3D Depth Map Based Stereoscopic Shader

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1 month 2 days ago #1581 by customerhenry
Replied by customerhenry on topic SidebySide 3D Depth Map Based Stereoscopic Shader
Hello.
First at all I want to thank you the work you have done with the 3D depth in VR and the app VR companion.
Is working perfect and better than Vorpx for some games. I'm really happy and grateful.
I don't know if you will do future updates of the app, but if you do.
Can you give the option to remove the space background to leave it black or without nothing? And It's possible to do an option that the app recognize the setup you do with the distance and size when you start because you need to do the configuration size every time.
With these two request the app will be perfect and better than Vorpx.
Thank you so much for your work.

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4 weeks 1 day ago #1582 by Torzi
Replied by Torzi on topic 3D Depth Map Based Stereoscopic Shader
Been scratching down some feedback notes as well while I've been playing, and thought I'd pass them along. If they're crappy ideas feel free to ignore... I have been thoroughly enjoying this as is! I also doubled down on WMR and got a Reverb G2. Miss the OLED colors, but the detail in the distance is great! So, these notes are for WMR:

=>saveable presets for screen size, position, curve (... adjustable/saveable in menu/preset?)
Since depth perception differs with screen position/geometry, saving/sharing presets would make more sense passing that info along as well.

=>opening the settings menu blurs the screen (hard to tune), makes text hard to read

=>settings menu doesn't block input to the game (per option in settings tab)

=>3D movies (you can ignore this one, just thought you were close already)
-loses SBS when player (MPC-HC) switched to fullscreen
-OU option?
-Black/Empty environment

=> Frame pacing
I noticed the companion app is generating 90FPS even when the game is not. This causes an issue when reprojection is enabled, since the compositor thinks the game is already running at max capacity (in WMR OpenXR mode). I think this might be interfering with pacing even with reprojection disabled, as it seems a little choppy even at 70-80 FPS. It *might?* be better to just pass the frames from the game to the compositor as soon as they're available, and let the compositor do the work of figuring out how to pace the frames on the headset. Reprojection also uses that presentation timing to extrapolate the missing frames... it might help getting 'automatic' mode to work.

My workaround for this has been to limit the companion app to 45FPS with RTSS (with frametime calc point set to 'frame presentation'), and force reprojection always-on. This has been working surprisingly well. The WMR runtime has some sort of limiter in place that will put a cap on the amount of GPU that the game can use with reprojection enabled. I think MS is on the right track with this, but it's too conservative at the moment, and the only way to know you've hit the cap is that it becomes a stuttering mess.

I usually use the Steam runtime with WMR though. It's much more solid at this point in time, and the performance is great! I still try the WMR runtime as they release updates. It's definitely getting better, but they have a ways to go.

Thanks for your work on this, it really is spectacular!

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3 weeks 6 days ago #1583 by mr_spongeworthy
Replied by mr_spongeworthy on topic 3D Depth Map Based Stereoscopic Shader
Wow, just gave the newest revision a whirl on my old 3D display and I've got to say it's the best yet without a doubt. I think I've been using this on and off now since sometime near the beginning, and it just keeps getting better. I just decided to give it a try in The Outer Worlds after getting tired of wearing my HMD with vorpX and the is so little distortion out of your latest version, it's just fantastic! Especially the cut-scenes, I remember the older versions often had very little depth, or you got a lot of distortion, but these look great (very close to as good as a G3D solution). The newest version does have quite a bit more impact on frame rate than the older versions seemed to, but that's a trade-off I'm very happy to make (I'm also running 4K downsampling to 1080p, so I'm rendering a lot of pixels).

I'll have to give your latest Companion App a try since that way I can compare it directly to vorpX in my HMD, but my first impression is that not only is SuperDepth now much better than it use to be, I think it's a lot better than the vorpX Z3D implementation. I don't suppose the latest Companion App includes head tracking does it?

As always, thanks for this; it's a great shader and now that all the other major players are out of 'standard 3D' and only doing VR (or out of business like TriDef), SuperDepth is one of the only solutions remaining for those of us who still want to do traditional stereoscopic gaming, at least sometimes (for my racing rims, I'll be doing an HMD forever I hope, but I find VR as a whole much less compelling in other titles and in many cases just wish I could do traditional G3D stereoscopy like I used to.)
The following user(s) said Thank You: BlueSkyKnight

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3 weeks 4 days ago #1584 by BlueSkyKnight
Replied by BlueSkyKnight on topic SidebySide 3D Depth Map Based Stereoscopic Shader
I will add the background option. I will look in to the save configurations idea.

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3 weeks 4 days ago #1585 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Opening the menu blurs the screen because it getting reconstructed. Don't think I can fix that one.

