Breath of the Wild VR

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3DNovice
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Breath of the Wild VR

Post by 3DNovice »

It appears that BlueSkyDefender and friends are working on a VR version of Breath of the Wild.

So anyone looking to play it using the options currently available for 3D Vision and VR, might want to wait.

There was a previous version requiring ReShade, this new version does away with the requirement, thus much better performance.

https://www.youtube.com/watch?v=iuppiXxyzjY

If playing using the fix by sgsrules, the new fov and camera mod might interest you

https://www.youtube.com/watch?v=bqJiqvDXhzI
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Lizzard
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Re: Breath of the Wild VR

Post by Lizzard »

Very interesting news. This is one game I definitely want to experience in VR. Hope they will be successful.
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Lizzard
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Re: Breath of the Wild VR

Post by Lizzard »

Anyone with some news on this? I joined the discord channel and tested the early releases but the updates stopped and see the channel is gone? There was a certain Vulcan combination that worked very well performance-wise. Just some crashes every now and then.
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Lizzard
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Re: Breath of the Wild VR

Post by Lizzard »

I found this in BlueSkyDefender's documents:

-----------------------------------------------------
{The Legend of Zelda: Breath of the Wild} - Note: I will not show you how to set up the emulator or the Rom. This part on you. But, If you love the game buy it on console.
First set up the shader as the above settings then.

ReShade it self has issues when you enter a menu to change your weapon/clothes/Stuff.
To fix this follow this procedure.

Start up CEMU and the enter the game world. Then go back to the CEMU program.
In CEMU to Options. In this Pull-Down Menu click on Separate Gamepad View.
Once this is done go back in to the game and go back to your items Menu.
If going back to your items menu does not give you depth try pressing down on your right stick on your Wii U game Pad or what ever your using to play the game.
The press it again.

This should fix your problem.

If it's stuck with no Depth Try moving it in window mode and resizing it then going back to fullscreen Mode

I also noticed a bug in 1.12.1+ in CEMU that still has not been fixed. DepthBuffer is switching making it unplayable in 3D.
So if you want to play in 3D use CEMU 1.12.0d It's the latest one I know so far that works.
Do Not Ask me for this version & Yes you should be able to finnish the game with this version of cemu.

You will also need to use a resolution graphics pack form here. https://slashiee.github.io/cemu_graphic_packs/ (Older Version 2)
------------------------------------------------------

But it doesnt seem to get past the crashes caused by the UI in CEMU_1.17.1
Anyone with some information on this? This game runs really good and looks spectacular. But the crashes every 30min or so makes it unplayable =(
I've tried many things but cant seem to find the culprit. It needs to be the correct Reshade. I believe it has something to do with the auto convergence thats causing the game to crash.
Share our love for stereoscopic gaming in VR
:anaglyph https://www.youtube.com/channel/UCKLifl ... /playlists :anaglyph
:anaglyph https://www.youtube.com/channel/UCKLifl ... 5lw/videos :anaglyph
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aofelix
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Re: Breath of the Wild VR

Post by aofelix »

Lizzard wrote: Sat Sep 19, 2020 10:51 am I found this in BlueSkyDefender's documents:

-----------------------------------------------------
{The Legend of Zelda: Breath of the Wild} - Note: I will not show you how to set up the emulator or the Rom. This part on you. But, If you love the game buy it on console.
First set up the shader as the above settings then.

ReShade it self has issues when you enter a menu to change your weapon/clothes/Stuff.
To fix this follow this procedure.

Start up CEMU and the enter the game world. Then go back to the CEMU program.
In CEMU to Options. In this Pull-Down Menu click on Separate Gamepad View.
Once this is done go back in to the game and go back to your items Menu.
If going back to your items menu does not give you depth try pressing down on your right stick on your Wii U game Pad or what ever your using to play the game.
The press it again.

This should fix your problem.

If it's stuck with no Depth Try moving it in window mode and resizing it then going back to fullscreen Mode

I also noticed a bug in 1.12.1+ in CEMU that still has not been fixed. DepthBuffer is switching making it unplayable in 3D.
So if you want to play in 3D use CEMU 1.12.0d It's the latest one I know so far that works.
Do Not Ask me for this version & Yes you should be able to finnish the game with this version of cemu.

