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翻訳の問題を報告
https://steamcommunity.com/app/1127310/discussions/0/3110269213842727774/#c6192985336595697449
Isn't Valhalla dx12 though? Not sure if it's supported yet in Helix... Reshade still works, just need a different viewer for the time being. Depth3D Companion App 1.9 [github.com] will work, just no Full SBS (only half).
https://bo3b.s3.amazonaws.com/SD3D_eng.7z
https://github.com/BlueSkyDefender/Depth3D/archive/HV_LTS.zip
This is the most recent version that includes some new features and fixes. Unzip the SD3D_eng into your game folder, and then unzip the HV_LTS into the reshade folder.
That should set it up to run SuperDepth3D_VR+, with some OK defaults. I also include the SBS shader here which is off by default.
This version includes a conversion to 3D Vision Direct, so if you have a monitor or projector, you can use this to convert SuperDepth3D into 3D Vision Direct. It's automatically done if 3D Vision is enabled.
It will also output VR to full SBS, and you can edit the katanga shortcut to make the paths match your game.
This will work in any game that supports a depth buffer, and any graphic format.
I also tweaked the Reshade screenshot function to watch for 3D running, and if SuperDepth3D or the SBS is live, it will make a jps stereo screenshot instead. This can probably be handy for sharing and comparing settings.
The SuperDepth3D to VR will work with any driver and any video card, including 3000 series and also AMD cards.
I tested this is AC Odyssey and it was working well. That game looks really good with SuperDepth3D.
Tested with WatchDogsLegion free this weekend, and it was working well as well. In DX11 can convert to 3D Vision, or use in VR. Not as good as Losti's geo fix, but works, and has the usual advantage of good performance.
Tested with Prey 2017, and it was working very well. The DHR geo fix looks a bit better, but the game has always suffered from loading stutters, which don't happen with SuperDepth3D.
This is all experimental for the moment, but should be working fairly well, so please let us know what you try and whether it works for you.
In particular, we want to know what SuperDepth3D settings you find the best.
I've been crap at testing it lately though, and got stuck in the void that is Valheim (which works both with this and mostly/almost with the Unity 2017 fix in Geo3D). Well, I've been testing and not having any problems, if that counts for anything.
Any news on DX12 titles with Katanga/SD3D? Tried briefly with Cyberpunk again, but didn't have any luck. I'll probably spend some more time there when the new patch comes out.
Also, do you want to create a dedicated post for SD3D (maybe with links on the first post to the latest versions). I can post settings and screenshots for the games I've tried there... or should I create a thread for each game?
Making a new thread is a good idea, I'll create a new one shortly with more detailed instructions on how to use it.
Initially I think keeping it all in one thread will be good. We can't post screenshots easily, these forums aren't that sophisticated, but we can add Artwork as examples.
I pasted the latest files in the game folder, and changed the "katanga.exeShortcut.lnk" to the following:
Target:
C:\Games\Steam\steamapps\common\HelixVision\Tools\Katanga\katanga.exe --game-path "D:\Games\Assassins Creed Valhalla\ACValhalla.exe" --launch-type DX11Exe
Execute in:
C:\Games\Steam\steamapps\common\HelixVision\Tools\Katanga\
Assassins Creed Valhalla is DX12 only, do i have change something special ?
We are sort of leaning this way, although I think it's not clear what we will wind up with. As a general idea 3DFM already supports multiple variants, so adding more makes some sense, and we than also connect them into VR as a display output.
You might be thinking of the iZ3D driver, which is also in progress. It has decent DX11 support, but will need quite a bit more work. The DX9 support is very good. We are also probably going to support Tridef, because they went bankrupt and no one seems to care about the installers that are still available.
The form of 3D that Luke uses for GTA V and also used by Vk3DVision is alternate eye rendering, which requires high frame rates to be acceptable, because the eyes are not strictly in sync. We will probably also support this mode, as more options are typically better.
Don't know. We actually have quite a few options, it's difficult to decide where to spend my time. But for the moment, we are going to get SuperDepth3D running smoothly, because one of the biggest complaints that we get is that the performance is not good enough. And people do not understand that doing two eyes is twice the work, so we want to see if we can lower our refund rate by using z3d.
Go to mtbs3d.com and you can find workarounds for enabling Tridef via their free trials. It does both geo-3D and z-3D, and depending upon the game can be a good experience. If you set it to SBS output and use my SBS shader, you can likely see this in VR.