3D Depth Map Based Stereoscopic Shader

  • BlueSkyKnight
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9 years 2 weeks ago - 9 years 2 weeks ago #481 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

AladinZ wrote:

BlueSkyKnight wrote:

AladinZ wrote: Hi. I have just Tested your Shader with an OpenGL Game, and I couldn't find the option to output in Anaglyph mode. Is it not supported ? Thank you.


No Anaglyph mode is not supported. But, If I where to support it. It would be for ColorCode 3-D that or Inficolor 3D.


I'll stay tuned to the project in hope to see it implemented one day. Thank you.


I ordered TriOviz InfiColor 3D Glasses. So I am waiting on them. I will call it green/magenta for a generic name.
Last edit: 9 years 2 weeks ago by BlueSkyKnight.

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  • AladinZ
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9 years 2 weeks ago #482 by AladinZ Replied by AladinZ on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

AladinZ wrote:

BlueSkyKnight wrote:

AladinZ wrote: Hi. I have just Tested your Shader with an OpenGL Game, and I couldn't find the option to output in Anaglyph mode. Is it not supported ? Thank you.


No Anaglyph mode is not supported. But, If I where to support it. It would be for ColorCode 3-D that or Inficolor 3D.


I'll stay tuned to the project in hope to see it implemented one day. Thank you.


I ordered TriOviz InfiColor 3D Glasses. So I am waiting on them. I will call it green/magenta for a generic name.


Oh, Really ? I'm so Glad to know you're Intending to Implement it. If you ever do, Please, Give Red-Cyan output a chance, because that is what I use. I'll be Greatly thankful. Thank you~

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  • BlueSkyKnight
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9 years 2 weeks ago - 9 years 2 weeks ago #483 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

AladinZ wrote:

BlueSkyKnight wrote:

AladinZ wrote:

BlueSkyKnight wrote:

AladinZ wrote: Hi. I have just Tested your Shader with an OpenGL Game, and I couldn't find the option to output in Anaglyph mode. Is it not supported ? Thank you.


No Anaglyph mode is not supported. But, If I where to support it. It would be for ColorCode 3-D that or Inficolor 3D.


I'll stay tuned to the project in hope to see it implemented one day. Thank you.


I ordered TriOviz InfiColor 3D Glasses. So I am waiting on them. I will call it green/magenta for a generic name.


Oh, Really ? I'm so Glad to know you're Intending to Implement it. If you ever do, Please, Give Red-Cyan output a chance, because that is what I use. I'll be Greatly thankful. Thank you~


I guess if I am going to add it I might as well add most of them in.

Red/Cyan
Dubois Red/Cyan
Dubois Green/Magenta
Magenta/Green for "TriOviz InfiColor 3D," Support.

Added to experimental update 1.9.0

Update already on GitHub.
Last edit: 9 years 2 weeks ago by BlueSkyKnight.

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  • AladinZ
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9 years 2 weeks ago - 9 years 2 weeks ago #484 by AladinZ Replied by AladinZ on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

AladinZ wrote:

BlueSkyKnight wrote:

AladinZ wrote:

BlueSkyKnight wrote:

AladinZ wrote: Hi. I have just Tested your Shader with an OpenGL Game, and I couldn't find the option to output in Anaglyph mode. Is it not supported ? Thank you.


No Anaglyph mode is not supported. But, If I where to support it. It would be for ColorCode 3-D that or Inficolor 3D.


I'll stay tuned to the project in hope to see it implemented one day. Thank you.


I ordered TriOviz InfiColor 3D Glasses. So I am waiting on them. I will call it green/magenta for a generic name.


Oh, Really ? I'm so Glad to know you're Intending to Implement it. If you ever do, Please, Give Red-Cyan output a chance, because that is what I use. I'll be Greatly thankful. Thank you~


I guess if I am going to add it I might as well add most of them in.

Red/Cyan
Dubois Red/Cyan
Dubois Green/Magenta
Magenta/Green for "TriOviz InfiColor 3D," Support.

Added to experimental update 1.9.0

Update already on GitHub.



Anaglyph 3D Mode Works! Thank you~ The game I Tested it with is 'Assault Android Cactus'.
Last edit: 9 years 2 weeks ago by AladinZ.

