Pop3D Stereo reprojection shader

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2 years 7 months ago - 2 years 6 months ago #1 by Musky
Pop3D Stereo reprojection shader was created by Musky
Hi ,

My first shader. A stereo reprojection shader for side by side (SBS) stereo displays.

Tips:
Make sure that this shader is the last in the list.

Change the view option to check the depth and adjust the near and far depth as required. Near objects should be dark and far objects light. If you need to reverse this set RESHADE_DEPTH_INPUT_IS_REVERSED = 1 in the pre-processor definitions.

Tearing can occur in modern games with lots of pixel shaders. In this case reduce the sharpness and optionally down sample the depth map by setting POP_SAMPLE=2 in the pre-processor definitions.

Optional Extras (enable in the pre-processor definitions):
Setting POP_CROSSHAIR=0.2 will overlay an adaptive crosshair, set the transparency as required.
Setting POP_CROSSTALK=1 provides an extra set of settings for crosstalk reduction.

Enjoy....

Version 1.0
Pop3DSBS1.0.fx

Version 1.1
Modified near projection
Added saturation in crosstalk settings.
Pop3DSBS1.1.fx
Last edit: 2 years 6 months ago by Musky.
The following user(s) said Thank You: WalterDasTrevas, mr_spongeworthy, StuDentBR, Momoshiri

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2 years 7 months ago #2 by WalterDasTrevas
Replied by WalterDasTrevas on topic Pop3D Stereo reprojection shader
Thanks!

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2 years 7 months ago #3 by StuDentBR
Replied by StuDentBR on topic Pop3D Stereo reprojection shader
Definatelly going to test it. Is that z-buffer based or geometry 3D ?
Thank you.

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2 years 7 months ago #4 by Musky
Replied by Musky on topic Pop3D Stereo reprojection shader
Based off the depth buffer, no other way in reshade. The advantage is speed.

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2 years 7 months ago #5 by Scorpio82CO
Replied by Scorpio82CO on topic Pop3D Stereo reprojection shader
I have to say.. its really beutiful..soft.. any way to experiment with convergence and divergence settings?. its very useful with fu-bamas perfect perspective.. gives you an idea. only that (i hope)

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2 years 7 months ago #6 by Musky
Replied by Musky on topic Pop3D Stereo reprojection shader
There is a perspective parameter that can be tweeked that changes the parallax, never tried perfect perspective.

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2 years 7 months ago - 2 years 7 months ago #7 by BlueSkyKnight
Replied by BlueSkyKnight on topic Pop3D Stereo reprojection shader

Musky wrote: There is a perspective parameter that can be tweeked that changes the parallax, never tried perfect perspective.


The formula for Zero Parallax Plane Distance is.
float ZPD = 1 - Convergence_Point / DM;

Depending on your code. You may want to have this done outside the loop at the end. This will interfere with your Occlusion Code. So trying it before or after will yield different results.
Last edit: 2 years 7 months ago by BlueSkyKnight.

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2 years 6 months ago #8 by Sh1nRa358
Replied by Sh1nRa358 on topic Pop3D Stereo reprojection shader
I don't quite understand what this shader does. Can I get a screenshot or video of this in action?

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2 years 6 months ago #9 by Musky
Replied by Musky on topic Pop3D Stereo reprojection shader
It will split the game into side by side left eye/right eye stereo pairs. If you have a 3D monitor and glasses you get a 3D image.

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2 years 6 months ago #10 by Sh1nRa358
Replied by Sh1nRa358 on topic Pop3D Stereo reprojection shader
oh ok. i love 3d. how does it differentiate from the other one?

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2 years 6 months ago #11 by Musky
Replied by Musky on topic Pop3D Stereo reprojection shader
Different method, see what you like best.

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2 years 6 months ago #12 by syhlif32
Replied by syhlif32 on topic Pop3D Stereo reprojection shader
Where do I find this for download?

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2 years 5 months ago #13 by Musky
Replied by Musky on topic Pop3D Stereo reprojection shader
Click on the Pop3D link at the bottom of the first post.

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1 year 11 months ago - 1 year 11 months ago #14 by mr_spongeworthy
Replied by mr_spongeworthy on topic Pop3D Stereo reprojection shader
I don't know if work on this is ongoing, but;

Is there any chance you could add above-below (and possibly a few other of the basic 3D modes)? I've used TriDef for many, many years now, and also use SuperDepth3D on occasion, and I like the results from Pop3D. Unfortunately my screen look far, far better in Top and Bottom mode, rather than SBS, so I even though it works quite well, I don't actually use it other than to test it occasionally.

I especially like the near-field and distant-field function. That's something important for many of the games I play,

Anyway, thanks for the work, and if you are still moving forward with the project I would love to see Top and Bottom supported at the very least if possible!
Last edit: 1 year 11 months ago by mr_spongeworthy.

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