Zelda Breath of the Wild 3D Vision Fix (Depth map based)
  17 / 18    
Thankyou Helifax , current one looks very beautifull!! :)*
Thankyou Helifax , current one looks very beautifull!! :)*

An old man with an old 24" 3D gamer Pc, Helixmod Disciples fan

Posted 05/07/2019 01:42 AM   
[quote="Isaacvigo 2"]Thankyou Helifax , current one looks very beautifull!! :)*[/quote] Awesome! Really glad! And sorry for the confusion with the previous update:)
Isaacvigo 2 said:Thankyou Helifax , current one looks very beautifull!! :)*


Awesome! Really glad! And sorry for the confusion with the previous update:)

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)

Posted 05/07/2019 06:03 PM   
Hey Helifax. I finally got some free time to try the new version out. Unfortunately I can't get 3d vision to work with this version. The game comes up and i can see your 3d vision overlay and it says "3d vision not activated press ctrl t to activate (or the default key)" in red. Hitting ctrl T or the key i have bound for enabling/disabling 3d vision does nothing, I've even tried rebinding the key to something else. I've tried using cemu 1.15.5 which was the latest version at the time you posted this, as well as version 1.15.8 which is the latest. I've tried multiple resolutions along with the matching depth buffer resolution in the ini. I've tried setting my projector to both 720p and 1440p with dsr, tried setting it to 60hz and 120hz. I'v reread your directions in case i missed anything but i followed everything to the t. And no matter what it still says 3dvision not activated. I can even run the old version using cemu 1.11.4 and that works perfectly. Any ideas? I'm totally stumped. Have you tested this on windows 7? Could i possible be some sort of profile issue? I added cemu to the 3d hub player profile but that did nothing and i never had any issues getting it to work with version 1.11.4
Hey Helifax.

I finally got some free time to try the new version out. Unfortunately I can't get 3d vision to work with this version. The game comes up and i can see your 3d vision overlay and it says "3d vision not activated press ctrl t to activate (or the default key)" in red. Hitting ctrl T or the key i have bound for enabling/disabling 3d vision does nothing, I've even tried rebinding the key to something else. I've tried using cemu 1.15.5 which was the latest version at the time you posted this, as well as version 1.15.8 which is the latest. I've tried multiple resolutions along with the matching depth buffer resolution in the ini. I've tried setting my projector to both 720p and 1440p with dsr, tried setting it to 60hz and 120hz. I'v reread your directions in case i missed anything but i followed everything to the t. And no matter what it still says 3dvision not activated. I can even run the old version using cemu 1.11.4 and that works perfectly.

Any ideas? I'm totally stumped. Have you tested this on windows 7? Could i possible be some sort of profile issue? I added cemu to the 3d hub player profile but that did nothing and i never had any issues getting it to work with version 1.11.4

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

Posted 06/17/2019 12:45 PM   
@sgsrules, I had the same issue in getting GTA V to work, trying everything in the setup, hammering the CTRL-T keys, following the very long thread here and other ideas online but to no avail. Then I discovered that for this one game on my system the separation had somehow been set to zero. Changing the separation to something more useful solved the problem. I'm not not sure if this will apply in your case but hopefully it will help.
@sgsrules, I had the same issue in getting GTA V to work, trying everything in the setup, hammering the CTRL-T keys, following the very long thread here and other ideas online but to no avail. Then I discovered that for this one game on my system the separation had somehow been set to zero. Changing the separation to something more useful solved the problem.

I'm not not sure if this will apply in your case but hopefully it will help.