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  • x8009
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9 years 2 weeks ago - 9 years 2 weeks ago #485 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader
Please donate him so he can buy and implement more 3D or improve the 3D code so we'll have 3D in every game years to come ! I already donate and I'll donate more, whatever you can. Donate to Reshade developer too, they both deserve
Last edit: 9 years 2 weeks ago by x8009.

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  • Proxish
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9 years 2 weeks ago #486 by Proxish Replied by Proxish on topic 3D Depth Map Based Stereoscopic Shader
Hey BlueSkyKnight, my apologies for taking so long to get back to you. To say the least, it's been really busy recently and due to a couple of personal issues, studying and new business ventures,, I've not had much time recently to get much work done.

I do however finally have time now as I'm just wrapping up a two week HDK experiment, and I'd like to finally make a tutorial for Depth3D. I messaged you over on Facebook, but I assume you've not seen it.

So, I've been doing some tests with 1.8 & 1.9 using ReShade 3.0 and I have some questions, as well as some problems.
Just for info sake, I'm using an OSVR HDK2, and have tried things at both 1920x1080 & 2160x1200.

1) When playing the game "Cluster Truck", (I will be trying one of the games with a profile already made later tomorrow) it's causing my eyes to go cross-eyed. I should at this point mention that I have modified my HDK2 and increased the IPD from 57-71 to 61-75.
The only way I've been able to fix this cross-eyed issue is by changing my perspective to -110 (still needs tweaking), but this still doesn't seem to be enough to ease the cross-eyed effect I seem to be suffering from. I've tried everything from -50 to -250 and -110 seems to be the most comfortable, but still isn't great.
Do you have an alternative recommended method of adjusting for IPD?

2) Do you have a pre-built distortion and warp correction setting/file for the HDK 1.4/2.0, Vive & Rift?
I assume you are supposed to use Polynomial Barrel Distortion, but this doesn't fix the lens warp, nor does it correct for the stretched image for me.

3) Do you have a method of warping images without adding distortion correction? This would be useful for people like myself that want to record VR gameplay and are willing to suffer through the distortion for a better recording result.

4) Does Depth3D have a setting for replicating an image for a HMD without the 3D effect?
Basically I'm asking if it can do the same thing MyDream Swift did, with just replicating an image twice without the 3D effect, so there's little to no FPS drop. (Not that FPS drop has been an issue, I'm just interested in playing some games in normal 2D, as I get motion sick much slower when playing games using MyDream Swift for prolonged periods)

5) Do you have a "Depth3D Profile Creator" tutorial (A guide for people that want to make depth maps for games) and do you plan to create a public Google Sheets document that people can add their own custom profiles to?

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  • BlueSkyKnight
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9 years 2 weeks ago #487 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Proxish wrote: Hey BlueSkyKnight, my apologies for taking so long to get back to you. To say the least, it's been really busy recently and due to a couple of personal issues, studying and new business ventures,, I've not had much time recently to get much work done.

I do however finally have time now as I'm just wrapping up a two week HDK experiment, and I'd like to finally make a tutorial for Depth3D. I messaged you over on Facebook, but I assume you've not seen it.

So, I've been doing some tests with 1.8 & 1.9 using ReShade 3.0 and I have some questions, as well as some problems.
Just for info sake, I'm using an OSVR HDK2, and have tried things at both 1920x1080 & 2160x1200.


Ya Keep in mind on HMDs, I may need to make a special version just for them. That is striped down. Mainly focusing on Speed. Problem is I don't have a working HMD. I have the OSVR head set but I see no way to just buy the cable that attaches to the HMD Board Directly. I looked on OSVR store and they don't sell it. I am not to happy with the first version of the HMD 1.3. But, that's the past now.

Proxish wrote: 1) When playing the game "Cluster Truck", (I will be trying one of the games with a profile already made later tomorrow) it's causing my eyes to go cross-eyed. I should at this point mention that I have modified my HDK2 and increased the IPD from 57-71 to 61-75.
The only way I've been able to fix this cross-eyed issue is by changing my perspective to -110 (still needs tweaking), but this still doesn't seem to be enough to ease the cross-eyed effect I seem to be suffering from. I've tried everything from -50 to -250 and -110 seems to be the most comfortable, but still isn't great.
Do you have an alternative recommended method of adjusting for IPD?


