[quote="J0hnnieW4lker"]What is this SuperDepth? What I could understand it is like a CM mode?
Is It better? What games benefit from it?[/quote]
The depth is much better with Superdepth 3D then CM mode.
To use Superdepth 3D you need a 3D TV modes which are supported by SuperDepth 3D are SBS TNB line interlaced except with Helifax fixes which work with 3D Vision.
J0hnnieW4lker said:What is this SuperDepth? What I could understand it is like a CM mode?
Is It better? What games benefit from it?
The depth is much better with Superdepth 3D then CM mode.
To use Superdepth 3D you need a 3D TV modes which are supported by SuperDepth 3D are SBS TNB line interlaced except with Helifax fixes which work with 3D Vision.
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
So this will work at resolutions above 720p if you have HDMI 2.0?
Well done on doing this.
Amazing that one man can do better than Nvidia!
They should be ashamed! It would be hilarious if it wasn't so embarrassing!
Thanks again.
[quote="GibsonRed"]So this will work at resolutions above 720p if you have HDMI 2.0?
Well done on doing this.
Amazing that one man can do better than Nvidia!
They should be ashamed! It would be hilarious if it wasn't so embarrassing!
Thanks again.
[/quote]
Yes it works 4K on my 3D TV SBS and TNB.
[quote="nimis"]So this mod is not good for 720p projector because picture quality is not so good with this mod and only good for 1080p projectors and TV-s?[/quote]
You can use it with any resolutions mate:) Don't worry about that;)
One thing to note though:
You lose half the width or height resolution as the Displayed frame is Side-by-Side or Top/Under. This is a side-effect of rendering both perspectives in the same time and using the same framebuffer resolution as the screen;)
In theory, for this to display full resolution 3D (like 3D Vision does) you need to extend the backbuffer to 2xWidth (or height) and ofc, you need to modify Reshade to allow this ^_^. But even then, if you are not using "Alternate Frame rendering" - like Active 3D Display do - you still lose resolution. So nothing won, nothing lost ;)
In any case the "quality loss" is not big, but if you look closely you can see it - if you get the raw frame out;) (Running this on 4K actually gives you 2K. Running this on 1920x1080 in SBS mode will give you 960x1080 per eye - resolution wise).
Numbers aside, You should try it as is an awesome tool!
nimis said:So this mod is not good for 720p projector because picture quality is not so good with this mod and only good for 1080p projectors and TV-s?
You can use it with any resolutions mate:) Don't worry about that;)
One thing to note though:
You lose half the width or height resolution as the Displayed frame is Side-by-Side or Top/Under. This is a side-effect of rendering both perspectives in the same time and using the same framebuffer resolution as the screen;)
In theory, for this to display full resolution 3D (like 3D Vision does) you need to extend the backbuffer to 2xWidth (or height) and ofc, you need to modify Reshade to allow this ^_^. But even then, if you are not using "Alternate Frame rendering" - like Active 3D Display do - you still lose resolution. So nothing won, nothing lost ;)
In any case the "quality loss" is not big, but if you look closely you can see it - if you get the raw frame out;) (Running this on 4K actually gives you 2K. Running this on 1920x1080 in SBS mode will give you 960x1080 per eye - resolution wise).
Numbers aside, You should try it as is an awesome tool!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="Shinra358"]I have an idea. Tell me if this is possible:
with this splitscreen, is it possible for you to add an option that,
1. removes the hud in the first image but keeps the rest of the picture
2. removes the picture in the 2nd image, but keeps the hud.
or:
1. create a splitscreen of 3
2. 1st and 2nd image will not have the hud but will have everything else.
3. 3rd image will have the hud only and nothing else
This will improve 3d vision AND using 2D with shaders that mess up the hud by having your hud on the 2nd or 3rd screen (something the user would do with the game window and the os, not this shader) and allowing you to use any shader/3d setting to your heart's content without hud issue or eyestrain issue because of a hud. Dual and/or triple monitor users would benefit from this the most because the hud will be on your other monitor so you can still play regularly while the 3d remains on the first monitor (pretty much like a 3DS). I figure if you could make a splitscreen like this, that it would also be possible to remove elements from each side to achieve this. What do you think?[/quote]
I guess I can Make a option so that you can make your own Overlay For HUDS. Not sure if this will work with reshade + 3D vision. Since reshade renders Before 3DVision.
