This weird Depthmap is the output of a shader (C6D8C4E4) that cares only about the depthmap. Didn't found a VS for it yet.
But in 0174BFBE there comes the Output in as sampler s2. And the sampler looks pretty good:
[url=https://abload.de/img/depth6guf6.jpg][img]https://abload.de/thumb/depth6guf6.jpg[/img][/url]
0174BFBE combines the rendered picture (s0) with the blur (s1) and the Depthmap (s2).
Setting the output of this shader to zero leads to a black picture with the hud on it.
Passing s0 to the output there is no stereo at all. Don't know, where this one is created.
[code]//
// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378
//
// Parameters:
//
// sampler2D Blurred;
// sampler2D Depth;
// sampler2D Image;
// float4 params;
// float4 params2;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// params c0 1
// params2 c1 1
// Image s0 1
// Blurred s1 1
// Depth s2 1
//
ps_2_x
def c2, 0, 1, 0, 0
dcl t0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
mul r0.xy, c1.yzzw, c1.yzzw
cmp r0.xy, -r0, c2.x, c2.y
texld r1, t0, s2
mad r0.z, r1.x, c0.w, -c0.z
mad r0.w, r1.x, -c0.w, c0.z
cmp r1.x, r0.z, c2.x, c2.y
mul r0.x, r0.x, r1.x
add r1.xy, -c0.xzzw, c0.zyzw
rcp r1.x, r1.x
rcp r1.y, r1.y
mul r0.z, r0.z, r1.y
mul r1.x, r0.w, r1.x
cmp r0.w, r0.w, c2.x, c2.y
mul r0.y, r0.y, r0.w
cmp r0.x, -r0.x, c2.x, r1.x
cmp_sat r0.x, -r0.y, r0.x, r0.z
mul r0.x, r0.x, c1.x
texld r1, t0, s1
texld r2, t0, s0
lrp r3, r0.x, r1, r2
mov r3, r2
mov oC0, r3
// approximately 21 instruction slots used (3 texture, 18 arithmetic)[/code]
This weird Depthmap is the output of a shader (C6D8C4E4) that cares only about the depthmap. Didn't found a VS for it yet.
But in 0174BFBE there comes the Output in as sampler s2. And the sampler looks pretty good:
0174BFBE combines the rendered picture (s0) with the blur (s1) and the Depthmap (s2).
Setting the output of this shader to zero leads to a black picture with the hud on it.
Passing s0 to the output there is no stereo at all. Don't know, where this one is created.
[quote="Flint Eastwood"]Aaaargh!!!
When I try to override a PixelShader, I get distorted graphics here and there.
I now discovered, that four PS are using s13 (two of them are using every of the 16 samplers). But s13 seems to be still the best option, as all other samplers are used much more.
How can I get around this?
"DefPSSampler" can't be set for one special PS only, right?[/quote]
Thanks for taking a look at this game. One of the classics, no question.
If the samplers are all used, you can try to narrow down which are used least and disable them in the conflicting shader. There might be effects that you don't care about, (like DOF), and you can recover one. Unlikely, but maybe.
For the depth map, if that is the only one you can get via DOF, I think you are just stuck. But with the caveat that TsaebehT found that the Lasersight was working, which uses a similar technique.
The DarkStarSword version uses a depth map like you found, doing anything different than that will be more work than you probably want to expend for the feature.
You should go ahead and convert those to shader model 3.0. That's the HelixMod standard, and I have no idea if you might run into weird problems using 2.x shaders. I didn't think it would even load those shaders, but it looks like it is for you. Nevertheless, you might tickle some weird HelixMod bugs that no one else has seen.
When I try to override a PixelShader, I get distorted graphics here and there.
I now discovered, that four PS are using s13 (two of them are using every of the 16 samplers). But s13 seems to be still the best option, as all other samplers are used much more.
How can I get around this?
"DefPSSampler" can't be set for one special PS only, right?
Thanks for taking a look at this game. One of the classics, no question.
If the samplers are all used, you can try to narrow down which are used least and disable them in the conflicting shader. There might be effects that you don't care about, (like DOF), and you can recover one. Unlikely, but maybe.
For the depth map, if that is the only one you can get via DOF, I think you are just stuck. But with the caveat that TsaebehT found that the Lasersight was working, which uses a similar technique.
