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Right now i'm playing around with Nvidia's 3D Stereo feature (old Shutterglasses, not 3D Vision)
It works fine with most PC games, but not with GSdx.

The Problem is the D3D Z-Depth of GSdx is too low, models and levels looking flat like pancakes.

Is there a way to increase the Z-Depth to use 3D Stereo?

An option would be nice to toggle the correct z-depth, or ingame via hotkey (CTRL+T, this is also the hotkey to toggle 3D Stereo)
(04-07-2009, 04:32 AM)Venatyr Wrote: [ -> ]With GSdx 0.1.14 revision 841, the full-screen blur in Persona 3 is gone and the game looks nice and sharp.

With GSdx 0.1.14 revision 896, the full-screen blur is back, and I can't determine how to disable it.

887 is the latest.
(04-07-2009, 05:14 PM)Nexxxus Wrote: [ -> ]Is there a way to increase the Z-Depth to use 3D Stereo?
Once I tried to stretch it to full range but the shadows shifted I think. It's not something that can be done behind the game's back.
uhm,, thankz for solving my problem, i have now a new problem, about the game always crash,.. in the pcsx2 i always see when the game crash "SYSTEM.CNF" not found,., what should i dO??

can sum1 answer my question??.. i hOpe sO..
(04-08-2009, 08:24 AM)putanginamo Wrote: [ -> ]uhm,, thankz for solving my problem, i have now a new problem, about the game always crash,.. in the pcsx2 i always see when the game crash "SYSTEM.CNF" not found,., what should i dO??

can sum1 answer my question??.. i hOpe sO..

Make your ISO again or if you're using disk plugin change it to some other or make an image of the game
I've been trying to make a dump, but SHIFT + F8 doesn't seem to do anything for me. I'm on Windows 7 and have tried running as Administrator and using compatibility mode, but it doesn't seem to make any difference.
(04-08-2009, 07:35 AM)Gabest Wrote: [ -> ]Once I tried to stretch it to full range but the shadows shifted I think. It's not something that can be done behind the game's back.

Can you show me how to do this?
what do i have to change in the code?

my 3D coding skills aren't that good.

I have shifted shadows in some PC games too, so it doesn't really matter.
Inside the vertex shader you could multiply z by some larger value.
(04-04-2009, 12:58 AM)xat Wrote: [ -> ]Here's a quick sample from Tales of the Abyss. The bloom effect is offset throughout the entire game; not game breaking by any means but it is still a graphical anomaly.

http://xat.uguu.us/toa_gsdx-r887.7z

This issue seems to be in Shadows Of Colosus aswell, it's likely not a game-specific quirk, but rather an error in the bloom shader rendering.
(04-09-2009, 01:51 AM)CyruzDraxs Wrote: [ -> ]
(04-04-2009, 12:58 AM)xat Wrote: [ -> ]Here's a quick sample from Tales of the Abyss. The bloom effect is offset throughout the entire game; not game breaking by any means but it is still a graphical anomaly.

http://xat.uguu.us/toa_gsdx-r887.7z

This issue seems to be in Shadows Of Colosus aswell, it's likely not a game-specific quirk, but rather an error in the bloom shader rendering.

Just in case it helps, I made another sample of the simplest scene I could find in ToA - the loading screen.

http://xat.uguu.us/toa_2_gsdx-r887.7z

[Image: gsdx20090408203458.th.png]
(04-09-2009, 12:21 AM)Gabest Wrote: [ -> ]Inside the vertex shader you could multiply z by some larger value.

ummm...
is this VS_BPPZ in tfx9.fx ? :X
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