I will add this to the Todo list for my shader. To allow for a Self Made overlay from like Gimp or photo shop. I need to see if Reshade can have Transparency first. I will look in to it.
But, ya allowing for a overlay for hud elements can help. But, I think some one already worked on this problem.
yep I found it.
http://reshade.me/forum/shader-discussion/2144-how-to-add-png-transparency-control-to-shader
I think this can be a good solution. But, Right now I am working on 1.8.6 Depth maps next update I will work on this. I also still need to Back port 1.8.6 to Rehade 2.0 still. Im only one man :P.... So give me time.
Shinra358 said:I have an idea. Tell me if this is possible:
with this splitscreen, is it possible for you to add an option that,
1. removes the hud in the first image but keeps the rest of the picture
2. removes the picture in the 2nd image, but keeps the hud.
or:
1. create a splitscreen of 3
2. 1st and 2nd image will not have the hud but will have everything else.
3. 3rd image will have the hud only and nothing else
This will improve 3d vision AND using 2D with shaders that mess up the hud by having your hud on the 2nd or 3rd screen (something the user would do with the game window and the os, not this shader) and allowing you to use any shader/3d setting to your heart's content without hud issue or eyestrain issue because of a hud. Dual and/or triple monitor users would benefit from this the most because the hud will be on your other monitor so you can still play regularly while the 3d remains on the first monitor (pretty much like a 3DS). I figure if you could make a splitscreen like this, that it would also be possible to remove elements from each side to achieve this. What do you think?
I guess I can Make a option so that you can make your own Overlay For HUDS. Not sure if this will work with reshade + 3D vision. Since reshade renders Before 3DVision.
I will add this to the Todo list for my shader. To allow for a Self Made overlay from like Gimp or photo shop. I need to see if Reshade can have Transparency first. I will look in to it.
But, ya allowing for a overlay for hud elements can help. But, I think some one already worked on this problem.
I think this can be a good solution. But, Right now I am working on 1.8.6 Depth maps next update I will work on this. I also still need to Back port 1.8.6 to Rehade 2.0 still. Im only one man :P.... So give me time.
What I think Shinra358 means, is not a custom HUD, but the HUD created by a game... :(
Or maybe I am wrong?
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"]What I think Shinra358 means, is not a custom HUD, but the HUD created by a game... :(
Or maybe I am wrong?[/quote]
I don't think I can remove in game elements like Huds. But, a way around messing up the hud, is to Keep a template stuck behind so that the Huds in game don't get affected as much by the warping done by reprojection.
His way of doing it's is not possible, with-out a lot reworking of reshade.
But, the easier way like I said is to just make a template.
A cool thing too is if you can control the color of the template from black to white you can control how deep you want your HUD to be in game.
But, again would take some time to implement. I think I can make where you just need to too drop a overlay that you made for your own game, from gimp and or photoshop.
As for a Custom HUD overlay. Like a custom Lazer Sight? Ya that can be done. I think........
helifax said:What I think Shinra358 means, is not a custom HUD, but the HUD created by a game... :(
Or maybe I am wrong?
I don't think I can remove in game elements like Huds. But, a way around messing up the hud, is to Keep a template stuck behind so that the Huds in game don't get affected as much by the warping done by reprojection.
His way of doing it's is not possible, with-out a lot reworking of reshade.
But, the easier way like I said is to just make a template.
A cool thing too is if you can control the color of the template from black to white you can control how deep you want your HUD to be in game.
But, again would take some time to implement. I think I can make where you just need to too drop a overlay that you made for your own game, from gimp and or photoshop.
As for a Custom HUD overlay. Like a custom Lazer Sight? Ya that can be done. I think........
So I got Depth Map code Infinite reversed-Z. working with my shader. It's time taking doing this for each game. But. I don't see any better way.
[code]
//Custom Six
if (CustomDM == 6)
{
float cF = Far;//1
float cN = Near;//1.850
depthM = clamp(1 - (depthM * cF / (cF - cN) + cN) / depthM,0,255); //Infinite reversed-Z. Clamped, not so Infinate anymore.
}
[/code]
The problem was that this was Infinite so My Shader would go black on Main Menus and HUDS are unreadable most of the time.