Posted 06/17/2019 01:24 PM   
Lol thanks for the tip but that's definitely not the issue
Lol thanks for the tip but that's definitely not the issue

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

Posted 06/17/2019 01:27 PM   
Ok i managed to get it working. It looks like there's an issue with the 3d vision profile in the current version. To fix it i first deleted the profile with nv inspector and then in the 3DVisionWrapper.ini i set ForceNVProfileLoad = false so that a new profile wouldn't be created. After that it worked like a charm. I was able to verify that this was indeed the issue and not some random fluke because as soon as i re-enabled ForceNVProfileLoad it stopped working. Something in the profile is definitely tripping things up, every time i would hit the hotkey to enable 3d vision it would very faintly glitch the frame. The glitch wasn't noticeable until i started pounding the key repeatedly in anger lol. Well problem solved. But just out of curiosity what does the profile actually do? i opened up the file and noticed that it sets a few sli flags but I couldn't make out the rest. Have you tested this on windows 7 helifax? It could also be a driver issue. I'm using 416.94 Cheers!
Ok i managed to get it working. It looks like there's an issue with the 3d vision profile in the current version. To fix it i first deleted the profile with nv inspector and then in the 3DVisionWrapper.ini i set ForceNVProfileLoad = false so that a new profile wouldn't be created. After that it worked like a charm. I was able to verify that this was indeed the issue and not some random fluke because as soon as i re-enabled ForceNVProfileLoad it stopped working. Something in the profile is definitely tripping things up, every time i would hit the hotkey to enable 3d vision it would very faintly glitch the frame. The glitch wasn't noticeable until i started pounding the key repeatedly in anger lol.

Well problem solved.

But just out of curiosity what does the profile actually do? i opened up the file and noticed that it sets a few sli flags but I couldn't make out the rest. Have you tested this on windows 7 helifax? It could also be a driver issue. I'm using 416.94

Cheers!

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

Posted 06/17/2019 02:23 PM   
[quote="sgsrules"]Ok i managed to get it working. It looks like there's an issue with the 3d vision profile in the current version. To fix it i first deleted the profile with nv inspector and then in the 3DVisionWrapper.ini i set ForceNVProfileLoad = false so that a new profile wouldn't be created. After that it worked like a charm. I was able to verify that this was indeed the issue and not some random fluke because as soon as i re-enabled ForceNVProfileLoad it stopped working. Something in the profile is definitely tripping things up, every time i would hit the hotkey to enable 3d vision it would very faintly glitch the frame. The glitch wasn't noticeable until i started pounding the key repeatedly in anger lol. Well problem solved. But just out of curiosity what does the profile actually do? i opened up the file and noticed that it sets a few sli flags but I couldn't make out the rest. Have you tested this on windows 7 helifax? It could also be a driver issue. I'm using 416.94 Cheers![/quote] Hi sgsrules, Very interesting bug! I did encounter a few bugs related to the Nvidia Profile updates... Sometimes they work and sometimes they don't. I've tried to find the pattern, but so far I couldn't... The only thing I noticed that fixes this issue, is to delete an existing profile, if exists. Then it works every single time. I am unable to try Windows 7 anymore:( As I can't run Windows 7 anymore of my hardware (guess why... USB drivers...yupp... no USB drivers for the Z390 chipset for Win7 -_-). Still, very interesting bug and I am glad that you managed to find out what was causing the issue!!! Kind Regards, Helifax PS: As to what that option does: It tries to find a profile of the .exe and add the values for it. If none found, it makes one. Nothing really fancy, but it's using NvAPI and apparently there are some cases that I am not aware of, as the documentation doesn't mention them...
sgsrules said:Ok i managed to get it working. It looks like there's an issue with the 3d vision profile in the current version. To fix it i first deleted the profile with nv inspector and then in the 3DVisionWrapper.ini i set ForceNVProfileLoad = false so that a new profile wouldn't be created. After that it worked like a charm. I was able to verify that this was indeed the issue and not some random fluke because as soon as i re-enabled ForceNVProfileLoad it stopped working. Something in the profile is definitely tripping things up, every time i would hit the hotkey to enable 3d vision it would very faintly glitch the frame. The glitch wasn't noticeable until i started pounding the key repeatedly in anger lol.

Well problem solved.

