SuperDepth 3d
  11 / 16    
[quote="SubjectBucko"][quote="helifax"][quote="SubjectBucko"]Does Superdepth 3D support surround triple screen setups with supported displays?[/quote] You keep asking about it but if you just read a few posts around this page you will see that it currently doesn't work with DirectX! IF you use my wrapper for OpenGL games where I already coded it to work. Then yes it will work in 3D Surround. See here: https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4973480/#4973480[/quote] Thank you for the reply. I have used your own Wolfenstein fix. You say it does not work with Direct X titles but I have read about Superdepth 3D use in many direct X titles such as Dx11 Quantum break and GTA 5. I am still not sure what hardware is needed to use Superdepth, and have never used 3D vision on a TV before. All my experience is with using 120hz 3D vision pc monitors and I currently run a 3D vision surround setup. I am thinking about buying a new monitor/s for using Superdepth or whatever hardware is needed, especially if surround was an option, is what I was wondering. I have read through the thread and am still unsure about this.[/quote] SuperDepth works with DirectX and OpenGL. But by default it returns a Side-by-side image. For it to work with 3D Vision, we need to re-route the output in a DirectX 3D Vision Window. We basically need a special wrapper for it;) Nothing massively hard to do, but I lack the depth knowledge on DirectX on how to do this;) Meaning: I know what I need to code in DirectX for this to happen but I don't know how to wrap/hook the DirectX context;) It would be smoother if somebody with DX experience is interesting in this;) We could probably do it in a couple of days;)
SubjectBucko said:
helifax said:
SubjectBucko said:Does Superdepth 3D support surround triple screen setups with supported displays?


You keep asking about it but if you just read a few posts around this page you will see that it currently doesn't work with DirectX!
IF you use my wrapper for OpenGL games where I already coded it to work. Then yes it will work in 3D Surround.

See here:
https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4973480/#4973480


Thank you for the reply. I have used your own Wolfenstein fix. You say it does not work with Direct X titles but I have read about Superdepth 3D use in many direct X titles such as Dx11 Quantum break and GTA 5.

I am still not sure what hardware is needed to use Superdepth, and have never used 3D vision on a TV before. All my experience is with using 120hz 3D vision pc monitors and I currently run a 3D vision surround setup.

I am thinking about buying a new monitor/s for using Superdepth or whatever hardware is needed, especially if surround was an option, is what I was wondering. I have read through the thread and am still unsure about this.


SuperDepth works with DirectX and OpenGL.
But by default it returns a Side-by-side image.
For it to work with 3D Vision, we need to re-route the output in a DirectX 3D Vision Window.
We basically need a special wrapper for it;) Nothing massively hard to do, but I lack the depth knowledge on DirectX on how to do this;) Meaning: I know what I need to code in DirectX for this to happen but I don't know how to wrap/hook the DirectX context;) It would be smoother if somebody with DX experience is interesting in this;) We could probably do it in a couple of days;)

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 10/12/2016 09:47 AM   
Could Superdepth work with DX12 and windows store?
Could Superdepth work with DX12 and windows store?