Depth Precision is a Pain in the ass. Holy hell. But, this will allow for game like Silent Hill: Homecoming to work now.
[img]https://cdn.pbrd.co/images/2P194cqyq.jpg[/img]
This is a heads up on why I am taking so long.
This is the time consuming part of Depth Precision. It's setting the depth map for specific games.
So Progress.............
[quote="nimis"][quote="helifax"][quote="nimis"]So this mod is not good for 720p projector because picture quality is not so good with this mod and only good for 1080p projectors and TV-s?[/quote]
You can use it with any resolutions mate:) Don't worry about that;)
One thing to note though:
You lose half the width or height resolution as the Displayed frame is Side-by-Side or Top/Under. This is a side-effect of rendering both perspectives in the same time and using the same framebuffer resolution as the screen;)
In theory, for this to display full resolution 3D (like 3D Vision does) you need to extend the backbuffer to 2xWidth (or height) and ofc, you need to modify Reshade to allow this ^_^. But even then, if you are not using "Alternate Frame rendering" - like Active 3D Display do - you still lose resolution. So nothing won, nothing lost ;)
In any case the "quality loss" is not big, but if you look closely you can see it - if you get the raw frame out;) (Running this on 4K actually gives you 2K. Running this on 1920x1080 in SBS mode will give you 960x1080 per eye - resolution wise).
Numbers aside, You should try it as is an awesome tool![/quote]
So what I understand this is Fake3D and not S3D? But good news are it works even with AMD gpus and no need nvidia 3d software at all?[/quote]
Yes it works with AMD Hardware.
nimis said:So this mod is not good for 720p projector because picture quality is not so good with this mod and only good for 1080p projectors and TV-s?
You can use it with any resolutions mate:) Don't worry about that;)
One thing to note though:
You lose half the width or height resolution as the Displayed frame is Side-by-Side or Top/Under. This is a side-effect of rendering both perspectives in the same time and using the same framebuffer resolution as the screen;)
In theory, for this to display full resolution 3D (like 3D Vision does) you need to extend the backbuffer to 2xWidth (or height) and ofc, you need to modify Reshade to allow this ^_^. But even then, if you are not using "Alternate Frame rendering" - like Active 3D Display do - you still lose resolution. So nothing won, nothing lost ;)
In any case the "quality loss" is not big, but if you look closely you can see it - if you get the raw frame out;) (Running this on 4K actually gives you 2K. Running this on 1920x1080 in SBS mode will give you 960x1080 per eye - resolution wise).
Numbers aside, You should try it as is an awesome tool!
So what I understand this is Fake3D and not S3D? But good news are it works even with AMD gpus and no need nvidia 3d software at all?
[quote="BlueSkyDefender"][quote="Shinra358"]I have an idea. Tell me if this is possible:
with this splitscreen, is it possible for you to add an option that,
1. removes the hud in the first image but keeps the rest of the picture
2. removes the picture in the 2nd image, but keeps the hud.
or:
1. create a splitscreen of 3
2. 1st and 2nd image will not have the hud but will have everything else.
3. 3rd image will have the hud only and nothing else
This will improve 3d vision AND using 2D with shaders that mess up the hud by having your hud on the 2nd or 3rd screen (something the user would do with the game window and the os, not this shader) and allowing you to use any shader/3d setting to your heart's content without hud issue or eyestrain issue because of a hud. Dual and/or triple monitor users would benefit from this the most because the hud will be on your other monitor so you can still play regularly while the 3d remains on the first monitor (pretty much like a 3DS). I figure if you could make a splitscreen like this, that it would also be possible to remove elements from each side to achieve this. What do you think?[/quote]
I guess I can Make a option so that you can make your own Overlay For HUDS. Not sure if this will work with reshade + 3D vision. Since reshade renders Before 3DVision.
I will add this to the Todo list for my shader. To allow for a Self Made overlay from like Gimp or photo shop. I need to see if Reshade can have Transparency first. I will look in to it.