The DarkStarSword version uses a depth map like you found, doing anything different than that will be more work than you probably want to expend for the feature.
You should go ahead and convert those to shader model 3.0. That's the HelixMod standard, and I have no idea if you might run into weird problems using 2.x shaders. I didn't think it would even load those shaders, but it looks like it is for you. Nevertheless, you might tickle some weird HelixMod bugs that no one else has seen.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
You could use a couple of different crosshair presets like eqzitara did in the RE6 demo. I don't think Mike-ar69 was able to find a usable depth map in that game, from reading the thread.
So it might be an alternative.
https://forums.geforce.com/default/topic/539129/
You could use a couple of different crosshair presets like eqzitara did in the RE6 demo. I don't think Mike-ar69 was able to find a usable depth map in that game, from reading the thread.
Oh man, I shot myself with the windowed mode.
When running the game in Fullscreen, DOF is working pretty good in Stereo3D. :) :) :)
Now that the depthmap is in Stereo too, I have to find the right depth out of the two views.
I found in other helixmod fixes, that this is done with a loop.
But I don't understand that right. Seems a bit weird to me.
Maybe someone of you can explain me this a bit further?
Oh man, I shot myself with the windowed mode.
When running the game in Fullscreen, DOF is working pretty good in Stereo3D. :) :) :)
Now that the depthmap is in Stereo too, I have to find the right depth out of the two views.
I found in other helixmod fixes, that this is done with a loop.
But I don't understand that right. Seems a bit weird to me.
Maybe someone of you can explain me this a bit further?
Desktop-PC
i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision
Hehe. :D :D :D
I finally fixed the crosshair. Took me more than a week to find out, that depthmap values are not linear.
[url=https://abload.de/img/fallout313_99.jpsf5bwr.jpg][img]https://abload.de/thumb/fallout313_99.jpsf5bwr.jpg[/img][/url]
[url=https://abload.de/img/fallout314_99_.jpspgyx0.jpg][img]https://abload.de/thumb/fallout314_99_.jpspgyx0.jpg[/img][/url]
So only water reflections bad for now.
Nice work, I'd definitely rather use a dynamic in-game crosshair than the LaserSight any day...
It's a damn shame NVIDIA never updated InGameLaserSight to work with newer games/engines.
Yeah - nice work !
I've just finished FO4 [u]Without[/u] any sight or vats, I can tell you this a very giving experience and much more immersive !
It's deffinately not the last time I play a game this way :)
Fixed the water reflection + refraction today. :) :) :)
[url=https://abload.de/img/fallout303_99.jpsudscx.jpg][img]https://abload.de/thumb/fallout303_99.jpsudscx.jpg[/img][/url]
Just need to cleanup the code a bit. Then I can make a release, if somebody is interested.
[quote="TsaebehT"][quote="Flint Eastwood"]Just need to cleanup the code a bit. Then I can make a release, if somebody is interested.[/quote]Consider me interested... :) [/quote]
Count me in :)
This is one of the best games ever !
Here it comes. :D
I had to fiddle with the VATS a bit. Hopefully not only me likes it now. ;)
Crosshair is a bit hovering on far depth. I can tweak this a bit more, but it really fast gets behind some surfaces and that is really distracting. So I decided for that slightly hovering.
3rd person is a bit buggy too, as the person is visible in the depthmap, which can break crosshair calculation. It works good, if you zoom relative near to the character.
Hopefully I didn't mess up something really bad, so please give me some feedback if something is wrong.
Download-Link will be found in the [url=https://forums.geforce.com/default/topic/1011620/3d-vision/fallout-3-goty-shaderhacking/post/5159877/#5159877]first post[/url].
Here it comes. :D
I had to fiddle with the VATS a bit. Hopefully not only me likes it now. ;)
Crosshair is a bit hovering on far depth. I can tweak this a bit more, but it really fast gets behind some surfaces and that is really distracting. So I decided for that slightly hovering.
3rd person is a bit buggy too, as the person is visible in the depthmap, which can break crosshair calculation. It works good, if you zoom relative near to the character.
Hopefully I didn't mess up something really bad, so please give me some feedback if something is wrong.
[quote="Flint Eastwood"]Here it comes. :D
I had to fiddle with the VATS a bit. Hopefully not only me likes it now. ;)
Crosshair is a bit hovering on far depth. I can tweak this a bit more, but it really fast gets behind some surfaces and that is really distracting. So I decided for that slightly hovering.
