</terrainShadowQuality>
    <damageModelsDisabled value="false" />
    <decalQuality>kSettingLevel_Ultra</decalQuality>
    <ssaoFullScreenEnabled value="false" />
    <ssaoType value="0" />
    <ssdoSampleCount value="4" />
    <ssdoUseDualRadii value="false" />
    <ssdoResolution>kSettingLevel_Low</ssdoResolution>
    <ssdoTAABlendEnabled value="true" />
    <ssroSampleCount value="2" />
    <snowGlints value="true" />
    <POMQuality>kSettingLevel_High</POMQuality>
    <probeRelightEveryFrame value="false" />
    <scalingMode>kSettingScale_Mode1o1</scalingMode>
    <reflectionMSAA value="1" />
    <lodScale value="0.900000" />
    <grassLod value="1.500000" />
    <pedLodBias value="0.000000" />
    <vehicleLodBias value="0.000000" />
    <sharpenIntensity value="1.000000" />
    <treeQuality>kSettingLevel_High</treeQuality>
    <deepsurfaceQuality>kSettingLevel_Medium</deepsurfaceQuality>
    <treeTessellationEnabled value="false" />
  </advancedGraphics>
  <video>
    <adapterIndex value="0" />
    <outputIndex value="0" />
    <resolutionIndex value="14" />
    <screenWidth value="1920" />
    <screenHeight value="1080" />
    <refreshRateIndex value="2" />
    <refreshRateNumerator value="60" />
    <refreshRateDenominator value="1" />
    <windowed value="0" />
    <vSync value="0" />
    <tripleBuffered value="false" />
    <pauseOnFocusLoss value="false" />
    <constrainMousePointer value="false" />
  </video>
  <videoCardDescription>NVIDIA GeForce GTX 1060 6GB</videoCardDescription>
</rage__fwuiSystemSettingsCollection>

Please Log in or Create an account to join the conversation.

More
2 weeks 3 days ago #1474 by WOWvxWim
Replied by WOWvxWim on topic 3D Depth Map Based Stereoscopic Shader
Dear BlueSkyKnight,

This is an old thread, probably this is why the links are broken (3 years 7 months ago #720). However our office ditched an old philips 42-3d6w02/00 with WOWvx support and I took it home :-) . It seems that you sorted out the DirectX support for this monitor using the reshade software. It would be great if I can get this monitor to work for some casual gaming!

I tried your Depth_tool.fx but it just shows the side-by-side 2d+depth map on the monitor, i figure it might be missing the header encoding bits?

Would you still have your old shader, mentioned above available?

"The WOWvx shader is in the Depth3D/Shaders/Alternative Shaders/Other Shaders/Wowvx/ Folder.

Get it from my Git hub here. github.com/BlueSkyDefender/Depth3D"

Another question you might be able to answer: "Are there any specific requirements on the PC video card for the output?"

If its not too much effort, i'd appreciate your help.

Please Log in or Create an account to join the conversation.

More
1 week 5 days ago #1475 by WOWvxWim
Replied by WOWvxWim on topic 3D Depth Map Based Stereoscopic Shader
I found it :-), I guess I didn't fully understand the browsing options in github

Depth3D/Shaders/Alternative Shaders/Other Shaders/Normal Shaders/Other 3D Shaders/SuperDepth3D_Wowvx_FS.fx

Can't wait to get it working!

Please Log in or Create an account to join the conversation.

More
1 week 4 days ago - 1 week 4 days ago #1476 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
I will update and re-upload it later when I can.
Last edit: 1 week 4 days ago by BlueSkyKnight.

Please Log in or Create an account to join the conversation.

More
1 week 3 days ago #1477 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
github.com/BlueSkyDefender/Depth3D/commi...c332ed1adedd9efe2031

WOWvxWim It's been updated and added. Tell me if the signage code works. Please enjoy.

Please Log in or Create an account to join the conversation.

