3D Depth Map Based Stereoscopic Shader
- BlueSkyKnight
- Topic Author
Migcar69 wrote: lol sorry for my bad english
, yes i mean a shader that generate only the barrel distortion, there other shader that do this with sweetfx/reshade but i like how work your in the HMD shader , so if is not too effort can you do it?
Try 3DtoElse
github.com/BlueSkyDefender/Depth3D/tree/...aders/3D%20To%20Else
This shader not easy to use since it has a lot of options.
I guess I can make a small youtube guide for it. But, I also need to clean this shader up a bit too.
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- Migcar69
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- FriskyNoodle
BlueSkyKnight wrote:
Migcar69 wrote: Hi BlueSkyKnight, thank you for your really great work, i use your shader with the psvr and i like his lens distortion function , I would like to use it in game that are already in sbs, like some UDK RealD 3D or other games than dont have Depth-map so i must use Tridef. Is possible someway to disable the stereoscopic sbs and using only the barrel distorsion?
Just have one barrel distortion?
You are using 3D to else right?
But, that would mean you have to split the image to Side By Side your self. I can make a Barrel Distortion stand alone shader.
Is this what you want?
Sorry I am trying to understand what you want.
Yeah, something like that would be good to eliminate chromatic aberration around the edges of the screen. the further away the depth shader gets from the center, the more CA is prominent. Way to eliminate that?
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- BlueSkyKnight
- Topic Author
FriskyNoodle wrote:
BlueSkyKnight wrote:
Migcar69 wrote: Hi BlueSkyKnight, thank you for your really great work, i use your shader with the psvr and i like his lens distortion function , I would like to use it in game that are already in sbs, like some UDK RealD 3D or other games than dont have Depth-map so i must use Tridef. Is possible someway to disable the stereoscopic sbs and using only the barrel distorsion?
Just have one barrel distortion?
You are using 3D to else right?
But, that would mean you have to split the image to Side By Side your self. I can make a Barrel Distortion stand alone shader.
Is this what you want?
Sorry I am trying to understand what you want.
Yeah, something like that would be good to eliminate chromatic aberration around the edges of the screen. the further away the depth shader gets from the center, the more CA is prominent. Way to eliminate that?
Use Polynomial Colors to adjust the polynomial distortion Red, Green, Blue.
You would need to adjust this for your lens on your HMD.
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- Tarros
im impressed for result
using opentrack in mouse mode moonlight and my s5 in a plastic google card board (VR2 BOX)
cheap VR experience in RE 7 and Alien isolation


Thank u very much
One question
what i must expect from changing depth map setting in game not tested yet
in don' t know what search when changing value in reshade option alternate depht mode
want to testing setting for rfactor 2 game but i don't understand differnece between DM 0 or DM 37
perhaps 3d depth effect?
sorry for my poor english
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- FriskyNoodle
BlueSkyKnight wrote:
FriskyNoodle wrote:
BlueSkyKnight wrote:
Migcar69 wrote: Hi BlueSkyKnight, thank you for your really great work, i use your shader with the psvr and i like his lens distortion function , I would like to use it in game that are already in sbs, like some UDK RealD 3D or other games than dont have Depth-map so i must use Tridef. Is possible someway to disable the stereoscopic sbs and using only the barrel distorsion?
Just have one barrel distortion?
You are using 3D to else right?
But, that would mean you have to split the image to Side By Side your self. I can make a Barrel Distortion stand alone shader.
Is this what you want?
Sorry I am trying to understand what you want.
Yeah, something like that would be good to eliminate chromatic aberration around the edges of the screen. the further away the depth shader gets from the center, the more CA is prominent. Way to eliminate that?
Use Polynomial Colors to adjust the polynomial distortion Red, Green, Blue.
You would need to adjust this for your lens on your HMD.
Thank you. It worked, that was all I needed. Now I just need to figure out head tracking for DK2 in extended mode for RE7s weird camera movement. So close!
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- Jurican
Question: Why do objects in AI have a transparent "halo" around them?
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- BlueSkyKnight
- Topic Author
Tarros wrote: GREAT GREAT WORK
im impressed for result
using opentrack in mouse mode moonlight and my s5 in a plastic google card board (VR2 BOX)
cheap VR experience in RE 7 and Alien isolation![]()
Thank u very much
One question
what i must expect from changing depth map setting in game not tested yet
in don' t know what search when changing value in reshade option alternate depht mode
want to testing setting for rfactor 2 game but i don't understand differnece between DM 0 or DM 37
perhaps 3d depth effect?
sorry for my poor english
The Depth Maps are there for specific games.
Here is a list of Settings.
github.com/BlueSkyDefender/Depth3D/blob/...er/Game_Settings.txt
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- BlueSkyKnight
- Topic Author
Jurican wrote: Was testing resident evil 7. Unfortunately, no 3d geometry, therefore no depth, but a great experience nevertheless.
Question: Why do objects in AI have a transparent "halo" around them?
You are doing some thing wrong if you have no depth in RE7. That what the shader is made for.
This has settings for this game.
github.com/BlueSkyDefender/Depth3D/blob/...er/Game_Settings.txt
The Halo effect is byproduct of the process used for this kind of 3D effect.
You can Try depth Map 12 for re7 if you are playing in SDR
I was checking the game in SDR and not HDR looks like the Depth Map changes in HDR mode. Humm when I get back I need to do some testing.
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- BlueSkyKnight
- Topic Author
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- BlueSkyKnight
- Topic Author
Here are two pictures of what I am talking about.
Zoomed out
And Zoomed in
For this change I had to limit the Depth Slider to 30 again. I think it's worth it.
Also for RE7 try depth map 12 and depth map 21. The 3D in doors looks a lot better.