3rd person is a bit buggy too, as the person is visible in the depthmap, which can break crosshair calculation. It works good, if you zoom relative near to the character.
Hopefully I didn't mess up something really bad, so please give me some feedback if something is wrong.
Download-Link will be found in the [url=https://forums.geforce.com/default/topic/1011620/3d-vision/fallout-3-goty-shaderhacking/post/5159877/#5159877]first post[/url].[/quote]
This is awesome. Fallout 3 was one of my first full 3D experiences, and I played all the way through with eye breaking consoles and still loved it.
Now I can finish the DLC that I never had at the time.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/73238/[/img]
It seems like this should be on HelixModBlog, so if you are interested, PM me with an email address you'd like to use, and I'll send an invite.
Flint Eastwood said:Here it comes. :D
I had to fiddle with the VATS a bit. Hopefully not only me likes it now. ;)
Crosshair is a bit hovering on far depth. I can tweak this a bit more, but it really fast gets behind some surfaces and that is really distracting. So I decided for that slightly hovering.
3rd person is a bit buggy too, as the person is visible in the depthmap, which can break crosshair calculation. It works good, if you zoom relative near to the character.
Hopefully I didn't mess up something really bad, so please give me some feedback if something is wrong.
But in 0174BFBE there comes the Output in as sampler s2. And the sampler looks pretty good:
0174BFBE combines the rendered picture (s0) with the blur (s1) and the Depthmap (s2).
Setting the output of this shader to zero leads to a black picture with the hud on it.
Passing s0 to the output there is no stereo at all. Don't know, where this one is created.
Desktop-PC
i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision
Thanks for taking a look at this game. One of the classics, no question.
If the samplers are all used, you can try to narrow down which are used least and disable them in the conflicting shader. There might be effects that you don't care about, (like DOF), and you can recover one. Unlikely, but maybe.
For the depth map, if that is the only one you can get via DOF, I think you are just stuck. But with the caveat that TsaebehT found that the Lasersight was working, which uses a similar technique.
The DarkStarSword version uses a depth map like you found, doing anything different than that will be more work than you probably want to expend for the feature.
You should go ahead and convert those to shader model 3.0. That's the HelixMod standard, and I have no idea if you might run into weird problems using 2.x shaders. I didn't think it would even load those shaders, but it looks like it is for you. Nevertheless, you might tickle some weird HelixMod bugs that no one else has seen.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
So it might be an alternative.
https://forums.geforce.com/default/topic/539129/
When running the game in Fullscreen, DOF is working pretty good in Stereo3D. :) :) :)
Now that the depthmap is in Stereo too, I have to find the right depth out of the two views.
I found in other helixmod fixes, that this is done with a loop.
But I don't understand that right. Seems a bit weird to me.
Maybe someone of you can explain me this a bit further?
Desktop-PC
i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision
I finally fixed the crosshair. Took me more than a week to find out, that depthmap values are not linear.
So only water reflections bad for now.
Desktop-PC
i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision
It's a damn shame NVIDIA never updated InGameLaserSight to work with newer games/engines.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I've just finished FO4 Without any sight or vats, I can tell you this a very giving experience and much more immersive !
It's deffinately not the last time I play a game this way :)
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Just need to cleanup the code a bit. Then I can make a release, if somebody is interested.
Desktop-PC
i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision
GTX 1070 SLI, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Count me in :)
This is one of the best games ever !
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
I had to fiddle with the VATS a bit. Hopefully not only me likes it now. ;)
Crosshair is a bit hovering on far depth. I can tweak this a bit more, but it really fast gets behind some surfaces and that is really distracting. So I decided for that slightly hovering.
3rd person is a bit buggy too, as the person is visible in the depthmap, which can break crosshair calculation. It works good, if you zoom relative near to the character.
Hopefully I didn't mess up something really bad, so please give me some feedback if something is wrong.
Download-Link will be found in the first post.
Desktop-PC
i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision
This is awesome. Fallout 3 was one of my first full 3D experiences, and I played all the way through with eye breaking consoles and still loved it.
Now I can finish the DLC that I never had at the time.
It seems like this should be on HelixModBlog, so if you are interested, PM me with an email address you'd like to use, and I'll send an invite.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I'm too tired today. I take a deeper look tomorrow.
Desktop-PC
i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision