Elite Dangerous Fix
  6 / 32    
pahncr(?) made a registry hack which you run it before playing the game [url]http://www.mediafire.com/?xmzjiiqlqzw[/url] I don't know if it still works. If I remember, you need to tweak the monitor size bit. The smaller the value the more depth. Just find and replace the number with the value you want. Tempted to give it a go myself. I would like to go a bit deeper myself, like 120% depth All the best! edit Just notice the other thread. Soz!
pahncr(?) made a registry hack which you run it before playing the game
http://www.mediafire.com/?xmzjiiqlqzw

I don't know if it still works. If I remember, you need to tweak the monitor size bit. The smaller the value the more depth.

Just find and replace the number with the value you want. Tempted to give it a go myself. I would like to go a bit deeper myself, like 120% depth

All the best!

edit
Just notice the other thread. Soz!

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes

#76
Posted 01/16/2016 07:53 AM   
it's not a good idea this hack ; the problem with your fix is that depth of cockpit is perfect but everything outside is flat like in 2D . I change starfield depth (1.3 to 3.9) and nebula depth (1.05 to 1.23) but this increased the flatness of the objects in front . I tried to change depth of the planets and asteroids (put a lot of 0) in the first mission (tuto) without success . Where are shaders for this in the folder ? (i use all with "planet" in the title)
it's not a good idea this hack ; the problem with your fix is that depth of cockpit is perfect but everything outside is flat like in 2D . I change starfield depth (1.3 to 3.9) and nebula depth (1.05 to 1.23) but this increased the flatness of the objects in front .
I tried to change depth of the planets and asteroids (put a lot of 0) in the first mission (tuto) without success . Where are shaders for this in the folder ? (i use all with "planet" in the title)
Attachments

EliteDangerous3.9.jps

Matos : Win7 64bits ,i5 3570K 4.2ghz ,GTX 980ti ,12GB ,BenQ W1070 3DTV Play,DSR with CRU (thanks to Skual in this post : https://forums.geforce.com/default/topic/860484/problems-with-3dtv-play-and-witcher-3-on-projector/)

#77
Posted 01/16/2016 01:22 PM   
If everything is flat outside, it's probably due to the profile that you are associating with the game, try Max Payne 3 or something else.
If everything is flat outside, it's probably due to the profile that you are associating with the game, try Max Payne 3 or something else.

#78
Posted 01/16/2016 01:44 PM   
nothing changes (using NV inspector) with MP3 profile .
nothing changes (using NV inspector) with MP3 profile .

Matos : Win7 64bits ,i5 3570K 4.2ghz ,GTX 980ti ,12GB ,BenQ W1070 3DTV Play,DSR with CRU (thanks to Skual in this post : https://forums.geforce.com/default/topic/860484/problems-with-3dtv-play-and-witcher-3-on-projector/)

#79
Posted 01/16/2016 02:14 PM   
That screenshot does look flat! I notice you have some serious edge violation going on with that cockpit! Defo caused by a high convergence settings. Is that how you roll or have you had to do that because of your tweaking? I have taken a comparison screenie. I take it you are using a projector or some super big screen? On my 27" monitor I seem to have less convergence than you but more perceivable depth. I also think my settings look less flat than yours. I have never noticed flatness as an issue but I notice it straight away with your screenshot! Mine is the bluer cockpit [img]https://forums.geforce.com/cmd/default/download-comment-attachment/67870/[/img] Yours is the orange. (I think I prefer the orange vanilla colour scheme) [img]https://forums.geforce.com/cmd/default/download-comment-attachment/67869/[/img]
That screenshot does look flat!

I notice you have some serious edge violation going on with that cockpit! Defo caused by a high convergence settings. Is that how you roll or have you had to do that because of your tweaking?

I have taken a comparison screenie. I take it you are using a projector or some super big screen? On my 27" monitor I seem to have less convergence than you but more perceivable depth. I also think my settings look less flat than yours. I have never noticed flatness as an issue but I notice it straight away with your screenshot!

