Open gpuclub opened 1 year ago
This is how the shader works. Buffer information and pixel shifts to back buffer information and Mask the missing information by infilling.
The reason why the text is getting distorted is because. UI is not separated. You have to separate the UI if you don't want it to be distorted.
There's nothing wrong with the image the shader is working that's intended.
On Sat, Dec 2, 2023, 10:58 PM gpuclub @.***> wrote:
1 on the left side of the obj on the left frame of sbs, and 1 on the right. it distorts significantly around 5mm next to contour of an object. It's very bad for any texts on top of it. image_2023-12-03_005747164.png (view on web) https://github.com/BlueSkyDefender/Depth3D/assets/55305120/77a7c407-0b23-4a35-9388-a50a0326e0ae
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Thanks, I guess you are right. It's not just the UI, you could clearly see the distortion "halo" around the 3D obj in front. I just wonder how do other 3D shaders avoid this issue. This geo11 for example doesn't have this issue on the same game I tested like God of War or Fallen Order. Vorp3D looks like doesn't have this issue with cyberpunk. I didn't test Vorp3D. There must be a way that they found. I wonder if you could tell me in your code where does this infilling happens? Maybe I can find a way or play with some parameters. Well, see what you can do. It really breaks the visuals though and feels like it can be solved. Thanks though for quite a remarkable software.
This is not the same thing as Geo-11 or VorpX. This is Depth Based Stereo 3D that is based only on Color + Depth.
Geo-11 does not have a Depth Based Stereo 3D mode.
VorpX has both methods. Geometric and Depth Based. So when you use the There Z-Buffer mode you will get halos.
But, unlike those methods ReShade + Depth3D can cover a wider amounts of APIs. Making it more universal.
Infilling is necessary for this method of stereo 3D. There is no way around it. But, You can change the type of Infilling. You do that under the View Modes.
Warning changing Primary Setting can make this problem worst. Since this game has a profile avoid changing Near Plane and any ZPD controls. So when in doubt Reset Your Shader Settings to Default if you changed any primary settings.
As a side note. You will get used to the halo overtime.
I have a great idea: Let's add a list of rectangle coordinates that are simply copied from 2D ignoring Depth buffer. We can use that feature to copy over HUD text and completely avoid distortions making it unreadable. Can it be done?
can it be done, bro?
Only for some games. We have profiles for them on our discord.
1 on the left side of the obj on the left frame of sbs, and 1 on the right. it distorts significantly around 5mm next to contour of an object. It's very bad for any texts on top of it.