[quote="Pirateguybrush"][quote="DarkStarSword"]automatic stereo crosshair[/quote] That's great! I wonder, is this something that could work on an in-game mouse cursor in Unity? I ask because Kentucky Route Zero looks great in 3D (intro scenes, I'm waiting for all episodes before playing), and an automatic stereo mouse cursor would make it even better.[/quote]If the game is using a software cursor it's theoretically possible, though there are a bunch of problems we need to overcome (mostly to get the mouse cursor position, which is pretty broken in Helix mod at the moment), but the bigger problem is that most Unity games are using a hardware cursor which cannot be adjusted at all (well... there are some secret nvapi calls suggestively named such that I REALLY want to experiment with them to see if they can help).
The games I'm adding this feature to use a crosshair fixed in the center of the screen so the position is easy - 0.5 x 0.5 ;-)
The idea is fairly straight forward - it calculates the offset from the screen center at the near clipping plane (or some arbitrary starting depth) then samples 255 points between there and center+separation. As soon as it finds a point where the depth buffer is closer than the calculated depth it stops and draws the crosshair there. The position in each eye is calculated independently, but it turns out that it still works remarkably well :)
I've already added it to The Long Dark and Stranded Deep (and of course Miasmata, which is where I originally came up with the technique), and am currently adding it to Montague's Mount (which was tricky, but I got it working) ([S]Edit: I hit another show stopper[/S] Solved!), and plan to add it to a number of other fixes as well.
If you wanted to take a look at the code I'm using for it:
https://github.com/DarkStarSword/3d-fixes/blob/master/TheLongDark/ShaderOverride/VertexShaders/6AEB3DDF.txt
In addition to that code, the correct scaling of the depth buffer needs to be determined (game/engine dependent) and the depth buffer needs to be copied into the crosshair vertex shader (in Helix mod this can either be done with GetSampler1FromReg & SetSampler1ToReg, or as I finally got working last night for Montague's Mount a combination of MakeWTexture, DepthGetDepthResFrom, DefSurfaceCreationMode, DepthWRT, DepthWReg and some extra code in another shader).
That's great! I wonder, is this something that could work on an in-game mouse cursor in Unity? I ask because Kentucky Route Zero looks great in 3D (intro scenes, I'm waiting for all episodes before playing), and an automatic stereo mouse cursor would make it even better.
If the game is using a software cursor it's theoretically possible, though there are a bunch of problems we need to overcome (mostly to get the mouse cursor position, which is pretty broken in Helix mod at the moment), but the bigger problem is that most Unity games are using a hardware cursor which cannot be adjusted at all (well... there are some secret nvapi calls suggestively named such that I REALLY want to experiment with them to see if they can help).
The games I'm adding this feature to use a crosshair fixed in the center of the screen so the position is easy - 0.5 x 0.5 ;-)
The idea is fairly straight forward - it calculates the offset from the screen center at the near clipping plane (or some arbitrary starting depth) then samples 255 points between there and center+separation. As soon as it finds a point where the depth buffer is closer than the calculated depth it stops and draws the crosshair there. The position in each eye is calculated independently, but it turns out that it still works remarkably well :)
I've already added it to The Long Dark and Stranded Deep (and of course Miasmata, which is where I originally came up with the technique), and am currently adding it to Montague's Mount (which was tricky, but I got it working) (Edit: I hit another show stopper Solved!), and plan to add it to a number of other fixes as well.
In addition to that code, the correct scaling of the depth buffer needs to be determined (game/engine dependent) and the depth buffer needs to be copied into the crosshair vertex shader (in Helix mod this can either be done with GetSampler1FromReg & SetSampler1ToReg, or as I finally got working last night for Montague's Mount a combination of MakeWTexture, DepthGetDepthResFrom, DefSurfaceCreationMode, DepthWRT, DepthWReg and some extra code in another shader).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Yah, when I saw your post in the Miasmata discussions, I bought it because you said you fixed the crosshair.
Crosshairs can be such a pain in the a$$.
http://steamcommunity.com/app/223510/discussions/0/606068060829511718/?insideModal=1
Nvidia has had real time shader modifying in it's Perfhud/Insight game analysis tools for years.
Maybe bo3b can get some insight from his friend at Nvidia.
Around 4:45 they talk about shader editing and this was in 2007
https://www.youtube.com/watch?v=Q-6fTaEyJz0
Man, this game scales so well in SLI! I hit almost 95% usage on both 970's. Game runs quite well - almost maxed out it trows 60 to 100 FPS'es depending on scene (Hair Works enabled for Herald). Looks like there is some FPS buffer for 3D Stereo! :)
Man, this game scales so well in SLI! I hit almost 95% usage on both 970's. Game runs quite well - almost maxed out it trows 60 to 100 FPS'es depending on scene (Hair Works enabled for Herald). Looks like there is some FPS buffer for 3D Stereo! :)
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
If somebody gives a F/Damn....