Mine is the bluer cockpit
Image

Yours is the orange. (I think I prefer the orange vanilla colour scheme)
Image

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
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#80
Posted 01/16/2016 03:58 PM   
I have to squint eyes a lot to adapt to your image, but it's a problem I notice on a lot of pictures shown by Helix community. Maybe it is a problem of plyer: I use the nvidia 3d Vision player ... i don't know . But anyway on your image,the outside dosn't have much depth also . Can you use my setting : [code]nebula (1.23) and starfield(3.9)[.] 100% depth and Convergence such as ui ship (right radar) is like 2D (right and left images superimposed without glasses)[/.] [/code] and see , in the tuto 1, a way , in shaders folder, for making the planet and asteroids deeper . Thx in advance !
I have to squint eyes a lot to adapt to your image, but it's a problem I notice on a lot of pictures shown by Helix community. Maybe it is a problem of plyer: I use the nvidia 3d Vision player ... i don't know .
But anyway on your image,the outside dosn't have much depth also .
Can you use my setting :
nebula (1.23) and starfield(3.9)
  • 100% depth and Convergence such as ui ship (right radar) is like 2D (right and left images superimposed without glasses)

  • and see , in the tuto 1, a way , in shaders folder, for making the planet and asteroids deeper .
    Thx in advance !

    Matos : Win7 64bits ,i5 3570K 4.2ghz ,GTX 980ti ,12GB ,BenQ W1070 3DTV Play,DSR with CRU (thanks to Skual in this post : https://forums.geforce.com/default/topic/860484/problems-with-3dtv-play-and-witcher-3-on-projector/)

    #81
    Posted 01/16/2016 04:44 PM   
    I tried it! I set the convergence around the ship radar, then tweaked it to align the starfield and nebula. I remember when I pushed the starfield back it does make other objects appear closer and flatter. I think not having a surface also makes it tricky to gauge depth. I also think the reason things might look flat is because of the distances involved. Take a pair of bins and look at the moon. I don't think it looks that dissimilar to what we see in game. As you get closer you defo see the curve and when you fly down to a planet it looks as 3D as GTA5. Fly to a comparable distance as the USS and again the curve is distinct. I will try the depth hack.
    I tried it! I set the convergence around the ship radar, then tweaked it to align the starfield and nebula. I remember when I pushed the starfield back it does make other objects appear closer and flatter.

    I think not having a surface also makes it tricky to gauge depth.

    I also think the reason things might look flat is because of the distances involved. Take a pair of bins and look at the moon. I don't think it looks that dissimilar to what we see in game.

    As you get closer you defo see the curve and when you fly down to a planet it looks as 3D as GTA5. Fly to a comparable distance as the USS and again the curve is distinct.

    I will try the depth hack.

    Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
    Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes

    #82
    Posted 01/16/2016 05:22 PM   
    The scale involved may well have something to do with it: [code] ---separation--- ________________-------------------> | _________------------------ /\ p _----| \ / \-----------------> a _-- | \------------------------------------/ ^ r _- | ^ | a - | | No stereo parallax. l / Up to about here stereo parallax is | Brain relies entirely l / the primary indication of depth. | on other depth cues, a | / such as the relative x | / size compared to other | | Limited stereo parallax. nearby known objects. | | Other depth cues like motion parallax This is why the moon | | start becoming more important here. appears larger near the | | horizon than it does | | in the sky, and always | |/ convergence / screen depth smaller than reality. +-x-----------------------------------------------------------------------------> | | -- Depth --> | | \ | | > pop-out v v / [/code] For math geeks: as depth approaches infinity, stereo parallax approaches separation. As depth approaches 0, stereo parallax approaches negative infinity. For 3D Vision, the slope of that curve is significantly affected by the convergence. Unity games require a low (depends on the game, usually around 0.5) convergence, which has the result that the stereo parallax tapers off quickly, while UE3 games use a much larger convergence (Life Is Strange uses 50.0), which means that the usable part of that curve is much larger and differences in stereo parallax can be perceived on things that are further away. While we are using the nvidia formula there's not much we can do about this unfortunately. DHR used a split convergence trick in Dying Light where he pushed the first person hands and weapons further away so that the convergence could be increased more than usual. A similar approach might work here if you can push the cockpit further away so that the convergence can be increased. Another note - while I've been attending game dev meetups I picked up a trick that some VR devs are employing - they render part of the scene in 3D that is near enough to the camera to be noticed, and everything beyond a certain point is rendered in 2D and copied to both eyes (thereby making better use of their limited fps budget). This was specifically noted as a technique that works well in space sims, where the cockpit would be 3D and everything beyond it 2D. I don't *think* we would see this shortcut happen when using 3D Vision since it's the driver adding the 3D, but depending on how they do the copy to both eyes we might - if that is happening we would need to identify the 2D render and depth targets and force them to stereo. You should be able to check by cranking up the convergence a lot - you will lose the cockpit, but you should be able to work out whether the objects beyond it are 2D or 3D.
    The scale involved may well have something to do with it:
    ---separation---                            ________________------------------->
    | _________------------------ /\
    p _----| \ / \----------------->
    a _-- | \------------------------------------/ ^
    r _- | ^ |
    a - | | No stereo parallax.
    l / Up to about here stereo parallax is | Brain relies entirely
    l / the primary indication of depth. | on other depth cues,
    a | / such as the relative
    x | / size compared to other
    | | Limited stereo parallax. nearby known objects.
    | | Other depth cues like motion parallax This is why the moon
    | | start becoming more important here. appears larger near the
    | | horizon than it does
    | | in the sky, and always
    | |/ convergence / screen depth smaller than reality.
    +-x----------------------------------------------------------------------------->
    | | -- Depth -->
    | | \
    | | > pop-out
    v v /


    For math geeks: as depth approaches infinity, stereo parallax approaches separation. As depth approaches 0, stereo parallax approaches negative infinity.

    For 3D Vision, the slope of that curve is significantly affected by the convergence. Unity games require a low (depends on the game, usually around 0.5) convergence, which has the result that the stereo parallax tapers off quickly, while UE3 games use a much larger convergence (Life Is Strange uses 50.0), which means that the usable part of that curve is much larger and differences in stereo parallax can be perceived on things that are further away.

    While we are using the nvidia formula there's not much we can do about this unfortunately. DHR used a split convergence trick in Dying Light where he pushed the first person hands and weapons further away so that the convergence could be increased more than usual. A similar approach might work here if you can push the cockpit further away so that the convergence can be increased.

    Another note - while I've been attending game dev meetups I picked up a trick that some VR devs are employing - they render part of the scene in 3D that is near enough to the camera to be noticed, and everything beyond a certain point is rendered in 2D and copied to both eyes (thereby making better use of their limited fps budget). This was specifically noted as a technique that works well in space sims, where the cockpit would be 3D and everything beyond it 2D. I don't *think* we would see this shortcut happen when using 3D Vision since it's the driver adding the 3D, but depending on how they do the copy to both eyes we might - if that is happening we would need to identify the 2D render and depth targets and force them to stereo. You should be able to check by cranking up the convergence a lot - you will lose the cockpit, but you should be able to work out whether the objects beyond it are 2D or 3D.

    2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

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    #83
    Posted 01/17/2016 05:58 AM   
    [quote="andysonofbob"] I also think the reason things might look flat is because of the distances involved.[/quote] Sorry to say , but even asteroids and stations on approach desperately lack depth :/ @DarkStarSword post interesting , although I've not quite understand (poor English, low technical level=brain fusion :)). In the case of ED, andysonofbob should dare depth and there is still a margin to get there. With a backdground(starfield) which increased from 1.3(original fix) to 4.0 (up to that no more effect), it already begins to look like something realistic, and I'm sure that we can go even further. And from there, working depth of all objects. And finally give the volume and gigantism that the stars deserve . This game could be extraordinary on a projector to feel the vastness of space (and it's the only space game on the market, pending SC).
    andysonofbob said:
    I also think the reason things might look flat is because of the distances involved.

    Sorry to say , but even asteroids and stations on approach desperately lack depth :/

    @DarkStarSword
    post interesting , although I've not quite understand (poor English, low technical level=brain fusion :)). In the case of ED, andysonofbob should dare depth and there is still a margin to get there. With a backdground(starfield) which increased from 1.3(original fix) to 4.0 (up to that no more effect), it already begins to look like something realistic, and I'm sure that we can go even further. And from there, working depth of all objects. And finally give the volume and gigantism that the stars deserve . This game could be extraordinary on a projector to feel the vastness of space (and it's the only space game on the market, pending SC).

    Matos : Win7 64bits ,i5 3570K 4.2ghz ,GTX 980ti ,12GB ,BenQ W1070 3DTV Play,DSR with CRU (thanks to Skual in this post : https://forums.geforce.com/default/topic/860484/problems-with-3dtv-play-and-witcher-3-on-projector/)

    #84
    Posted 01/17/2016 11:56 AM   
    It looks to me like a profile issue to me, everything in the screen is way to flat, how many did you try?
    It looks to me like a profile issue to me, everything in the screen is way to flat, how many did you try?

    #85
    Posted 01/17/2016 12:10 PM   
    only ED and Max payne 3 . I've just pushed starfield depth to 10.0 and it works , so i've said a mistake about blocking at 4.0 above . EDIT : in fact, there's not limit for depth of starfield ! :) So it remains to find the shaders to push the depth of the objects in accordance with the background , but no effects with shaders tittled "planet ..." in the folder "shader fixes" EDIT 2: So , after few tests, i begin to understand the difficulty to tweak at higher depth two 2D layers (nebula and starfield) . Near 1.0 it was easy to ensure that the two overlap well in 360° but with 10.0 (starfield) and 2.0 (nebula) eyes begin to perceive cheating 2D . So welcome to the flat world Elite Dangerous and a new game on my shelf !
    only ED and Max payne 3 .

    I've just pushed starfield depth to 10.0 and it works , so i've said a mistake about blocking at 4.0 above .
    EDIT : in fact, there's not limit for depth of starfield ! :)
    So it remains to find the shaders to push the depth of the objects in accordance with the background , but no effects with shaders tittled "planet ..." in the folder "shader fixes"

    EDIT 2: So , after few tests, i begin to understand the difficulty to tweak at higher depth two 2D layers (nebula and starfield) . Near 1.0 it was easy to ensure that the two overlap well in 360° but with 10.0 (starfield) and 2.0 (nebula) eyes begin to perceive cheating 2D .
    So welcome to the flat world Elite Dangerous and a new game on my shelf !

    Matos : Win7 64bits ,i5 3570K 4.2ghz ,GTX 980ti ,12GB ,BenQ W1070 3DTV Play,DSR with CRU (thanks to Skual in this post : https://forums.geforce.com/default/topic/860484/problems-with-3dtv-play-and-witcher-3-on-projector/)

    #86
    Posted 01/17/2016 12:29 PM   
    Looking at the pictures you have packaged with your fix on the blog, everything looks pretty good other than the one in the hanger doesn't seem so good. https://s3.amazonaws.com/andysonofbob/Elite+Dangerous+Screenshots.zip
    Looking at the pictures you have packaged with your fix on the blog, everything looks pretty good other than the one in the hanger doesn't seem so good.
    https://s3.amazonaws.com/andysonofbob/Elite+Dangerous+Screenshots.zip

    #87
    Posted 01/17/2016 03:46 PM   
    @DarkStarSword Mate, awesome ASCII chart! I mean... just, wow! You didn't just do that did you? [quote="DarkStarSword"]Another note - while I've been attending game dev meetups I picked up a trick that some VR devs are employing - they render part of the scene in 3D that is near enough to the camera to be noticed, and everything beyond a certain point is rendered in 2D and copied to both eyes (thereby making better use of their limited fps budget). This was specifically noted as a technique that works well in space sims, where the cockpit would be 3D and everything beyond it 2D. I don't *think* we would see this shortcut happen when using 3D Vision since it's the driver adding the 3D, but depending on how they do the copy to both eyes we might - if that is happening we would need to identify the 2D render and depth targets and force them to stereo. You should be able to check by cranking up the convergence a lot - you will lose the cockpit, but you should be able to work out whether the objects beyond it are 2D or 3D. [/quote] That sounds grim though. Even with all that scientific mumbo-jumbo, I bet a million quid, if devs started rendering distant objects even moons on a super distant plane which was the same as the starfield, people would notice, STRAIGHT AWAY! It would look like a massive painting drawn super far away. I read, bemused, a thread on the Star Citizen (I think) forum a couple of months ago. A forumite was complaining that when using VR, the cockpit looked 3D, but everything outside the cockpit else looked flat! Someone else (presumably someone sans VR), replied, "Impossible!" and mentioned the curves, which obviously caused caused some chagrin from the first. I think this is a bad move. But I'm completely happy to be proved wrong though! And the proof is defo in the pudding. :) @D-Man11 I'm loving it. I personally think it looks much better than those screenshots. I can't play cm because it's looks too flat. But I am move than happy with ED. I think it looks awesome! Download the demo, I think you can try all the training missions, and see for yourself! :)
    @DarkStarSword
    Mate, awesome ASCII chart! I mean... just, wow! You didn't just do that did you?


    DarkStarSword said:Another note - while I've been attending game dev meetups I picked up a trick that some VR devs are employing - they render part of the scene in 3D that is near enough to the camera to be noticed, and everything beyond a certain point is rendered in 2D and copied to both eyes (thereby making better use of their limited fps budget). This was specifically noted as a technique that works well in space sims, where the cockpit would be 3D and everything beyond it 2D. I don't *think* we would see this shortcut happen when using 3D Vision since it's the driver adding the 3D, but depending on how they do the copy to both eyes we might - if that is happening we would need to identify the 2D render and depth targets and force them to stereo. You should be able to check by cranking up the convergence a lot - you will lose the cockpit, but you should be able to work out whether the objects beyond it are 2D or 3D.