Do you have any way to test this out side of a HMD like a 3D tv? I just added Anaglyph 3D mode if you have one of them old Red and Blue Glasses test it out with that first. Then one the profile is made. Then you start to mess with IPD in your head set.

I also don't have the Game Cluster Truck to test it my self. Do you have calipers to get your actual IPD size? Yes I know this sounds like a strange request. But, I maybe able Make a slider to set the center of the screen to the Typed in IPD size you give me.

I would just need values and a simple algorithm.

Proxish wrote: 2) Do you have a pre-built distortion and warp correction setting/file for the HDK 1.4/2.0, Vive & Rift?
I assume you are supposed to use Polynomial Barrel Distortion, but this doesn't fix the lens warp, nor does it correct for the stretched image for me.


Polynomial Barrel Distortion is actually from OSVR Github. For correcting for lens distortion and color distortion. But, at the same time you have to understand the values for your lens. That where RGB color is for. This may be a bit complicated for the normal user. At the same time I do not own a Vive a or a Rift to have Pre-made profiles for any HMD.

HMDs are expensive and as of right now I'm not in the position to be buying any of them. But, ya if I had a Vive or Rift I would dedicate more time to making a profile just for the HMDs.

Hardware cost..... a big factor.

One thing I did do is email, The people at AntVR since I was looking with working with them and there VR headset. But, so far no response.

Proxish wrote: 3) Do you have a method of warping images without adding distortion correction? This would be useful for people like myself that want to record VR gameplay and are willing to suffer through the distortion for a better recording result.


Side by Side mode is the same thing with no distortion. Once set you can just rec only half the screen. I Did this back when I streamed on twitch.

Proxish wrote: 4) Does Depth3D have a setting for replicating an image for a HMD without the 3D effect?
Basically I'm asking if it can do the same thing MyDream Swift did, with just replicating an image twice without the 3D effect, so there's little to no FPS drop. (Not that FPS drop has been an issue, I'm just interested in playing some games in normal 2D, as I get motion sick much slower when playing games using MyDream Swift for prolonged periods)


If your just want a Side by Side image with no 3D effect you can just create a simple shader to do that.I think I have a shader that does that already. It's the Pulfrich_Effect.fx. Go ahead and Strip that shader apart and remove a few things or add a few things or just use it as it is.

If you don't know how to do this tell me and I will make a simple side by side shader.

Proxish wrote: 5) Do you have a "Depth3D Profile Creator" tutorial (A guide for people that want to make depth maps for games) and do you plan to create a public Google Sheets document that people can add their own custom profiles to?


Ya this is not a easy thing to do since most games are different. Even when you think you got it right it may not even work that well for others. Depth Precision is a pain in the ass. I will make a guide for this. But, Ya I can make a Google Sheets doc for this kind of thing.

Some people have been using my shader with BigScreen
forums.geforce.com/default/topic/961597/...een-using-bigscreen/

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  • BlueSkyKnight
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9 years 2 weeks ago - 9 years 2 weeks ago #488 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Also found this site for IPD Measurements.
www.zennioptical.com/measuring-pd-infographic

NM found a easier way.

www.trylive.com/demos/trylive-eyewear/pupil-distance
Last edit: 9 years 2 weeks ago by BlueSkyKnight.

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  • nieda113
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9 years 2 weeks ago #489 by nieda113 Replied by nieda113 on topic 3D Depth Map Based Stereoscopic Shader
Hi is there a plan to get a depthmap for Mafia3 soon?

THX

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  • Proxish
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9 years 2 weeks ago #490 by Proxish Replied by Proxish on topic 3D Depth Map Based Stereoscopic Shader
I replied last night, but something must have gone wrong when posting it....

Thanks for getting back to me so fast.

Why is it you need a cable that attaches directly to the HMD board?

I unfortunately don't have easy access to a 3DTV. The one I have is in another room which would be a nightmare to get the PC through to, so I'm going to have to test with just the HDK2 right now.

My IPD is 73, I had it tested a while ago at Specsavers. If you could make a slider for IPD adjustment, that replaces the perspective slider for HMD's, that'd be incredible.