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 10/12/2016 10:30 AM   
[quote="helifax"]SuperDepth works with DirectX and OpenGL. But by default it returns a Side-by-side image. For it to work with 3D Vision, we need to re-route the output in a DirectX 3D Vision Window. We basically need a special wrapper for it;) Nothing massively hard to do, but I lack the depth knowledge on DirectX on how to do this;) Meaning: I know what I need to code in DirectX for this to happen but I don't know how to wrap/hook the DirectX context;) It would be smoother if somebody with DX experience is interesting in this;) We could probably do it in a couple of days;)[/quote] Just to clarify my goals- While I could make a wrapper, I have no interest in any form of fake-3D, so I'm not going to spend any time on CM or SuperDepth. We aren't going to add this to 3Dmigoto, it's unnecessary complication. That's not a criticism, it's a good solution for no-win scenarios. For people who shot themselves in the foot with 4K monitors or TVs, you probably can't run geometry 3D anymore, so this is better than 2D for sure. SuperDepth warping seems superior to CM blurring. However, for me, if I can't play it in geometry 3D, I'm just not going to play it. I've got more games than I know what to do with, and we still have great success with geometry fixes. With just a little bit of patience, we get to play pretty much everything. Witness Quantum Break. Didn't seem possible, but if you are not in a rush, someone here might make a fix. DX12 brings absolutely zero to the table, other than more complexity and bugs. Nothing can work with Windows Store, because Microsoft locks the games down, no injectors can run. I still do not understand why everyone is so interested in the latest broken technologies. If someone wants to make a SuperDepth loader for 3D Vision itself, the right path is to use Deviare to hook the game, not use a wrapper. I'm not sure I understand how this is built, but it would possibly make sense to add the 3D Vision part to Reshade itself, since it already hooks the game. And use 3D Vision Direct, not Automatic. You want to be able to let SuperDepth do its thing and generate SBS from the depth buffer, then take that output and write it into the 3D Vision buffers at each Present.
helifax said:SuperDepth works with DirectX and OpenGL.
But by default it returns a Side-by-side image.
For it to work with 3D Vision, we need to re-route the output in a DirectX 3D Vision Window.
We basically need a special wrapper for it;) Nothing massively hard to do, but I lack the depth knowledge on DirectX on how to do this;) Meaning: I know what I need to code in DirectX for this to happen but I don't know how to wrap/hook the DirectX context;) It would be smoother if somebody with DX experience is interesting in this;) We could probably do it in a couple of days;)

Just to clarify my goals- While I could make a wrapper, I have no interest in any form of fake-3D, so I'm not going to spend any time on CM or SuperDepth. We aren't going to add this to 3Dmigoto, it's unnecessary complication.

That's not a criticism, it's a good solution for no-win scenarios. For people who shot themselves in the foot with 4K monitors or TVs, you probably can't run geometry 3D anymore, so this is better than 2D for sure. SuperDepth warping seems superior to CM blurring.

However, for me, if I can't play it in geometry 3D, I'm just not going to play it. I've got more games than I know what to do with, and we still have great success with geometry fixes. With just a little bit of patience, we get to play pretty much everything. Witness Quantum Break. Didn't seem possible, but if you are not in a rush, someone here might make a fix.

DX12 brings absolutely zero to the table, other than more complexity and bugs. Nothing can work with Windows Store, because Microsoft locks the games down, no injectors can run. I still do not understand why everyone is so interested in the latest broken technologies.


If someone wants to make a SuperDepth loader for 3D Vision itself, the right path is to use Deviare to hook the game, not use a wrapper. I'm not sure I understand how this is built, but it would possibly make sense to add the 3D Vision part to Reshade itself, since it already hooks the game.

