![]() If I look into SuperDepth3D_VR+.fx and search for "HelixVision" (which is, if I understand correctly, the switch to turn this image on in Katanga) I see much different code thatn in SBS_to_double is. Originally posted by DrPepperBianco:OK, I've installed driver 452.06 (without 3dVision) and still had the same behaviour.Ĭan you tell me, what exactly does SBS_to_double.fx do. Set the HelixVision=1 flag in the PreProcessor section. When you run the game, use Home to bring up Reshade and switch SBS off, and SuperDepth3D_VR+ on. If you'd like to try that path, download the latest version from:Īnd add the files to your game directory. This version also supports SuperDepth3D_VR+. The shortcut needs to be edited to match your installation locations. Switch out and run the shortcut for katanga to start the VR environment. In there, choose the SBS shader, which will create the double width buffer. To run these, you set the game to SBS in their startup dialog or in-game, and use Home to bring up the Reshade menu. This is roughly equivalent to using SBS through BigScreen, but should have better performance. This can convert several games using their built in SBS shader. Can use any driver, and will work on 3000 series cards. For people without 3D Vision hardware like monitors or projectors, this can convert the handful of SBS games into VR and play. Here is the latest prototype that might be worth experimenting with. This will work indefinitely for any Reshade based fixes we create, because the the back end pieces like Katanga/HelixVision don't have to change at all. Plus also, once I realized how simple the Reshade shader would be, I had to try it. The main reason to add this support is because it opens up a few more games, and also is not driver dependent. I would put these two games as comparable to any 3D Vision geo-3D. I'm a little surprised how good the TRs look in HelixVision though. At 1440p for example, I was only using half of a 1080ti. That can be offset some by running at a higher resolution. If you were to use z-3D as SBS, it would not be as good because z-3D has some fundamental limitations like the haloing.īut as a general idea that is true, a half-SBS image will not be as high a quality as a full SBS will be. In the TombRaider cases, the quality will still be full geo-3D, because they use their own geo-3D 3D. Originally posted by Laiden:Sounds interesting, but in terms of quality are there benefits over how alternative solutions handle SBS image? Or is the purpose of that prototype mainly a proof-of-concept as extention for HelixVision? If I understand correctly, the final resolution is bigger in mirror app, but because the source image always is half the physical screen size, it doesn't really matter right? It depends upon how the image is generated.
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