Welcome, Guest.
Username: Password: Remember me

TOPIC: About the Changes in DisplayDepth.fx

About the Changes in DisplayDepth.fx 3 weeks 1 day ago #1

DisplayDepth.fx was recently updated and here's a little explanation why that is and how to use these new features.

The way the values for the depth input were checked was a bit cumbersome with all the reloading, value changing and only having the depth values as a visual representation for the correct (or wrong) settings.

Making this procedure of finding the right values easier is the point of the new DisplayDepth.fx features. The depth buffer settings can now be checked in real-time and therefore changing the global preprocessor defines & reloading needs to be dealt with only once.

Shader settings:
  • Use Preprocessor Definitions: enabling this overrides the RESHADE_DEPTH_INPUT_IS_* settings from the shader with the global preprocessor definitions. This is to check if the global preprocessor definitions are correct.
The following settings are only applied within the shader and are a means to help in finding the correct preprocessor values. If the correct values are found they still need to be applied globally (-> click 'Edit global preprocessor definitions' and put them in there)
  • Far Plane: sets the value for RESHADE_DEPTH_LINEARIZATION_FAR_PLANE (no need to change this)
  • RESHADE_DEPTH_INPUT_IS_*: these are the values for a upside-down, reversed and logaritmic depth buffer.
Options:
  • Present type: change between displaying normal map and depth map

Reference images about what it should (and shouldn't) look like:

All values are set up correctly:
  • Normal map: the surfaces look smooth and the background is colored
  • Depth map: close objects are black, distant objects are white


Here the surface normals have stripes in them so the *_IS_LOGARITHMIC setting is wrong - despite the right image looking alright.



A wrong setting for *_IS_REVERSED is quite obvious as the normals are flipped (upwards pointing normals should be a greenish color), the background is black and the depth values are also all black.
Also a nice feature: instead of being shown a mysterious black screen you can still see what's going on :-)





If there is no depth buffer access the depth map is either black or white and the normal map shows only a solid color.

But you're not out of luck just yet, if it doesn't work. In some games specific settings can prevent depth buffer access:
  • Try changing the type of antialiasing (specificly MSAA, see DX11 tab in d3d11 games)
  • Try changing settings that alter the resolution at which the game is rendered (for example: Remember Me needs supersampling turned on, Mass Effect Andromeda needs resolution scaling turned off)
  • Don't forget to take a look at the Compatibility List
One other thing: ReShade disables access to the depth buffer in online games!

So, basically what you do is:
  1. Change the values for *_IS_REVERSED and *_IS_LOGARITHMIC until the output looks like in the first image.
  2. Click 'Edit global preprocessor definitions' and put the values in there
  3. Reload
Last Edit: 3 weeks 1 day ago by Daodan.
The administrator has disabled public write access.
The following user(s) said Thank You: OtisInf, Viper_Joe, seri14

About the Changes in DisplayDepth.fx 3 weeks 1 day ago #2

Those of you who might wonder why MXAO normals output colors look different: different coordinate handedness so some components are flipped. When I fixed the normal map output of the displaydepth I kept the original handedness.
The administrator has disabled public write access.

About the Changes in DisplayDepth.fx 3 weeks 1 day ago #3

Thank you Daodan this is a fantastic guide, and the first one that explained what to do with Logarithmic!

One suggestion: Reshade's 'MSAA is on/off' display is presumably to check if MSAA is enabled in-game, as this prevents depth buffer detection. Maybe add this to the guide saying if you can't get depth working, check what Reshade says and disable MSAA if necessary.
The administrator has disabled public write access.
The following user(s) said Thank You: Daodan

About the Changes in DisplayDepth.fx 5 days 12 hours ago #4

This is a great update to make it easier to troubleshoot the depth buffer problems. Thanks!
The administrator has disabled public write access.