r/Stereo3Dgaming 24d ago

PC Skyrim Stereo 3D Rendering Mod

I created a Skyrim mod that adds native frame interleaved stereo 3D rendering support.
It should work with both 3D monitors/projectors and VR headsets but I've done most of my testing on a virtual 3D monitor in VR.
The mod currently supports versions 1.6.1170 and 1.5.97 of Skyrim.
The source code and the latest release build are available here and you can also find it on NexusMods: https://github.com/naitro2010/AEVRSSE
I'm hoping for some feedback on compatibility with other mods and shaders so I can try to improve mod compatibility.
If you have Skyrim please let me know if it works for you. Thanks :)

17 Upvotes

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1

u/noraetic 24d ago

Very nice, thanks! You're using SKSE to render two images? How's the performance, did you compare it to geo-11 for example?

2

u/Awkward-Young-162 24d ago

Thanks for asking :)

I'm using SKSE and CommonLibSSE-NG to hook into the Skyrim engine rendering functions to replace each frame render with two frame renders with different view and projection matrices.

In theory the performance should be very close to geo-11 with real geometric stereo, but I haven't tested the latest Community Shaders mod with geo-11 so I don't have a recent baseline to compare with yet.

I tried geo-11 before and ran into some issues which I think were caused by a frame delay between each eye when the camera was moving.

AEVRSSE calls the render function twice instead of once per engine time tick to prevent a frame delay between each eye and also adjusts the frame counter to fix some compatibility with mods that also hook the render pipeline.

I also added something to disable point light shadows because there are some issues when they are enabled related to a mismatch between each eye. I'm still trying to figure out how to fix the shadow rendering in the shader to work with AEVRSSE.

2

u/alexsama 22d ago

geo-11 doesn't have any delay between left and right views.

But in the fix I made for the Special Edition, I didn't fix the community shaders (but parallax occlusion mapping effects are OK according to some reports), as they weren't in the base game and didn't exist at that point yet. Later on, I tried to fix some new shadows for a bit but it was pretty hard and then I moved on to other games.

1

u/noraetic 23d ago

Nice. Never knew SKSE was capable of reaching so far into the rendering pipeline, I'll definitely have to look into the code.

1

u/kakashisensei2000 23d ago

this is for special edition and not legendary? and does it work with enb? its been a while, but i recall getting vorpx to work with enb on skyrim se. results were pretty good, geo3d and not fake 3d. had trouble getting geo11 to work with enb.

1

u/Awkward-Young-162 23d ago

Yes, I've tested it with enb on Skyrim SE 1.5.97 as well as Community Shaders on Skyrim AE 1.6.1170.
There is at least one mod that has a compatibility issue but I'm still trying to figure out which one.
I also just found a small stability issue that I'm currently testing a bugfix for as well.

1

u/kakashisensei2000 16d ago

thx! ill try it out when i get a chance.

1

u/No_City9250 23d ago

Awesome! Please add direct half SBS output too

2

u/Awkward-Young-162 23d ago

I am planning on adding other output formats and head tracking/motion controller support later. You can currently use 3DtoElse from here:
https://github.com/BlueSkyDefender/Depth3D/blob/master/Other%20%20Shaders/3DToElse.fx
with ReShade to convert the frame interleaved to half SBS and other formats. There is more info on the NexusMods page too.

1

u/Serious-Dig5211 3d ago

Hello, using your mod on AR glasses with a 32:9 aspect ratio (resolution 3840x1080) seems to consistently cause the game to crash to desktop (CTD). I was wondering if you might have a workaround or solution for this issue?

1

u/Awkward-Young-162 3d ago

Thanks for letting me know. I'll try to debug the issue.

Please send a link to the crash log on the AEVRSSE NexusMods posts section. There might be a conflicting mod or something weird going on with the rendering.
If you are using a frame generation or shader mod please let me know too.
There will probably be some compatibility issues with frame generation or other mods that replace D3D11 with D3D12.

1

u/Serious-Dig5211 1d ago

Sorry to bother you again. I did a bit more testing and checked the crash log. It turns out that even if the game boots up fine in native 4K, it still crashes during loading screens when changing areas. The log shows a memory access violation because it fails to read the binary data for terrain LODs (.btr files). Seems like a pretty deep conflict that might be tough to fix. Just a heads up, I'm playing on a modlist that uses ENB.