And use 3D Vision Direct, not Automatic. You want to be able to let SuperDepth do its thing and generate SBS from the depth buffer, then take that output and write it into the 3D Vision buffers at each Present.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 10/12/2016 12:02 PM   
[quote="bo3b"][quote="helifax"]SuperDepth works with DirectX and OpenGL. But by default it returns a Side-by-side image. For it to work with 3D Vision, we need to re-route the output in a DirectX 3D Vision Window. We basically need a special wrapper for it;) Nothing massively hard to do, but I lack the depth knowledge on DirectX on how to do this;) Meaning: I know what I need to code in DirectX for this to happen but I don't know how to wrap/hook the DirectX context;) It would be smoother if somebody with DX experience is interesting in this;) We could probably do it in a couple of days;)[/quote] Just to clarify my goals- While I could make a wrapper, I have no interest in any form of fake-3D, so I'm not going to spend any time on CM or SuperDepth. We aren't going to add this to 3Dmigoto, it's unnecessary complication. That's not a criticism, it's a good solution for no-win scenarios. For people who shot themselves in the foot with 4K monitors or TVs, you probably can't run geometry 3D anymore, so this is better than 2D for sure. SuperDepth warping seems superior to CM blurring. However, for me, if I can't play it in geometry 3D, I'm just not going to play it. I've got more games than I know what to do with, and we still have great success with geometry fixes. With just a little bit of patience, we get to play pretty much everything. Witness Quantum Break. Didn't seem possible, but if you are not in a rush, someone here might make a fix. DX12 brings absolutely zero to the table, other than more complexity and bugs. Nothing can work with Windows Store, because Microsoft locks the games down, no injectors can run. I still do not understand why everyone is so interested in the latest broken technologies. If someone wants to make a SuperDepth loader for 3D Vision itself, the right path is to use Deviare to hook the game, not use a wrapper. I'm not sure I understand how this is built, but it would possibly make sense to add the 3D Vision part to Reshade itself, since it already hooks the game. And use 3D Vision Direct, not Automatic. You want to be able to let SuperDepth do its thing and generate SBS from the depth buffer, then take that output and write it into the 3D Vision buffers at each Present.[/quote] Thanks bo3b for the reply:) I can totally understand why you wouldn't want to do it;) I added Depth3D to my wrapper because it was the only way for me to see it in action (as I only have 3D Vision Ready monitors) and was an interesting coding exercise ;) Unfortunately Reshader is a closed-source so we cannot add 3D Vision to it (that was my first suggestion to Crosire). He can't do it cause it lacks the hardware and as the source is closed... Thank you for pointing the right direction;) I agree... geometry 3D is the best way. But sadly more and more people are interested in this "gimmicky fake 3D" rather than the proper 3D... (And people wonder why 3D Vision failed.... because of all of "you/us" not wanting to "support" the proper geometry 3D - 'cause is to expensive or whatever other reason ;))
bo3b said:
helifax said:SuperDepth works with DirectX and OpenGL.
But by default it returns a Side-by-side image.
For it to work with 3D Vision, we need to re-route the output in a DirectX 3D Vision Window.
We basically need a special wrapper for it;) Nothing massively hard to do, but I lack the depth knowledge on DirectX on how to do this;) Meaning: I know what I need to code in DirectX for this to happen but I don't know how to wrap/hook the DirectX context;) It would be smoother if somebody with DX experience is interesting in this;) We could probably do it in a couple of days;)

Just to clarify my goals- While I could make a wrapper, I have no interest in any form of fake-3D, so I'm not going to spend any time on CM or SuperDepth. We aren't going to add this to 3Dmigoto, it's unnecessary complication.

That's not a criticism, it's a good solution for no-win scenarios. For people who shot themselves in the foot with 4K monitors or TVs, you probably can't run geometry 3D anymore, so this is better than 2D for sure. SuperDepth warping seems superior to CM blurring.

However, for me, if I can't play it in geometry 3D, I'm just not going to play it. I've got more games than I know what to do with, and we still have great success with geometry fixes. With just a little bit of patience, we get to play pretty much everything. Witness Quantum Break. Didn't seem possible, but if you are not in a rush, someone here might make a fix.

DX12 brings absolutely zero to the table, other than more complexity and bugs. Nothing can work with Windows Store, because Microsoft locks the games down, no injectors can run. I still do not understand why everyone is so interested in the latest broken technologies.


If someone wants to make a SuperDepth loader for 3D Vision itself, the right path is to use Deviare to hook the game, not use a wrapper. I'm not sure I understand how this is built, but it would possibly make sense to add the 3D Vision part to Reshade itself, since it already hooks the game.

And use 3D Vision Direct, not Automatic. You want to be able to let SuperDepth do its thing and generate SBS from the depth buffer, then take that output and write it into the 3D Vision buffers at each Present.


Thanks bo3b for the reply:)
I can totally understand why you wouldn't want to do it;) I added Depth3D to my wrapper because it was the only way for me to see it in action (as I only have 3D Vision Ready monitors) and was an interesting coding exercise ;)

Unfortunately Reshader is a closed-source so we cannot add 3D Vision to it (that was my first suggestion to Crosire). He can't do it cause it lacks the hardware and as the source is closed...

Thank you for pointing the right direction;)

I agree... geometry 3D is the best way. But sadly more and more people are interested in this "gimmicky fake 3D" rather than the proper 3D...