You will also need to use a resolution graphics pack form here. https://slashiee.github.io/cemu_graphic_packs/ (Older Version 2)
------------------------------------------------------

But it doesnt seem to get past the crashes caused by the UI in CEMU_1.17.1
Anyone with some information on this? This game runs really good and looks spectacular. But the crashes every 30min or so makes it unplayable =(
I've tried many things but cant seem to find the culprit. It needs to be the correct Reshade. I believe it has something to do with the auto convergence thats causing the game to crash.

Hey any updates on BOTW VR? Can't find a working discord link or anything.
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Lizzard
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Re: Breath of the Wild VR

Post by Lizzard »

aofelix wrote: Wed Oct 06, 2021 6:34 pm Hey any updates on BOTW VR? Can't find a working discord link or anything.
Howzit. Yeah its working great on the latest releases of CEMU and Reshade+SD3DVR
https://www.youtube.com/watch?v=kwRjwBLT_mo

I play on CEMU 1.25.3
Just point reshade to its exe and select the shaders you want to include.
One of the best games ever made.

The Unity alternative went dead and haven't heard from it since. But with Virtual Desktop you can still play it. There is one bug that I cant seem to get past and that is the depth buffer jumping around like crazy. BlueSkyDefender recommended to tick the Reshade compatibility workaround in the graphics packs but it didn't solve it. It has something to do with the dust particles flying around when it gets windy. It constantly triggers something in the depth buffer. Otherwise it works perfect and one of the best Z3D mods. BlueSkyDefender also updated his occlusion masking so there are more ways to counter halos.
Share our love for stereoscopic gaming in VR
:anaglyph https://www.youtube.com/channel/UCKLifl ... /playlists :anaglyph
:anaglyph https://www.youtube.com/channel/UCKLifl ... 5lw/videos :anaglyph
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helifax
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Re: Breath of the Wild VR

Post by helifax »

Wasn't this already fixed in OpenGL3DVision? (http://3dsurroundgaming.com/OpenGL3DVisionGames.html#Z) or did something happen and that is not working anymore?!?!

Edit: Oh!!! Sorry!!! You are talking about playing the game in VR! Mea culpa :oops: :lol:
That should still work with HelixVision though, last I checked ^_^
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Lizzard
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Re: Breath of the Wild VR

Post by Lizzard »

helifax wrote: Thu Oct 07, 2021 5:42 pm Wasn't this already fixed in OpenGL3DVision? (http://3dsurroundgaming.com/OpenGL3DVisionGames.html#Z) or did something happen and that is not working anymore?!?!

Edit: Oh!!! Sorry!!! You are talking about playing the game in VR! Mea culpa :oops: :lol:
That should still work with HelixVision though, last I checked ^_^
I played through this on SGSRules version that was based on your wrapper and had the time of my life. This was on my projector. After that i went over to VR and couldn't get anything to work and gave up trying. Then only recently tried it again with Reshade and SD3DVR since I grew an obsession with all the shaders in Reshade when I came across this: https://www.nexusmods.com/legendofzelda ... ld/mods/19
Glad you have it working in HelixVision. Last time I retried setting it up in 3DVision I had some really trying and bad results. I tried 7 different CEMU versions that all failed.
Share our love for stereoscopic gaming in VR
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sgsrules
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Re: Breath of the Wild VR

Post by sgsrules »

I can't imagine this would look good in VR, especially using reshade. The first reason I decided to create my own shaders and use Helifax's wrapper was because reshade halves your horizontal resolution when stereoizing the image; It has to cram both the left and right images into the same frame. So if you're playing at 1920x1080 you end up with 960x1080 per eye. Reshade has no way of controlling the window creation, frame buffers, or anything else so you're stuck with that.

