3D Depth Map Based Stereoscopic Shader

  • Morphed
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7 years 8 months ago #81 by Morphed Replied by Morphed on topic SidebySide 3D Depth Map Based Stereoscopic Shader
Your shader works great, thanks a lot for your hard work, but I have a small problem, everything is stretched vertically. Would it be possible to add an option to squash screen a little bit ?

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  • BlueSkyKnight
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7 years 8 months ago #82 by BlueSkyKnight Replied by BlueSkyKnight on topic SidebySide 3D Depth Map Based Stereoscopic Shader

Morphed wrote: Your shader works great, thanks a lot for your hard work, but I have a small problem, everything is stretched vertically. Would it be possible to add an option to squash screen a little bit ?


What Device? a TV/Monitor/HMD?

What combination of shader?

Also what game and depth map you are using.

^_^ Ya I can add it I just need a bit more information.

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  • BlueSkyKnight
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7 years 8 months ago - 7 years 8 months ago #83 by BlueSkyKnight Replied by BlueSkyKnight on topic SidebySide 3D Depth Map Based Stereoscopic Shader

mr_spongeworthy wrote: Thanks! I'll try it again as soon as you release your next set of updates. (Do you know how work is going migrating other 2.0 shaders to the 3.0 framework? Last time I downloaded there were only a handful of shaders available, and several I use all the time in FO4 were not available yet (ceejay's filmgrain, tonemap, and vibrance, which I use to give FO4 a faded grainy appearance.)


I'm sure the others may be migrating the shaders they had made.... I think......... O_o I don't want to migrate all the shaders my self. That takes too long. I only Migrated the Ceejay's Barrel Shader because that was necessary for HMD. :D Maybe you may want to poke the other programmers with a stick...... :D But, If a shader is necessary, I can port it over.
Last edit: 7 years 8 months ago by BlueSkyKnight.

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  • nieda113
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7 years 8 months ago #84 by nieda113 Replied by nieda113 on topic SidebySide 3D Depth Map Based Stereoscopic Shader
U are a cool guy!!!!!!!!

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  • Aelius Maximus
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7 years 8 months ago #85 by Aelius Maximus Replied by Aelius Maximus on topic SidebySide 3D Depth Map Based Stereoscopic Shader
Hi

Just curious, has anyone here tried Virtual Desktop on Steam? It is an application in which you can run and view your desktop through, like you would normally but in a VR space, i was wondering if launching a game in Virtual Desktop with the Oculus, whilst running this SBS shader with ReShade 3.0 would work?

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  • Morphed
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7 years 8 months ago #86 by Morphed Replied by Morphed on topic SidebySide 3D Depth Map Based Stereoscopic Shader
I'm using trinusVR to stream to my phone, currently trying to replay quake2 using quake2xp engine. I'm not using any shaders besides your Depth3D and barrel distortion. I don't think any other useful shaders for 3D are ported to reshade 3.0.

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  • BlueSkyKnight
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7 years 8 months ago - 7 years 8 months ago #87 by BlueSkyKnight Replied by BlueSkyKnight on topic SidebySide 3D Depth Map Based Stereoscopic Shader

Morphed wrote: I'm using trinusVR to stream to my phone, currently trying to replay quake2 using quake2xp engine. I'm not using any shaders besides your Depth3D and barrel distortion. I don't think any other useful shaders for 3D are ported to reshade 3.0.


Downloading Q2xp1266_qexpo and Quake 2 it self from steam.

I might as well try out System Shock 2 at this time since I'm doing older games.

Added a new Depth Map for Quake 2 XP and added the aptly named Horizontal Squish too the Barrel_Shader.fx.

Here a picture of the Quake 2 XP


Unable to do System Shock 2 Z-Buffering Bug for weapon
Last edit: 7 years 8 months ago by BlueSkyKnight.

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  • HelpMeSomebody
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7 years 8 months ago #88 by HelpMeSomebody Replied by HelpMeSomebody on topic SidebySide 3D Depth Map Based Stereoscopic Shader
Can someone come up with a dummies guide for getting this to work?

I downloaded an older, pre-packaged version which works, but I'd like to try the latest version and I'm not sure how to go about it. I know it requires ReShade 3.0 and I can't find any downloads for that ...

Can you help me?

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  • BlueSkyKnight
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7 years 8 months ago - 7 years 8 months ago #89 by BlueSkyKnight Replied by BlueSkyKnight on topic SidebySide 3D Depth Map Based Stereoscopic Shader

HelpMeSomebody wrote: Can someone come up with a dummies guide for getting this to work?

I downloaded an older, pre-packaged version which works, but I'd like to try the latest version and I'm not sure how to go about it. I know it requires ReShade 3.0 and I can't find any downloads for that ...