I wasn't aware that Polynomial Barrel Distortion was from the OSVR Github. I don't think I've had any colour distortion, it's just the initial distortion in the middle of the lens that's the problem. But once I get this tutorial made up, we can hope that the people who already have a HDK1.4/2.0, Vive and Rift are able to make distortion correction filters for Depth3D for you.

I've emailed AntVR as well, as I was interested in seeing how their HMD holds up, but I've not heard anything back either.
Have you tried getting in touch with OSVR to see if they're willing to send out their newer HDK2?

Do you have a method of adjusting for stretching when using just Side by Side mode? I know that when Polynomial Barrel Distortion is on, you can use the Horizontal and Vertical values to to adjust for stretching, but it's not perfect.
Would you be able to implement a pre-configured aspect ratio / horizontal & vertical adjustment (for use both with and without Polynomial Barrel Distortion) for 9:5, 8:5, 16:9 & 4:3?
(2160x1200, 1920x1200, 1920x1080 & 1600x1200) If that was implemented, that would a great first step for getting Depth3D fully compatible with HMD's, as stretching is the biggest issue at the moment.

If you could make a side by side shader by ripping apart the Pulfrich_Effect.fx, that'd be incredible. Would you consider adding it to Depth3D as well? People paid for MyDream Swift, and all it was, was a side by side injector with mouse emulation. (It's also now completely broken on my system and I believe the devs have stopped working on it to focus on a new program, so there could be a small market of people there that would be interested in just SBS without the 3D.)

If you can make a guide in the future for creating profiles, that'd be great. I'm sure there will be plenty of people with games they'd like to play using Depth3D that aren't able to because they won't know how to make a profile.
That's great you are going to make a Google Sheets file for this, that'll make sharing your own config a lot easier.

Unfortunately BigScreen stopped working on my rig a few months ago for absolutely no reason and none of the updates have fixed the issue. I'll give it another shot today and see if I can get it working.

Oh and, I've read back a bit but wanted to verify. Am I correct in saying that Depth3D now no longer requires any other files than ReShade 3.0?

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  • x8009
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9 years 2 weeks ago #491 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader

nieda113 wrote: Hi is there a plan to get a depthmap for Mafia3 soon?

THX


Hoping the same :)

We need blueskyknight specialty for this

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  • BlueSkyKnight
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9 years 2 weeks ago #492 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Proxish wrote: I replied last night, but something must have gone wrong when posting it....

Thanks for getting back to me so fast.

Why is it you need a cable that attaches directly to the HMD board?


Some of the solder points is weak and when I move the screen goes black or changes colors.

Proxish wrote: I unfortunately don't have easy access to a 3DTV. The one I have is in another room which would be a nightmare to get the PC through to, so I'm going to have to test with just the HDK2 right now.


That's to Bad at least try to get the basic red and blue glasses. Because it's easier to fix depth with them then having to take a HMD on and off all the time.

This helps with speeding things up. Then once you fix it then you can go to your HMD and just put it on.

Proxish wrote: My IPD is 73, I had it tested a while ago at Specsavers. If you could make a slider for IPD adjustment, that replaces the perspective slider for HMD's, that'd be incredible.


Good I will be looking in to setting it by screen resolution give me time to do this because I have not programmed this ever.

I wasn't aware that Polynomial Barrel Distortion was from the OSVR Github. I don't think I've had any colour distortion, it's just the initial distortion in the middle of the lens that's the problem. But once I get this tutorial made up, we can hope that the people who already have a HDK1.4/2.0, Vive and Rift are able to make distortion correction filters for Depth3D for you.[/quote]

I think this Polynomial Distortion was made for the other HMD. Thats why the OSVR head set has a issue with it. As I was Reading this was there solution for Compatibility with Cellphone vr and Other HMD like Vive and Oculas.

Proxish wrote: I've emailed AntVR as well, as I was interested in seeing how their HMD holds up, but I've not heard anything back either.
Have you tried getting in touch with OSVR to see if they're willing to send out their newer HDK2?


The reason I'm Interested was because it has 2 things a auto adjusting IPD and there software based solution for Desktop viewing. I would like to just a make a setting if any one has the HMD to just be able to put it on and enjoy.

