Help
Keyboard shortcuts, controls, formats, and settings.
Table of Contents
Keyboard Shortcuts
General
Files
Display
Audio
Playback
Format & FOV
Mouse & Pointer Interactions
These interactions work on the video canvas (not on the UI controls):
Navigation
Convergence
3D Parameters
Depth / 3D Intensity (D slider)
Maximum horizontal pixel shift between left and right eye views, as a percentage of frame width.
1%
Default. Subtle, comfortable. Good for most content.
2%
Stronger pop. Good balance for short viewing.
3%
Strong 3D. May cause ghosting on some displays.
For glasses-free displays, stay at or below 2% to avoid optical crosstalk (ghosting). If you see ghosting, try reducing back to the 1% default.
Convergence (C slider)
Shifts where the "screen plane" sits in the 3D scene (±20% of viewport width):
- 0 (default) - Neutral. Content at screen depth.
- Positive - Content pops out of the screen.
- Negative - Content sits behind the screen.
Also adjustable via right-click drag. Double-right-click to reset.
Depth Gamma (Gamma Remap filter)
Applies a power curve to redistribute depth:
- < 1.0 - More foreground pop, flatter background. Good for portraits.
- 1.0 (default) - Linear, no adjustment.
- > 1.0 - More background depth. Good for landscapes.
Quick presets:
Stereo Formats
The Format dropdown in the bottom bar selects the input format:
| Format | Description | When to use |
|---|---|---|
| 2D | Regular flat video/image. No depth AI runs. | When you want to watch content in 2D. |
| 2D → 3D | AI depth estimation converts 2D content to stereoscopic 3D in real-time. | Any video or photo you want to watch in 3D. |
| Half SBS | Both eye views side by side in one frame, each at half resolution. | Most common 3D format. Standard for 3D downloads. |
| Full SBS | Both eye views side by side, each at full source resolution. | Higher quality SBS content. |
| Half TB | Both eye views stacked vertically in one frame, each at half resolution. | Standard Top-Bottom 3D content. |
| Full TB | Both eye views stacked vertically, each at full source resolution. | Higher quality Top-Bottom content. |
Output Formats
The Output Format dropdown in Settings selects how the stereo image is rendered to your display. Separate settings for fullscreen and windowed mode.
| Format | Description | Target display |
|---|---|---|
| SBS | Side-by-side: left and right eye in two halves. | Lenticular 3D displays, SpatialLabs, any SBS-capable display. |
| Top-Bottom | Left eye on top, right eye on bottom. | HDMI 1.4a 3D TVs, some autostereoscopic displays. |
| Anaglyph | Color-separated stereo with 14 color modes (Red-Cyan, Green-Magenta, Amber-Blue, and more). | Any screen with matching anaglyph glasses. |
| Interleaved | Row, column, or checkerboard interleaving. Requires 1:1 pixel mapping (fullscreen, no display scaling). | Passive polarized 3D TVs (LG Cinema 3D), passive 3D monitors. |
| Mono | Displays only the left or right eye at full resolution. | 2D preview, screenshots, debugging. |
Swap Eyes reverses left and right eye assignment across all stereo outputs. Useful for content with swapped eyes or for cross-eyed free-viewing.
Duplicate UI for 3D duplicates the player controls into both eye views (SBS and Top-Bottom modes). Toggle with the V key.
Filename Patterns
Oku3D auto-detects the stereo format from the filename. Separators (_, ., -) are interchangeable.
| Pattern in filename | Detected format |
|---|---|
_sbs, _3d.sbs, _3d-sbs, _2x1, _fsbs, _full_sbs | SBS (Full Width) |
_hsbs, _h.sbs, _h-sbs, _half_sbs, _half_2x1 | SBS (Half Width) |
_tab, _tb, _ou, _3d.tab, _3d.ou, _1x2, _ftab | Top-Bottom (Full) |
_htab, _h.tab, _h-tab, _hou, _half_tab, _half_ou, _half_1x2, _half_tb | Top-Bottom (Half) |
_vr, -vr, .VR180. | SBS Full, 180° FOV |
_tb_360, _tb.360 | Top-Bottom Full, 360° FOV |
If no pattern is found, very wide videos (wider than ~2.1:1) are assumed SBS. Files without stereo indicators are treated as 2D.
Depth Settings
Depth settings are organized into two tabs: Depth Map for settings that apply to all depth sources (overlay, gamma), and AI for model selection, processing, and temporal stabilization.
Model & Inference Quality
Inference quality is a Low / Medium / High setting that automatically maps to the correct resolution for each model (using multiples of the model's patch size). The setting persists when switching models. Larger models (e.g. DA-V2 Large) on High produce the best depth quality but reduce FPS. For real-time playback on slower GPUs, DA-V2 Small FP16 on Low is a good starting point.
Image Filters
Found in Settings > Image, each filter can be individually enabled or disabled:
| Filter | What it does | Key parameter |
|---|---|---|
| Image Adjustments | Tune Exposure, Contrast, Highlights, Shadows, and Saturation with real-time sliders. | Exposure, Contrast, Highlights, Shadows, Saturation |
| Color Grading | Apply one of 13 cinematic color presets (Chrome, Bleach Bypass, Dramatic, Hollywood, and more). | Preset |
| Sharpen | Per-eye unsharp mask that increases edge contrast to reduce perceived ghosting on lenticular 3D displays. | Radius, Intensity |
Depth Filters
Each filter can be individually enabled or disabled:
| Filter | What it does | Key parameter |
|---|---|---|
| Edge Dilation | Expands foreground slightly to reduce halo artifacts. | Dilation Radius |
| Gamma Remap | Adjusts depth distribution with presets for different content types. | Preset, Depth Gamma |
| Scene Cut Detector | Detects scene transitions and resets temporal smoothing to prevent blending across cuts. | Detection Threshold |
| Letterbox Detector | Detects and excludes black bars (letterbox/pillarbox) from depth estimation. | Dark Threshold |
Note: When playing LIF files with an embedded depth map, AI inference is skipped entirely - the pre-computed depth is loaded directly, along with the convergence and depth intensity values stored in the file metadata. Creative filters like Gamma Remap still apply.
Stabilization
Controls temporal consistency - how stable the depth map is across video frames. If depth is flickering, increase Temporal Smoothing or switch to Optical Flow + EMA.
EMA (Simple)
Blends current depth with previous frames. Fast, but higher smoothing values cause ghosting.
Optical Flow + EMA
Uses motion estimation before blending - more stable during camera movement. Flow algorithms:
- Lucas-Kanade - Fast
- Horn-Schunck - Better quality
- Auto - Combines both