(And people wonder why 3D Vision failed.... because of all of "you/us" not wanting to "support" the proper geometry 3D - 'cause is to expensive or whatever other reason ;))

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 10/12/2016 01:50 PM   
@Helifax Your 100 % right proper geometry 3D is the best but there are certain games that will never have proper geometry due lack interest from the fixer's or just not possible in case this tool is very useful. The other plus is SuperDepth3D is not resolution limited like 3DTV play. There is nothing that beats a community 3D Vision fix.
@Helifax

Your 100 % right proper geometry 3D is the best but there are certain games that will never have proper geometry due lack interest from the fixer's or just not possible in case this tool is very useful.
The other plus is SuperDepth3D is not resolution limited like 3DTV play.

There is nothing that beats a community 3D Vision fix.

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

Posted 10/12/2016 03:25 PM   
[quote="helifax"]Thanks bo3b for the reply:) I can totally understand why you wouldn't want to do it;) I added Depth3D to my wrapper because it was the only way for me to see it in action (as I only have 3D Vision Ready monitors) and was an interesting coding exercise ;) Unfortunately Reshader is a closed-source so we cannot add 3D Vision to it (that was my first suggestion to Crosire). He can't do it cause it lacks the hardware and as the source is closed... Thank you for pointing the right direction;) I agree... geometry 3D is the best way. But sadly more and more people are interested in this "gimmicky fake 3D" rather than the proper 3D... (And people wonder why 3D Vision failed.... because of all of "you/us" not wanting to "support" the proper geometry 3D - 'cause is to expensive or whatever other reason ;))[/quote] Ah, weird. I'm so used to everything being open-source today. I don't know how to hook up SuperDepth itself, but hooking the Present() call with Deviare is super easy. Once SuperDepth fills the back buffer with SBS, at the Present(), the hook/wrapper can then split it in half to Direct Mode 3D. It's definitely nice to have options, I have nothing against fake-3D for the people who have no other choice. Or scenarios like DX8 or Open-GL ARB shaders or other dead spots. I just hate to see people accept an inferior experience just because of poor hardware choices or lack of patience. You only get one chance to play a game for the first time. In my opinion, that should be the best experience you can get.
helifax said:Thanks bo3b for the reply:)
I can totally understand why you wouldn't want to do it;) I added Depth3D to my wrapper because it was the only way for me to see it in action (as I only have 3D Vision Ready monitors) and was an interesting coding exercise ;)

Unfortunately Reshader is a closed-source so we cannot add 3D Vision to it (that was my first suggestion to Crosire). He can't do it cause it lacks the hardware and as the source is closed...

Thank you for pointing the right direction;)

I agree... geometry 3D is the best way. But sadly more and more people are interested in this "gimmicky fake 3D" rather than the proper 3D...

(And people wonder why 3D Vision failed.... because of all of "you/us" not wanting to "support" the proper geometry 3D - 'cause is to expensive or whatever other reason ;))

Ah, weird. I'm so used to everything being open-source today. I don't know how to hook up SuperDepth itself, but hooking the Present() call with Deviare is super easy. Once SuperDepth fills the back buffer with SBS, at the Present(), the hook/wrapper can then split it in half to Direct Mode 3D.


It's definitely nice to have options, I have nothing against fake-3D for the people who have no other choice. Or scenarios like DX8 or Open-GL ARB shaders or other dead spots.

I just hate to see people accept an inferior experience just because of poor hardware choices or lack of patience. You only get one chance to play a game for the first time. In my opinion, that should be the best experience you can get.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 10/12/2016 11:17 PM   
[quote="bo3b"][quote="helifax"]Thanks bo3b for the reply:) I can totally understand why you wouldn't want to do it;) I added Depth3D to my wrapper because it was the only way for me to see it in action (as I only have 3D Vision Ready monitors) and was an interesting coding exercise ;) Unfortunately Reshader is a closed-source so we cannot add 3D Vision to it (that was my first suggestion to Crosire). He can't do it cause it lacks the hardware and as the source is closed... Thank you for pointing the right direction;) I agree... geometry 3D is the best way. But sadly more and more people are interested in this "gimmicky fake 3D" rather than the proper 3D... (And people wonder why 3D Vision failed.... because of all of "you/us" not wanting to "support" the proper geometry 3D - 'cause is to expensive or whatever other reason ;))[/quote] Ah, weird. I'm so used to everything being open-source today. I don't know how to hook up SuperDepth itself, but hooking the Present() call with Deviare is super easy. Once SuperDepth fills the back buffer with SBS, at the Present(), the hook/wrapper can then split it in half to Direct Mode 3D. It's definitely nice to have options, I have nothing against fake-3D for the people who have no other choice. Or scenarios like DX8 or Open-GL ARB shaders or other dead spots. I just hate to see people accept an inferior experience just because of poor hardware choices or lack of patience. You only get one chance to play a game for the first time. In my opinion, that should be the best experience you can get.[/quote] Completely agree with that!
bo3b said:
helifax said:Thanks bo3b for the reply:)
I can totally understand why you wouldn't want to do it;) I added Depth3D to my wrapper because it was the only way for me to see it in action (as I only have 3D Vision Ready monitors) and was an interesting coding exercise ;)