Here is Witcher 3 in 3D Compatibility Mode.... Actually looks pretty good TBH:
========================
Screens (3D Surround):
========================
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/64514/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/64515/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/64516/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/64517/[/img]
========================
How to do it:
========================
- Follow the instructions from this post:
[url=https://forums.geforce.com/default/topic/791450/3d-vision/guide-how-to-enable-and-tweak-3d-compatibility-mode-in-any-dx11-game/post/4374239/#4374239]Guide: How to Enable and TWEAK 3D Compatibility Mode in any DX11 Game[/url]
Instead of the flags described there (to be appended to the profile)
- Append these flags:
[code]
Setting ID_0x709a1ddf = 0x4b1cd968 InternalSettingFlag=V0
Setting ID_0x709adada = 0x37f58357 InternalSettingFlag=V0
[/code]
Now I wonder... WHY COULDN'T NVIDIA BE BOTHERED TO DO THIS OFFICIALLY ?!?!!?!?!?!?! THEY HAVE EVERYTHING IN PLACE!!!!! (Noooo, they couldn't be bothered... damn corporations and days we live in...)
PS: Halos are still there...but this profile/settings minimize the amount of the UI interfering with the actual game.
Really hope somebody from NVIDIA reads this and adds these flags in an update....
Now I wonder... WHY COULDN'T NVIDIA BE BOTHERED TO DO THIS OFFICIALLY ?!?!!?!?!?!?! THEY HAVE EVERYTHING IN PLACE!!!!! (Noooo, they couldn't be bothered... damn corporations and days we live in...)
PS: Halos are still there...but this profile/settings minimize the amount of the UI interfering with the actual game.
Really hope somebody from NVIDIA reads this and adds these flags in an 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
Thank you very much, Helifax! Going to try it now :)
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="Arioch1"]I am at work and haven't tried the game in 3D yet but are the nameplates above monsters and NPC's in 3D or do they render at screen depth?[/quote]
Screen depth.
Arioch1 said:I am at work and haven't tried the game in 3D yet but are the nameplates above monsters and NPC's in 3D or do they render at screen depth?
Compatibility Mode looks really nice, I must admit. Really adds to immersion! BTW, does CM requires as much GPU power as real 3D? I've read somewhere that because of different rendering technique it requires ~1.5 times more GPU power comparing to 2D mode. How true is that? :)
Compatibility Mode looks really nice, I must admit. Really adds to immersion! BTW, does CM requires as much GPU power as real 3D? I've read somewhere that because of different rendering technique it requires ~1.5 times more GPU power comparing to 2D mode. How true is that? :)
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="mike_ar69"][quote="Arioch1"]I am at work and haven't tried the game in 3D yet but are the nameplates above monsters and NPC's in 3D or do they render at screen depth?[/quote]
Screen depth.[/quote]
is it fixable ? ...in theory
Arioch1 said:I am at work and haven't tried the game in 3D yet but are the nameplates above monsters and NPC's in 3D or do they render at screen depth?
At first I like to thank You guys for the great jobs you did!
I have a problem to do it right because the guide says i have to find:
nvdrsdb0.bin - DataBase0 binary file
nvdrsdb1.bin - DataBase0 binary file
nvdrssel.bin - DataBase Selector file between 0 and 1
Delete the nvdrssel.bin file. (It will get automatically generated on profile import)
but in my Drs Folder only a dbInstaller.exe and a nvdrsdb.bin exist.
What did i wrong please help and excuse me because english is not my native language.
Greetings Bara
At first I like to thank You guys for the great jobs you did!
I have a problem to do it right because the guide says i have to find:
nvdrsdb0.bin - DataBase0 binary file
nvdrsdb1.bin - DataBase0 binary file
nvdrssel.bin - DataBase Selector file between 0 and 1
Delete the nvdrssel.bin file. (It will get automatically generated on profile import)
but in my Drs Folder only a dbInstaller.exe and a nvdrsdb.bin exist.
What did i wrong please help and excuse me because english is not my native language.
[quote="mistersvin"][quote="mike_ar69"][quote="Arioch1"]I am at work and haven't tried the game in 3D yet but are the nameplates above monsters and NPC's in 3D or do they render at screen depth?[/quote]
Screen depth.[/quote]
is it fixable ? ...in theory[/quote]
It will be possible to push them into fixed depth yes, though there might be a side effect with other hud elements etc.
Arioch1 said:I am at work and haven't tried the game in 3D yet but are the nameplates above monsters and NPC's in 3D or do they render at screen depth?