But, ya allowing for a overlay for hud elements can help. But, I think some one already worked on this problem.
yep I found it.
http://reshade.me/forum/shader-discussion/2144-how-to-add-png-transparency-control-to-shader
I think this can be a good solution. But, Right now I am working on 1.8.6 Depth maps next update I will work on this. I also still need to Back port 1.8.6 to Rehade 2.0 still. Im only one man :P.... So give me time. [/quote]
Sorry for the delay. Got held up yesterday. But yeah, as helifax was saying, I was referring the the hud created by the game, not a custom one. Like on the first 2 splits, the hud would be inviso or offset offscreen. And on the 3rd split, instead of the hud being inviso or offset, the scene behind the hud would be instead. Giving you nothing but hud elements on the 3rd split with a black screen behind it. And on the first 2 splits, it's nothing but the scenery only.
[img]https://s6.postimg.org/be63oqirl/Untitled_1.png[/img]
[img]https://s6.postimg.org/t5hq36y69/piz.png[/img]
The single screen on your machine will look like this. The VR or 3D equipment will be configured for view on the first 2 images. Using dual or triple monitors, they would be stretched across using said monitors so that each would share a monitor and the respective monitor dimensions so each image wouldn't be squished together. The hud lifebars, item menus, etc. would be viewable on the 2nd or 3rd monitor only. The hud lifebars, item menus, etc. would be offset to offscreen or made inviso on the first 2 splits.
Similar to what I did here with the Desmume emu (as far as spanning across monitors goes):
https://www.youtube.com/watch?v=qDEW8gfLUSM
Shinra358 said:I have an idea. Tell me if this is possible:
with this splitscreen, is it possible for you to add an option that,
1. removes the hud in the first image but keeps the rest of the picture
2. removes the picture in the 2nd image, but keeps the hud.
or:
1. create a splitscreen of 3
2. 1st and 2nd image will not have the hud but will have everything else.
3. 3rd image will have the hud only and nothing else
This will improve 3d vision AND using 2D with shaders that mess up the hud by having your hud on the 2nd or 3rd screen (something the user would do with the game window and the os, not this shader) and allowing you to use any shader/3d setting to your heart's content without hud issue or eyestrain issue because of a hud. Dual and/or triple monitor users would benefit from this the most because the hud will be on your other monitor so you can still play regularly while the 3d remains on the first monitor (pretty much like a 3DS). I figure if you could make a splitscreen like this, that it would also be possible to remove elements from each side to achieve this. What do you think?
I guess I can Make a option so that you can make your own Overlay For HUDS. Not sure if this will work with reshade + 3D vision. Since reshade renders Before 3DVision.
I will add this to the Todo list for my shader. To allow for a Self Made overlay from like Gimp or photo shop. I need to see if Reshade can have Transparency first. I will look in to it.
But, ya allowing for a overlay for hud elements can help. But, I think some one already worked on this problem.
I think this can be a good solution. But, Right now I am working on 1.8.6 Depth maps next update I will work on this. I also still need to Back port 1.8.6 to Rehade 2.0 still. Im only one man :P.... So give me time.
Sorry for the delay. Got held up yesterday. But yeah, as helifax was saying, I was referring the the hud created by the game, not a custom one. Like on the first 2 splits, the hud would be inviso or offset offscreen. And on the 3rd split, instead of the hud being inviso or offset, the scene behind the hud would be instead. Giving you nothing but hud elements on the 3rd split with a black screen behind it. And on the first 2 splits, it's nothing but the scenery only.
The single screen on your machine will look like this. The VR or 3D equipment will be configured for view on the first 2 images. Using dual or triple monitors, they would be stretched across using said monitors so that each would share a monitor and the respective monitor dimensions so each image wouldn't be squished together. The hud lifebars, item menus, etc. would be viewable on the 2nd or 3rd monitor only. The hud lifebars, item menus, etc. would be offset to offscreen or made inviso on the first 2 splits.
Similar to what I did here with the Desmume emu (as far as spanning across monitors goes):
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
[quote="Shinra358"][quote="BlueSkyDefender"][quote="Shinra358"]I have an idea. Tell me if this is possible:
with this splitscreen, is it possible for you to add an option that,
1. removes the hud in the first image but keeps the rest of the picture
2. removes the picture in the 2nd image, but keeps the hud.
or:
1. create a splitscreen of 3
2. 1st and 2nd image will not have the hud but will have everything else.
