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Setting ID_0x708db8c5 = 0x5c1beabe is a convergence value found in some profiles. This is a separate value, than the value that is saved in the "my documents">"NVStereoscopic3D.LOG" game profiles once a user hits control+F7. This is a default/baseline value that is used when launching a game. I've used it in Avatar to play without popout, but if any in-game menu adjustments are made, it is overridden. So I'm uncertain if Nvidia's drivers still see only it's value and the game changes their own values. But if you could find the lowest value, this might work. Provided that you are using a different method other than Nvidia's hotkeys for depth and convergence settings with this injector. I hope that's somewhat understandable :) edit: never mind, I see that you are talking about separation. Could you use a bat file to set it to min in the registry, would that help, maybe even lock it after doing so? Then unlock when exiting the game?
Setting ID_0x708db8c5 = 0x5c1beabe is a convergence value found in some profiles. This is a separate value, than the value that is saved in the "my documents">"NVStereoscopic3D.LOG" game profiles once a user hits control+F7.

This is a default/baseline value that is used when launching a game.

I've used it in Avatar to play without popout, but if any in-game menu adjustments are made, it is overridden. So I'm uncertain if Nvidia's drivers still see only it's value and the game changes their own values.

But if you could find the lowest value, this might work. Provided that you are using a different method other than Nvidia's hotkeys for depth and convergence settings with this injector.

I hope that's somewhat understandable :)

edit: never mind, I see that you are talking about separation. Could you use a bat file to set it to min in the registry, would that help, maybe even lock it after doing so? Then unlock when exiting the game?

#91
Posted 05/12/2017 10:18 PM   
[quote="sgsrules"]I know i could setup a hotkey for it. i wanted to know if there was a way to have a default sepration value that is game specific saved, like the convergence value is saved per profile.[/quote]No way to have 3Dmigoto set this directly at launch. It's on our list of features to add. It's also not saved in profiles, because NVidia's policy is that separation is a user-controlled feature that is not supposed to be directly changed, unlike convergence. I'm confused though. If we set the separation to zero, then the code to alter the projection or view matrix won't work. Always possible to set it to a fixed value in the code, but then it's not adjustable, and you get problems like the applied separation needing to be a different value for projector (100%) versus monitor (50%) users. It seems like setting the real separation to zero to 'disable' 3D Vision Automatic is not going to work well.
sgsrules said:I know i could setup a hotkey for it. i wanted to know if there was a way to have a default sepration value that is game specific saved, like the convergence value is saved per profile.
No way to have 3Dmigoto set this directly at launch. It's on our list of features to add. It's also not saved in profiles, because NVidia's policy is that separation is a user-controlled feature that is not supposed to be directly changed, unlike convergence.


I'm confused though. If we set the separation to zero, then the code to alter the projection or view matrix won't work.

Always possible to set it to a fixed value in the code, but then it's not adjustable, and you get problems like the applied separation needing to be a different value for projector (100%) versus monitor (50%) users.


It seems like setting the real separation to zero to 'disable' 3D Vision Automatic is not going to work well.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#92
Posted 05/12/2017 11:13 PM   
[quote="masterotaku"] I think that the separation setting isn't saved into Nvidia profiles. Only convergence. [/quote] I'm pretty sure that you're right and that only convergence values are saved per profile [quote="masterotaku"] In the "d3dx.ini" file: [code] ;------------------------------------------------------------------------------------------------------ ; Shader manipulations without patches + shader filtering. ;------------------------------------------------------------------------------------------------------ ;[ShaderOverride1] ;Hash=69732c4f23cb6c48 ; Custom stereo separation value while rendering objects using this shader. ;Separation=0 ; Custom stereo convergence value while rendering objects using this ; shader (e.g. convergence=0 will move an object to infinity). ;Convergence=0 ; don't draw anything using this shader. ;Handling=skip [/code] I haven't tried that separation option. What would happen if you apply it to a shader that is always present? Does it use 0 separation for the effect, or to the whole game? I think bo3b or someone else mentioned that 3Dmigoto doesn't have situation dependant convergence and separation. But my memory... you know :p.[/quote] I think this setting is shader specific so that instead of using the values provided by the StereoParams texture the shader uses these custom values. It would only affect that shade and not the whole game. [quote="D-Man11"] edit: never mind, I see that you are talking about separation. Could you use a bat file to set it to min in the registry, would that help, maybe even lock it after doing so? Then unlock when exiting the game? [/quote] Unless someone comes up with a better option, this is what i'll probably end up doing.
masterotaku said:
I think that the separation setting isn't saved into Nvidia profiles. Only convergence.

