Zelda Breath of the Wild 3D Vision Fix (Depth map based)
2 / 18
Damn, it looks like i accidentally posted this on the wrong forum. I didn't realize this was the emulation vs piracy forum, I thought this was the 3dVision forum, my bad. Maybe i should just delete this post :/
[quote]
I mostly agree with you guys, piracy isn't doing anything good, no matter which company thats involved !
But this is close to hijacking sgsrules thread, give him the credit he surely deserves for his marvelous work, and make a seperate piracy thread if you wish to do so !
[/quote]
Thank You!
Anyhow moving on now... There are still a few things that i need to tweak before i release a WIP. I wanted to remove the need for reshade and just use Helifax's OpenGL wrapper to improve performance as well as fix some menu related bugs but I'll probably release it as is once i finish tweaking the shader. I wanted to spend more time on this but I've come across a possible fix for all Unity based games and prefer spending my time doing that since it's will fix possibly hundreds of games instead of just one.
Damn, it looks like i accidentally posted this on the wrong forum. I didn't realize this was the emulation vs piracy forum, I thought this was the 3dVision forum, my bad. Maybe i should just delete this post :/
I mostly agree with you guys, piracy isn't doing anything good, no matter which company thats involved !
But this is close to hijacking sgsrules thread, give him the credit he surely deserves for his marvelous work, and make a seperate piracy thread if you wish to do so !
Thank You!
Anyhow moving on now... There are still a few things that i need to tweak before i release a WIP. I wanted to remove the need for reshade and just use Helifax's OpenGL wrapper to improve performance as well as fix some menu related bugs but I'll probably release it as is once i finish tweaking the shader. I wanted to spend more time on this but I've come across a possible fix for all Unity based games and prefer spending my time doing that since it's will fix possibly hundreds of games instead of just one.
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
This is truly mindblowing, thank you so much sgsrules for this, my cpu is a very old i5 so i'm sure i won't be able to run this properly, but still this is a true gem I'll check out for the moment I upgrade my rig.
This is truly mindblowing, thank you so much sgsrules for this, my cpu is a very old i5 so i'm sure i won't be able to run this properly, but still this is a true gem I'll check out for the moment I upgrade my rig.
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
You rule, sgsrules :). Work on what interests you the most. If that Unity idea works, it will be a great advance and will save us a lot of work (especially when devs update the engine and completely break a fix).
You rule, sgsrules :). Work on what interests you the most. If that Unity idea works, it will be a great advance and will save us a lot of work (especially when devs update the engine and completely break a fix).
Incredible work! I won't feel bad at all about playing this as I've acquired Wii U and Switch copies of this game for posterity. While Nintendo's official stance as a company is understandable, I think the developers of this game would be able to appreciate their vision realized in a full three dimensions to our eyes in the real world. Bravo!
Incredible work! I won't feel bad at all about playing this as I've acquired Wii U and Switch copies of this game for posterity. While Nintendo's official stance as a company is understandable, I think the developers of this game would be able to appreciate their vision realized in a full three dimensions to our eyes in the real world. Bravo!
[quote="sgsrules"]Damn, it looks like i accidentally posted this on the wrong forum. I didn't realize this was the emulation vs piracy forum, I thought this was the 3dVision forum, my bad. Maybe i should just delete this post :/
[quote]
I mostly agree with you guys, piracy isn't doing anything good, no matter which company thats involved !
But this is close to hijacking sgsrules thread, give him the credit he surely deserves for his marvelous work, and make a seperate piracy thread if you wish to do so !
[/quote]
Thank You!
Anyhow moving on now... There are still a few things that i need to tweak before i release a WIP. I wanted to remove the need for reshade and just use Helifax's OpenGL wrapper to improve performance as well as fix some menu related bugs but I'll probably release it as is once i finish tweaking the shader. I wanted to spend more time on this but I've come across a possible fix for all Unity based games and prefer spending my time doing that since it's will fix possibly hundreds of games instead of just one.
[/quote]
I understand your dilemma very well, and a universial Unity fix would be TOTALLY awesome, please go on with it :)
HUGE THANKS for your dedicated work so far !!!
Edit: I don't want to sound demanding, but I do hope that you eventually returns to the Zelda Breath of the Wild fix, it's going to need every possible fps available !
sgsrules said:Damn, it looks like i accidentally posted this on the wrong forum. I didn't realize this was the emulation vs piracy forum, I thought this was the 3dVision forum, my bad. Maybe i should just delete this post :/
I mostly agree with you guys, piracy isn't doing anything good, no matter which company thats involved !
