3D Depth Map Based Stereoscopic Shader

  • Devil Master
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8 years 11 months ago - 8 years 11 months ago #521 by Devil Master Replied by Devil Master on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote: Maybe ask the Devs to allow more common settings.

I will.

BlueSkyKnight wrote: Unreal Gold with v227 patch.
Use the DX9 render
install Rehsade 3.0 to System folder select DX9.
In Unreal Set your res and the go to advance settings.
Turn Off AA and go back in to the game.
Start a game.
Shift F2
Set up my shader in reshade.
Depth map is 8

Wow, it works! And it's even BETTER than the iz3D drivers, because your shader displays the sky at the correct depth!
On an unrelated topic, I see some screenshots here that only show the depth map. How can I grab that kind of screenshot myself?
Last edit: 8 years 11 months ago by Devil Master.

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  • x8009
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8 years 11 months ago #522 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader

Devil Master wrote:

BlueSkyKnight wrote: Maybe ask the Devs to allow more common settings.

I will.

BlueSkyKnight wrote: Unreal Gold with v227 patch.
Use the DX9 render
install Rehsade 3.0 to System folder select DX9.
In Unreal Set your res and the go to advance settings.
Turn Off AA and go back in to the game.
Start a game.
Shift F2
Set up my shader in reshade.
Depth map is 8

Wow, it works! And it's even BETTER than the iz3D drivers, because your shader displays the sky at the correct depth!
On an unrelated topic, I see some screenshots here that only show the depth map. How can I grab that kind of screenshot myself?


You enable Depth_Map_View to ON and you take Screenshot with PrintScreen Button . it's in the settings in Reshade 3.0 Tab

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  • Aelius Maximus
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8 years 11 months ago #523 by Aelius Maximus Replied by Aelius Maximus on topic 3D Depth Map Based Stereoscopic Shader

Devil Master wrote:

BlueSkyKnight wrote: Maybe ask the Devs to allow more common settings.

I will.

BlueSkyKnight wrote: Unreal Gold with v227 patch.
Use the DX9 render
install Rehsade 3.0 to System folder select DX9.
In Unreal Set your res and the go to advance settings.
Turn Off AA and go back in to the game.
Start a game.
Shift F2
Set up my shader in reshade.
Depth map is 8

Wow, it works! And it's even BETTER than the iz3D drivers, because your shader displays the sky at the correct depth!



This is because it utilizes ReShade depth buffer for the 3D effect

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  • Aelius Maximus
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8 years 11 months ago - 8 years 11 months ago #524 by Aelius Maximus Replied by Aelius Maximus on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

Aelius Maximus wrote: The progress this shader has made is fantastic. I'm still running 1.8.0, what's the difference in performance since that release and 1.9.0?


1.9.0 will come in 3 variants.

small changes to the code. from 1.8.0 to 1.9.0. on the normal one that and convergence slider. This also means I removed HMD and Anaglypth modes.

But, with the one for HMD and Anaglyph are more specialized.

I did this because, Each one requires different settings different kind of attention.

with so many Anaglyph modes out there. This one really needs one shader all to it's own.

The HMD one mainly for VR. This will have a lot of striped features and will focus on speed. So blur of depth map will be removed.


Okay, i think i will opt for the HMD one. As i need as much performance as possible. Which was the last shader version to be backported to Reshade 2.0? As i believe you're are doing that for every release now i think?
Last edit: 8 years 11 months ago by Aelius Maximus.

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  • BlueSkyKnight
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8 years 11 months ago #525 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Aelius Maximus wrote:

BlueSkyKnight wrote:

Aelius Maximus wrote: The progress this shader has made is fantastic. I'm still running 1.8.0, what's the difference in performance since that release and 1.9.0?


1.9.0 will come in 3 variants.

small changes to the code. from 1.8.0 to 1.9.0. on the normal one that and convergence slider. This also means I removed HMD and Anaglypth modes.

But, with the one for HMD and Anaglyph are more specialized.

I did this because, Each one requires different settings different kind of attention.

with so many Anaglyph modes out there. This one really needs one shader all to it's own.

The HMD one mainly for VR. This will have a lot of striped features and will focus on speed. So blur of depth map will be removed.