3. 3rd image will have the hud only and nothing else
This will improve 3d vision AND using 2D with shaders that mess up the hud by having your hud on the 2nd or 3rd screen (something the user would do with the game window and the os, not this shader) and allowing you to use any shader/3d setting to your heart's content without hud issue or eyestrain issue because of a hud. Dual and/or triple monitor users would benefit from this the most because the hud will be on your other monitor so you can still play regularly while the 3d remains on the first monitor (pretty much like a 3DS). I figure if you could make a splitscreen like this, that it would also be possible to remove elements from each side to achieve this. What do you think?[/quote]
I guess I can Make a option so that you can make your own Overlay For HUDS. Not sure if this will work with reshade + 3D vision. Since reshade renders Before 3DVision.
I will add this to the Todo list for my shader. To allow for a Self Made overlay from like Gimp or photo shop. I need to see if Reshade can have Transparency first. I will look in to it.
But, ya allowing for a overlay for hud elements can help. But, I think some one already worked on this problem.
yep I found it.
http://reshade.me/forum/shader-discussion/2144-how-to-add-png-transparency-control-to-shader
I think this can be a good solution. But, Right now I am working on 1.8.6 Depth maps next update I will work on this. I also still need to Back port 1.8.6 to Rehade 2.0 still. Im only one man :P.... So give me time. [/quote]
Sorry for the delay. Got held up yesterday. But yeah, as helifax was saying, I was referring the the hud created by the game, not a custom one. Like on the first 2 splits, the hud would be inviso or offset offscreen. And on the 3rd split, instead of the hud being inviso or offset, the scene behind the hud would be instead. Giving you nothing but hud elements on the 3rd split with a black screen behind it. And on the first 2 splits, it's nothing but the scenery only.
[img]https://s6.postimg.org/be63oqirl/Untitled_1.png[/img]
[img]https://s6.postimg.org/t5hq36y69/piz.png[/img]
The single screen on your machine will look like this. The VR or 3D equipment will be configured for view on the first 2 images. Using dual or triple monitors, they would be stretched across using said monitors so that each would share a monitor and the respective monitor dimensions so each image wouldn't be squished together. The hud lifebars, item menus, etc. would be viewable on the 2nd or 3rd monitor only. The hud lifebars, item menus, etc. would be offset to offscreen or made inviso on the first 2 splits.
Similar to what I did here with the Desmume emu (as far as spanning across monitors goes):
https://www.youtube.com/watch?v=qDEW8gfLUSM[/quote]
This can't be done with out serious retooling of reshade.
So no this is not possible currently.
Shinra358 said:I have an idea. Tell me if this is possible:
with this splitscreen, is it possible for you to add an option that,
1. removes the hud in the first image but keeps the rest of the picture
2. removes the picture in the 2nd image, but keeps the hud.
or:
1. create a splitscreen of 3
2. 1st and 2nd image will not have the hud but will have everything else.
3. 3rd image will have the hud only and nothing else
This will improve 3d vision AND using 2D with shaders that mess up the hud by having your hud on the 2nd or 3rd screen (something the user would do with the game window and the os, not this shader) and allowing you to use any shader/3d setting to your heart's content without hud issue or eyestrain issue because of a hud. Dual and/or triple monitor users would benefit from this the most because the hud will be on your other monitor so you can still play regularly while the 3d remains on the first monitor (pretty much like a 3DS). I figure if you could make a splitscreen like this, that it would also be possible to remove elements from each side to achieve this. What do you think?
I guess I can Make a option so that you can make your own Overlay For HUDS. Not sure if this will work with reshade + 3D vision. Since reshade renders Before 3DVision.
I will add this to the Todo list for my shader. To allow for a Self Made overlay from like Gimp or photo shop. I need to see if Reshade can have Transparency first. I will look in to it.
But, ya allowing for a overlay for hud elements can help. But, I think some one already worked on this problem.
I think this can be a good solution. But, Right now I am working on 1.8.6 Depth maps next update I will work on this. I also still need to Back port 1.8.6 to Rehade 2.0 still. Im only one man :P.... So give me time.
Sorry for the delay. Got held up yesterday. But yeah, as helifax was saying, I was referring the the hud created by the game, not a custom one. Like on the first 2 splits, the hud would be inviso or offset offscreen. And on the 3rd split, instead of the hud being inviso or offset, the scene behind the hud would be instead. Giving you nothing but hud elements on the 3rd split with a black screen behind it. And on the first 2 splits, it's nothing but the scenery only.