I'm pretty sure that you're right and that only convergence values are saved per profile

masterotaku said:
In the "d3dx.ini" file:

;------------------------------------------------------------------------------------------------------
; Shader manipulations without patches + shader filtering.
;------------------------------------------------------------------------------------------------------
;[ShaderOverride1]
;Hash=69732c4f23cb6c48
; Custom stereo separation value while rendering objects using this shader.
;Separation=0
; Custom stereo convergence value while rendering objects using this
; shader (e.g. convergence=0 will move an object to infinity).
;Convergence=0
; don't draw anything using this shader.
;Handling=skip


I haven't tried that separation option. What would happen if you apply it to a shader that is always present? Does it use 0 separation for the effect, or to the whole game? I think bo3b or someone else mentioned that 3Dmigoto doesn't have situation dependant convergence and separation.

But my memory... you know :p.

I think this setting is shader specific so that instead of using the values provided by the StereoParams texture the shader uses these custom values. It would only affect that shade and not the whole game.

D-Man11 said:
edit: never mind, I see that you are talking about separation. Could you use a bat file to set it to min in the registry, would that help, maybe even lock it after doing so? Then unlock when exiting the game?


Unless someone comes up with a better option, this is what i'll probably end up doing.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#93
Posted 05/12/2017 11:23 PM   
[quote="bo3b"][quote="sgsrules"]I know i could setup a hotkey for it. i wanted to know if there was a way to have a default sepration value that is game specific saved, like the convergence value is saved per profile.[/quote]No way to have 3Dmigoto set this directly at launch. It's on our list of features to add. It's also not saved in profiles, because NVidia's policy is that separation is a user-controlled feature that is not supposed to be directly changed, unlike convergence. [/quote] ok that's what i thought, is it possible to do this by modifying 3dmigoto's source? I was going to try to apply a quick "hack" and just set it to zero somewhere in the wrapper. [quote="bo3b"] I'm confused though. If we set the separation to zero, then the code to alter the projection or view matrix won't work. Always possible to set it to a fixed value in the code, but then it's not adjustable, and you get problems like the applied separation needing to be a different value for projector (100%) versus monitor (50%) users. It seems like setting the real separation to zero to 'disable' 3D Vision Automatic is not going to work well.[/quote] I'm not using 3D vision's separation or convergence settings. I didn't have a have a way to access them, so i'm using my own values and functions. I've already got hotkeys setup to modify them, but they revert back to my hardcoded values once you exit the game. Before i release the fix i'll add a config file to change the hotkeys and save any changes to convergence and separation. if i really wanted to i could even add some sort of screen overlay to show the values, im already running my own scripts and shaders so its defintely possible, but this is probably way more work than necessary for now. Since I'm using my own set of hotkeys and settings i wanted to "disable" 3dvision's to avoid any confusion. Otherwise launching the game with any automatic separation breaks everything.
bo3b said:
sgsrules said:I know i could setup a hotkey for it. i wanted to know if there was a way to have a default sepration value that is game specific saved, like the convergence value is saved per profile.
No way to have 3Dmigoto set this directly at launch. It's on our list of features to add. It's also not saved in profiles, because NVidia's policy is that separation is a user-controlled feature that is not supposed to be directly changed, unlike convergence.

ok that's what i thought, is it possible to do this by modifying 3dmigoto's source? I was going to try to apply a quick "hack" and just set it to zero somewhere in the wrapper.

bo3b said:
I'm confused though. If we set the separation to zero, then the code to alter the projection or view matrix won't work.