Proxish wrote: Do you have a method of adjusting for stretching when using just Side by Side mode? I know that when Polynomial Barrel Distortion is on, you can use the Horizontal and Vertical values to to adjust for stretching, but it's not perfect.
Would you be able to implement a pre-configured aspect ratio / horizontal & vertical adjustment (for use both with and without Polynomial Barrel Distortion) for 9:5, 8:5, 16:9 & 4:3?
(2160x1200, 1920x1200, 1920x1080 & 1600x1200) If that was implemented, that would a great first step for getting Depth3D fully compatible with HMD's, as stretching is the biggest issue at the moment.


Give me time to program this. As of right now I am polishing up Anaglyph mode. I'm one person so I need time.

When we talk about resolution keep in mind I can't control that part. As for re adjusting a 16:9 image to 8:4 is what your looking for. I think what you want to do is make where the image fills the entire FOV in the HMD.

I maybe miss understanding you. Can you please show me a example of that your talking about here. Please.

Proxish wrote: If you could make a side by side shader by ripping apart the Pulfrich_Effect.fx, that'd be incredible. Would you consider adding it to Depth3D as well? People paid for MyDream Swift, and all it was, was a side by side injector with mouse emulation. (It's also now completely broken on my system and I believe the devs have stopped working on it to focus on a new program, so there could be a small market of people there that would be interested in just SBS without the 3D.)


I will make this later.

Proxish wrote: If you can make a guide in the future for creating profiles, that'd be great. I'm sure there will be plenty of people with games they'd like to play using Depth3D that aren't able to because they won't know how to make a profile.
That's great you are going to make a Google Sheets file for this, that'll make sharing your own config a lot easier.


Depth Precision not easy. So ya give me time on this.

Proxish wrote: Unfortunately BigScreen stopped working on my rig a few months ago for absolutely no reason and none of the updates have fixed the issue. I'll give it another shot today and see if I can get it working.


That's too bad.

Proxish wrote: Oh and, I've read back a bit but wanted to verify. Am I correct in saying that Depth3D now no longer requires any other files than ReShade 3.0?


Ya you only need Reshade 3.0.

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  • BlueSkyKnight
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9 years 2 weeks ago #493 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

x8009 wrote:

nieda113 wrote: Hi is there a plan to get a depthmap for Mafia3 soon?

THX


Hoping the same :)

We need blueskyknight specialty for this


First are you guys able to get a depth map in depth map view?

I don't have the game. Is there a Demo or a game that uses the same engine?

If there is a game that uses the same engine some times that depth map can be used.

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9 years 2 weeks ago - 9 years 2 weeks ago #494 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Anaglyph modes Merge with 1.9.0

Red/Cyan
Dubois Red/Cyan
Green/Magenta
Dubois Green/Magenta
Magenta/Green

Fixed Dubois mode since it was not working right.

also added Anaglyph Desaturation

0 is Black and white
1 is Full color

so lets say a over saturated game may now work well in Red/Cyan you can now Desaturated now.

So 0.5 would be half color Red/Cyan.

As to why I did this and why I added Dubois modes.
stereo.jpn.org/eng/stphmkr/help/stereo_04.htm
Last edit: 9 years 2 weeks ago by BlueSkyKnight.

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  • nieda113
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9 years 2 weeks ago #495 by nieda113 Replied by nieda113 on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

x8009 wrote:

nieda113 wrote: Hi is there a plan to get a depthmap for Mafia3 soon?

THX


Hoping the same :)

We need blueskyknight specialty for this


First are you guys able to get a depth map in depth map view?

I don't have the game. Is there a Demo or a game that uses the same engine?

If there is a game that uses the same engine some times that depth map can be used.

I searched for the engine and had no luck. But i tried a 3d seting in nvidia 3dplay and it played in 3d, but the shadows where mixed up so the game was unplayable.
So how do i find out what game engine is used

thx

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  • Proxish
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9 years 2 weeks ago - 9 years 2 weeks ago #496 by Proxish Replied by Proxish on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote: Some of the solder points is weak and when I move the screen goes black or changes colors.

So, when it comes to the HDK, are you sure it's solder as it sounds like it might be this issue.
www.reddit.com/r/OSVR/comments/4zrha0/osvr_screen_black/
And this is the fix that person used.
imgur.com/3qxdmu8

BlueSkyKnight wrote: That's to Bad at least try to get the basic red and blue glasses. Because it's easier to fix depth with them then having to take a HMD on and off all the time.