Unfortunately Reshader is a closed-source so we cannot add 3D Vision to it (that was my first suggestion to Crosire). He can't do it cause it lacks the hardware and as the source is closed...

Thank you for pointing the right direction;)

I agree... geometry 3D is the best way. But sadly more and more people are interested in this "gimmicky fake 3D" rather than the proper 3D...

(And people wonder why 3D Vision failed.... because of all of "you/us" not wanting to "support" the proper geometry 3D - 'cause is to expensive or whatever other reason ;))

Ah, weird. I'm so used to everything being open-source today. I don't know how to hook up SuperDepth itself, but hooking the Present() call with Deviare is super easy. Once SuperDepth fills the back buffer with SBS, at the Present(), the hook/wrapper can then split it in half to Direct Mode 3D.


It's definitely nice to have options, I have nothing against fake-3D for the people who have no other choice. Or scenarios like DX8 or Open-GL ARB shaders or other dead spots.

I just hate to see people accept an inferior experience just because of poor hardware choices or lack of patience. You only get one chance to play a game for the first time. In my opinion, that should be the best experience you can get.


Completely agree with that!

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 10/12/2016 11:59 PM   
Yeah, it's not that I think CM is great.... it doesn't hold a candle to a proper 3D Vision fix. But sometimes it's all we have. Right now I have two games (that I'm playing) that don't work properly in 3D - Arkham Knight and Need For Speed 2016. I can use CM mode in Arkham Knight and it's oooookay... The haloing sucks, but I feel like it's better than 2D. NFS however, I can't handle the haloing around the car edges - it just ruins the experience. So sure, a REAL 3D fix would be great, but even fake 3D without haloing would be better than nothing. I think that's the way most of us feel, which shouldn't be misinterpreted as being some sort of avid interest in fake 3D.
Yeah, it's not that I think CM is great.... it doesn't hold a candle to a proper 3D Vision fix. But sometimes it's all we have. Right now I have two games (that I'm playing) that don't work properly in 3D - Arkham Knight and Need For Speed 2016. I can use CM mode in Arkham Knight and it's oooookay... The haloing sucks, but I feel like it's better than 2D. NFS however, I can't handle the haloing around the car edges - it just ruins the experience. So sure, a REAL 3D fix would be great, but even fake 3D without haloing would be better than nothing. I think that's the way most of us feel, which shouldn't be misinterpreted as being some sort of avid interest in fake 3D.

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Posted 10/13/2016 12:36 PM   
[quote="zig11727"][quote="SubjectBucko"][quote="helifax"][quote="SubjectBucko"]Does Superdepth 3D support surround triple screen setups with supported displays?[/quote] You keep asking about it but if you just read a few posts around this page you will see that it currently doesn't work with DirectX! IF you use my wrapper for OpenGL games where I already coded it to work. Then yes it will work in 3D Surround. See here: https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4973480/#4973480[/quote] Thank you for the reply. I have used your own Wolfenstein fix. You say it does not work with Direct X titles but I have read about Superdepth 3D use in many direct X titles such as Dx11 Quantum break and GTA 5. I am still not sure what hardware is needed to use Superdepth, and have never used 3D vision on a TV before. All my experience is with using 120hz 3D vision pc monitors and I currently run a 3D vision surround setup. I am thinking about buying a new monitor/s for using Superdepth or whatever hardware is needed, especially if surround was an option, is what I was wondering. I have read through the thread and am still unsure about this.[/quote] SuperDepth 3D does work with GTA 5 and direct x but it works with 3D TVs not 3D Vision.[/quote] Thank you Zig11727 for your reply. Can 3d TV's be set up in surround in any format? I have tried searching the system requirements and checking online but there just seems to be not that much information about. I have not read anywhere that this is not possible.
zig11727 said:
SubjectBucko said:
helifax said:
SubjectBucko said:Does Superdepth 3D support surround triple screen setups with supported displays?