Always possible to set it to a fixed value in the code, but then it's not adjustable, and you get problems like the applied separation needing to be a different value for projector (100%) versus monitor (50%) users.


It seems like setting the real separation to zero to 'disable' 3D Vision Automatic is not going to work well.


I'm not using 3D vision's separation or convergence settings. I didn't have a have a way to access them, so i'm using my own values and functions. I've already got hotkeys setup to modify them, but they revert back to my hardcoded values once you exit the game. Before i release the fix i'll add a config file to change the hotkeys and save any changes to convergence and separation. if i really wanted to i could even add some sort of screen overlay to show the values, im already running my own scripts and shaders so its defintely possible, but this is probably way more work than necessary for now.

Since I'm using my own set of hotkeys and settings i wanted to "disable" 3dvision's to avoid any confusion. Otherwise launching the game with any automatic separation breaks everything.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#94
Posted 05/12/2017 11:34 PM   
[quote="sgsrules"][quote="bo3b"][quote="sgsrules"]I know i could setup a hotkey for it. i wanted to know if there was a way to have a default sepration value that is game specific saved, like the convergence value is saved per profile.[/quote]No way to have 3Dmigoto set this directly at launch. It's on our list of features to add. It's also not saved in profiles, because NVidia's policy is that separation is a user-controlled feature that is not supposed to be directly changed, unlike convergence. [/quote] ok that's what i thought, is it possible to do this by modifying 3dmigoto's source? I was going to try to apply a quick "hack" and just set it to zero somewhere in the wrapper. [quote="bo3b"] I'm confused though. If we set the separation to zero, then the code to alter the projection or view matrix won't work. Always possible to set it to a fixed value in the code, but then it's not adjustable, and you get problems like the applied separation needing to be a different value for projector (100%) versus monitor (50%) users. It seems like setting the real separation to zero to 'disable' 3D Vision Automatic is not going to work well.[/quote] I'm not using 3D vision's separation or convergence settings. I didn't have a have a way to access them, so i'm using my own values and functions. I've already got hotkeys setup to modify them, but they revert back to my hardcoded values once you exit the game. Before i release the fix i'll add a config file to change the hotkeys and save any changes to convergence and separation. if i really wanted to i could even add some sort of screen overlay to show the values, im already running my own scripts and shaders so its defintely possible, but this is probably way more work than necessary for now. Since I'm using my own set of hotkeys and settings i wanted to "disable" 3dvision's to avoid any confusion. Otherwise launching the game with any automatic separation breaks everything.[/quote] If you want to do this and be "compatible" with everything else USE NVAPI and the separation and convergence from there instead of your own functions... It will solve this problem and a lot of other problems as well;) If you use 3D Vision (which is Nvidia Hardware, use their API - NV-API) :) PS: You can clearly see how to access this from the source code of my wrapper as well. ;) If you need any help with this, please let me know and I can help you;)
sgsrules said:
bo3b said:
sgsrules said:I know i could setup a hotkey for it. i wanted to know if there was a way to have a default sepration value that is game specific saved, like the convergence value is saved per profile.
No way to have 3Dmigoto set this directly at launch. It's on our list of features to add. It's also not saved in profiles, because NVidia's policy is that separation is a user-controlled feature that is not supposed to be directly changed, unlike convergence.

ok that's what i thought, is it possible to do this by modifying 3dmigoto's source? I was going to try to apply a quick "hack" and just set it to zero somewhere in the wrapper.

bo3b said:
I'm confused though. If we set the separation to zero, then the code to alter the projection or view matrix won't work.

Always possible to set it to a fixed value in the code, but then it's not adjustable, and you get problems like the applied separation needing to be a different value for projector (100%) versus monitor (50%) users.


It seems like setting the real separation to zero to 'disable' 3D Vision Automatic is not going to work well.


