SidebySide 3D Depth Map Based Stereoscopic Shader

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2 months 4 weeks ago #1561 by wfmxx
Replied by wfmxx on topic 3D Depth Map Based Stereoscopic Shader
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.

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2 months 3 weeks ago #1562 by Fokus
Replied by Fokus on topic 3D Depth Map Based Stereoscopic Shader
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

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2 months 2 weeks ago #1563 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

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.
 

So WMR has been an issue. I am switching over to XR in the next update. So this issue still getting worked on.

I will post when the next version is ready.

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2 months 2 weeks ago #1564 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

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

If you are using the new shaders use superdepth3D.fx for 3D monitors and SuperDepth3D_VR+.fx for A HMD. With the companion app. 

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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2 months 1 week ago #1565 by DasaMan
Replied by DasaMan on topic 3D Depth Map Based Stereoscopic Shader
Hi,

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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2 months 1 week ago #1566 by DasaMan
Replied by DasaMan on topic 3D Depth Map Based Stereoscopic Shader
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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2 months 1 week ago #1567 by Atomvolk
Replied by Atomvolk on topic 3D Depth Map Based Stereoscopic Shader
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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2 months 1 week ago #1568 by Torzi
Replied by Torzi on topic 3D Depth Map Based Stereoscopic Shader

I am switching over to XR in the next update.

Wow! Can't wait to try it! You've been busy!

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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2 months 1 week ago #1569 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

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?

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.

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2 months 1 week ago - 2 months 1 week ago #1570 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

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!

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?
Last edit: 2 months 1 week ago by BlueSkyKnight.

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2 months 1 week ago - 2 months 1 week ago #1571 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

I am switching over to XR in the next update.

Wow! Can't wait to try it! You've been busy!

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.

Yes, It's hard to keep up with all the news. Didn't know about KB5000842.

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

File Attachment:


Yes I should communicate this better. Also, Smart Sharp Jr is now a part of the VR+ shader. Should make things looks super clear.
Last edit: 2 months 1 week ago by BlueSkyKnight.
The following user(s) said Thank You: Torzi

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2 months 6 days ago - 2 months 6 days ago #1572 by Atomvolk
Replied by Atomvolk on topic 3D Depth Map Based Stereoscopic Shader

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!
Last edit: 2 months 6 days ago by Atomvolk.

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1 month 3 weeks ago - 1 month 3 weeks ago #1573 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader


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
Last edit: 1 month 3 weeks ago by BlueSkyKnight.
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1 month 3 weeks ago #1574 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
But, now I need to fix things in the shader for Virtual Desktop and overlay information displaying incorrectly when in Super3D mode.

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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1 month 3 weeks ago - 1 month 3 weeks ago #1575 by Torzi
Replied by Torzi on topic 3D Depth Map Based Stereoscopic Shader
Wow! Great job on this!

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!
 
Last edit: 1 month 3 weeks ago by Torzi.

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1 month 3 weeks ago #1576 by Torzi
Replied by Torzi on topic 3D Depth Map Based Stereoscopic Shader
P.S. Including my current settings for Cyberpunk. Any comments, or do you (or anybody) see any room for improvement there? The weapon view seems a little strange, but the both the barrel sights and scopes work well.

I pull the screen pretty close to my face, and set the curve to max so I can look around a bit. Running . 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.

Warning: Spoiler!

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1 month 3 weeks ago #1577 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Ya 1.9.7 will fix most issues I had with WMR. I got SuperSampling working in with WMR a workaround for re-centering on all APIs. It's slow. But, I have been trying to improve the software.

So fixes coming soon!

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3 weeks 5 days ago #1578 by Sh1nRa358
i just got a projector and some dlp glasses. can this shader allow 3D to work with this setup for frame sequential 3d without tridef or nvidia 3dtv play?

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2 weeks 1 day ago #1579 by Sh1nRa358
Nvrmind, it works. But how to you make frame sequential work? Autostereoscopy option doesn't show 3d with projector i think. Well I only tried one game. Kingdom Hearts HD for pc. I can't get the game to display depth. Any insight on how I can get depth in that game?

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1 week 2 days ago #1580 by BlueSkyKnight
Replied by BlueSkyKnight on topic SidebySide 3D Depth Map Based Stereoscopic Shader
Been working on that.


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. :D

Kingdom Hearts HD I will look into if it's on steam or gog.
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