But just out of curiosity what does the profile actually do? i opened up the file and noticed that it sets a few sli flags but I couldn't make out the rest. Have you tested this on windows 7 helifax? It could also be a driver issue. I'm using 416.94

Cheers!


Hi sgsrules,

Very interesting bug!
I did encounter a few bugs related to the Nvidia Profile updates... Sometimes they work and sometimes they don't.
I've tried to find the pattern, but so far I couldn't...
The only thing I noticed that fixes this issue, is to delete an existing profile, if exists. Then it works every single time.

I am unable to try Windows 7 anymore:( As I can't run Windows 7 anymore of my hardware (guess why... USB drivers...yupp... no USB drivers for the Z390 chipset for Win7 -_-).

Still, very interesting bug and I am glad that you managed to find out what was causing the issue!!!

Kind Regards,
Helifax

PS:
As to what that option does:
It tries to find a profile of the .exe and add the values for it. If none found, it makes one. Nothing really fancy, but it's using NvAPI and apparently there are some cases that I am not aware of, as the documentation doesn't mention them...

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)

Posted 06/17/2019 09:35 PM   
I managed to install windows 7 on Z370, you might also be able to on Z390. You just need to add some drivers at the Windows Kit. Windows 10 drivers worked.
I managed to install windows 7 on Z370, you might also be able to on Z390. You just need to add some drivers at the Windows Kit. Windows 10 drivers worked.

Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Avegant Glyph
Windows 10 64bits

Posted 06/18/2019 04:35 AM   
Helifax, The new fix works with the latest version of Cemu but I don't understand the changes you made to my shaders. I don't care if you alter them since you did the vast majority of the work for the wrapper. It's good that you left the original shaders, But I don't think you should be packaging the fix with your modifications as the default since there are a lot of issues with your changes. 1) What happened to the the near clipping plane adjustment? All i see is: [code] if (clipcoord.x > 0.015) { nearClip = 0.125; } [/code] which doesn't really fix the problem. 2) You removed the automatic zero parallax distance (zpd aka convergence) adjustment. I understand why you might not want to do this in other games but since breath of the wild uses dynamic clipping planes. If the convergence isn't recalculated it really throws things off whenever the clipping planes shift. Another reason i added this functionality is that depth map based 3d does not allow for negative parallax (things popping out from the screen), so anything that has negative parallax will become completely flat. The way you have it setup with the default convergence value makes it so that anything that is closer than Link will be completely flat. My solution adjusts convergence automatically so that this rarely happens. Another reason i added the automatic convergence adjustment was to increase the amount of 3d "real estate". Since there is no negative parallax, shifting the convergence to match the depth of the closest object will make sure that you have the maximum amount of 3d available. I store the dynamic convergence value in the minmax.z texture. 3) You removed the blurring around the halo that's caused by fake occlusion which give the halo a hard edge and makes it far more noticeable. The original bluring shader did a blur that was 8 pixels wide. You adjusted it so that it only does 1 lookup, so there is no blur at all. Because of this, Lines 13 and 15 in the code sample below are useless. My original code does 7 lookups to the depth buffer in the loop, you can actually use as little as 3 (you used 5) but i wanted to make sure i had the best quality possible and the added lookups are fairly negligible. In my code Lines 13 and 15 perform an 8th lookup that gets the depth from the y and z channels of the depth texture. The y and Z channels or the texture store a blurred version of the depth buffer that is used to blur the edge of the halo: [code] offset = s * g_eye_separation; //This calculates the final offset to be used to get the blurred pixel. minDepthL = min(minDepthL,GetDepthL(vec2(stereoTexCoord.x+offset, stereoTexCoord.y),clipcoord.x)); // gets blurred depth for Left eye. minDepthR = min(minDepthR,GetDepthR(vec2(stereoTexCoord.x-offset, stereoTexCoord.y),clipcoord.x));// gets blurred depth for Right eye. [/code] 4) You're adjusting the amount of offset to the pixel depth lookups depending on the distance and convergence which i don't understand why it's even necessary to do and in my mind will just cause unwanted artifacts. But maybe you have a good reason, so i'm curious about this change. 5) There are a lot of conditionals in your GetDepth function. It's not a huge issue but it will affect performance since you're calling it 8 times in your modified shader. Or maybe I'm just behind the times and conditionals aren't that big of a deal anymore? Either way, that's why i made different functions to get the blurred left and right eye depths. I'd also recommend using #ifdef instead of the if else conditionals for choosing a linearization method since there's absolutely no reason why you would need to change the depth linearization method after compilation. Sample Code with your modifications: [code] for (int j = 0; j < 5; j++) { //Why is the offset dependent on depth? offset = g_eye_separation * (1.0 - g_convergence / depth) *s; s+= blurFactor; // Crytek's single pass stereo code minDepthL = min(minDepthL,GetDepth(vec2(stereoTexCoord.x+offset, stereoTexCoord.y),0.0)); minDepthR = min(minDepthR,GetDepth(vec2(stereoTexCoord.x-offset, stereoTexCoord.y),0.0));// } offset = g_eye_separation * (1.0 - g_convergence / depth); // These last two look ups used to be used to blur the halo, i don't understand what they do now since there is no blurred // Left Eye minDepthL = min(minDepthL,GetDepth(vec2(stereoTexCoord.x+offset, stereoTexCoord.y), -1.0)); // Right Eye minDepthR = min(minDepthR,GetDepth(vec2(stereoTexCoord.x-offset, stereoTexCoord.y), 1.0)); [/code]
Helifax, The new fix works with the latest version of Cemu but I don't understand the changes you made to my shaders. I don't care if you alter them since you did the vast majority of the work for the wrapper. It's good that you left the original shaders, But I don't think you should be packaging the fix with your modifications as the default since there are a lot of issues with your changes.