Screen depth.
is it fixable ? ...in theory
It will be possible to push them into fixed depth yes, though there might be a side effect with other hud elements etc.
[quote="mike_ar69"][quote="mistersvin"][quote="mike_ar69"][quote="Arioch1"]I am at work and haven't tried the game in 3D yet but are the nameplates above monsters and NPC's in 3D or do they render at screen depth?[/quote]
Screen depth.[/quote]
is it fixable ? ...in theory[/quote]
It will be possible to push them into fixed depth yes, though there might be a side effect with other hud elements etc.[/quote]
i see, i rly hate such things, i'd rather have a side effect then nameplates rendering in 2d, btw i havent played the game yet, mb these nameplates or some other hud elements can be switched off ?
Arioch1 said:I am at work and haven't tried the game in 3D yet but are the nameplates above monsters and NPC's in 3D or do they render at screen depth?
Screen depth.
is it fixable ? ...in theory
It will be possible to push them into fixed depth yes, though there might be a side effect with other hud elements etc.
i see, i rly hate such things, i'd rather have a side effect then nameplates rendering in 2d, btw i havent played the game yet, mb these nameplates or some other hud elements can be switched off ?
The games I'm adding this feature to use a crosshair fixed in the center of the screen so the position is easy - 0.5 x 0.5 ;-)
The idea is fairly straight forward - it calculates the offset from the screen center at the near clipping plane (or some arbitrary starting depth) then samples 255 points between there and center+separation. As soon as it finds a point where the depth buffer is closer than the calculated depth it stops and draws the crosshair there. The position in each eye is calculated independently, but it turns out that it still works remarkably well :)
I've already added it to The Long Dark and Stranded Deep (and of course Miasmata, which is where I originally came up with the technique), and am currently adding it to Montague's Mount (which was tricky, but I got it working) (
Edit: I hit another show stopperSolved!), and plan to add it to a number of other fixes as well.If you wanted to take a look at the code I'm using for it:
https://github.com/DarkStarSword/3d-fixes/blob/master/TheLongDark/ShaderOverride/VertexShaders/6AEB3DDF.txt
In addition to that code, the correct scaling of the depth buffer needs to be determined (game/engine dependent) and the depth buffer needs to be copied into the crosshair vertex shader (in Helix mod this can either be done with GetSampler1FromReg & SetSampler1ToReg, or as I finally got working last night for Montague's Mount a combination of MakeWTexture, DepthGetDepthResFrom, DefSurfaceCreationMode, DepthWRT, DepthWReg and some extra code in another shader).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Crosshairs can be such a pain in the a$$.
http://steamcommunity.com/app/223510/discussions/0/606068060829511718/?insideModal=1
Nvidia has had real time shader modifying in it's Perfhud/Insight game analysis tools for years.
Maybe bo3b can get some insight from his friend at Nvidia.
Around 4:45 they talk about shader editing and this was in 2007
1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Here is Witcher 3 in 3D Compatibility Mode.... Actually looks pretty good TBH:
========================
Screens (3D Surround):
========================
========================
How to do it:
========================
- Follow the instructions from this post:
Guide: How to Enable and TWEAK 3D Compatibility Mode in any DX11 Game
Instead of the flags described there (to be appended to the profile)
- Append these flags:
Now I wonder... WHY COULDN'T NVIDIA BE BOTHERED TO DO THIS OFFICIALLY ?!?!!?!?!?!?! THEY HAVE EVERYTHING IN PLACE!!!!! (Noooo, they couldn't be bothered... damn corporations and days we live in...)
PS: Halos are still there...but this profile/settings minimize the amount of the UI interfering with the actual game.
Really hope somebody from NVIDIA reads this and adds these flags in an 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)
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
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
Works like a charm and Thanks again
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
Screen depth.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
is it fixable ? ...in theory
I have a problem to do it right because the guide says i have to find:
nvdrsdb0.bin - DataBase0 binary file
nvdrsdb1.bin - DataBase0 binary file
nvdrssel.bin - DataBase Selector file between 0 and 1
Delete the nvdrssel.bin file. (It will get automatically generated on profile import)
but in my Drs Folder only a dbInstaller.exe and a nvdrsdb.bin exist.
What did i wrong please help and excuse me because english is not my native language.
Greetings Bara
It will be possible to push them into fixed depth yes, though there might be a side effect with other hud elements etc.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
i see, i rly hate such things, i'd rather have a side effect then nameplates rendering in 2d, btw i havent played the game yet, mb these nameplates or some other hud elements can be switched off ?
MSI Z97 GAMING 5
Intel Core i7 4790K
G.SKILL RipjawsX DDR3 2133MHz CL9 16GB
MSI GTX980 GAMING 4G
Windows 7