3D Depth Map Based Stereoscopic Shader
- LargeStyle
Out of curiosity I've just tried Beyond (Steam Demo) and found that you have to enable (tick) the box with the most draw calls / vertices in the add-on tab of reshade to get 3D. You can confirm it's the right box by going through them while in Depth Map view mode in SuperDepth. However while the girls gameplay seems relatively fine, when playing as the spirit the depth map is restricted to 16:9 aspect ratio box within the 2:35:1 (cinematic) aspect ratio the game has, so you miss some processing at the extreme left and right of the image. I don't know if that can be improved, but you can get 3D in that game, albeit not always as good / complete as other games.
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- scarface91
I've been messing around with it a bit, and I wonder if there's a way to have it set to Side by Side but without the squashing? I'd be okay with just keeping the middle part of the screen and cutting off the sides just to get rid of the squash.
Thanks!
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- scarface91
If I change line 2313 and 2314 in SuperDepth3D.fx from
[branch] if (Stereoscopic_Mode == 0)
{
TCL = float2(texcoord.x*2,texcoord.y);
TCR = float2(texcoord.x*2-1,texcoord.y);
}
[branch] if (Stereoscopic_Mode == 0)
{
TCL = float2(texcoord.x+0.25,texcoord.y);
TCR = float2(texcoord.x-0.25,texcoord.y);
}
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- BlueSkyKnight
- Topic Author
Also a small Guide for Prodeus.
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- costiq
The remaining people able to see the beauty behind the blessing of having two eyes are forever thankful to you. Please continue to exist. 😀
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- mr_spongeworthy
Yes, definitely SuperDepth 3D: It happens whenever I have the "Copy depth buffer before clearing operations" turned on. If I allow the artifacts to appear the game does not crash. If I prevent the artifacts from appearing Cyberpunk 1.6 will crash when Reshade/Superdepth tries to correct for the artifacts. Easy place to check this is V's apartment mirror, which causes artifacts whenever it is approached. With the fixes to prevent artifacts turned on it will crash for me every time.
It's a combo: SuperDepth3D + DLSS + v1.6 + Specific Depth Map settings in Reshade (those required to fix artifacts) = crash
Or maybe that's not the case. I'm now getting crashes even with DLSS off. Is there a reshade cache folder somewhere I can delete? SuperDepth VR still *seems* to be working, but SuperDepth3D has gone from working perfectly to crashing the game on load. I've restored Cyberpunk from a known good backup and uninstalled and reinstalled Reshade and SuperDepth3D, but no luck at all. It just went totally bonkers on me for no reason I can find. There's got to be some corrupt cache files somewhere (I've already blown away Nvidia's shader cache - also no luck.)
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- mr_spongeworthy
Easiest solution seem to be downgrading to Reshade 4.9.1, which still functions fine.
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- crosire
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- mr_spongeworthy
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- 3d4dd
I just wanted to share my experiences with the Uncharted: Legacy of Thieves Collection as it didn't work "out of the box" with SuperDepth3D and I had to figure out some settings to make it work. Just in case someone wants to play this game in 3D, too Sorry if my hints are common knowledge - I'm quite new to SuperDepth3D and didn't read all the postings so far...
Using ReShade 5.5.1 and just enabling SuperDepth3D.fx caused the game to crash. When I enabled DisplayDepth.fx the depth map looked distorted. So I switched to the Add-ons tab and searched under Generic Depth for the lines with the same resolution as the rendering resolution in the game options (in my case 1280x720). There are several entries: one with several hundreds of draw calls. Don't select this line as it causes the game to crash with SuperDepth3D.fx. Instead choose one of the lines with only a few draw calls and check if the displayed depth map is correct (in DisplayDepth.fx use the option to show only the depth map). When You enable SuperDepth3D.fx the game runs fine now. Unfortunately I always had to select the suitable entry in Generic Depth manually after starting the game before enabling SuperDepth3D. I also have to quickly pause the game and disable SuperDepth3D before reloading a checkpoint (when the character failed, etc.) otherwise the game crashes. It's also necessary to disable SuperDepth3D before exiting the game to prevent a crash when starting the game the next time.
Is there a way to tell reshade to automatically choose the correct entry in Generic Depth? There were always different entries with different CRCs (?) when I started the game even in the same location. So I always have to find the correct entry manually. Using "Copy depth buffer" didn't seem to have an effect.
