HelixVision

HelixVision

VR-Punk Mar 27, 2021 @ 4:16am
Helixvision Beta with support of SuperDepth3D VR ?
hey, is there a github or anything else to test some games ?
< >
Showing 31-45 of 116 comments
VR-Punk Apr 8, 2021 @ 8:25am 
iZ3D, Tridef, VK3Dvision for Geo-3D and SD3D for Z-Buffer 3D, this a bunch of work ! But except Tridef, they are all DirectX and driver (Nvidia/AMD/Intel) independent and will work with all upcoming api like for example dx13 and all upcoming graphic card generations like rtx4000 !
Cer Apr 8, 2021 @ 9:03am 
Originally posted by Bo3b:
I'm not sure how all these motion smoothing components are working, but I think our solution is the logical one.
Agree 100%!
My question to Torzi was a bit off topic as I wanted to understand reprojection for other true VR games (not using Helix Vision). For some it might be a good idea to interpolate every 2nd frame to save performance instead of reducing resolution.
Torzi Apr 8, 2021 @ 12:25pm 
WMR calls it Reprojection, which is confusing because that has a different meaning in 3D space with Hololens, and I think Occulus calls it ASW (Asynchronous Space Warp... there's a mouth-full). It's tied under "Motion Smoothing" in SteamVR, and that's how you access it. It's up to the headset provider to implement it, so you only get one version of it. For WMR, it's in the WMR for SteamVR interface for native SteamVR apps, or in the OpenXR interface if you're running an OpenXR app.

They all do the same thing, but they each have their own algorithms to accomplish it. "Interpolation" isn't the right word, since you'd need a future frame to know how to construct the in-between frame. an "Estimated" frame is more accurate, since its using a set of previous frames to 'guess' what the next missing frames will look like.

This happens outside of the VR app that's running, to the point where the app can't even influence how it behaves. It's basically just grabbing frames as they're presented to the headset, and building a running estimate of what future frames should look like.

I don't think its very different from any other image or performance enhancing technique. I have a cousin that can't live without anti-aliasing, and cranks it up to the point where he has to turn other settings down, where I don't mind it so much, and would rather put the performance elsewhere. I think it just boils down to what you prefer.

Originally posted by Bo3b:
I'm not sure how all these motion smoothing components are working, but I think our solution is the logical one. We automatically set the frame rate limiter to half your HMD frequency, in order to avoid starving katanga in the background. But the HMD itself is running at full speed, and doesn't need any interpolation or smoothing, because it's running full speed.

On the HelixVision screen, that will thus show one frame that is the same for a set of two HMD frames. Motion smoothing won't help here, because the screen itself is moving to the correct visual location at full HMD frame rate, and there are no bits to interpolate. Head movements are always 100% accurate as long as katanga is not starved.

There's nothing wrong at all with the way you're doing things... When motion smoothing turns on (or is forced on), it limits the frames that Katanga can present to the headset to 45FPS, even if has more available. This happens outside of Katanga's influence. The motion smoothing driver just works in the background, and inserts frames into the stream. So, it actually makes perfect sense to limit the game to half the refresh rate of the headset if you intend to use motion smoothing. (This is how I've been using other capture apps for a few years now)

The real issue is that you can't run the game unconstrained without it affecting the VR interface, but I have a feeling this has to do with the implementation of SteamVR, as well as a lack of resource management in Windows when multiple programs want GPU access.

The only way I've been able to max out the game/GPU and NOT have it affect the VR world is in the Desktop view in the WMR Cliffhouse. You can run the game just as you would normally, and let it use whatever resources are left, and it still doesn't affect Cliffhouse. This is because MS tied WMR directly into the DWM... actually modified it's code to handle it. I'm betting there's a level of access to the DWM there that just isn't available to anyone else except MS.

This is also why I'm interested in seeing where OpenXR goes, as that bypasses any dependence on SteamVR, and in the case of WMR goes straight to the DWM. I'm also curios if that will allow other headset brands more direct access, as I'm not sure I really want to stick with WMR for my next headset.
VR-Punk Apr 9, 2021 @ 7:57am 
@bo3b

Do you have a new beta with dx12 support ?
VR-Punk Apr 9, 2021 @ 10:44am 
Whats the difference between ci_beta and beta_driver of Helixvision ?
Bo3b  [developer] Apr 9, 2021 @ 7:57pm 
Originally posted by VR-Punk:
@bo3b

Do you have a new beta with dx12 support ?

Whats the difference between ci_beta and beta_driver of Helixvision ?
No DX12 yet, still working on it. Can I say... pretty hard? I'll make an announcement when we get something.

ci_beta is our primary public beta to share builds right before we roll them over to default. beta_driver is typically experimental/speculative. I usually leave it live only while testing, but must have forgotten to remove it.
VR-Punk Apr 10, 2021 @ 7:15am 
I'm sorry, i'm really impatient !
Bo3b  [developer] Apr 18, 2021 @ 5:20am 
Next up I'm going to add the Reshade UI to VR view, and should be able to make it stereo.

After that I plan to add DX12 support. You can already run DX12 using SuperDepth3D_VR+ and BlueSkyDefender's CompanionApp however. He has a new Super3DMode which gives you full Side-by-Side using color channel compression.
Bo3b  [developer] Apr 18, 2021 @ 5:20am 
Just bumping this to note, that I've updated the dll for 3D Vision support as well. So if you have 3D Vision hardware, you can now see SuperDepth3D on that hardware, as well as in VR. If 3D Vision is disabled, it will still transfer to VR.
-------

I've created a new custom build of Reshade (off 4.9.0) that might be interesting for some people. This is strictly an UNOFFICIAL build of Reshade. I've created this version to do two things:
1) Bring SuperDepth3D into VR via HelixVision.
2) Enable 3D Vision hardware direct access of SuperDepth3D, without needing SBS.

