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<!DOCTYPE html>
<html lang="en-US">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Generic Depth Mod - Depth3D</title>
<meta name="description" content="The Generic Depth Mod is a ReShade add-on that gives SuperDepth3D the exact depth buffer numbers instead of making it guess.">
<meta property="og:title" content="Generic Depth Mod - Depth3D">
<meta property="og:description" content="Better depth buffer detection for SuperDepth3D.">
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Generic Depth Mod
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<span class="statuschip"><span class="dot ok"></span>Add-on build only</span>
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<div class="panel-inner">
<header class="hero">
<div class="eyebrow">ReShade add-on</div>
<h1>Stop the shader guessing where the picture is.</h1>
<p>
The Generic Depth Mod finds the right depth buffer more reliably, then hands
SuperDepth3D the exact numbers instead of leaving it to work them out from
the image.
</p>
<div class="actions">
<a class="btn primary" href="https://discord.gg/W2f7YhX">Get it on Discord</a>
<a class="btn" href="gpu-selector.html">Or use GPU Selector</a>
</div>
</header>
<section class="card" id="get">
<div class="card-head">
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<h2>How to get it</h2>
</div>
<div class="card-body">
<p class="lead">There are two ways, and both are free.</p>
<div class="row">
<div class="label">
<div class="name">Through GPU Selector</div>
<div class="desc">Deploy the Depth3D card and the add-on comes with it. This is the easy route, and it turns off ReShade's built-in Generic Depth for you at the same time.</div>
</div>
</div>
<div class="row">
<div class="label">
<div class="name">From the Discord</div>
<div class="desc">Ask in the Depth3D Discord and you will be pointed at the current build. Put it next to the game's exe, alongside the ReShade DLL.</div>
</div>
</div>
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<p>You need ReShade with <strong>Full Add-on Support</strong>. The add-on API is not in the standard build, so nothing will load without it.</p>
</div>
<div class="actions-inline">
<a class="btn primary sm" href="https://discord.gg/W2f7YhX">Join the Discord</a>
<a class="btn sm ghost" href="gpu-selector.html">Get GPU Selector</a>
</div>
</div>
</section>
<section class="card">
<div class="card-head">
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="1.7" aria-hidden="true"><rect x="3" y="3" width="18" height="18" rx="2"/><path d="M3 15h18M9 3v18"/></svg>
<h2>What it fixes</h2>
</div>
<div class="card-body">
<h3>Where the game actually drew the scene</h3>
<p>
Engines do not always fill the depth texture. Unreal pads it and renders the
scene into a corner of it, leaving dead rows behind. Upscalers like DLSS, FSR
and XeSS move that region every time you change a quality setting.
</p>
<p>
Without help the shader has to find that region by studying the picture. The
add-on just tells it, every frame. Letterboxed games are handled too.
</p>
<h3>Which pixels are the weapon hand</h3>
<p>
Normally the hand is separated out of the shared depth buffer with a cutoff
value you tune by hand, one per game. The add-on can supply a second depth
buffer holding only the hand, so there is nothing to tune.
</p>
</div>
</section>
<section class="card">
<div class="card-head">
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="1.7" aria-hidden="true"><path d="M4 7h16M4 12h16M4 17h10"/></svg>
<h2>The two shader switches</h2>
<span class="sub">ReShade preprocessor definitions</span>
</div>
<div class="card-body">
<table class="spec">
<tr>
<th class="key">GDM_DEPTH_AUTOFIT</th>
<td>
On by default, and safe to leave alone. It takes the exact viewport
numbers from the add-on. Without the add-on it does nothing at all, so
it cannot break anything. Not available on DirectX 9.
</td>
</tr>
<tr>
<th class="key">GDM_WEAPON_DEPTH</th>
<td>
Off by default. Turn it on only when the add-on is supplying a weapon
buffer for your game. With it on, the weapon hand cutoff value stops
mattering.
</td>
</tr>
</table>
<div class="note">
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="1.9" aria-hidden="true"><circle cx="12" cy="12" r="9"/><path d="M12 16v-4M12 8h.01"/></svg>
<p>While Auto-Fit is doing its job the shader turns off its own letterbox detection and upscaler correction on purpose. A guess can only fight an exact answer.</p>
</div>
</div>
</section>
<section class="card">
<div class="card-head">
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="1.7" aria-hidden="true"><path d="M12 2 3 6v6c0 5 3.8 9.4 9 10 5.2-.6 9-5 9-10V6z"/></svg>
<h2>If something looks wrong</h2>
</div>
<div class="card-body">
<div class="row">
<div class="label">
<div class="name">Nothing changed after installing</div>
<div class="desc">Check the add-on is listed in ReShade's Add-ons tab. Check you are on the Full Add-on build. Then check ReShade's own Generic Depth is switched off. That last one catches most people, and GPU Selector does it for you.</div>
</div>
</div>
<div class="row">
<div class="label">
<div class="name">The image drifted after turning it on</div>
<div class="desc">Clear any manual correction left in your preset: Upscaler Guided, Upscaler Offset, Letter Box Scaler and anything under Reposition Depth. Auto-Fit already covers what those were compensating for.</div>
</div>
</div>
<div class="row">
<div class="label">
<div class="name">Weapon hand looks wrong</div>
<div class="desc">The add-on has no weapon buffer for that game. Set GDM_WEAPON_DEPTH back to 0 and use the normal weapon hand settings.</div>
</div>
</div>
<div class="actions-inline">
<a class="btn sm" href="https://github.com/BlueSkyDefender/Depth3D/wiki/Generic-Depth-Mod">Full details</a>
<a class="btn sm ghost" href="https://discord.gg/W2f7YhX">Ask on Discord</a>
</div>
</div>
</section>
<section class="card">
<div class="card-head">
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<h2>Credits</h2>
</div>
<div class="card-body">
<p>
Built on ReShade's own depth detection example by Patrick Mours, under the
BSD 3-Clause licence. Modifications by BlueSkyDefender.
Personal use only.
</p>
</div>
</section>
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