But this is close to hijacking sgsrules thread, give him the credit he surely deserves for his marvelous work, and make a seperate piracy thread if you wish to do so !
Thank You!
Anyhow moving on now... There are still a few things that i need to tweak before i release a WIP. I wanted to remove the need for reshade and just use Helifax's OpenGL wrapper to improve performance as well as fix some menu related bugs but I'll probably release it as is once i finish tweaking the shader. I wanted to spend more time on this but I've come across a possible fix for all Unity based games and prefer spending my time doing that since it's will fix possibly hundreds of games instead of just one.
I understand your dilemma very well, and a universial Unity fix would be TOTALLY awesome, please go on with it :)
HUGE THANKS for your dedicated work so far !!!
Edit: I don't want to sound demanding, but I do hope that you eventually returns to the Zelda Breath of the Wild fix, it's going to need every possible fps available !
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Good news the fix is almost ready! Right now I'm simply waiting on the cemu devs to release tomorrow's update.
I was holding off on working on this fix because Cemu still had a lot of issues running the game. The latest 1.8.0 version the game runs really well, you still have to deal with some random crashes but performance is pretty good on a 4Ghz or higher cpu and most of the graphical glitches have been fixed. The patreon version of 1.8.0 has a bug in the OpenGL window creation where the window that is created is slightly larger than your screen size, this unfortunately brakes the fix. I hacked a fix so that i could continue to play botw in 3d but it's not something i would want to publicly release. I spoke with Exzap, one of the cemu dev's, and he said that this bug would be fixed in tomorrow's public release. If the issue had been resolved i'll be wrapping up the fix and releasing fairly soon.
I've made a ton of changes to changes to the implementation. Since Helifax was kind enough to give me access to the source code for his wrapper i was able to remove the need for Reshade. I had to add a lot of code to his wrapper to do some of the things that reshade was doing e.g. creating extra buffers for rendering, injecting shaders, providing access to the color and depth buffers etc. There were several reasons why i wanted to get rid of reshade. The new wrapper will also work with any OpenGL game, but requires i want to add a few more features to make it universal. here's a basic rundown of the changes.
- Increased performance (reshade killed it).
- Full resolution, reshade rendered 3d in SBS so horizontal resolution was halved.
- Automatic depth map linearization, this is particularly useful with games like BOTW that used dynamic clipping planes.
- Automatic zero parallax distance calculation (aka convergence). stereoscopic solutions that use the depth buffer like CM mode, Tridepth, Superdepth 3d etc, don't allow for negative parallax (pop out). This essentially reduces the 3d "real estate" by quite a bit. 3d disparity in human vision is mainly effective within a few feet so removing negative parallax greatly reduces the 3d effect. This is why most fake 3d solution like CM mode tend to look pretty flat. The best way of improving this is by adjusting the convergence so that it's equal to the distance to the nearest object on the screen and therefor maximizing 3d real estate. Adjusting convergence requires you to refocus your eyes so this has to be done gradually otherwise it leads to a lot of eyestrain. I had to play around with various curves to do this properly which is one of the reasons it's taken me so long to implement.
- Halo reduction. The two biggest complaints in fake 3d solutions is the lack of depth, which i've aleviated with the previous solution and the haloing that shows up on nearby objects. Fake 3d solutions don't have access to occluded geometry so they need to fill that space with something else. CM mode does this by stretching out the pixels horizontally, this causes a warping effect that I personally find quite distracting. Cryteks solution involves duplicating the pixels, kind of like a photoshop stamp tool, unfortunately this causes a hard seem along the edge of the halo which is also pretty distracting. BSD's superdepth 3d shader attempts to alleviate this by bluring out the depth buffer used as a lookup for pizel offsets but this causes additional warping and also increases the size of the region covered by the halo so in some many cases things look even worse. My approach basically duplicates the pixel's like crytek's, but selectively blurs out the edge without increasing the size of the halo. Overall it works pretty well, you don't get the odd warping when there's movement like you do with some of the other methods. It works particularly well when backgrounds have a lot of ransom elements and variation, like foliage rocky textures etc. Try to spot the halo in the pictures below.
- Depth Map dithering. Lower precision depth maps can result if noticeable banding which causes a stair stepping effect in some surfaces. To alleviate this I dithered the depth map by adding a bit of randomized noise.