The single screen on your machine will look like this. The VR or 3D equipment will be configured for view on the first 2 images. Using dual or triple monitors, they would be stretched across using said monitors so that each would share a monitor and the respective monitor dimensions so each image wouldn't be squished together. The hud lifebars, item menus, etc. would be viewable on the 2nd or 3rd monitor only. The hud lifebars, item menus, etc. would be offset to offscreen or made inviso on the first 2 splits.
Similar to what I did here with the Desmume emu (as far as spanning across monitors goes):
This can't be done with out serious retooling of reshade.
Yeah, but you were able to shift the offsets of the 3d models to make 3D happen so wouldn't shifting with a higher number allow for stuff to be off screen? Same with these nvapi mods, they can shift offsets of the shaders for 3D compatibility and make the shaders go inviso as well for 3D compatibility. And if reshade and sweetfx can make a splitscreen, what's stopping it from making a tri screen? Or are you referring to something else? Because multimonitoring wouldn't be controlled by the nvapi mods or reshade, they would be controlled through windows by normal means. Just wondering.
Yeah, but you were able to shift the offsets of the 3d models to make 3D happen so wouldn't shifting with a higher number allow for stuff to be off screen? Same with these nvapi mods, they can shift offsets of the shaders for 3D compatibility and make the shaders go inviso as well for 3D compatibility. And if reshade and sweetfx can make a splitscreen, what's stopping it from making a tri screen? Or are you referring to something else? Because multimonitoring wouldn't be controlled by the nvapi mods or reshade, they would be controlled through windows by normal means. Just wondering.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
[quote="Shinra358"]Yeah, but you were able to shift the offsets of the 3d models to make 3D happen so wouldn't shifting with a higher number allow for stuff to be off screen? Same with these nvapi mods, they can shift offsets of the shaders for 3D compatibility and make the shaders go inviso as well for 3D compatibility. And if reshade and sweetfx can make a splitscreen, what's stopping it from making a tri screen? Or are you referring to something else? Because multimonitoring wouldn't be controlled by the nvapi mods or reshade, they would be controlled through windows by normal means. Just wondering.[/quote]
We already talked about this in my thread (for OGL-3DVision wrapper).
What you are trying to do, requires HOOKING and MODIFYING the Rendering Pipeline of a game!
Reshade Does exactly the opposite! It adds ANOTHER render pass after the game's render pipeline! Reshade is not hooking anything from the rendering pipeline, except a couple of instructions to add that extra pass at the end.
Also, your idea of reading & modifying pixels and such will not work viable in this case. Modifying pixels means you need to do it in the Fragment shader (or after) and that will be very slow.
What you actually want to do to achieve is this:
- Render the whole game world to a Framebuffer.
- Apply the Reshade effect on that buffer and resume normal rendering pipeline.
- At this point the game will draw the hud on top.
This will only work for 2D though.
For 3D is like this:
- Render the whole game world to a Framebuffer.
- Apply the Reshade effect on that buffer and resume normal rendering pipeline.
- At this point the game will draw the hud. Modify, so the hud is drawn in another Framebuffer.
- Apply the stereo special on the HUD FBO.
- Blit both FBO_1 and HUD_FBO. At this stage you have the 3D world image and 3D special HUD.
- Resume normal rendering pipeline.
This is for applying different effects on the game geometry and the hud. For the tri-screen idea... things will get a lot more complicated and you will lose 3 times the resolution (width or height). You could make the backbuffer 3 times bigger though at which point (depending on the displaying technology) could get the original resolution back (This will need an ACTIVE 3D Display. Passive will not work).
At least this is my idea on how to do this thing.
The only problem is CAPTURING and detouring the instructions that are responsible for the HUD drawing, with the above algorithm.
It could be done ON A PER GAME basis, with a DX9/11/OGL wrapper that is coded ESPECIALLY for this.
Finding a generalistic solution though... Don't know if it can be done without an insane of time spent on this...
Shinra358 said:Yeah, but you were able to shift the offsets of the 3d models to make 3D happen so wouldn't shifting with a higher number allow for stuff to be off screen? Same with these nvapi mods, they can shift offsets of the shaders for 3D compatibility and make the shaders go inviso as well for 3D compatibility. And if reshade and sweetfx can make a splitscreen, what's stopping it from making a tri screen? Or are you referring to something else? Because multimonitoring wouldn't be controlled by the nvapi mods or reshade, they would be controlled through windows by normal means. Just wondering.