You keep asking about it but if you just read a few posts around this page you will see that it currently doesn't work with DirectX!
IF you use my wrapper for OpenGL games where I already coded it to work. Then yes it will work in 3D Surround.

See here:
https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4973480/#4973480



Thank you for the reply. I have used your own Wolfenstein fix. You say it does not work with Direct X titles but I have read about Superdepth 3D use in many direct X titles such as Dx11 Quantum break and GTA 5.

I am still not sure what hardware is needed to use Superdepth, and have never used 3D vision on a TV before. All my experience is with using 120hz 3D vision pc monitors and I currently run a 3D vision surround setup.

I am thinking about buying a new monitor/s for using Superdepth or whatever hardware is needed, especially if surround was an option, is what I was wondering. I have read through the thread and am still unsure about this.


SuperDepth 3D does work with GTA 5 and direct x but it works with 3D TVs not 3D Vision.


Thank you Zig11727 for your reply. Can 3d TV's be set up in surround in any format?

I have tried searching the system requirements and checking online but there just seems to be not that much information about. I have not read anywhere that this is not possible.

Rampage 4 Extreme
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2080 Ti Sli
Windows 7 Ultimate Edition
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4k Lg55c6v with edid mod

Posted 10/13/2016 01:36 PM   
[quote="SubjectBucko"][quote="zig11727"][quote="SubjectBucko"][quote="helifax"][quote="SubjectBucko"]Does Superdepth 3D support surround triple screen setups with supported displays?[/quote] You keep asking about it but if you just read a few posts around this page you will see that it currently doesn't work with DirectX! IF you use my wrapper for OpenGL games where I already coded it to work. Then yes it will work in 3D Surround. See here: https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4973480/#4973480[/quote] Thank you for the reply. I have used your own Wolfenstein fix. You say it does not work with Direct X titles but I have read about Superdepth 3D use in many direct X titles such as Dx11 Quantum break and GTA 5. I am still not sure what hardware is needed to use Superdepth, and have never used 3D vision on a TV before. All my experience is with using 120hz 3D vision pc monitors and I currently run a 3D vision surround setup. I am thinking about buying a new monitor/s for using Superdepth or whatever hardware is needed, especially if surround was an option, is what I was wondering. I have read through the thread and am still unsure about this.[/quote] SuperDepth 3D does work with GTA 5 and direct x but it works with 3D TVs not 3D Vision.[/quote] Thank you Zig11727 for your reply. Can 3d TV's be set up in surround in any format? I have tried searching the system requirements and checking online but there just seems to be not that much information about. I have not read anywhere that this is not possible. [/quote] To be honest I don't know but I would say NO due to this would require addition HDMI outputs on the Video card basically this very light and for 3D TVs the reason the author said he create it was he just purchased a 3D TV and was not happy with CM or Power 3D Tridef below is a link to forum. http://reshade.me/forum/shader-presentation/2128-3d-depth-map-based-stereoscopic-shader
SubjectBucko said:
zig11727 said:
SubjectBucko said:
helifax said:
SubjectBucko said:Does Superdepth 3D support surround triple screen setups with supported displays?


You keep asking about it but if you just read a few posts around this page you will see that it currently doesn't work with DirectX!
IF you use my wrapper for OpenGL games where I already coded it to work. Then yes it will work in 3D Surround.

See here:
https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4973480/#4973480



Thank you for the reply. I have used your own Wolfenstein fix. You say it does not work with Direct X titles but I have read about Superdepth 3D use in many direct X titles such as Dx11 Quantum break and GTA 5.