Non Native Side by Side de-toggling will be fixed. I will add over and under maybe.

Companion App Frame Locking I may add something for this.

Saveable Presets bit maybe I need to read up on that one.

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3 weeks 4 days ago #1586 by BlueSkyKnight
Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
I will add head tracking back. It just hard to get working in an stable fashion. Since sometimes the games overhead will cause the application to shudder. Causing issues there.

I am not working on this stuff right now because I been busy. But, I will get to it. When I can.
The following user(s) said Thank You: mr_spongeworthy

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3 weeks 1 day ago - 3 weeks 1 day ago #1587 by mr_spongeworthy
Replied by mr_spongeworthy on topic 3D Depth Map Based Stereoscopic Shader
Any ideas about how to get Cyberpunk 2077 to play nice with SuperDepth3D? I got it looking absolutely fantastic, only to discover that there are several functions that cause visual artifacts on the screen (for example the "scan" function of the game). The depth was really good, both in-world and cut-scenes, and the distortion was very low, but unfortunately it will be unusable due to those artifact issues if you don't know how I might fix them. I did go through the 'dx11' tab and try a couple things; the adjust for aspect ratio and the copy screen buffer. Playing around with either of them much just seemed to lock Cyberpunk up completely, so I had to give up on that. Anyway, if you know the trick for getting it to work let me know, it's an astonishingly good looking game running with SuperDepth, I'll tell you that!

Also, I seem to remember older versions had a line you could manually edit to reduce the resolution of the depth map? I ask because I nearly always run a "Super Resolution" and would edit that value to get some FPS back. For example I used to run FO4 all the way up at 4K for a while, so I could set that depth map resolution value clear down at 50%. A lot of newer games I'm down at 2560x1440, but I could still enter a value of 75% or so to regain a little performance. My 3D display is only 1080p, so unless I'm using SuperDepthVR I don't need my depth map to be any higher resolution than 1080p or I just lose performance.

But I've been away from SuperDepth for so long I can't remember where that value is or even if it's still in the later versions? Is it still there? If so, where should I be looking?
Last edit: 3 weeks 1 day ago by mr_spongeworthy.

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3 weeks 19 hours ago #1588 by mr_spongeworthy
Replied by mr_spongeworthy on topic 3D Depth Map Based Stereoscopic Shader
Well, my Edit timeout expired or I would have edited that last one: I figured out the problem with Cyberpunk 2077 is specific to a specific DLSS setting I was using, or possibly that combined with a specific native screen resolution, hard to be sure. Anyway, switching to a different native game resolution and DLSS setting resolved the issue so far.

Still would like to know if I can still reduce the resolution of the depth map like I used to be able to do? Is that supported under these later versions?

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2 weeks 16 hours ago #1589 by Torzi
Replied by Torzi on topic 3D Depth Map Based Stereoscopic Shader
Take all the time you need to do whatever you want... this is your ship! I'm just a stowaway :) It's working just fine here.. better than I imagined it could. This is mostly all I do in VR anymore (stereo games/movies), and I haven't used much else for games since you released the OpenXR version of Companion App. Just thought I'd leave some feedback. This forum thread is eerily quite for how great this is.

Can't believe how good everything looks in the G2. I did add 'curves' and 'clarity' to make up for the lack of color/brightness controls on this headset, but those do the trick. I put Cyberpunk down for a while, and moved onto Horizon:Zero Dawn. I'm glad I waited to play this game, it's just absolutely stunning with SuperDepth in VR!

@mr_spongeworthy: I get that too in Cyberpunk with the scans. It's a problem with the depth buffer. If you can find a case where it's 100% repeatable, Cosire could probably fix it if you request it in the Reshade or Cyberpunk threads. I've been using a 4:3 aspect ratio lately, and almost every game I've tried has issues with that (since most were developed for consoles on a standard 16:9 TV).

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1 week 2 days ago #1590 by mr_spongeworthy
Replied by mr_spongeworthy on topic 3D Depth Map Based Stereoscopic Shader
Greedfall looks absolutely amazing with this by the way. Possibly the single best title I've seen to date. For some reason it's got a lot of depth with very little distortion, much better than the same version of Reshade/Superdepth in Fallout 4, for example.

Speaking of which, in Fallout 4 it's very weird, but I've noticed this kind of 'bleeds' upon movement. I've tried a ton of settings (it's not TAA, or FXAA, or Motion Blur, or anything like that) and nothing fixed it. vorpX does NOT produce this effect in Fallout 4. Look at any edge during movement, heck, move something around on a loading screen, and watch the edges bleed very strangely. I don't remember older versions doing this at all. Otherwise it looks great, but that makes it kind of unusable for Fallout 4.

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