1) What happened to the the near clipping plane adjustment? All i see is:
if (clipcoord.x > 0.015)
{
nearClip = 0.125;
}

which doesn't really fix the problem.

2) You removed the automatic zero parallax distance (zpd aka convergence) adjustment. I understand why you might not want to do this in other games but since breath of the wild uses dynamic clipping planes. If the convergence isn't recalculated it really throws things off whenever the clipping planes shift. Another reason i added this functionality is that depth map based 3d does not allow for negative parallax (things popping out from the screen), so anything that has negative parallax will become completely flat. The way you have it setup with the default convergence value makes it so that anything that is closer than Link will be completely flat. My solution adjusts convergence automatically so that this rarely happens. Another reason i added the automatic convergence adjustment was to increase the amount of 3d "real estate". Since there is no negative parallax, shifting the convergence to match the depth of the closest object will make sure that you have the maximum amount of 3d available. I store the dynamic convergence value in the minmax.z texture.

3) You removed the blurring around the halo that's caused by fake occlusion which give the halo a hard edge and makes it far more noticeable. The original bluring shader did a blur that was 8 pixels wide. You adjusted it so that it only does 1 lookup, so there is no blur at all. Because of this, Lines 13 and 15 in the code sample below are useless. My original code does 7 lookups to the depth buffer in the loop, you can actually use as little as 3 (you used 5) but i wanted to make sure i had the best quality possible and the added lookups are fairly negligible. In my code Lines 13 and 15 perform an 8th lookup that gets the depth from the y and z channels of the depth texture. The y and Z channels or the texture store a blurred version of the depth buffer that is used to blur the edge of the halo:
offset = s * g_eye_separation; //This calculates the final offset to be used to get the blurred pixel.
minDepthL = min(minDepthL,GetDepthL(vec2(stereoTexCoord.x+offset, stereoTexCoord.y),clipcoord.x)); // gets blurred depth for Left eye.
minDepthR = min(minDepthR,GetDepthR(vec2(stereoTexCoord.x-offset, stereoTexCoord.y),clipcoord.x));// gets blurred depth for Right eye.