**Cemu and Botw Specific.
- Support for Cemu graphics packs and higher resolutions, you're no longer limited to your desktop res, you can run it in 4k, 8k or higher if you want.
- Movies work if you have cemu hook installed, using reshade would completely mess them up.
- Item's menu works, using reshade would cause the menu to not render at all so you would have to blindly select stuff.
Anyhow that's enough rambling. A picture speaks a thousand words:
[url=http://imgur.com/to1e2gA][img]http://i.imgur.com/to1e2gA.jpg[/img][/url]
[url=http://imgur.com/UQo4y9y][img]http://i.imgur.com/UQo4y9y.jpg[/img][/url]
[url=http://imgur.com/HLtHO0w][img]http://i.imgur.com/HLtHO0w.jpg[/img][/url]
[url=http://imgur.com/PfOcYdK][img]http://i.imgur.com/PfOcYdK.jpg[/img][/url]
[url=http://imgur.com/wNSVRL2][img]http://i.imgur.com/wNSVRL2.jpg[/img][/url]
[url=http://imgur.com/xBzKhAe][img]http://i.imgur.com/xBzKhAe.jpg[/img][/url]
[url=http://imgur.com/TzRKBQs][img]http://i.imgur.com/TzRKBQs.jpg[/img][/url]
[url=http://imgur.com/bhhz27C][img]http://i.imgur.com/bhhz27C.jpg[/img][/url]
[url=http://imgur.com/31YLzMP][img]http://i.imgur.com/31YLzMP.jpg[/img][/url]
[url=http://imgur.com/hWYoWqa][img]http://i.imgur.com/hWYoWqa.jpg[/img][/url]
[url=http://imgur.com/1aF2vG4][img]http://i.imgur.com/1aF2vG4.jpg[/img][/url]
[url=http://imgur.com/cH9ogIS][img]http://i.imgur.com/cH9ogIS.jpg[/img][/url]
[url=http://imgur.com/rWEmLki][img]http://i.imgur.com/rWEmLki.jpg[/img][/url]
[url=http://imgur.com/nhaumxE][img]http://i.imgur.com/nhaumxE.jpg[/img][/url]
[url=http://imgur.com/AOhBcfk][img]http://i.imgur.com/AOhBcfk.jpg[/img][/url]
[url=http://imgur.com/GXae5lw][img]http://i.imgur.com/GXae5lw.jpg[/img][/url]
[url=http://imgur.com/aci4neb][img]http://i.imgur.com/aci4neb.jpg[/img][/url]
[url=http://imgur.com/ZM9Zk9d][img]http://i.imgur.com/ZM9Zk9d.jpg[/img][/url]
[url=http://imgur.com/0QXxCpj][img]http://i.imgur.com/0QXxCpj.jpg[/img][/url]
[url=http://imgur.com/USXoNHa][img]http://i.imgur.com/USXoNHa.jpg[/img][/url]
[url=http://imgur.com/l9HExJ0][img]http://i.imgur.com/l9HExJ0.jpg[/img][/url]
[url=http://imgur.com/0S4Mu81][img]http://i.imgur.com/0S4Mu81.jpg[/img][/url]
[url=http://imgur.com/sPRgHUZ][img]http://i.imgur.com/sPRgHUZ.jpg[/img][/url]
[url=http://imgur.com/C1DFVtW][img]http://i.imgur.com/C1DFVtW.jpg[/img][/url]
Good news the fix is almost ready! Right now I'm simply waiting on the cemu devs to release tomorrow's update.
I was holding off on working on this fix because Cemu still had a lot of issues running the game. The latest 1.8.0 version the game runs really well, you still have to deal with some random crashes but performance is pretty good on a 4Ghz or higher cpu and most of the graphical glitches have been fixed. The patreon version of 1.8.0 has a bug in the OpenGL window creation where the window that is created is slightly larger than your screen size, this unfortunately brakes the fix. I hacked a fix so that i could continue to play botw in 3d but it's not something i would want to publicly release. I spoke with Exzap, one of the cemu dev's, and he said that this bug would be fixed in tomorrow's public release. If the issue had been resolved i'll be wrapping up the fix and releasing fairly soon.