I'm not using 3D vision's separation or convergence settings. I didn't have a have a way to access them, so i'm using my own values and functions. I've already got hotkeys setup to modify them, but they revert back to my hardcoded values once you exit the game. Before i release the fix i'll add a config file to change the hotkeys and save any changes to convergence and separation. if i really wanted to i could even add some sort of screen overlay to show the values, im already running my own scripts and shaders so its defintely possible, but this is probably way more work than necessary for now.

Since I'm using my own set of hotkeys and settings i wanted to "disable" 3dvision's to avoid any confusion. Otherwise launching the game with any automatic separation breaks everything.


If you want to do this and be "compatible" with everything else USE NVAPI and the separation and convergence from there instead of your own functions... It will solve this problem and a lot of other problems as well;)

If you use 3D Vision (which is Nvidia Hardware, use their API - NV-API) :)

PS:
You can clearly see how to access this from the source code of my wrapper as well. ;)
If you need any help with this, please let me know and I can help you;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#95
Posted 05/12/2017 11:55 PM   
I just messed around with it a bit, trying a few different ideas I had... if you set a Key to just NO_MODIFIERS(NO_ALT, etc work as well) it uses it at start, it acts like it's being held down so if you press another Key/Preset it switches right back afterward... so it plus a 'hold' Key would work well together but not toggle or cycle... :) [code][Key1] Key = NO_MODIFIERS separation = 0 convergence = 0[/code]
I just messed around with it a bit, trying a few different ideas I had... if you set a Key to just NO_MODIFIERS(NO_ALT, etc work as well) it uses it at start, it acts like it's being held down so if you press another Key/Preset it switches right back afterward... so it plus a 'hold' Key would work well together but not toggle or cycle... :)

[Key1]
Key = NO_MODIFIERS
separation = 0
convergence = 0
#96
Posted 05/13/2017 12:55 AM   
[quote="helifax"][quote="sgsrules"][quote="bo3b"][quote="sgsrules"]I know i could setup a hotkey for it. i wanted to know if there was a way to have a default sepration value that is game specific saved, like the convergence value is saved per profile.[/quote]No way to have 3Dmigoto set this directly at launch. It's on our list of features to add. It's also not saved in profiles, because NVidia's policy is that separation is a user-controlled feature that is not supposed to be directly changed, unlike convergence. [/quote] ok that's what i thought, is it possible to do this by modifying 3dmigoto's source? I was going to try to apply a quick "hack" and just set it to zero somewhere in the wrapper. [quote="bo3b"] I'm confused though. If we set the separation to zero, then the code to alter the projection or view matrix won't work. Always possible to set it to a fixed value in the code, but then it's not adjustable, and you get problems like the applied separation needing to be a different value for projector (100%) versus monitor (50%) users. It seems like setting the real separation to zero to 'disable' 3D Vision Automatic is not going to work well.[/quote] I'm not using 3D vision's separation or convergence settings. I didn't have a have a way to access them, so i'm using my own values and functions. I've already got hotkeys setup to modify them, but they revert back to my hardcoded values once you exit the game. Before i release the fix i'll add a config file to change the hotkeys and save any changes to convergence and separation. if i really wanted to i could even add some sort of screen overlay to show the values, im already running my own scripts and shaders so its defintely possible, but this is probably way more work than necessary for now. Since I'm using my own set of hotkeys and settings i wanted to "disable" 3dvision's to avoid any confusion. Otherwise launching the game with any automatic separation breaks everything.[/quote] If you want to do this and be "compatible" with everything else USE NVAPI and the separation and convergence from there instead of your own functions... It will solve this problem and a lot of other problems as well;) If you use 3D Vision (which is Nvidia Hardware, use their API - NV-API) :) PS: You can clearly see how to access this from the source code of my wrapper as well. ;) If you need any help with this, please let me know and I can help you;)[/quote] The problem is that i've got no way to disable 3DVision automatic which is injecting it's own code and screwing up the render, which is why we were looking at using 3d Vision Direct. That's why I'm setting the separation to 0, it's a hacky way of "disabling" 3d Vision automatic. I'd love to use 3d vision Direct with this but I have no way of calling some of the initialization functions before device creation in Unity, at least not via it's api or scripting system, I'm sure it could be possible via some sort of hook but that's beyond me. [quote="TsaebehT"]I just messed around with it a bit, trying a few different ideas I had... if you set a Key to just NO_MODIFIERS(NO_ALT, etc work as well) it uses it at start, it acts like it's being held down so if you press another Key/Preset it switches right back afterward... so it plus a 'hold' Key would work well together but not toggle or cycle... :) [code][Key1] Key = NO_MODIFIERS separation = 0 convergence = 0[/code][/quote] ok that might work thanks i'll give it a shot.
helifax said:
sgsrules said:
bo3b said:
sgsrules said:I know i could setup a hotkey for it. i wanted to know if there was a way to have a default sepration value that is game specific saved, like the convergence value is saved per profile.
No way to have 3Dmigoto set this directly at launch. It's on our list of features to add. It's also not saved in profiles, because NVidia's policy is that separation is a user-controlled feature that is not supposed to be directly changed, unlike convergence.