Okay, i think i will opt for the HMD one. As i need as much performance as possible. Which was the last shader version to be backported to Reshade 2.0? As i believe you're are doing that for every release now i think?


1.8.9 was the last shader backported to 2.0. 1.9.0 Is still being worked on. This shader is taking longer because I am trying to Optimize it now.

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  • BlueSkyKnight
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8 years 11 months ago - 8 years 11 months ago #526 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

HelpMeSomebody wrote: Got it working with DOOM! An OpenGL game in 3D! Can't believe it. Thanks so much BlueSkyKnight!

Are there any other settings I should adjust for DOOM besides DM and Depth Map Enhancement?

What do the blur settings do, exactly? Can't find an explanation. Is it the blurred edges around your weapon?


Not sure. But, may want to use radial blur.

If you want to know what Blur Really does.

Blur is really the Name I give to the process of Disocclusion masking. To deal with Occlusion problems. I guess I should Rename this to it's proper name. Because when I say blur It's starting to confuse people.

Now that the cat out of the bag.

Disocclusion Code Optimizations added to 1.9.0 This update should make 1.9.0 faster then 1.8.0. **should**

Disocclusion Code will be adjusted against 1.8.9 so keep in mind this is a time taking process based on different games.

So I need to match the quality to 1.8.9 will take me some time.
Last edit: 8 years 11 months ago by BlueSkyKnight.

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  • BlueSkyKnight
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8 years 11 months ago - 8 years 11 months ago #527 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

x8009 wrote: I'll see if I can send you some of the Alternate in email. some of them are almost identical almost all, some are blacker , some are whiter, but this is the most correct if I don't need the more far to be whiter and more black to the near.

What's the different between the HMD one to the 1.9.0 ? Quality ? if the performance is better what could affect it ?


1.9.0 I am working on Disocclusion masking Code that's why It changes a lot.

The HMD one does not have Disocclusion masking.

You may not want to use 1.9.0 until I match the settings. This will take me a day or two.
Last edit: 8 years 11 months ago by BlueSkyKnight.

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  • Aelius Maximus
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8 years 11 months ago #528 by Aelius Maximus Replied by Aelius Maximus on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

Aelius Maximus wrote:

BlueSkyKnight wrote:

Aelius Maximus wrote: The progress this shader has made is fantastic. I'm still running 1.8.0, what's the difference in performance since that release and 1.9.0?


1.9.0 will come in 3 variants.

small changes to the code. from 1.8.0 to 1.9.0. on the normal one that and convergence slider. This also means I removed HMD and Anaglypth modes.

But, with the one for HMD and Anaglyph are more specialized.

I did this because, Each one requires different settings different kind of attention.

with so many Anaglyph modes out there. This one really needs one shader all to it's own.

The HMD one mainly for VR. This will have a lot of striped features and will focus on speed. So blur of depth map will be removed.


Okay, i think i will opt for the HMD one. As i need as much performance as possible. Which was the last shader version to be backported to Reshade 2.0? As i believe you're are doing that for every release now i think?


1.8.9 was the last shader backported to 2.0. 1.9.0 Is still being worked on. This shader is taking longer because I am trying to Optimize it now.


Okay, thanks, where exactly are the ReShade 2.0 versions being uploaded to?

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  • BlueSkyKnight
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8 years 11 months ago - 8 years 11 months ago #529 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Aelius Maximus wrote:

BlueSkyKnight wrote:

Aelius Maximus wrote:

BlueSkyKnight wrote:

Aelius Maximus wrote: The progress this shader has made is fantastic. I'm still running 1.8.0, what's the difference in performance since that release and 1.9.0?


1.9.0 will come in 3 variants.

small changes to the code. from 1.8.0 to 1.9.0. on the normal one that and convergence slider. This also means I removed HMD and Anaglypth modes.

But, with the one for HMD and Anaglyph are more specialized.

I did this because, Each one requires different settings different kind of attention.

with so many Anaglyph modes out there. This one really needs one shader all to it's own.

The HMD one mainly for VR. This will have a lot of striped features and will focus on speed. So blur of depth map will be removed.


Okay, i think i will opt for the HMD one. As i need as much performance as possible. Which was the last shader version to be backported to Reshade 2.0? As i believe you're are doing that for every release now i think?