I've made a ton of changes to changes to the implementation. Since Helifax was kind enough to give me access to the source code for his wrapper i was able to remove the need for Reshade. I had to add a lot of code to his wrapper to do some of the things that reshade was doing e.g. creating extra buffers for rendering, injecting shaders, providing access to the color and depth buffers etc. There were several reasons why i wanted to get rid of reshade. The new wrapper will also work with any OpenGL game, but requires i want to add a few more features to make it universal. here's a basic rundown of the changes.
- Increased performance (reshade killed it).
- Full resolution, reshade rendered 3d in SBS so horizontal resolution was halved.
- Automatic depth map linearization, this is particularly useful with games like BOTW that used dynamic clipping planes.
- Automatic zero parallax distance calculation (aka convergence). stereoscopic solutions that use the depth buffer like CM mode, Tridepth, Superdepth 3d etc, don't allow for negative parallax (pop out). This essentially reduces the 3d "real estate" by quite a bit. 3d disparity in human vision is mainly effective within a few feet so removing negative parallax greatly reduces the 3d effect. This is why most fake 3d solution like CM mode tend to look pretty flat. The best way of improving this is by adjusting the convergence so that it's equal to the distance to the nearest object on the screen and therefor maximizing 3d real estate. Adjusting convergence requires you to refocus your eyes so this has to be done gradually otherwise it leads to a lot of eyestrain. I had to play around with various curves to do this properly which is one of the reasons it's taken me so long to implement.
- Halo reduction. The two biggest complaints in fake 3d solutions is the lack of depth, which i've aleviated with the previous solution and the haloing that shows up on nearby objects. Fake 3d solutions don't have access to occluded geometry so they need to fill that space with something else. CM mode does this by stretching out the pixels horizontally, this causes a warping effect that I personally find quite distracting. Cryteks solution involves duplicating the pixels, kind of like a photoshop stamp tool, unfortunately this causes a hard seem along the edge of the halo which is also pretty distracting. BSD's superdepth 3d shader attempts to alleviate this by bluring out the depth buffer used as a lookup for pizel offsets but this causes additional warping and also increases the size of the region covered by the halo so in some many cases things look even worse. My approach basically duplicates the pixel's like crytek's, but selectively blurs out the edge without increasing the size of the halo. Overall it works pretty well, you don't get the odd warping when there's movement like you do with some of the other methods. It works particularly well when backgrounds have a lot of ransom elements and variation, like foliage rocky textures etc. Try to spot the halo in the pictures below.
- Depth Map dithering. Lower precision depth maps can result if noticeable banding which causes a stair stepping effect in some surfaces. To alleviate this I dithered the depth map by adding a bit of randomized noise.
**Cemu and Botw Specific.
- Support for Cemu graphics packs and higher resolutions, you're no longer limited to your desktop res, you can run it in 4k, 8k or higher if you want.
- Movies work if you have cemu hook installed, using reshade would completely mess them up.
- Item's menu works, using reshade would cause the menu to not render at all so you would have to blindly select stuff.
Anyhow that's enough rambling. A picture speaks a thousand words:
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
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)
[quote="sgsrules"]The new wrapper will also work with any OpenGL game, but requires i want to add a few more features to make it universal. here's a basic rundown of the changes.
- Increased performance (reshade killed it).
- [b]Full resolution, reshade rendered 3d in SBS so horizontal resolution was halved.[/b]
- Automatic depth map linearization, this is particularly useful with games like BOTW that used dynamic clipping planes.
- Automatic zero parallax distance calculation (aka convergence). (...)
- Halo reduction. (...) [/quote]
GREAT job!
So basicly, people don't need reshade or Super Depth 3D anymore with your wrapper?
It's a better alternative than Reshade or i'm wrong?
Can it work with DX11 games? Better than nothing when there isn't any fix.
I'm really curious about the feature of FULL SBS.
Maybe it can solve this issue no?
[quote]"I have the feeling that the current side by side shader is not designed to scale to the display resolution, but designed for a fixed 50% squash resize.
Is there a way to prevent the shader from doing the squash resize, and just display the left and right eye views at their normal full resolution ?"
[/quote]
From: [url]https://forums.geforce.com/default/topic/912552/3d-vision/modifying-3d-vision-to-support-sbs/post/5151138/#5151138[/url]
I'm really curious to know your point of view about this thing.
You are possibily our lifesaver for people who want to enjoy Full resolution 1080p 3D or more.
sgsrules said:The new wrapper will also work with any OpenGL game, but requires i want to add a few more features to make it universal. here's a basic rundown of the changes.