4) You're adjusting the amount of offset to the pixel depth lookups depending on the distance and convergence which i don't understand why it's even necessary to do and in my mind will just cause unwanted artifacts. But maybe you have a good reason, so i'm curious about this change.


5) There are a lot of conditionals in your GetDepth function. It's not a huge issue but it will affect performance since you're calling it 8 times in your modified shader. Or maybe I'm just behind the times and conditionals aren't that big of a deal anymore? Either way, that's why i made different functions to get the blurred left and right eye depths. I'd also recommend using #ifdef instead of the if else conditionals for choosing a linearization method since there's absolutely no reason why you would need to change the depth linearization method after compilation.

Sample Code with your modifications:
for (int j = 0; j < 5; j++) 
{
//Why is the offset dependent on depth?
offset = g_eye_separation * (1.0 - g_convergence / depth) *s;
s+= blurFactor;
// Crytek's single pass stereo code

minDepthL = min(minDepthL,GetDepth(vec2(stereoTexCoord.x+offset, stereoTexCoord.y),0.0));
minDepthR = min(minDepthR,GetDepth(vec2(stereoTexCoord.x-offset, stereoTexCoord.y),0.0));//
}

offset = g_eye_separation * (1.0 - g_convergence / depth);

// These last two look ups used to be used to blur the halo, i don't understand what they do now since there is no blurred
// Left Eye
minDepthL = min(minDepthL,GetDepth(vec2(stereoTexCoord.x+offset, stereoTexCoord.y), -1.0));
// Right Eye
minDepthR = min(minDepthR,GetDepth(vec2(stereoTexCoord.x-offset, stereoTexCoord.y), 1.0));

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

Posted 06/19/2019 09:56 PM   
Thanks to both of you for your work on this and the update helifax. I got this installed and played around with it a bit last night, but yes have to concur with Sgsrules. I immediately noticed problems particularly the near clipping plane stuff.
Thanks to both of you for your work on this and the update helifax. I got this installed and played around with it a bit last night, but yes have to concur with Sgsrules. I immediately noticed problems particularly the near clipping plane stuff.

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

Posted 06/20/2019 06:11 AM   
Hi Helifax, Thank u for your fix. I have an issue with the fix. When i launch boTW i lose a part of the screen, only in fullscreen mode. I'm using a projector and sbs mode. Everything is ok except this issue. It's like a zoom. The display is ok in 2d but zoomed in 3d mode I tried everything but it doesn't work. Please help me master of 3d vision !!! Sorry for my english 'cause i'm french. Many Thanks !!! (I'm using Windows 10 x64 version and the last version of cemu)
Hi Helifax,
Thank u for your fix.
I have an issue with the fix.
When i launch boTW i lose a part of the screen, only in fullscreen mode.
I'm using a projector and sbs mode.
Everything is ok except this issue.
It's like a zoom.
The display is ok in 2d but zoomed in 3d mode
I tried everything but it doesn't work.
Please help me master of 3d vision !!!
Sorry for my english 'cause i'm french.
Many Thanks !!!
(I'm using Windows 10 x64 version and the last version of cemu)