More
1 week 1 day ago #1478 by WOWvxWim
Replied by WOWvxWim on topic 3D Depth Map Based Stereoscopic Shader
Hi BlueSkyKnight,

I tried it, for OpenGL it works like a charm. I can see the blue pixel header if not in full screen or in the wrong game resolution.
For DirectX9 or 10/11/12 the pixel header doesn't seem to form. I also tried your old version, there it will show a black line of pixels but no blues. You should be able to reproduce this, since without 3D monitor you will see blue pixels in the upper left corner if it writes to the screen correctly (as with OpenGL). But still a very nice piece of code you wrote!

Something I noticed as well is that the games must be run at 1920x1080 resolution for the effect to work. But as soon as 3D is activated on the monitor the visible resolution drops to (I think) 960x540 because of how the monitor visualizes the 3D effect (also described in the Philips white paper). If i'm correct the actual input the monitor needs is a 1920x1080 frame with on the left the color image with only the odd pixel rows being drawn and the same for the depth image on the right.

It would save a huge amount of graphics power if the game could be rendered at 960x540 and this frame can be stretched to a 1920x1080 window. I managed to stretch the frame by modifying the following code, but then the window doesn't stretch with it. And I only see a quarter of the game screen,

texcoord.x = (id == 2) ? 2.0 : 0.0;
texcoord.y = (id == 1) ? 2.0 : 0.0;
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);

Would something like that be possible? My feeling tells me that this might not be possible since the window size is set by the game run, and not reshade.

Please Log in or Create an account to join the conversation.

More
1 week 20 hours ago - 1 week 20 hours ago #1479 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

WOWvxWim wrote: Hi BlueSkyKnight,

I tried it, for OpenGL it works like a charm. I can see the blue pixel header if not in full screen or in the wrong game resolution.
For DirectX9 or 10/11/12 the pixel header doesn't seem to form. I also tried your old version, there it will show a black line of pixels but no blues. You should be able to reproduce this, since without 3D monitor you will see blue pixels in the upper left corner if it writes to the screen correctly (as with OpenGL). But still a very nice piece of code you wrote!


I will have to check what's going on here with the other APIs. I think I know what's going on I will have to add a switch to correct this problem.

WOWvxWim wrote: Something I noticed as well is that the games must be run at 1920x1080 resolution for the effect to work. But as soon as 3D is activated on the monitor the visible resolution drops to (I think) 960x540 because of how the monitor visualizes the 3D effect (also described in the Philips white paper). If i'm correct the actual input the monitor needs is a 1920x1080 frame with on the left the color image with only the odd pixel rows being drawn and the same for the depth image on the right.


Right now the Shader is running at spec. This is because I am following 2D + Depth format. This was also a part of the HDMI 1.4 because of WoWvx.

WOWvxWim wrote: It would save a huge amount of graphics power if the game could be rendered at 960x540 and this frame can be stretched to a 1920x1080 window. I managed to stretch the frame by modifying the following code, but then the window doesn't stretch with it. And I only see a quarter of the game screen,

texcoord.x = (id == 2) ? 2.0 : 0.0;
texcoord.y = (id == 1) ? 2.0 : 0.0;
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);

Would something like that be possible? My feeling tells me that this might not be possible since the window size is set by the game run, and not reshade.


It can be done but you need to modify ReShade and the shader. But, since this modification can't happen without a change in ReShade's code. I suggest you run this shader 1:1. On the bright side 1080p not too hard to run today.
Last edit: 1 week 20 hours ago by BlueSkyKnight.

Please Log in or Create an account to join the conversation.

More
1 week 19 hours ago #1480 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
github.com/BlueSkyDefender/Depth3D/commi...f00413daf660529ff62d

Here is the update WOWvxWim.

It should let you position the Content Code upper left and lower left. Will also default to Upper Left now. This was done because I could not remember where it should and also because sometimes the position.y gets flipped. So I rewrote that part of the code.

Please Log in or Create an account to join the conversation.