- Increased performance (reshade killed it).
- Full resolution, reshade rendered 3d in SBS so horizontal resolution was halved.
- Automatic depth map linearization, this is particularly useful with games like BOTW that used dynamic clipping planes.
- Automatic zero parallax distance calculation (aka convergence). (...)
- Halo reduction. (...)
GREAT job!
So basicly, people don't need reshade or Super Depth 3D anymore with your wrapper?
It's a better alternative than Reshade or i'm wrong?
Can it work with DX11 games? Better than nothing when there isn't any fix.
I'm really curious about the feature of FULL SBS.
Maybe it can solve this issue no?
"I have the feeling that the current side by side shader is not designed to scale to the display resolution, but designed for a fixed 50% squash resize.
Is there a way to prevent the shader from doing the squash resize, and just display the left and right eye views at their normal full resolution ?"
I'm really curious to know your point of view about this thing.
You are possibily our lifesaver for people who want to enjoy Full resolution 1080p 3D or more.
[quote="zaibaker"]So basicly, people don't need reshade or Super Depth 3D anymore with your wrapper?[/quote]
That's correct you don't need reshade/super depth 3d. It's using OpenGL and GLSL shaders. For the record this isn't my wrapper, it's Helifax's, I just added a bunch of stuff to it.
[quote="zaibaker"]It's a better alternative than Reshade or i'm wrong?[/quote]
Yes, it's faster, more stable, doesn't cause unwanted artifacts, and you get full res instead of half.
[quote="zaibaker"]Can it work with DX11 games? Better than nothing when there isn't any fix.[/quote]
It's OpenGL only... for now. I've been thinking about adding similar support for DX11, but it won't be anytime soon. I've been using OpenGL for over a decade and know it really well, so making the necessary additions to Helifax's wrapper wasn't very hard. I've barely touched the DirectX api. If i did decide to add similar support to 3dMigoto or something else, it would be a learning exercise and would take a while.
I plan on sharing some of the shader code with Blue sky defender so that he can add auto convergence, depth lineraization etc to his super depth 3d reshade shader. Unfortunately you'll still have to deal with half res when using reshade.
[quote="zaibaker"]
I'm really curious about the feature of FULL SBS.
Maybe it can solve this issue no?
[quote]"I have the feeling that the current side by side shader is not designed to scale to the display resolution, but designed for a fixed 50% squash resize.
Is there a way to prevent the shader from doing the squash resize, and just display the left and right eye views at their normal full resolution ?"
[/quote]
From: [url]https://forums.geforce.com/default/topic/912552/3d-vision/modifying-3d-vision-to-support-sbs/post/5151138/#5151138[/url]
I'm really curious to know your point of view about this thing.
You are possibily our lifesaver for people who want to enjoy Full resolution 1080p 3D or more.[/quote]
I imagine that you should be able to do what you want by setting both the desktop and game resolution to 3840x1080. The 3dmigoto SBS shader will then get the frame sequential output and create the two half sbs images which would be 1920x1080. I don't have the hardware to test this out with.
zaibaker said:So basicly, people don't need reshade or Super Depth 3D anymore with your wrapper?
That's correct you don't need reshade/super depth 3d. It's using OpenGL and GLSL shaders. For the record this isn't my wrapper, it's Helifax's, I just added a bunch of stuff to it.
zaibaker said:It's a better alternative than Reshade or i'm wrong?
Yes, it's faster, more stable, doesn't cause unwanted artifacts, and you get full res instead of half.
zaibaker said:Can it work with DX11 games? Better than nothing when there isn't any fix.
It's OpenGL only... for now. I've been thinking about adding similar support for DX11, but it won't be anytime soon. I've been using OpenGL for over a decade and know it really well, so making the necessary additions to Helifax's wrapper wasn't very hard. I've barely touched the DirectX api. If i did decide to add similar support to 3dMigoto or something else, it would be a learning exercise and would take a while.
I plan on sharing some of the shader code with Blue sky defender so that he can add auto convergence, depth lineraization etc to his super depth 3d reshade shader. Unfortunately you'll still have to deal with half res when using reshade.
zaibaker said:
I'm really curious about the feature of FULL SBS.
Maybe it can solve this issue no?
"I have the feeling that the current side by side shader is not designed to scale to the display resolution, but designed for a fixed 50% squash resize.