Posted 06/20/2019 09:28 AM   
For those of you whose also interested in this awesome game I would advice to play the dolphin editions before jumping to this one. I'm busy with [color="green"]The legend of Zelda: Twilight princess[/color] and was totally blown away so far. Graphically its on par with Playstation 1. But the animations and story is what you'd expect from Zelda in general. Very unique in many ways compared to BOTW. But it still has its Zelda DNA which makes it lots of fun. Cool puzzles that wont break your brain. It was nice to see where they came from after completing BOTW first. But would have had it the other way around. The mechanics aren't as polished as BOTW. It was a bit of a hassle to get the right version and settings to make it perform correctly. But one advantage is that it runs through DirectX. So its true 3d. I googled and came across 1up and Masterotaku's comments in another website that helped me get the best version of Dolphin for this (4.0-6986). It has proper 3d implemented. But I had to hunt and disable 2 or 3 shaders that were game breaking. 1Up's shared fix didn't help but atleast had everything set up to quickly fix it myself. (think the shader headers were different). After about 6 hours I'm lost in another dimension of Hyrule. There are some settings that have to be activated in Dolphin. When you right click on the game> Properties> Patches TAB> Check Hyrule Field Speed hack. This fixes sound and lag problems. Another: In dolphin> Graphics> Enhancements TAB> Check: Scaled EFB copy + Force Texturing filtering + Disable fox (optional). I've set my internal resolution to x3 and in general tab to 1920x1080. Rest is up to you. After these hoops the game has been a bliss. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/78284/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/78285/[/img] BTW, @ sgsrules, I played through BOTW with CEMU 1.10.0 and had great performance on a gtx 1080ti and a i7 3820 (stock). The performance was more than enough. (think it averaged close to 50fps) Only the cached shaders that caused lag. At one stage I wanted to move it to a SSD but for some reason i couldn't get it to work. Took me a couple of days playing around before everything finally worked. Also a profile + Fullscreen issue. Everything had to be set up just right. Looking forward to try Helifax's fix when going for a second play through. Will send another donation by that time. Thank you guys for making such dreams come true! This was the most fun game I've ever played. Was a very sad time when there was nothing left to explore anymore =(
For those of you whose also interested in this awesome game I would advice to play the dolphin editions before jumping to this one. I'm busy with The legend of Zelda: Twilight princess and was totally blown away so far. Graphically its on par with Playstation 1. But the animations and story is what you'd expect from Zelda in general. Very unique in many ways compared to BOTW. But it still has its Zelda DNA which makes it lots of fun. Cool puzzles that wont break your brain. It was nice to see where they came from after completing BOTW first. But would have had it the other way around.

The mechanics aren't as polished as BOTW. It was a bit of a hassle to get the right version and settings to make it perform correctly. But one advantage is that it runs through DirectX. So its true 3d. I googled and came across 1up and Masterotaku's comments in another website that helped me get the best version of Dolphin for this (4.0-6986). It has proper 3d implemented. But I had to hunt and disable 2 or 3 shaders that were game breaking. 1Up's shared fix didn't help but atleast had everything set up to quickly fix it myself. (think the shader headers were different). After about 6 hours I'm lost in another dimension of Hyrule.

There are some settings that have to be activated in Dolphin. When you right click on the game> Properties> Patches TAB> Check Hyrule Field Speed hack. This fixes sound and lag problems. Another: In dolphin> Graphics> Enhancements TAB> Check: Scaled EFB copy + Force Texturing filtering + Disable fox (optional). I've set my internal resolution to x3 and in general tab to 1920x1080. Rest is up to you. After these hoops the game has been a bliss.

Image
Image

BTW, @ sgsrules, I played through BOTW with CEMU 1.10.0 and had great performance on a gtx 1080ti and a i7 3820 (stock). The performance was more than enough. (think it averaged close to 50fps) Only the cached shaders that caused lag. At one stage I wanted to move it to a SSD but for some reason i couldn't get it to work. Took me a couple of days playing around before everything finally worked. Also a profile + Fullscreen issue. Everything had to be set up just right. Looking forward to try Helifax's fix when going for a second play through. Will send another donation by that time. Thank you guys for making such dreams come true! This was the most fun game I've ever played. Was a very sad time when there was nothing left to explore anymore =(