I highly doubt that halving your horizontal resolution would look better, regardless of any fancy post-processing shaders you try to add to it.
Lizzard wrote: Thu Oct 07, 2021 3:10 pm There is one bug that I cant seem to get past and that is the depth buffer jumping around like crazy. BlueSkyDefender recommended to tick the Reshade compatibility workaround in the graphics packs but it didn't solve it. It has something to do with the dust particles flying around when it gets windy. It constantly triggers something in the depth buffer. Otherwise it works perfect and one of the best Z3D mods. BlueSkyDefender also updated his occlusion masking so there are more ways to counter halos.
This is not a bug. BOTW uses a dynamic clipping plane. This is done because due to the long draw distances and limited hardware capabilities the developers needed to maximize the depth buffer usage. So you end up with a depth image that is spastically changing it's range. This was a huge pain in the ass to fix. I had to sample the depth buffer at multiple points and compare it to the previous frame's samples, if the results deviated too much then the depth buffer would be adjusted. There's no way to save the results from the previous frame using reshade, so this will be impossible to fix. This is the second reason I steered away from using reshade.
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Lizzard
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Re: Breath of the Wild VR

Post by Lizzard »

sgsrules wrote: Tue Oct 12, 2021 1:27 pm I can't imagine this would look good in VR, especially using reshade. The first reason I decided to create my own shaders and use Helifax's wrapper was because reshade halves your horizontal resolution when stereoizing the image; It has to cram both the left and right images into the same frame. So if you're playing at 1920x1080 you end up with 960x1080 per eye. Reshade has no way of controlling the window creation, frame buffers, or anything else so you're stuck with that.

I highly doubt that halving your horizontal resolution would look better, regardless of any fancy post-processing shaders you try to add to it.
Lizzard wrote: Thu Oct 07, 2021 3:10 pm There is one bug that I cant seem to get past and that is the depth buffer jumping around like crazy. BlueSkyDefender recommended to tick the Reshade compatibility workaround in the graphics packs but it didn't solve it. It has something to do with the dust particles flying around when it gets windy. It constantly triggers something in the depth buffer. Otherwise it works perfect and one of the best Z3D mods. BlueSkyDefender also updated his occlusion masking so there are more ways to counter halos.
This is not a bug. BOTW uses a dynamic clipping plane. This is done because due to the long draw distances and limited hardware capabilities the developers needed to maximize the depth buffer usage. So you end up with a depth image that is spastically changing it's range. This was a huge pain in the ass to fix. I had to sample the depth buffer at multiple points and compare it to the previous frame's samples, if the results deviated too much then the depth buffer would be adjusted. There's no way to save the results from the previous frame using reshade, so this will be impossible to fix. This is the second reason I steered away from using reshade.
To be honest I'm not very familiar with CMU since I mainly followed the tide of G3D games. Never loved a game so much that I would use Power3D of Tridef when it didn't want to work with G3D. But thanks to your fix my bias was neutralized. I finished this game on my PJ your way and it became one of my best gaming experiences. I think people who loved Zelda on Gameboy would find this much more intriguing. Zelda was one of the first sandbox RPGs I played as a teenager and BOTW in stereoscopy helped me to relive the way this game made me feel when I got absorbed into this world as a kid. Only much more elevated since it was on a giant screen and in 3D! This game is pure innocent fun that has a very sublime and stimulating effect on the mind when you consider the sound of the wind and the beautiful sunsets/rises. Also all the nice sceneries with wildlife and flowers.

This game works beautiful at high resolutions and you also have motion smoothing if you can maintain 45fps in SteamVR. Just add CEMU in the control panel and limit the FPS there. HSBS becomes very acceptable in VR when you maintain high resolutions equal to that of your HMD. I balance mine at 2880x1620 when playing HSBS and 3840x1080 for FSBS. You can also curve your virtual screen to fill your entire FOV. Its a recipe for absorption. Or the red pill if you please :)

That what you did to counter this depth buffer issue is really something I miss with SD3DVR. Your transition was very smooth and definitely lacking with Reshade. There is a few improvements in BSD's shader though. His 3D has popout and it is not layered. The advantage the other included shaders with Reshade has makes this superior. It makes this game look like a remaster when you know what you're doing. (Not that I say I do) But the results I got from experimenting blew me away. You can watch the video I shared in the previous posts. This was meant for VR. (Depth and convergence)
Share our love for stereoscopic gaming in VR
:anaglyph https://www.youtube.com/channel/UCKLifl ... /playlists :anaglyph
:anaglyph https://www.youtube.com/channel/UCKLifl ... 5lw/videos :anaglyph
֍ Win 10:21H1 ֍ 251.48 ֍ RTX2080 ֍ i9 9900k ֍ Benq1070 ֍ Samsung S27A950D, Odyssey+ ֍ LG 49UF8509 ֍ FujifilmW3 ֍
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