3D Depth Map Based Stereoscopic Shader
- wfmxx
Companion App:
Consistent 3 frame temporal blur, a bit stutter, but less dependent on game settings.
Steam Theater:
Fairly consistent 2 frame blur, a lot of stutter unless you set low resolution and Vsync off. Once for a brief moment, there was "perfection" with no temporal blur (i.e. 1 frame no-blur) and no stutter - this happened after switching between desktop and the game. It held until I exited a room (in the game) and I could never achieve it again (trying to do the same thing).
WMR Desktop view:
2 frame temporal blur, but frames seem less separated in time (compared to Steam and companion app). Probably least stutter of all three.
Any I'm gonna call that a day, I'm really happy just playing on my 3DTV for now ... so let's hope it doesn't break. Cheers all.
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- Fokus
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- BlueSkyKnight
- Topic Author
So WMR has been an issue. I am switching over to XR in the next update. So this issue still getting worked on.wfmxx wrote: Although not terribly important for me right now I didn't want to this leave hanging, so I tried a bunch of stuff even setting custom frequencies in the 29-30 Hz range. Tried another simple game with a few more controls (Hollow Knight), VSync On/Off, Frame Cap On/Off, Different resolutions and frame rates.
Companion App:
Consistent 3 frame temporal blur, a bit stutter, but less dependent on game settings.
Steam Theater:
Fairly consistent 2 frame blur, a lot of stutter unless you set low resolution and Vsync off. Once for a brief moment, there was "perfection" with no temporal blur (i.e. 1 frame no-blur) and no stutter - this happened after switching between desktop and the game. It held until I exited a room (in the game) and I could never achieve it again (trying to do the same thing).
WMR Desktop view:
2 frame temporal blur, but frames seem less separated in time (compared to Steam and companion app). Probably least stutter of all three.
Any I'm gonna call that a day, I'm really happy just playing on my 3DTV for now ... so let's hope it doesn't break. Cheers all.
I will post when the next version is ready.
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- BlueSkyKnight
- Topic Author
If you are using the new shaders use superdepth3D.fx for 3D monitors and SuperDepth3D_VR+.fx for A HMD. With the companion app.Should I keep using SuperDepth3D_Reprojection_Two.fx for normal 3D and not HMD ? or should I use SuperDepth3D_Reprojection.fx ? because it seems if I remember the Reporjection.fx looked better in Rivals and with the Two it's hard to have the same effect, or I imagining that ? what are the actual differences between the two in performance or quality or settings. because would a game example Rivals will look better with Reprojection.fx without changing much settings or it will look Reprojection_Two better with changing the settings there ? there are so many settings I don't even know where to begin... and you update it which is a good thing, but it's complicated things cause I don't know what to choose from or how to set it .. So hard
also I am working on 1.9.5 that should........... solve some issues on wmr headsets. The new method has come a long way. Try them out.
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- DasaMan
I am trying the anaglyph mode for this shader. Is there any way to twrak the red blue color? They still ghost heavily on my glasses
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- DasaMan
Any suggestions?
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- Atomvolk
Just a quick question.. Is it possible to keep the image in stereoscopy mode when opening settings with HOME key? For superderpth3D_VR+, it now change to a double overlaying images when going into settings. It is really hard to fine tune settings without seeing it in 3D. Maybe a 0 1 switching somewhere in the code?
Thx a in advance! I love your shaders!
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- Torzi
Wow! Can't wait to try it! You've been busy!BlueSkyKnight wrote: I am switching over to XR in the next update.
I also didn't realize what was going on with the Super3D_Mode until I came back from playing with SD3D_VR+ in HelixVision... This is fantastic work that really needs to be explained and promoted! I remember seeing the funky colors switching 3D modes in Companion App, and at first thought it was for something my setup didn't support. It didn't click until Bo3b mentioned you were doing something with the color comression channels to pass more data. Genius! Cyberpunk is beautiful!
I would at least put a note below the Companion App download on what it does and how to enable it. I know it's as simple as set Super3D_Mode=1 and select Super3D mode in Comanion App, but I didn't really understand what you had done, and it's HUGE!
Also wanted to mention that KB5000842 is breaking WMR at the moment, and that the bug is also present in the Windows insider builds. Was wondering if @ wfmxx was using either of those, as I got similar results after updating. Rolling back that update immediately cleared things up for me.