1.8.9 was the last shader backported to 2.0. 1.9.0 Is still being worked on. This shader is taking longer because I am trying to Optimize it now.


Okay, thanks, where exactly are the ReShade 2.0 versions being uploaded to?


1.9.0 not ready to be ported back to ReShade 2.0.
Last edit: 8 years 11 months ago by BlueSkyKnight.

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  • HelpMeSomebody
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8 years 11 months ago #530 by HelpMeSomebody Replied by HelpMeSomebody on topic 3D Depth Map Based Stereoscopic Shader
Is there a way to increase the sense of depth between your weapon and the ground, say? I've been tweaking DOOM and everything looks great but whenever I look down there seems to be no separation between my weapon and the ground ...

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  • BlueSkyKnight
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8 years 11 months ago #531 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

HelpMeSomebody wrote: Is there a way to increase the sense of depth between your weapon and the ground, say? I've been tweaking DOOM and everything looks great but whenever I look down there seems to be no separation between my weapon and the ground ...


Yes. But, you need change the depth map or make your own.
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  • HelpMeSomebody
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8 years 11 months ago - 8 years 11 months ago #532 by HelpMeSomebody Replied by HelpMeSomebody on topic 3D Depth Map Based Stereoscopic Shader
Okay, I'll try it! Thanks as always for all your outstanding work.

EDIT: I forgot to ask: is there a way to enlarge the image when using Polynomial Barrel Distortion? It looks great but leaves too large of a border around the image on my VR HMD.
Last edit: 8 years 11 months ago by HelpMeSomebody.

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  • BlueSkyKnight
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8 years 11 months ago - 8 years 11 months ago #533 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

HelpMeSomebody wrote: Okay, I'll try it! Thanks as always for all your outstanding work.

EDIT: I forgot to ask: is there a way to enlarge the image when using Polynomial Barrel Distortion? It looks great but leaves too large of a border around the image on my VR HMD.


yes

Horizontal & Vertical now works in side by side and in Polynomial Barrel Distortion. Since this was asked for before.

Also if you have any request please tell me now.
Last edit: 8 years 11 months ago by BlueSkyKnight.
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  • HelpMeSomebody
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8 years 11 months ago #534 by HelpMeSomebody Replied by HelpMeSomebody on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

HelpMeSomebody wrote: Okay, I'll try it! Thanks as always for all your outstanding work.

EDIT: I forgot to ask: is there a way to enlarge the image when using Polynomial Barrel Distortion? It looks great but leaves too large of a border around the image on my VR HMD.


yes

Horizontal & Vertical now works in side by side and in Polynomial Barrel Distortion. Since this was asked for before.

Also if you have any request please tell me now.


Thanks! The only thing I can think of is aspect ratio correction. Some games won't run correctly in an 8:9 ratio, so you have to run them at 1080p, which messes up the aspect ratio. Fortran made a ReShade that allows 1080p to look correct in SBS 3D. Here is the thread:

www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=21174

And this is a direct link to his ReShade version

dl.dropboxusercontent.com/u/916762/3D%20...%20FOR%20RESHADE.zip

If you could add aspect ratio correction to your project, that would be awesome. Or if you could tell us how to use both ReShades together, that would work too.

If you don't want to do this, I totally understand and will again thank you for offering us this great program for free!

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  • BlueSkyKnight
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8 years 11 months ago #535 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

HelpMeSomebody wrote:

BlueSkyKnight wrote:

HelpMeSomebody wrote: Okay, I'll try it! Thanks as always for all your outstanding work.

EDIT: I forgot to ask: is there a way to enlarge the image when using Polynomial Barrel Distortion? It looks great but leaves too large of a border around the image on my VR HMD.


yes

Horizontal & Vertical now works in side by side and in Polynomial Barrel Distortion. Since this was asked for before.

Also if you have any request please tell me now.


Thanks! The only thing I can think of is aspect ratio correction. Some games won't run correctly in an 8:9 ratio, so you have to run them at 1080p, which messes up the aspect ratio. Fortran made a ReShade that allows 1080p to look correct in SBS 3D. Here is the thread:

www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=21174

And this is a direct link to his ReShade version

dl.dropboxusercontent.com/u/916762/3D%20...%20FOR%20RESHADE.zip

If you could add aspect ratio correction to your project, that would be awesome. Or if you could tell us how to use both ReShades together, that would work too.