    That sounds grim though.

    Even with all that scientific mumbo-jumbo, I bet a million quid, if devs started rendering distant objects even moons on a super distant plane which was the same as the starfield, people would notice, STRAIGHT AWAY!

    It would look like a massive painting drawn super far away.

    I read, bemused, a thread on the Star Citizen (I think) forum a couple of months ago. A forumite was complaining that when using VR, the cockpit looked 3D, but everything outside the cockpit else looked flat! Someone else (presumably someone sans VR), replied, "Impossible!" and mentioned the curves, which obviously caused caused some chagrin from the first.

    I think this is a bad move. But I'm completely happy to be proved wrong though! And the proof is defo in the pudding. :)

    @D-Man11
    I'm loving it. I personally think it looks much better than those screenshots. I can't play cm because it's looks too flat. But I am move than happy with ED. I think it looks awesome! Download the demo, I think you can try all the training missions, and see for yourself! :)

    Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
    Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes

    #88
    Posted 01/17/2016 04:40 PM   
    @andysonofbob : I finally use the 64 bits version, 100% depth ,StarField separation * 2.0, Nebula separation * 0.98 and it's great (with Hotas X, TrackIR, and VoiceAttack ;) ) ! In the d3dx.ini, the key to "TOGGLE PLANET DEPTHS" have no effect (w=1) . Any reason ?
    @andysonofbob : I finally use the 64 bits version, 100% depth ,StarField separation * 2.0, Nebula separation * 0.98 and it's great (with Hotas X, TrackIR, and VoiceAttack ;) ) !

    In the d3dx.ini, the key to "TOGGLE PLANET DEPTHS" have no effect (w=1) . Any reason ?

    Matos : Win7 64bits ,i5 3570K 4.2ghz ,GTX 980ti ,12GB ,BenQ W1070 3DTV Play,DSR with CRU (thanks to Skual in this post : https://forums.geforce.com/default/topic/860484/problems-with-3dtv-play-and-witcher-3-on-projector/)

    #89
    Posted 01/23/2016 04:13 PM   
    Hello mate. A head tracker and HOTAS is a must for this game. Have you turned off the automatic menu pop up? Those menus popping up when you look around with the headtracker can be a right PITA if you don't disable them! Did you take the plunge with Horizons then? I am really enjoying it. I rerolled my character. I house rules Ironman, with Flight Assist OFF at all times! :D I love messing about in canyons. Playing Flight Assist off is awesome! My current roll is the longest I have survived: Sidewinder, Adder, DBS, Asp S, Vulture (had to work with a Hauler because I messed up by not having enough £££ to kit out the Vulture) and then got the Asp E, which I have just fully specced up. I am debating 'retiring' because past AspE I think the game becomes far more grindy :(. Horizons is superb for the early game! The key for the planet depth is "/". It is a really subtle effect but for me on my system it makes the planets look correct with regard to perspective. It's a toggle because you will need to press it again when using the system map - or don't bother like me. By all means increase the number in the planet shaders. I would leave the atmosphere though because it is shared by too many difference sized planet types. All the best!
    Hello mate.

    A head tracker and HOTAS is a must for this game. Have you turned off the automatic menu pop up? Those menus popping up when you look around with the headtracker can be a right PITA if you don't disable them!

    Did you take the plunge with Horizons then? I am really enjoying it. I rerolled my character. I house rules Ironman, with Flight Assist OFF at all times! :D I love messing about in canyons. Playing Flight Assist off is awesome!

    My current roll is the longest I have survived: Sidewinder, Adder, DBS, Asp S, Vulture (had to work with a Hauler because I messed up by not having enough £££ to kit out the Vulture) and then got the Asp E, which I have just fully specced up.

    I am debating 'retiring' because past AspE I think the game becomes far more grindy :(. Horizons is superb for the early game!

    The key for the planet depth is "/". It is a really subtle effect but for me on my system it makes the planets look correct with regard to perspective. It's a toggle because you will need to press it again when using the system map - or don't bother like me.

    By all means increase the number in the planet shaders. I would leave the atmosphere though because it is shared by too many difference sized planet types.

    All the best!

    Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
    Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes

    #90
    Posted 01/24/2016 06:41 PM   
      6 / 32    
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