Is there a way to prevent the shader from doing the squash resize, and just display the left and right eye views at their normal full resolution ?"
I'm really curious to know your point of view about this thing.
You are possibily our lifesaver for people who want to enjoy Full resolution 1080p 3D or more.
I imagine that you should be able to do what you want by setting both the desktop and game resolution to 3840x1080. The 3dmigoto SBS shader will then get the frame sequential output and create the two half sbs images which would be 1920x1080. I don't have the hardware to test this out with.
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
Rad - Thank you!
I'm a little embarrassed to say that I've not played anything in 3D for a couple years now, despite being 100% in a few years ago and still keeping tabs on these forums now and then. I mostly quit trying because of the pain in the ass my projector is to get working with anything... but damned if this thread doesn't have me wanting to bust the glasses out again!
I'm a little embarrassed to say that I've not played anything in 3D for a couple years now, despite being 100% in a few years ago and still keeping tabs on these forums now and then. I mostly quit trying because of the pain in the ass my projector is to get working with anything... but damned if this thread doesn't have me wanting to bust the glasses out again!
Very awesome indeed.
What about line interleaved support?
http://dengine.net/talk/discussion/2290/stereo-3d-line-interlaced-interleaved-mode-support/p1
cmbruns, 3rd posts suggests several ways to do so and even seems to have perhaps created a pull and implemented the feature in Doomsday Engine.
It looks like it was added here
https://github.com/skyjake/Doomsday-Engine/pull/15/commits/3d7fa3438a8080d6346c661d78b9a033be5ca106
Thank You!
Anyhow moving on now... There are still a few things that i need to tweak before i release a WIP. I wanted to remove the need for reshade and just use Helifax's OpenGL wrapper to improve performance as well as fix some menu related bugs but I'll probably release it as is once i finish tweaking the shader. I wanted to spend more time on this but I've come across a possible fix for all Unity based games and prefer spending my time doing that since it's will fix possibly hundreds of games instead of just one.
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
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
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I understand your dilemma very well, and a universial Unity fix would be TOTALLY awesome, please go on with it :)
HUGE THANKS for your dedicated work so far !!!
Edit: I don't want to sound demanding, but I do hope that you eventually returns to the Zelda Breath of the Wild fix, it's going to need every possible fps available !
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
AsRock X58 Extreme6 mobo
Intel Core-i7 950 @ 4ghz
12gb Corsair Dominator DDR3 1600
ASUS DirectCU II GTX 780 3gb
Corsair TX 950w PSU
NZXT Phantom Red/Black Case
3d Vision 1 w/ Samsung 2233rz Monitor
3d Vision 2 w/ ASUS VG278HE Monitor
I was holding off on working on this fix because Cemu still had a lot of issues running the game. The latest 1.8.0 version the game runs really well, you still have to deal with some random crashes but performance is pretty good on a 4Ghz or higher cpu and most of the graphical glitches have been fixed. The patreon version of 1.8.0 has a bug in the OpenGL window creation where the window that is created is slightly larger than your screen size, this unfortunately brakes the fix. I hacked a fix so that i could continue to play botw in 3d but it's not something i would want to publicly release. I spoke with Exzap, one of the cemu dev's, and he said that this bug would be fixed in tomorrow's public release. If the issue had been resolved i'll be wrapping up the fix and releasing fairly soon.
I've made a ton of changes to changes to the implementation. Since Helifax was kind enough to give me access to the source code for his wrapper i was able to remove the need for Reshade. I had to add a lot of code to his wrapper to do some of the things that reshade was doing e.g. creating extra buffers for rendering, injecting shaders, providing access to the color and depth buffers etc. There were several reasons why i wanted to get rid of reshade. The new wrapper will also work with any OpenGL game, but requires i want to add a few more features to make it universal. here's a basic rundown of the changes.
- Increased performance (reshade killed it).
- Full resolution, reshade rendered 3d in SBS so horizontal resolution was halved.
- Automatic depth map linearization, this is particularly useful with games like BOTW that used dynamic clipping planes.
- Automatic zero parallax distance calculation (aka convergence). stereoscopic solutions that use the depth buffer like CM mode, Tridepth, Superdepth 3d etc, don't allow for negative parallax (pop out). This essentially reduces the 3d "real estate" by quite a bit. 3d disparity in human vision is mainly effective within a few feet so removing negative parallax greatly reduces the 3d effect. This is why most fake 3d solution like CM mode tend to look pretty flat. The best way of improving this is by adjusting the convergence so that it's equal to the distance to the nearest object on the screen and therefor maximizing 3d real estate. Adjusting convergence requires you to refocus your eyes so this has to be done gradually otherwise it leads to a lot of eyestrain. I had to play around with various curves to do this properly which is one of the reasons it's taken me so long to implement.