I am still not sure what hardware is needed to use Superdepth, and have never used 3D vision on a TV before. All my experience is with using 120hz 3D vision pc monitors and I currently run a 3D vision surround setup.

I am thinking about buying a new monitor/s for using Superdepth or whatever hardware is needed, especially if surround was an option, is what I was wondering. I have read through the thread and am still unsure about this.


SuperDepth 3D does work with GTA 5 and direct x but it works with 3D TVs not 3D Vision.


Thank you Zig11727 for your reply. Can 3d TV's be set up in surround in any format?

I have tried searching the system requirements and checking online but there just seems to be not that much information about. I have not read anywhere that this is not possible.


To be honest I don't know but I would say NO due to this would require addition HDMI outputs on the Video card basically this very light and for 3D TVs the reason the author said he create it was he just purchased a 3D TV and was not happy with CM or Power 3D Tridef below is a link to forum.


http://reshade.me/forum/shader-presentation/2128-3d-depth-map-based-stereoscopic-shader

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

Posted 10/13/2016 02:02 PM   
One of the things I really like about this is that a lot of HUD elements, crosshairs, selection brackets(SS2) automatically wind up in close proximity to the Depth that you'd want them... with the exception of the 2D element being broken across multiple Depths. Either way it has me wondering, if there might be a way to use DepthMap(s) to automatically fix certain(2D) issues in real/geometry 3D, like HUD elements(name tags, crosshairs, cursors) ...and perhaps other 2D effects? For instance a HUD element/texture could 'align' at the first thing it 'collides' with 'along' the DepthMap(or within a offset range of X, Y and/or Z)... the texture/pixels would equal X, Y and then Z could be calculated from the DepthMap within the X, Y coordinates, or an offset there of(for name tags, get Z from a percentage below X, Y).
One of the things I really like about this is that a lot of HUD elements, crosshairs, selection brackets(SS2) automatically wind up in close proximity to the Depth that you'd want them... with the exception of the 2D element being broken across multiple Depths.

Either way it has me wondering, if there might be a way to use DepthMap(s) to automatically fix certain(2D) issues in real/geometry 3D, like HUD elements(name tags, crosshairs, cursors) ...and perhaps other 2D effects?

For instance a HUD element/texture could 'align' at the first thing it 'collides' with 'along' the DepthMap(or within a offset range of X, Y and/or Z)... the texture/pixels would equal X, Y and then Z could be calculated from the DepthMap within the X, Y coordinates, or an offset there of(for name tags, get Z from a percentage below X, Y).
Posted 10/16/2016 05:32 PM   
[quote="TsaebehT"]One of the things I really like about this is that a lot of HUD elements, crosshairs, selection brackets(SS2) automatically wind up in close proximity to the Depth that you'd want them... with the exception of the 2D element being broken across multiple Depths. Either way it has me wondering, if there might be a way to use DepthMap(s) to automatically fix certain(2D) issues in real/geometry 3D, like HUD elements(name tags, crosshairs, cursors) ...and perhaps other 2D effects? For instance a HUD element/texture could 'align' at the first thing it 'collides' with 'along' the DepthMap(or within a offset range of X, Y and/or Z)... the texture/pixels would equal X, Y and then Z could be calculated from the DepthMap within the X, Y coordinates, or an offset there of(for name tags, get Z from a percentage below X, Y).[/quote] 3D Migoto already has this feature. Is how we push crosshairs and other elements to the right depth. Problem is : Is a bit to laborious work to do :) -Find the depth buffer. -Scale it. -Find the hash of all the elements of the Hud/textures you want to apply the depth correction to. -Find all the shaders that draw those elements and write the code. Then again, I can't see any other way to do it. Depth 3D does the stereo 3D after everything was drawn on screen. (Including the HUD). Hence all the halos and stuff around UI elements. It would be awesome if every game would have 2 steps: Geometry draw and UI draw. But sadly is not like this. Sure, if you write your own game/engine you can do whatever you want inside. But we are talking here about reverse engineered Stereo 3D;)
TsaebehT said:One of the things I really like about this is that a lot of HUD elements, crosshairs, selection brackets(SS2) automatically wind up in close proximity to the Depth that you'd want them... with the exception of the 2D element being broken across multiple Depths.