This helps with speeding things up. Then once you fix it then you can go to your HMD and just put it on.

Ok, thanks for the advice. I do have some Red-Blue glasses kicking about so I'll try using that to pick a 3D profile.

BlueSkyKnight wrote: Good I will be looking in to setting it by screen resolution give me time to do this because I have not programmed this ever.

That's fantastic, I'll wait until IPD adjustment is implemented before creating the tutorial then.

BlueSkyKnight wrote: I think this Polynomial Distortion was made for the other HMD. Thats why the OSVR head set has a issue with it. As I was Reading this was there solution for Compatibility with Cellphone vr and Other HMD like Vive and Oculas.

I guess that explains why Polynomial Barrel Distortion isn't working for the HDK2 properly.

BlueSkyKnight wrote: The reason I'm Interested was because it has 2 things a auto adjusting IPD and there software based solution for Desktop viewing. I would like to just a make a setting if any one has the HMD to just be able to put it on and enjoy.

The auto-adjusting IPD of the AntVR looks really interesting. I'd quite like to know what their minimum and maximum IPD are. The controller implementation looks interesting too, though I don't think you can lift the controllers above your head...
That's be really amazing if you could create an auto adjusting profile for people.

BlueSkyKnight wrote: Give me time to program this. As of right now I am polishing up Anaglyph mode. I'm one person so I need time.

Ok, that's great, thank you for adding the things I requested to your list of things to do in the future.

BlueSkyKnight wrote: When we talk about resolution keep in mind I can't control that part. As for re adjusting a 16:9 image to 8:4 is what your looking for. I think what you want to do is make where the image fills the entire FOV in the HMD.

I maybe miss understanding you. Can you please show me a example of that your talking about here. Please.

You are supposed to fill up the entire HMD view yes, but there are a couple issues with this.
The first is that 3D images and movement result in motion sickness. Black bars at the top and bottom can help with this which is why I requested 4 different resolution warp fixes. A SBS without a 3D profile also helps with motion sickness too.
Second issue is that not all games support 2160x1200, so if you use something like 1920x1080, you lose some of the UI in the peripheral.

I don't mean to readjust images from one aspect ratio to another, I mean to apply a stretch fix for 4 different resolutions/aspect ratios. (2160x1200, 1920x1200, 1920x1080 & 1600x1200)
By that I mean, if you look at the screenshot Crubino took of GTAV on the first page, when you put that on a 3DTV, it is stretched out to a 16:9 aspect ratio, but that doesn't happen for HMD's. They need default profiles for aspect ratios to correct for the stretched or squished image.

BlueSkyKnight wrote: I will make this later.

That's great, thank you for adding a SBS without 3D to your list of things to do in the future.

BlueSkyKnight wrote: Depth Precision not easy. So ya give me time on this.

No problem, there's no rush on a tutorial for making 3D profiles.

BlueSkyKnight wrote: Ya you only need Reshade 3.0.

And great, I'm glad to hear it's just ReShade 3.0 now :)
Last edit: 9 years 2 weeks ago by Proxish.

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  • Crow550
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9 years 2 weeks ago #497 by Crow550 Replied by Crow550 on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

Crow550 wrote: What blur settings would you recommend for Dying Light? You had a recommended settings but is not added to the new guide yet.

On GTAV do you deal with the Halos or have you since tweaked it from your recommendation in the guide? With Depth 40 should Depth Map Clamp also be enabled?

Thanks.


The reason I removed the Blur Value recommendation. Because, This was based on my personal preference. Blur Value should be set by each person personal taste.

So now I am giving a general preference on the type of blur that should be used.

Also checking each game takes time.


I've been a bit busy and wanted to reply sooner with an update with GTAV.

I wish I took a screenshot to show the difference but for some odd reason GTAV had huge clear outlines on the Weapons, People and other items.... I looked through my GTAV settings. Put a few settings back on ultra and played with downscaling in the advanced setting. Something I changed fixed it after the game rebooted. It now looks fantastic in 3D without everything having ugly huge outlines.... Bizarre.

Also sorry I keep asking for settings per game profile. I am more of a set it and forget it kind of person or use to tweaking minor settings in Tridef. User submitted settings for games would be cool. Like a Google Spreadsheet people can add custom settings too. To help noobs get a ball park idea for there own setup....