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- BlueSkyKnight
- Topic Author
Since you are using the anaglyph 3D mode you can use another shader after it to control the color output. Ya sometimes monitor color accuracy and or the filter quality can effect this. But, maybe when I have time I will add color adjustment options for this mode.DasaMan wrote: I have tried several anaglyph glasses, most right eye blue filter fits the red/blue dubois mode, but none left eye filter works, all ghosting heavily.
Any suggestions?
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- BlueSkyKnight
- Topic Author
When I have time I will add a checkbox for this. Because that 3D mode is made for the Depth3D VR Companion App. So when you open the menu it does this CheckerBoard pattern, so it can pass the ReShade UI info. This is so that you can adjust it in VR. But, I didn't think about other applications. What application are you using to view the stereo image?Atomvolk wrote: Hi!
Just a quick question.. Is it possible to keep the image in stereoscopy mode when opening settings with HOME key? For superderpth3D_VR+, it now change to a double overlaying images when going into settings. It is really hard to fine tune settings without seeing it in 3D. Maybe a 0 1 switching somewhere in the code?
Thx a in advance! I love your shaders!
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- BlueSkyKnight
- Topic Author
Yes, It's hard to keep up with all the news. Didn't know about KB5000842.Torzi wrote:
Wow! Can't wait to try it! You've been busy!BlueSkyKnight wrote: I am switching over to XR in the next update.
I also didn't realize what was going on with the Super3D_Mode until I came back from playing with SD3D_VR+ in HelixVision... This is fantastic work that really needs to be explained and promoted! I remember seeing the funky colors switching 3D modes in Companion App, and at first thought it was for something my setup didn't support. It didn't click until Bo3b mentioned you were doing something with the color comression channels to pass more data. Genius! Cyberpunk is beautiful!
I would at least put a note below the Companion App download on what it does and how to enable it. I know it's as simple as set Super3D_Mode=1 and select Super3D mode in Comanion App, but I didn't really understand what you had done, and it's HUGE!
Also wanted to mention that KB5000842 is breaking WMR at the moment, and that the bug is also present in the Windows insider builds. Was wondering if @ wfmxx was using either of those, as I got similar results after updating. Rolling back that update immediately cleared things up for me.
As for Super3D the new format I made it work on the same concept on how our eyes perceive clarity.
By decreasing the resolution allocated to "color" as compared to "luminance". This is done because we are more sensitive to the Luma information.
So I was able to get a mark improvement in image quality.
4:2:0 per eye.... But, your brain should resolve it to 4:2:2. And since it's in the HMD It hard to tell the difference between this and a full color/res image 4:4:4. Your brain is powerful.
imgsli.com/Mzg2MDg
Yes I should communicate this better. Also, Smart Sharp Jr is now a part of the VR+ shader. Should make things looks super clear.
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- Atomvolk
When I have time I will add a checkbox for this. Because that 3D mode is made for the Depth3D VR Companion App. So when you open the menu it does this CheckerBoard pattern, so it can pass the ReShade UI info. This is so that you can adjust it in VR. But, I didn't think about other applications. What application are you using to view the stereo image?
Oh right! I'm using Virtual Desktop yes. I will retry the companion app, I guess it has evolved since last time I tried it, almost a year ago.
Thx!
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- BlueSkyKnight
- Topic Author
This Free VR App, is a basic way to view my stereoscopic shaders on your OpenXR supported HMD.
Installer Name: Depth3DXRCompanionApp_v1.9.6.exe
Installer Size: 66.1 MB
[Depth3D VR Companion App 1.9.6 Mega Download]
mega.nz/file/SAhGjRzK#mbiZD93A0kFlH4lQbg...0UbH2WO9RW1cH0X8Rjgs
Uninstaller: Yes
Supported OS: Windows 8.1, or 10.
Requirements: OpenXR | GPU supporting DX11+ | .NET Framework 4.0
Recommended System Specs are what is needed to run the game and then some.
Resolution & AR: 720p - 4K & 16:9 / 24:9
SHA1: 45D6F2DBBCA004D348C7FB2F29AFAE09263A09CB
Now the launcher and the Multi API support are the main new features.