We already talked about this in my thread (for OGL-3DVision wrapper).
What you are trying to do, requires HOOKING and MODIFYING the Rendering Pipeline of a game!
Reshade Does exactly the opposite! It adds ANOTHER render pass after the game's render pipeline! Reshade is not hooking anything from the rendering pipeline, except a couple of instructions to add that extra pass at the end.
Also, your idea of reading & modifying pixels and such will not work viable in this case. Modifying pixels means you need to do it in the Fragment shader (or after) and that will be very slow.
What you actually want to do to achieve is this:
- Render the whole game world to a Framebuffer.
- Apply the Reshade effect on that buffer and resume normal rendering pipeline.
- At this point the game will draw the hud on top.
This will only work for 2D though.
For 3D is like this:
- Render the whole game world to a Framebuffer.
- Apply the Reshade effect on that buffer and resume normal rendering pipeline.
- At this point the game will draw the hud. Modify, so the hud is drawn in another Framebuffer.
- Apply the stereo special on the HUD FBO.
- Blit both FBO_1 and HUD_FBO. At this stage you have the 3D world image and 3D special HUD.
- Resume normal rendering pipeline.
This is for applying different effects on the game geometry and the hud. For the tri-screen idea... things will get a lot more complicated and you will lose 3 times the resolution (width or height). You could make the backbuffer 3 times bigger though at which point (depending on the displaying technology) could get the original resolution back (This will need an ACTIVE 3D Display. Passive will not work).
At least this is my idea on how to do this thing.
The only problem is CAPTURING and detouring the instructions that are responsible for the HUD drawing, with the above algorithm.
It could be done ON A PER GAME basis, with a DX9/11/OGL wrapper that is coded ESPECIALLY for this.
Finding a generalistic solution though... Don't know if it can be done without an insane of time spent on this...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Is It better? What games benefit from it?
EVGA GTX 1070 FTW
Motherboard MSI Z370 SLI PLUS
Processor i5-8600K @ 4.2 | Cooler SilverStone AR02
Corsair Vengeance 8GB 3000Mhz | Windows 10 Pro
SSD 240gb Kingston UV400 | 2x HDs 1TB RAID0 | 2x HD 2TB RAID1
TV LG Cinema 3D 49lb6200 | ACER EDID override | Oculus Rift CV1
Steam: http://steamcommunity.com/id/J0hnnieW4lker
Screenshots: http://phereo.com/583b3a2f8884282d5d000007
The depth is much better with Superdepth 3D then CM mode.
To use Superdepth 3D you need a 3D TV modes which are supported by SuperDepth 3D are SBS TNB line interlaced except with Helifax fixes which work with 3D Vision.
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
Well done on doing this.
Amazing that one man can do better than Nvidia!
They should be ashamed! It would be hilarious if it wasn't so embarrassing!
Thanks again.
Yes it works 4K on my 3D TV SBS and TNB.
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
You can use it with any resolutions mate:) Don't worry about that;)
One thing to note though:
You lose half the width or height resolution as the Displayed frame is Side-by-Side or Top/Under. This is a side-effect of rendering both perspectives in the same time and using the same framebuffer resolution as the screen;)
In theory, for this to display full resolution 3D (like 3D Vision does) you need to extend the backbuffer to 2xWidth (or height) and ofc, you need to modify Reshade to allow this ^_^. But even then, if you are not using "Alternate Frame rendering" - like Active 3D Display do - you still lose resolution. So nothing won, nothing lost ;)
In any case the "quality loss" is not big, but if you look closely you can see it - if you get the raw frame out;) (Running this on 4K actually gives you 2K. Running this on 1920x1080 in SBS mode will give you 960x1080 per eye - resolution wise).
Numbers aside, You should try it as is an awesome tool!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I guess I can Make a option so that you can make your own Overlay For HUDS. Not sure if this will work with reshade + 3D vision. Since reshade renders Before 3DVision.
I will add this to the Todo list for my shader. To allow for a Self Made overlay from like Gimp or photo shop. I need to see if Reshade can have Transparency first. I will look in to it.