Anyways keep up the amazing work as always and have you considered joining forces with this person and project? www.mtbs3d.com/phpBB/viewtopic.php?f=120...c331bc864f0349edfd69

You've done some impressive work. You really have.

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  • x8009
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9 years 2 weeks ago - 9 years 2 weeks ago #498 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

x8009 wrote:

nieda113 wrote: Hi is there a plan to get a depthmap for Mafia3 soon?

THX


Hoping the same :)

We need blueskyknight specialty for this


First are you guys able to get a depth map in depth map view?

I don't have the game. Is there a Demo or a game that uses the same engine?

If there is a game that uses the same engine some times that depth map can be used.


Alternate_Depth_Map=26.000000
Depth_Map_Enhancement=-1.000000
Depth=25.000000

Works fine it seems, but Depth 25 having much blur not sure how to get rid of it. might be because I didn't disable in-game Motion Blur ? there is Depth of View setting too, and a DOV bar which from 65 to 90 or something.

BlueSkyKnight , can I send you links to download the game ? or do you need to buy every single game to play it ? you could play it or at least help us with the 3D using the "not from the store" and then buy it later.
Last edit: 9 years 2 weeks ago by x8009.
The following user(s) said Thank You: zig11727

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  • BlueSkyKnight
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9 years 2 weeks ago #499 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

x8009 wrote:

BlueSkyKnight wrote:

x8009 wrote:

nieda113 wrote: Hi is there a plan to get a depthmap for Mafia3 soon?

THX


Hoping the same :)

We need blueskyknight specialty for this


First are you guys able to get a depth map in depth map view?

I don't have the game. Is there a Demo or a game that uses the same engine?

If there is a game that uses the same engine some times that depth map can be used.


Alternate_Depth_Map=26.000000
Depth_Map_Enhancement=-1.000000
Depth=25.000000

Works fine it seems, but Depth 25 having much blur not sure how to get rid of it. might be because I didn't disable in-game Motion Blur ? there is Depth of View setting too, and a DOV bar which from 65 to 90 or something.

BlueSkyKnight , can I send you links to download the game ? or do you need to buy every single game to play it ? you could play it or at least help us with the 3D using the "not from the store" and then buy it later.


No Piracy That one thing I will not do. Send me a picture of the Depth Map. you Already gave me the depth map used.

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  • BlueSkyKnight
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9 years 2 weeks ago - 9 years 2 weeks ago #500 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Crow550 wrote:

BlueSkyKnight wrote:

Crow550 wrote: What blur settings would you recommend for Dying Light? You had a recommended settings but is not added to the new guide yet.

On GTAV do you deal with the Halos or have you since tweaked it from your recommendation in the guide? With Depth 40 should Depth Map Clamp also be enabled?

Thanks.


The reason I removed the Blur Value recommendation. Because, This was based on my personal preference. Blur Value should be set by each person personal taste.

So now I am giving a general preference on the type of blur that should be used.

Also checking each game takes time.


I've been a bit busy and wanted to reply sooner with an update with GTAV.

I wish I took a screenshot to show the difference but for some odd reason GTAV had huge clear outlines on the Weapons, People and other items.... I looked through my GTAV settings. Put a few settings back on ultra and played with downscaling in the advanced setting. Something I changed fixed it after the game rebooted. It now looks fantastic in 3D without everything having ugly huge outlines.... Bizarre.

Also sorry I keep asking for settings per game profile. I am more of a set it and forget it kind of person or use to tweaking minor settings in Tridef. User submitted settings for games would be cool. Like a Google Spreadsheet people can add custom settings too. To help noobs get a ball park idea for there own setup....

Anyways keep up the amazing work as always and have you considered joining forces with this person and project? www.mtbs3d.com/phpBB/viewtopic.php?f=120...c331bc864f0349edfd69

You've done some impressive work. You really have.


I don't know him maybe you can ask him to come here. Also good that you got it working. Google Spreadsheet thing sounds like a good idea.

Ya tell me if I have to change the settings on the doc. I never did this befor.
docs.google.com/spreadsheets/d/18ujpY-97...N2k/edit?usp=sharing
Last edit: 9 years 2 weeks ago by BlueSkyKnight.

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