More information here about the update.
Depth3D Companion App Update Information
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- BlueSkyKnight
- Topic Author
Just, took a long time to get this application working across all VR APIs properly.
But, as of right now Oculus Native is the way to play to really enjoy this form of 3D gaming.
Shader based Multisampling was added to help with the shimmering as a new Toggle.
So far so good. I have a good base to work off of now.
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- Torzi
I tested the WMR API for a bit, and apart from the problems you mentioned on the wiki page, this is running really well for me. The frame timing is pretty tight even with just the RTSS limiter. VSync at a custom resolution and refresh rate is solid! Also, for the first time since I bought this Odyssey+, I can play a game without a frame cap and let the GPU peg at 100%, but the VR app is still running solid! Still a little choppy (as exected), but what an excellent first step!
For WMR-XR, the only interface for resolution & reprojection settings I've seen is with OpenXR Developer Tools ( Link )( Doc ). This is what you have to use for MS Flight Sim and the store version of Minecraft. I think this is the only way to access the beta methods for reprojection that they developed for Flight Sim as well. Any way to tie this into the Companion App?
Regardless... What an excellent release! 3 platforms!!!
WMR users can also still use the SteamVR platform version, which does perform way better than the OpenVR version for me. The limit there is in the WMR for SteamVR driver, which is outdated and buggy. There have been rumblings from the devs on the WMR reddit about a revamp coming out soon, but I'll believe it when I see it. WMR development has been slow.
The trick I've found for using this with WMR on the Steam API is to either get the game running in true Fullscreen Exclusive mode (disabling all Fullscreen Optimizations, volume slider won't be visible), or in the case of DX12 where that isn't supported (like Cyberpunk), undoing all of the hacks you just did to ensure FSO is fully working in DX12 Fullscreen mode. If anyone else has tips, please share!
I've been having a blast with this and Cyberpunk 2077 though. Combining a custom resolution/frequency at half the refresh of the headset, running the game with in-game VSync on, and adding reprojection on top of that makes for a fantastic experience when it's running smoothly. All the enhancements you've been making to Depth3D are spectacular! Thank you for working so hard on this, and Thanks to Crosire for the foundation it's built upon!
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- Torzi
I pull the screen pretty close to my face, and set the curve to max so I can look around a bit. Running 1600x1200@44.997Hz. 1080p gave me whiplash looking at the mini-map while driving :D (funny but true!). Only problem is an inventory bug where you have to temporarily switch to 1080p to get the inventory pop-ups to work.
From Reshade.ini
[GENERAL]
PreprocessorDefinitions=RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=1500.0,RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=0,RESHADE_DEPTH_INPUT_IS_REVERSED=1,RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=0
PreprocessorDefinitions=Super3D_Mode=1
[SuperDepth3D_VR+.fx]
Adjust_Vignette=0.000000
Auto_Balance_Ex=0
Auto_Depth_Adjust=0.000000
Barrel_Distortion=0
Blinders=0.000000
Cursor_Lock=0
Cursor_SC=1,0
Cursor_Type=0
Depth_Detection=0
Depth_Edge_Mask=0.000000
Depth_Map=1
Depth_Map_Adjust=10.000000
Depth_Map_Flip=0
Depth_Map_View=0
Divergence=29.500000
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=0.080000
Sharpen_Power=1.200000
Theater_Mode=0
View_Mode=1
Weapon_Adjust=0.000000,0.000000,0.000000
Weapon_ZPD_Boundary=0.000000
WP=32
WZPD_and_WND=0.030000,0.000000,0.000000
ZPD_Boundary=0
ZPD_Boundary_n_Fade=0.500000,0.250000
ZPD_Separation=0.030000,0.060000
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- BlueSkyKnight
- Topic Author
So fixes coming soon!
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- Sh1nRa358
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- Sh1nRa358
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- BlueSkyKnight
- Topic Author
For syncing on normal 120hz screens. Not an easy thing to do.
But, as for why DLP FS will not work is because we don't have a way to sync the game properly. The reason why I am working with the method in the video is because If I lose sync it will re-sync every 4 frame.
So I have not been hiding, I have been working on this problem. Also, with the Lack of funding, Research and Development is slow.
Kingdom Hearts HD I will look into if it's on steam or gog.
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