Can you help me?

crosire wrote: Beta #4: www.mediafire.com/?tcwexdp48rcdpx8

  • Added combo box variable display type (for selection of different options)
  • Fixed display of integer variable under Direct3D 9
  • Default settings are now loaded from a "Defaults.ini" file if it exists
  • Added option to pass on all input instead of blocking it
  • Changed variable filter box to always stay visible on top of the variable list
  • Added log message when compiling effect files
  • Added parser error if a variable is both "uniform" and "const"
  • Added warning on implicit vector truncation in function calls
  • Fixed missing error when encountering mistake while parsing annotations
  • Fixed missing error messages after internal shader compilation failed
  • Fixed effects not sharing samplers states under Direct3D 10 and 11 (causing available sampler slots to run out very fast)

EDIT: By the way, github.com/crosire/reshade-shaders was updated with a bunch of new shaders for 3.0, including bloom and lens flares, AmbientLight, Advanced CRT, various sharpening methods (including LumaSharpen) and more.


This is the newest beta for Reshade 3.0 taken from the ReShade 3.0 Progress Discussion post.

You can download my Shader here.

Super DepthMap v1.7
github.com/BlueSkyDefender/Depth3D


You will also need ReShade.fxh to work get it from here.. github.com/crosire/reshade-shaders

When you done downloading all of this. The Easy Lazy way is just to copy SuperDepth3D_L&R.fx, ReShade.fxh to the game folder where the game's .EXE is and start the shade App search for the Game .EXE Click on the DirectX or Opengl API that game runs on. Then Run the Game.
Last edit: 7 years 8 months ago by BlueSkyKnight.
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  • HelpMeSomebody
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7 years 8 months ago #90 by HelpMeSomebody Replied by HelpMeSomebody on topic SidebySide 3D Depth Map Based Stereoscopic Shader
Thanks so much for the quick response!

Will do as you advise and report back.

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  • Proxish
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7 years 8 months ago #91 by Proxish Replied by Proxish on topic SidebySide 3D Depth Map Based Stereoscopic Shader

HelpMeSomebody wrote: Thanks so much for the quick response!

Will do as you advise and report back.


As soon as version 1.7.1 is released, I'll be putting together a full tutorial on how to get this program working. If you've not gotten it working by then, then I'll tag you in a post with a link to the tutorial.

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  • Morphed
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7 years 8 months ago #92 by Morphed Replied by Morphed on topic SidebySide 3D Depth Map Based Stereoscopic Shader
Thanks a lot for adding horizontal squash feature. It works great but I found 2 minor issues. It starts with default value of 0 so it looks broken and second one is that squashing is aligned to bottom so it leaves upper part of the screen black. I fixed that by changing line 93 to
float mid = pos*1000*pix.y/2;
I'm not sure if this is correct but it works for me :)

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  • BlueSkyKnight
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7 years 8 months ago - 7 years 8 months ago #93 by BlueSkyKnight Replied by BlueSkyKnight on topic SidebySide 3D Depth Map Based Stereoscopic Shader

Morphed wrote: Thanks a lot for adding horizontal squash feature. It works great but I found 2 minor issues. It starts with default value of 0 so it looks broken and second one is that squashing is aligned to bottom so it leaves upper part of the screen black. I fixed that by changing line 93 to

float mid = pos*1000*pix.y/2;
I'm not sure if this is correct but it works for me :)


Ya should have defaulted to 1
:pinch: Wonder why it Defaulted to 0

I even had
ui_min = 1; ui_max = 1.5;
Last edit: 7 years 8 months ago by BlueSkyKnight.

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  • crosire
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7 years 8 months ago #94 by crosire Replied by crosire on topic SidebySide 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote: Ya should have defaulted to 1
:pinch: Wonder why it Defaulted to 0

I even had

ui_min = 1; ui_max = 1.5;

The minimum and maximum are only suggestions and followed when the user enters a new value. The default value is not affected and can be anything. Even the user is able to enter values outside that range if manually entering a value.
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  • Proxish
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7 years 8 months ago - 7 years 8 months ago #95 by Proxish Replied by Proxish on topic SidebySide 3D Depth Map Based Stereoscopic Shader
Hey, I had a quick question. Do you know of a way to change the resolution of the game you are playing to either 960x1080 or 1080x1200 and then duplicate it using Depth 3D, which should give a fullscreen experience without black bars at the top and bottom.

The only method I've been able to think of is to change the HMD's resolution to 1080x1920, but that flips the screens orientation, then if we squished the horizontal rather than the vertical using Depth3D and duplicated, it'd remove the black bars... In theory. I've not had a chance to test this.

I'm very tired at the moment so I've not been able to think it completely through, but curious to hear your thoughts on a method to eliminate the black bars. Any ideas?