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- zig11727
Thanks,
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- BlueSkyKnight
- Topic Author
zig11727 wrote: Any suggestion for the settings of Doom 2016 SuperDepth 1.9.5
Thanks,
I am going to have to go back to a lot of game and find out what depth map combination will work better. It has improved on the games I tested. I tested in BL2, RE7, and Dreamfall chapters.
As for Doom 2016 Im sure the DM that is listed now and a secondary will be found out soon. I will be checking Doom 2016, Witcher 3 and Fallout 4 later. This new shader will have to use a new setting config.
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- FriskyNoodle
BlueSkyKnight wrote: Ok Now Lets talk about The New Shader 1.9.5 and what to expect. Some time ago I had this idea for this shader and was even used before. It allows for different depth maps for each eye. This was used before to give a better sense of pop at the close range and the Mid rage.
Here are two pictures of what I am talking about.
Zoomed out
And Zoomed in
For this change I had to limit the Depth Slider to 30 again. I think it's worth it.
Also for RE7 try depth map 12 and depth map 21. The 3D in doors looks a lot better.
So I just noticed I have depth on SuperDepth3D.fx but not SuperDepth3D_HMD.fx
Are they just different? How can I get depth values like Superdepth3d.fx to HMD shader?
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- BlueSkyKnight
- Topic Author
FriskyNoodle wrote:
BlueSkyKnight wrote: Ok Now Lets talk about The New Shader 1.9.5 and what to expect. Some time ago I had this idea for this shader and was even used before. It allows for different depth maps for each eye. This was used before to give a better sense of pop at the close range and the Mid rage.
Here are two pictures of what I am talking about.
Zoomed out
And Zoomed in
For this change I had to limit the Depth Slider to 30 again. I think it's worth it.
Also for RE7 try depth map 12 and depth map 21. The 3D in doors looks a lot better.
So I just noticed I have depth on SuperDepth3D.fx but not SuperDepth3D_HMD.fx
Are they just different? How can I get depth values like Superdepth3d.fx to HMD shader?
Are you removing the SuperDepth3D.fx when you use the HMD one? If this is not the case please tell me game where the problem comes up so I can check.
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- FriskyNoodle
BlueSkyKnight wrote:
FriskyNoodle wrote:
BlueSkyKnight wrote: Ok Now Lets talk about The New Shader 1.9.5 and what to expect. Some time ago I had this idea for this shader and was even used before. It allows for different depth maps for each eye. This was used before to give a better sense of pop at the close range and the Mid rage.
Here are two pictures of what I am talking about.
Zoomed out
And Zoomed in
For this change I had to limit the Depth Slider to 30 again. I think it's worth it.
Also for RE7 try depth map 12 and depth map 21. The 3D in doors looks a lot better.
So I just noticed I have depth on SuperDepth3D.fx but not SuperDepth3D_HMD.fx
Are they just different? How can I get depth values like Superdepth3d.fx to HMD shader?
Are you removing the SuperDepth3D.fx when you use the HMD one? If this is not the case please tell me game where the problem comes up so I can check.
I am playing Resident Evil 7 definitely do not have both toggled at the same time. I just recently decided to compare between the two see If I am actually getting any depth on HMD.fx and I would toggle depth buffer and it would be black even on depth map 12 and 21 or 35, then i turn off HMD.fx, turn on Superdepth3D.fx and get depth buffer access and it definitely looks better depth wise lol except i cant adjust polynomial distortion on superdepth3D.fx
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- BlueSkyKnight
- Topic Author
FriskyNoodle wrote:
BlueSkyKnight wrote:
FriskyNoodle wrote:
BlueSkyKnight wrote: Ok Now Lets talk about The New Shader 1.9.5 and what to expect. Some time ago I had this idea for this shader and was even used before. It allows for different depth maps for each eye. This was used before to give a better sense of pop at the close range and the Mid rage.
Here are two pictures of what I am talking about.
Zoomed out
And Zoomed in
For this change I had to limit the Depth Slider to 30 again. I think it's worth it.
Also for RE7 try depth map 12 and depth map 21. The 3D in doors looks a lot better.
So I just noticed I have depth on SuperDepth3D.fx but not SuperDepth3D_HMD.fx
Are they just different? How can I get depth values like Superdepth3d.fx to HMD shader?
Are you removing the SuperDepth3D.fx when you use the HMD one? If this is not the case please tell me game where the problem comes up so I can check.
I am playing Resident Evil 7 definitely do not have both toggled at the same time. I just recently decided to compare between the two see If I am actually getting any depth on HMD.fx and I would toggle depth buffer and it would be black even on depth map 12 and 21 or 35, then i turn off HMD.fx, turn on Superdepth3D.fx and get depth buffer access and it definitely looks better depth wise lol except i cant adjust polynomial distortion on superdepth3D.fx
You can't have both in the same folder. So I will have to ask you to remove one and test it again.
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- BlueSkyKnight
- Topic Author
All tested with Depth value of 25
Doom 2016 DM 7 and DM 30
Fallout4 DM 10 and DM 6
Resident Evil 7 DM 12 and 21
Witcher 3 DM 20 and DM5
Wow what a difference it makes. I will be working on a New Config soon.
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- basshead
E: I want to add that I don't have any problems when I use Frame-Packing with Nvidia 3DTV.
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- BlueSkyKnight
- Topic Author
basshead wrote: So I had chance to try frame sequential movie with windows media player and I had same stuttering with it(full screen or not and vsync off/on). So I don't know what to say more. Maybe it's my computer fault I get that stuttering.
Ya with out buffering I don't think it will be possible. But, I need to still do testing my self I am just waiting for sync device to come in from ebay.
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