BlueSkyDefender has been helping me here to integrate with SuperDepth3D_VR+ shader, and the results are very good. It's been a fun collaboration.

This is an engineering build, so you can probably expect weirdness, bugs, and confusion. But so far seems pretty stable. DX11 only, sorry. And to use the 3D Vision connection, you'll need either driver 425.31 or 452.06 with the global driver hack.
Serious flaw at the moment- no Reshade UI visible when in 3D Vision mode. I'm working on it.

How to install:
1) Download this link for the current build and basic Reshade setup without shaders. https://bo3b.s3.amazonaws.com/SD3D_eng.7z
2) Unzip that into your game directory, next to the game.exe you want to try.
3) Download this link for the HV_LTS version of SuperDepth3D_VR+: https://github.com/BlueSkyDefender/Depth3D/archive/refs/tags/HV_LTS.zip
4) Unzip that file into the reshade-shaders folder, and skip replacing the dummy file.
5) Run the game, which will load custom Reshade and setup for VR and/or 3D Vision. The default settings run HelixVision mode in the shader.

You can edit the included HelixVision shortcut to launch Katanga/mirror app to see it in VR.
If you have 3D Vision enabled, it will convert the output of SuperDepth3D into 3D Vision Direct Mode, and you can use your 3D Vision monitor and glasses. If 3D Vision is turned off, it won't run that part, but VR connection is always active.
If your target game has a 3D Vision profile, you need to remove the exe from the profile with NVidia Inspector, otherwise it will interfere with Direct Mode.

AmigaX86 Apr 18, 2021 @ 10:42am 
wow, missed all the development progress, thank you Bo3b and BlueSkyDefender, great work. Going
to test it. I am so tired of Virtual Desktop/Steam workflow...
Last edited by AmigaX86; Apr 18, 2021 @ 12:36pm
VR-Punk Apr 18, 2021 @ 3:29pm 
Awesome !!! New stuff to test and experiment, thx !!!
VR-Punk Apr 21, 2021 @ 9:22pm 
I compared AC Syndicate a liitle longer in SD3D, Tridef and Vorpx (Z3D), and the result is that Tidef is not stable and crashes too often. Tridef has a very clean Geo-3D image and the NPCs are living and the world is noticeable, but SD3D is nearly as good as Tridef, although it is Z-Buffer 3D. It is amazing that SD3D, that if i inrease the 3D strengh in Divergence/Convergence to 50-100 will look like Geo-3D, Vorpx Z3D is much worse . The worldscale is in SD3D also much better, as in Vorpx. But in SD3D and Vorpx (Z3D) both, the NPCs aren't living and the world isn't noticeable, that is reserved to Geo-3D only.
Bo3b  [developer] Apr 21, 2021 @ 10:13pm 
Originally posted by VR-Punk:
I compared AC Syndicate a liitle longer in SD3D, Tridef and Vorpx (Z3D), and the result is that Tidef is not stable and crashes too often. Tridef has a very clean Geo-3D image and the NPCs are living and the world is noticeable, but SD3D is nearly as good as Tridef, although it is Z-Buffer 3D. It is amazing that SD3D, that if i inrease the 3D strengh in Divergence/Convergence to 50-100 will look like Geo-3D, Vorpx Z3D is much worse . The worldscale is in SD3D also much better, as in Vorpx. But in SD3D and Vorpx (Z3D) both, the NPCs aren't living and the world isn't noticeable, that is reserved to Geo-3D only.
Great comparisons, thanks for trying the variants and giving us feedback.

That's an interesting observation about z-3D not having 'living' feeling NPCs. I will look for that idea when next I try these. In terms of world scale and world view, I feel that SD3D is very good.

Do you have any observations or idea why they don't feel alive? The haloing/distortion maybe? No popout effect?


BTW, If you happen to be using the 3D Vision part of this eng build, that requires a much higher divergence in SD3D to look good, because of the up-close monitor. In HelixVision screen, you can typically get away with 35 or so, but on monitor I need at least 75-100.
VR-Punk Apr 22, 2021 @ 12:35am 
In Cyberpunk 2077 the NPCs are "living" even in Z-Buffer, because of the perfect motion capturing, the animations and "Full-VR" with headtracking (vorpx). CP77 is also the only game in Z-Buffer in which i got fear of heights on skyscrapers. In the vorpx board other people think so too. So it is possible to get those feelings in Z-Buffer. In Geo-3D i don't need "high-end graphics" to have the feeling the NPCs or Buildings are really in front of me. In Geo-3D my mind is always pretended, that it is the reality. In Z-Buffer i need Motion Capturing as in CP77 to pretend my mind. I guess if there would be a PC Version of "The Last of us 2", that game will have "living" NPCs even in Z-Buffer too. If other studios will do the same quality of motion capturing in the future, Z-Buffer will have a great future, because it has also the perfect performance.

I'm looking forward to test CP77 in Katanga !

In AC Syndicate via Companion App, because of issues with katanga and my RTX3000. i increased the Divergence/Convergence to 125 and it looks like geo-3d but without the feelings like in CP77 (vorpx).
VR-Punk Apr 22, 2021 @ 12:52am 
In the newer Versions of katanga, i can curve the screen much more than in the past. Is a full-vr feature planned for the next few month ?
< >
Showing 31-45 of 116 comments
Per page: 1530 50