Posted 06/20/2019 04:03 PM   
Hi letsplayvirtualreality. Welcome to 3d vision community. It sounds like you might have a profile problem like sgsrules. Try what he did: [quote="sgsrules"]Ok i managed to get it working. It looks like there's an issue with the 3d vision profile in the current version. To fix it i first deleted the profile with nv inspector and then in the 3DVisionWrapper.ini i set ForceNVProfileLoad = false so that a new profile wouldn't be created. After that it worked like a charm. I was able to verify that this was indeed the issue and not some random fluke because as soon as i re-enabled ForceNVProfileLoad it stopped working.[/quote] You could try this first. You would need to learn how to change 3d vision profiles. See [URL="http://helixmod.blogspot.com/2013/03/how-to-change-3d-vision-profile-and.html"]How to change a 3D Vision Profile and List of games on wrong profile[/URL] Getting games to work properly could be very tiresome sometimes. But i can promise you Zelda BOTW is worth the hassle! (many would differ because I'm very "forgiving" when it comes to 3D. I play for fun and not for pretty pixels) Also make sure its set up properly and give some time to adjust before you decide whether its for you or not. In the beginning I didn't like depth map based 3d or "fake 3d" but after some time you'll see its still way ahead of 2d (ghosting is more distracting than halos). I'm also sure no other 3d environment could beat 3d visions implementation when it comes to a quality/performance ratio.
Hi letsplayvirtualreality. Welcome to 3d vision community.

It sounds like you might have a profile problem like sgsrules. Try what he did:

sgsrules said:Ok i managed to get it working. It looks like there's an issue with the 3d vision profile in the current version. To fix it i first deleted the profile with nv inspector and then in the 3DVisionWrapper.ini i set ForceNVProfileLoad = false so that a new profile wouldn't be created. After that it worked like a charm. I was able to verify that this was indeed the issue and not some random fluke because as soon as i re-enabled ForceNVProfileLoad it stopped working.

You could try this first. You would need to learn how to change 3d vision profiles. See How to change a 3D Vision Profile and List of games on wrong profile

Getting games to work properly could be very tiresome sometimes. But i can promise you Zelda BOTW is worth the hassle! (many would differ because I'm very "forgiving" when it comes to 3D. I play for fun and not for pretty pixels) Also make sure its set up properly and give some time to adjust before you decide whether its for you or not. In the beginning I didn't like depth map based 3d or "fake 3d" but after some time you'll see its still way ahead of 2d (ghosting is more distracting than halos). I'm also sure no other 3d environment could beat 3d visions implementation when it comes to a quality/performance ratio.

Posted 06/20/2019 05:06 PM   
Hi sgsrules, The provided shaders are a slightly modified version of the general ones. I provided them just to show how easy it is to get Depth3D out of the box and with little tweaks how you can improve it. I have packed both your shaders and mine, so people can use whatever they want and compare them and even enable the runtime dev mode and try to change them in RT. I thought I put yours are the default ones?! If not, I can correct that. I probably didn't realised what I packed at the time. Cheers, Helifax Edit: Oh... I see I packed mine as the default ones. I can't remember why I did this tbh. Edit2: Problem fixed. :)
Hi sgsrules,

The provided shaders are a slightly modified version of the general ones.
I provided them just to show how easy it is to get Depth3D out of the box and with little tweaks how you can improve it.
I have packed both your shaders and mine, so people can use whatever they want and compare them and even enable the runtime dev mode and try to change them in RT.

I thought I put yours are the default ones?! If not, I can correct that. I probably didn't realised what I packed at the time.

Cheers,
Helifax

Edit:
Oh... I see I packed mine as the default ones. I can't remember why I did this tbh.

Edit2:
Problem fixed. :)

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)

Posted 06/20/2019 05:46 PM   
Hi KoelerMeester, At first thanks for your help. I tried your method but no way, it stills zoomed. I'm using 4k DSR activated in the nvidia panel control. Does it have a link ? I'm lost ! Please help !
Hi KoelerMeester,
At first thanks for your help.
I tried your method but no way, it stills zoomed.
I'm using 4k DSR activated in the nvidia panel control. Does it have a link ?
I'm lost !
Please help !
Attachments

ZbotWildScreen.jpg

Posted 06/20/2019 09:17 PM   
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