[strike]EDIT: So I just tested my idea and I've had another idea. Using Borderlands 2 as an example, when you change the resolution to 1080x1920 it auto rotates the screen, even after changing the rotation of the screen in the desktop display settings.
SO, can you add a rotation feature to Depth3D. If you can add that, we can pretty much eliminate the black bars and play games in full screen... Assuming I'm right that is... And I'm not entirely sure I am, but if what I'm picturing in my head is correct, it should work.
I know next to nothing on coding or programming (can you recommend a place for me to start learning so I can help contribute to Depth3D?(preferably video tutorials, I'm dyslexic so reading is going to take a lot longer)) but I assume from what I understand, that if you enabled a sort of soft rotation tool that didn't register with the monitor, it'd work well. Then it's just a case of bringing down the vertical size down from 1920 to a 1080 vertical space, center it, and finally duplicate the image as well.
I'm really hope I'm picturing this right in my head... But I now have a horrible feeling I'm not lol.[/strike]

EDIT 2: I've just realised that this would just result in black bars on the right and left... I'm trying to figure out a method of getting rid of the black bars but it's not easy...

EDIT 3: 1080x1080 while using OSVR Control for SBS would work I think. But then it wouldn't work with this program.
I can't think of a method to force a 960x1080 resolution without it changing the actual resolution of the HMD or rotating the image to vertical... Both of which would cancel out the ability for SBS.
Does anyone have any ideas on how to force a resolution without it effecting the actual resolution of the screen/HMD, so you can still duplicate the image using Depth3D?
Last edit: 7 years 8 months ago by Proxish.

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  • w4site
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7 years 8 months ago #96 by w4site Replied by w4site on topic SidebySide 3D Depth Map Based Stereoscopic Shader
How is it installed, I downloaded ReShade site, run Mediator.exe, and that there is need to reap?

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  • BlueSkyKnight
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7 years 8 months ago #97 by BlueSkyKnight Replied by BlueSkyKnight on topic SidebySide 3D Depth Map Based Stereoscopic Shader

Proxish wrote: Hey, I had a quick question. Do you know of a way to change the resolution of the game you are playing to either 960x1080 or 1080x1200 and then duplicate it using Depth 3D, which should give a fullscreen experience without black bars at the top and bottom.

The only method I've been able to think of is to change the HMD's resolution to 1080x1920, but that flips the screens orientation, then if we squished the horizontal rather than the vertical using Depth3D and duplicated, it'd remove the black bars... In theory. I've not had a chance to test this.

I'm very tired at the moment so I've not been able to think it completely through, but curious to hear your thoughts on a method to eliminate the black bars. Any ideas?

[strike]EDIT: So I just tested my idea and I've had another idea. Using Borderlands 2 as an example, when you change the resolution to 1080x1920 it auto rotates the screen, even after changing the rotation of the screen in the desktop display settings.
SO, can you add a rotation feature to Depth3D. If you can add that, we can pretty much eliminate the black bars and play games in full screen... Assuming I'm right that is... And I'm not entirely sure I am, but if what I'm picturing in my head is correct, it should work.
I know next to nothing on coding or programming (can you recommend a place for me to start learning so I can help contribute to Depth3D?(preferably video tutorials, I'm dyslexic so reading is going to take a lot longer)) but I assume from what I understand, that if you enabled a sort of soft rotation tool that didn't register with the monitor, it'd work well. Then it's just a case of bringing down the vertical size down from 1920 to a 1080 vertical space, center it, and finally duplicate the image as well.
I'm really hope I'm picturing this right in my head... But I now have a horrible feeling I'm not lol.[/strike]

EDIT 2: I've just realised that this would just result in black bars on the right and left... I'm trying to figure out a method of getting rid of the black bars but it's not easy...

EDIT 3: 1080x1080 while using OSVR Control for SBS would work I think. But then it wouldn't work with this program.
I can't think of a method to force a 960x1080 resolution without it changing the actual resolution of the HMD or rotating the image to vertical... Both of which would cancel out the ability for SBS.
Does anyone have any ideas on how to force a resolution without it effecting the actual resolution of the screen/HMD, so you can still duplicate the image using Depth3D?


Why don't you just rotate the screen? I'm having a hard time understanding. what you are trying to say. Draw me a picture?

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  • BlueSkyKnight
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7 years 8 months ago - 7 years 8 months ago #98 by BlueSkyKnight Replied by BlueSkyKnight on topic SidebySide 3D Depth Map Based Stereoscopic Shader
So I have Good News....... I Reworked the The Shader code to work "LIKE" stereo reprojection. Crytek displayed this tech back when Crysis 2 came out and Nvidia pushing this tech with there new NVIDIA® VRWorks the call it Single Pass Stereo. I figured out how to do it in my Shader.