But, ya allowing for a overlay for hud elements can help. But, I think some one already worked on this problem.
yep I found it.
http://reshade.me/forum/shader-discussion/2144-how-to-add-png-transparency-control-to-shader
I think this can be a good solution. But, Right now I am working on 1.8.6 Depth maps next update I will work on this. I also still need to Back port 1.8.6 to Rehade 2.0 still. Im only one man :P.... So give me time.
Or maybe I am wrong?
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I don't think I can remove in game elements like Huds. But, a way around messing up the hud, is to Keep a template stuck behind so that the Huds in game don't get affected as much by the warping done by reprojection.
His way of doing it's is not possible, with-out a lot reworking of reshade.
But, the easier way like I said is to just make a template.
A cool thing too is if you can control the color of the template from black to white you can control how deep you want your HUD to be in game.
But, again would take some time to implement. I think I can make where you just need to too drop a overlay that you made for your own game, from gimp and or photoshop.
As for a Custom HUD overlay. Like a custom Lazer Sight? Ya that can be done. I think........
The problem was that this was Infinite so My Shader would go black on Main Menus and HUDS are unreadable most of the time.
Depth Precision is a Pain in the ass. Holy hell. But, this will allow for game like Silent Hill: Homecoming to work now.
This is a heads up on why I am taking so long.
This is the time consuming part of Depth Precision. It's setting the depth map for specific games.
So Progress.............
Yes it works with AMD Hardware.
Sorry for the delay. Got held up yesterday. But yeah, as helifax was saying, I was referring the the hud created by the game, not a custom one. Like on the first 2 splits, the hud would be inviso or offset offscreen. And on the 3rd split, instead of the hud being inviso or offset, the scene behind the hud would be instead. Giving you nothing but hud elements on the 3rd split with a black screen behind it. And on the first 2 splits, it's nothing but the scenery only.
The single screen on your machine will look like this. The VR or 3D equipment will be configured for view on the first 2 images. Using dual or triple monitors, they would be stretched across using said monitors so that each would share a monitor and the respective monitor dimensions so each image wouldn't be squished together. The hud lifebars, item menus, etc. would be viewable on the 2nd or 3rd monitor only. The hud lifebars, item menus, etc. would be offset to offscreen or made inviso on the first 2 splits.
Similar to what I did here with the Desmume emu (as far as spanning across monitors goes):
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
This can't be done with out serious retooling of reshade.
So no this is not possible currently.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
We already talked about this in my thread (for OGL-3DVision wrapper).
What you are trying to do, requires HOOKING and MODIFYING the Rendering Pipeline of a game!
Reshade Does exactly the opposite! It adds ANOTHER render pass after the game's render pipeline! Reshade is not hooking anything from the rendering pipeline, except a couple of instructions to add that extra pass at the end.
Also, your idea of reading & modifying pixels and such will not work viable in this case. Modifying pixels means you need to do it in the Fragment shader (or after) and that will be very slow.
What you actually want to do to achieve is this:
- Render the whole game world to a Framebuffer.
- Apply the Reshade effect on that buffer and resume normal rendering pipeline.
- At this point the game will draw the hud on top.
This will only work for 2D though.
For 3D is like this:
- Render the whole game world to a Framebuffer.
- Apply the Reshade effect on that buffer and resume normal rendering pipeline.
- At this point the game will draw the hud. Modify, so the hud is drawn in another Framebuffer.
- Apply the stereo special on the HUD FBO.
- Blit both FBO_1 and HUD_FBO. At this stage you have the 3D world image and 3D special HUD.
- Resume normal rendering pipeline.
This is for applying different effects on the game geometry and the hud. For the tri-screen idea... things will get a lot more complicated and you will lose 3 times the resolution (width or height). You could make the backbuffer 3 times bigger though at which point (depending on the displaying technology) could get the original resolution back (This will need an ACTIVE 3D Display. Passive will not work).
At least this is my idea on how to do this thing.
The only problem is CAPTURING and detouring the instructions that are responsible for the HUD drawing, with the above algorithm.
It could be done ON A PER GAME basis, with a DX9/11/OGL wrapper that is coded ESPECIALLY for this.
Finding a generalistic solution though... Don't know if it can be done without an insane of time spent on this...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)