If you don't want to do this, I totally understand and will again thank you for offering us this great program for free!


I can mimic what that aspect ratio correction does. But, Polynomial Barrel Distortion is superior vs chromatic abbreviation + barrel distortion. Polynomial Barrel Distortion cam be adjusted against lens you have. Polynomial Barrel Distortion just not easy too use if you don't know what your doing.
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  • HelpMeSomebody
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8 years 11 months ago - 8 years 11 months ago #536 by HelpMeSomebody Replied by HelpMeSomebody on topic 3D Depth Map Based Stereoscopic Shader
Smaller numbers with PBD seem to make it larger while larger numbers shrink it, as far as I can tell? Tried experimenting with it but I think for the lenses in my HMD it might be better to leave it off.

Depth slider increases depth the higher the value, but at the cost of blurriness around the edges of objects? Is there any way to mitigate for this besides reducing depth? Does the blur slider help with this? Type of blur?

It's a lot of fun, working with your ReShade. I spend much more time tweaking it than I do actually playing games now. Fallout 4 looks better than ever now with your latest version. And graphical effects that are lost or corrupted with Tridef seem untouched by your shader ...
Last edit: 8 years 11 months ago by HelpMeSomebody.

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  • nieda113
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8 years 11 months ago #537 by nieda113 Replied by nieda113 on topic 3D Depth Map Based Stereoscopic Shader
i have a question about reshade versions discussed here. Why bother trying reshade 2.0 when there is the latest version 3.0? What version should i use now?

THX

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  • Proxish
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8 years 11 months ago #538 by Proxish Replied by Proxish on topic 3D Depth Map Based Stereoscopic Shader
I just wanted to add to what HelpMeSomebody said, and say that when it comes to the 1.9 HMD version, the only things that it should need is more adjustable eye separation and the ability to bring the eyes closer together too, as mine is inverting my eyes at anything lower than -110 to -150.
A predetermined setting for the aspect ratio's I suggested in a previous post would be great too so people don't need to adjust numbers and can instead select an aspect ratio correction and then set their resolution in-game to match the aspect ratio correction.
You could then add in the ability for people to tweak curvature to suit their HMD and once the community agrees on a setting that works for their HMD, you can implement that as the stock , HDK2, Vive & Oculus settings for curvature

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  • BlueSkyKnight
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8 years 11 months ago #539 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

HelpMeSomebody wrote: Smaller numbers with PBD seem to make it larger while larger numbers shrink it, as far as I can tell? Tried experimenting with it but I think for the lenses in my HMD it might be better to leave it off.

Depth slider increases depth the higher the value, but at the cost of blurriness around the edges of objects? Is there any way to mitigate for this besides reducing depth? Does the blur slider help with this? Type of blur?

It's a lot of fun, working with your ReShade. I spend much more time tweaking it than I do actually playing games now. Fallout 4 looks better than ever now with your latest version. And graphical effects that are lost or corrupted with Tridef seem untouched by your shader ...


The Blur helped with the harsh warping in the image aka halo effect.

Try Finishing some games some times.....

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  • BlueSkyKnight
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8 years 11 months ago - 8 years 11 months ago #540 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Proxish wrote: I just wanted to add to what HelpMeSomebody said, and say that when it comes to the 1.9 HMD version, the only things that it should need is more adjustable eye separation and the ability to bring the eyes closer together too, as mine is inverting my eyes at anything lower than -110 to -150.
A predetermined setting for the aspect ratio's I suggested in a previous post would be great too so people don't need to adjust numbers and can instead select an aspect ratio correction and then set their resolution in-game to match the aspect ratio correction.
You could then add in the ability for people to tweak curvature to suit their HMD and once the community agrees on a setting that works for their HMD, you can implement that as the stock , HDK2, Vive & Oculus settings for curvature


You do know I don't have the head sets....... It's hard for me check my work.

This will take time as I,m guessing at most the the problems I face.

Give me time.

or the hardware since it's hard to develop on hardware you don't have.

Why did you think I ordered the anaglyph glasses. it was so that I was able to work on that faster.

That only took me a day once i got the hardware.
Last edit: 8 years 11 months ago by BlueSkyKnight.

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