- Halo reduction. The two biggest complaints in fake 3d solutions is the lack of depth, which i've aleviated with the previous solution and the haloing that shows up on nearby objects. Fake 3d solutions don't have access to occluded geometry so they need to fill that space with something else. CM mode does this by stretching out the pixels horizontally, this causes a warping effect that I personally find quite distracting. Cryteks solution involves duplicating the pixels, kind of like a photoshop stamp tool, unfortunately this causes a hard seem along the edge of the halo which is also pretty distracting. BSD's superdepth 3d shader attempts to alleviate this by bluring out the depth buffer used as a lookup for pizel offsets but this causes additional warping and also increases the size of the region covered by the halo so in some many cases things look even worse. My approach basically duplicates the pixel's like crytek's, but selectively blurs out the edge without increasing the size of the halo. Overall it works pretty well, you don't get the odd warping when there's movement like you do with some of the other methods. It works particularly well when backgrounds have a lot of ransom elements and variation, like foliage rocky textures etc. Try to spot the halo in the pictures below.
- Depth Map dithering. Lower precision depth maps can result if noticeable banding which causes a stair stepping effect in some surfaces. To alleviate this I dithered the depth map by adding a bit of randomized noise.
**Cemu and Botw Specific.
- Support for Cemu graphics packs and higher resolutions, you're no longer limited to your desktop res, you can run it in 4k, 8k or higher if you want.
- Movies work if you have cemu hook installed, using reshade would completely mess them up.
- Item's menu works, using reshade would cause the menu to not render at all so you would have to blindly select stuff.
Anyhow that's enough rambling. A picture speaks a thousand words:
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
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)
GREAT job!
So basicly, people don't need reshade or Super Depth 3D anymore with your wrapper?
It's a better alternative than Reshade or i'm wrong?
Can it work with DX11 games? Better than nothing when there isn't any fix.
I'm really curious about the feature of FULL SBS.
Maybe it can solve this issue no?
From: https://forums.geforce.com/default/topic/912552/3d-vision/modifying-3d-vision-to-support-sbs/post/5151138/#5151138
I'm really curious to know your point of view about this thing.
You are possibily our lifesaver for people who want to enjoy Full resolution 1080p 3D or more.
"general: Fixed a bug in calculation of fullscreen window size"
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)
That's correct you don't need reshade/super depth 3d. It's using OpenGL and GLSL shaders. For the record this isn't my wrapper, it's Helifax's, I just added a bunch of stuff to it.
Yes, it's faster, more stable, doesn't cause unwanted artifacts, and you get full res instead of half.
It's OpenGL only... for now. I've been thinking about adding similar support for DX11, but it won't be anytime soon. I've been using OpenGL for over a decade and know it really well, so making the necessary additions to Helifax's wrapper wasn't very hard. I've barely touched the DirectX api. If i did decide to add similar support to 3dMigoto or something else, it would be a learning exercise and would take a while.
I plan on sharing some of the shader code with Blue sky defender so that he can add auto convergence, depth lineraization etc to his super depth 3d reshade shader. Unfortunately you'll still have to deal with half res when using reshade.
I imagine that you should be able to do what you want by setting both the desktop and game resolution to 3840x1080. The 3dmigoto SBS shader will then get the frame sequential output and create the two half sbs images which would be 1920x1080. I don't have the hardware to test this out with.
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
I'm a little embarrassed to say that I've not played anything in 3D for a couple years now, despite being 100% in a few years ago and still keeping tabs on these forums now and then. I mostly quit trying because of the pain in the ass my projector is to get working with anything... but damned if this thread doesn't have me wanting to bust the glasses out again!
What about line interleaved support?
http://dengine.net/talk/discussion/2290/stereo-3d-line-interlaced-interleaved-mode-support/p1
cmbruns, 3rd posts suggests several ways to do so and even seems to have perhaps created a pull and implemented the feature in Doomsday Engine.
It looks like it was added here
https://github.com/skyjake/Doomsday-Engine/pull/15/commits/3d7fa3438a8080d6346c661d78b9a033be5ca106