Another issue in the game with SuperDepth3D was the fact that the depth map didn't match correctly with the image shown on screen. DisplayDepth.fx made this quite obvious. The solution was to disable Barrel distortion and using the Screen zoom fix. To do this You have to edit the corresponding exe file as described here: www.reddit.com/r/FuckTAA/comments/ycka0s...ll_taa_dof_ca_fixes/
Now the depth map fits perfectly.
Before editing the exe file I tried to correct the depth map issue by editing the global preprocessor definitions as offered by DisplayDepth.fx. I added RESHADE_DEPTH_INPUT_X_PIXELOFFSET=-10 in DisplayDepth.fx. Unfortunately it had no effect on the depth map used in SuperDepth3D.fx. I tested RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=1 with the same result. The preprocessor definitions only have an effect on the displayed depth map in DisplayDepth.fx but not on SuperDepth3D.fx. Is this correct?
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- 3d4dd
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- 3d4dd
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- mr_spongeworthy
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- Feld
Out of desperation, I decided to give Inficolor a try. Initial impressions were not good, but after acclimating to the drawbacks and limitations I’m seriously impressed. first thing to understand is this technology was designed to retain good color information at the expense of depth. Color and brightness issues can be mitigated in ReShade and effects like bloom and DoF can enhance perceived dimensionality. One glaring drawback is retinal rivalry, where you get opposing color information from each eye, creating a bright flickering like effect.
While researching anaglyph I came across this paper
www.researchgate.net/publication/3908713...aglyph_stereo_images
with a equation to reduce retinal rivalry and wonder if you’d consider incorporating it into SuperDepth. The main advantage to anaglyph is price and compatibly. If works with any screen and any budget.
This is probably outside the scope of this shader, but I really with there was a generic way to mod games for head tracking. I think head tracking plus Pulfrich glasses could potentially yield impressive simulated 3D while retaining excellent color and none of the artifacting associated with anaglyph.
Thanks for this amazing shader!
Edit: This newer paper claims their method is superior. Forgive the link shortener, it was got cut off in my IPad.
tinyurl.com/2p84kjyw
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- mr_spongeworthy
This does indeed seem to be specific to SuperDepth3D and SuperDepthVR at this time; or at least and shaders that rely on depth map detection (maybe). As soon as the depth map is detected the game flatlines. Works fine with other Reshade shaders. Sure hope this is something you can fix!After several months of Reshade / Superdepth working with Cyberpunk it looks like the latest versions of both are not working properly together at this point. Like certain prior combos I now get a crash as soon as I get past the initial intro screen when Reshade is installed (5.6.0 reshade + 1.61 Cyberpunk).
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- BlueSkyKnight
- Topic Author
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- mr_spongeworthy
In some configurations it is very close to working, but I was unable to achieve 100% usability as there are occasional flickers and glitches. I found that the single best solution is limiting the FPS in-game to 50% of your display's refresh. Since DLSS Frame Gen disables vsync without manually capping the fps in some way you will immediately exceed your display's refresh (in my case I've been testing on an old 60hz Playstation 3D display with shutter glasses in above/below mode). With those settings, I can get Cyberpunk into a state where it appears to be generating every other frame reliably, and peaking at 60fps including generated frames. However, there are occasional glitches. I've tested to be sure I'm exceeding 30fps by reasonable amounts in all scenes with Frame Gen off. 4090 @2560x1440 DLAA & RT Path Tracing enabled I'm hitting 35-45 fps (but stuttering of course due to sub-refresh rate rendering). With Frame Gen on at 30 rendered frames + 30 generated frames things are a bit softer but the experience is generally smooth. If you guys can figure out how to resolve the remaining glitches, which look to be out-of-sync stereo frames (that's a guess), you'll have a solution that will allow stereoscopic rendering of modern titles at extremely high quality settings.
EDIT: It's possible the glitches might be occurring when SuperDepth is detecting something onscreen and attempting to auto-adjust certain depth settings. I've noticed that initiating a phone-call will reliably cause it to happen. Or possibly the GPU overhead for Frame Gen is much higher than I would have anticipated and the slight increase in GPU usage caused by the phone overlay is at the root of the problem. I'll have to try it in Witcher 3 Next Gen and Hogwarts Legacy also, as knowing Cyberpunk this could easily be "a cyberpunk thing."
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- mr_spongeworthy
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- mr_spongeworthy
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