Either way it has me wondering, if there might be a way to use DepthMap(s) to automatically fix certain(2D) issues in real/geometry 3D, like HUD elements(name tags, crosshairs, cursors) ...and perhaps other 2D effects?

For instance a HUD element/texture could 'align' at the first thing it 'collides' with 'along' the DepthMap(or within a offset range of X, Y and/or Z)... the texture/pixels would equal X, Y and then Z could be calculated from the DepthMap within the X, Y coordinates, or an offset there of(for name tags, get Z from a percentage below X, Y).


3D Migoto already has this feature. Is how we push crosshairs and other elements to the right depth.
Problem is : Is a bit to laborious work to do :)
-Find the depth buffer.
-Scale it.
-Find the hash of all the elements of the Hud/textures you want to apply the depth correction to.
-Find all the shaders that draw those elements and write the code.

Then again, I can't see any other way to do it. Depth 3D does the stereo 3D after everything was drawn on screen. (Including the HUD). Hence all the halos and stuff around UI elements.
It would be awesome if every game would have 2 steps: Geometry draw and UI draw. But sadly is not like this.
Sure, if you write your own game/engine you can do whatever you want inside. But we are talking here about reverse engineered Stereo 3D;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
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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 10/16/2016 05:42 PM   
I just discovered this, huge thanks to BlueSkyDefender for making this possible, I've yet to try it since I have my hands full with real 3d games, however I have an old 3d vision laptop with a 560m gfx card that could barely get skyrim playable in 3d, but with this many games could work in fake 3d, so add me to the list of people begging for a solution with 3d vision screen support. A few questions: Does Batman Arkham Knight work well with this? It seems nearly impossible to fix this for the shadowhackers, yet CM mode worked well BUT halos of course, how does it work with superdepth? Also how can I see some of the screenshots posted in this thread on 3d vision? They are up/down screens that don't get too well with 3d vision photo viewer. Again thanks to BlueSkyDefender for this tool!
I just discovered this, huge thanks to BlueSkyDefender for making this possible, I've yet to try it since I have my hands full with real 3d games, however I have an old 3d vision laptop with a 560m gfx card that could barely get skyrim playable in 3d, but with this many games could work in fake 3d, so add me to the list of people begging for a solution with 3d vision screen support.

A few questions: Does Batman Arkham Knight work well with this? It seems nearly impossible to fix this for the shadowhackers, yet CM mode worked well BUT halos of course, how does it work with superdepth?

Also how can I see some of the screenshots posted in this thread on 3d vision? They are up/down screens that don't get too well with 3d vision photo viewer.

Again thanks to BlueSkyDefender for this tool!

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

Posted 10/17/2016 04:02 PM   
@birthright Yes Batman Arkham knight works fine with SuperDepth3D halos are much less noticeable when using SuperDepth3D do to a blurring effect he uses with the shader. Depth is greatly increase when using SuperDepth3D close to 3D Vision mode. The readme should tell you the setting for Batman Arkham Knight.
@birthright

Yes Batman Arkham knight works fine with SuperDepth3D halos are much less noticeable when using SuperDepth3D do to a blurring effect he uses with the shader.

Depth is greatly increase when using SuperDepth3D close to 3D Vision mode.

The readme should tell you the setting for Batman Arkham Knight.

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

Posted 10/17/2016 04:11 PM   
That's amazing to hear thanks zig11727, I'll check it out. Actually I was thinking that Superdepth3d + GPD Win + Avegant Glyph : first portable 3d PC game system with a virtual 80' screen, could it work? GPD Win can make lots of Steam games to work and superdepth 3d require barely no extra performance, an Avegant Glyph is 720p SBS screen after all, wouldn't it be cool? :)
That's amazing to hear thanks zig11727, I'll check it out.

Actually I was thinking that Superdepth3d + GPD Win + Avegant Glyph : first portable 3d PC game system with a virtual 80' screen, could it work? GPD Win can make lots of Steam games to work and superdepth 3d require barely no extra performance, an Avegant Glyph is 720p SBS screen after all, wouldn't it be cool? :)

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

Posted 10/17/2016 04:18 PM   
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