Let me Quote Nvidia

Traditionally, VR applications have to draw geometry twice -- once for the left eye, and once for the right eye. Single Pass Stereo uses the new Simultaneous Multi-Projection architecture of NVIDIA Pascal-based GPUs to draw geometry only once, then simultaneously project both right-eye and left-eye views of the geometry. This allows developers to effectively double the geometric complexity of VR applications, increasing the richness and detail of their virtual world.


Anyways This is the Batman good news.
I will move my old shader in to Legacy. Posting the new one to GitHub soon.

Also on a side note I will be doing it on two passes..... For Reasons. ;)

Also going to see how it can make the old one better.
Last edit: 7 years 8 months ago by BlueSkyKnight.
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  • mr_spongeworthy
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7 years 8 months ago #99 by mr_spongeworthy Replied by mr_spongeworthy on topic SidebySide 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote: So I have Good News....... I Reworked the The Shader code to work "LIKE" stereo reprojection. Crytek displayed this tech back when Crysis 2 came out and Nvidia pushing this tech with there new NVIDIA® VRWorks the call it Single Pass Stereo. I figured out how to do it in my Shader.

Let me Quote Nvidia

Traditionally, VR applications have to draw geometry twice -- once for the left eye, and once for the right eye. Single Pass Stereo uses the new Simultaneous Multi-Projection architecture of NVIDIA Pascal-based GPUs to draw geometry only once, then simultaneously project both right-eye and left-eye views of the geometry. This allows developers to effectively double the geometric complexity of VR applications, increasing the richness and detail of their virtual world.


Anyways This is the Batman good news.
I will move my old shader in to Legacy. Posting the new one to GitHub soon.

Also on a side note I will be doing it on two passes..... For Reasons. ;)

Also going to see how it can make the old one better.


Interesting to see. I didn't have any performance issues with the previous version, just so you know. Sorry I haven't had time to test many of the most recent updates. I've been waiting for a "semi-finalized" version to come along because I don't have a ton of time and my TriDef Power3D profile does work pretty well. But I do continue to check this thread almost daily and will be giving it a go again soon.

It terms of single-pass vs. 2-pass; are you seeing any quality degradation with the single-pass?

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  • Proxish
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7 years 8 months ago - 7 years 8 months ago #100 by Proxish Replied by Proxish on topic SidebySide 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

Proxish wrote: Hey, I had a quick question. Do you know of a way to change the resolution of the game you are playing to either 960x1080 or 1080x1200 and then duplicate it using Depth 3D, which should give a fullscreen experience without black bars at the top and bottom.

The only method I've been able to think of is to change the HMD's resolution to 1080x1920, but that flips the screens orientation, then if we squished the horizontal rather than the vertical using Depth3D and duplicated, it'd remove the black bars... In theory. I've not had a chance to test this.

I'm very tired at the moment so I've not been able to think it completely through, but curious to hear your thoughts on a method to eliminate the black bars. Any ideas?

[strike]EDIT: So I just tested my idea and I've had another idea. Using Borderlands 2 as an example, when you change the resolution to 1080x1920 it auto rotates the screen, even after changing the rotation of the screen in the desktop display settings.
SO, can you add a rotation feature to Depth3D. If you can add that, we can pretty much eliminate the black bars and play games in full screen... Assuming I'm right that is... And I'm not entirely sure I am, but if what I'm picturing in my head is correct, it should work.
I know next to nothing on coding or programming (can you recommend a place for me to start learning so I can help contribute to Depth3D?(preferably video tutorials, I'm dyslexic so reading is going to take a lot longer)) but I assume from what I understand, that if you enabled a sort of soft rotation tool that didn't register with the monitor, it'd work well. Then it's just a case of bringing down the vertical size down from 1920 to a 1080 vertical space, center it, and finally duplicate the image as well.
I'm really hope I'm picturing this right in my head... But I now have a horrible feeling I'm not lol.[/strike]

EDIT 2: I've just realised that this would just result in black bars on the right and left... I'm trying to figure out a method of getting rid of the black bars but it's not easy...

EDIT 3: 1080x1080 while using OSVR Control for SBS would work I think. But then it wouldn't work with this program.
I can't think of a method to force a 960x1080 resolution without it changing the actual resolution of the HMD or rotating the image to vertical... Both of which would cancel out the ability for SBS.
Does anyone have any ideas on how to force a resolution without it effecting the actual resolution of the screen/HMD, so you can still duplicate the image using Depth3D?


Why don't you just rotate the screen? I'm having a hard time understanding. what you are trying to say. Draw me a picture?



Sorry I wasn't very clear in what I was saying, I was very tired when I was trying to explain myself.

So right now, if you load a game with Depth3D, then the image is warped vertically.
Accounting for the warp means you have black bars at the top and bottom of the screen.
I'm trying to figure out a way we can get a fullscreen 960x1080 (1080x1200 for Vive) experience without black bars, warping and clipping.
Last edit: 7 years 8 months ago by Proxish.

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