ok that's what i thought, is it possible to do this by modifying 3dmigoto's source? I was going to try to apply a quick "hack" and just set it to zero somewhere in the wrapper.

bo3b said:
I'm confused though. If we set the separation to zero, then the code to alter the projection or view matrix won't work.

Always possible to set it to a fixed value in the code, but then it's not adjustable, and you get problems like the applied separation needing to be a different value for projector (100%) versus monitor (50%) users.


It seems like setting the real separation to zero to 'disable' 3D Vision Automatic is not going to work well.


I'm not using 3D vision's separation or convergence settings. I didn't have a have a way to access them, so i'm using my own values and functions. I've already got hotkeys setup to modify them, but they revert back to my hardcoded values once you exit the game. Before i release the fix i'll add a config file to change the hotkeys and save any changes to convergence and separation. if i really wanted to i could even add some sort of screen overlay to show the values, im already running my own scripts and shaders so its defintely possible, but this is probably way more work than necessary for now.

Since I'm using my own set of hotkeys and settings i wanted to "disable" 3dvision's to avoid any confusion. Otherwise launching the game with any automatic separation breaks everything.


If you want to do this and be "compatible" with everything else USE NVAPI and the separation and convergence from there instead of your own functions... It will solve this problem and a lot of other problems as well;)

If you use 3D Vision (which is Nvidia Hardware, use their API - NV-API) :)

PS:
You can clearly see how to access this from the source code of my wrapper as well. ;)
If you need any help with this, please let me know and I can help you;)


The problem is that i've got no way to disable 3DVision automatic which is injecting it's own code and screwing up the render, which is why we were looking at using 3d Vision Direct. That's why I'm setting the separation to 0, it's a hacky way of "disabling" 3d Vision automatic. I'd love to use 3d vision Direct with this but I have no way of calling some of the initialization functions before device creation in Unity, at least not via it's api or scripting system, I'm sure it could be possible via some sort of hook but that's beyond me.

TsaebehT said:I just messed around with it a bit, trying a few different ideas I had... if you set a Key to just NO_MODIFIERS(NO_ALT, etc work as well) it uses it at start, it acts like it's being held down so if you press another Key/Preset it switches right back afterward... so it plus a 'hold' Key would work well together but not toggle or cycle... :)

[Key1]
Key = NO_MODIFIERS
separation = 0
convergence = 0


ok that might work thanks i'll give it a shot.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#97
Posted 05/13/2017 01:15 AM   
Understood:) Damn... It's Unity and unity is written in C# if I remember right? Hmm... I wonder... I previously fixed a Unity game with my wrapper (https://forums.geforce.com/default/topic/891735/layers-of-fear-3d-vision-support-thread-unity-5-opengl-/) They removed the OpenGL path with the latest patch and expansion though:( But the fix still works if you play an older version of the game with the OpenGL renderer inside (from GoG). Point is, I don't know if INSIDE has the OpenGL path inside, but if it does! You can use my wrapper which already used 3D VIsion Direct and the Separation & Convergence values from NVAPI;) To try it quicky: - In Steam set the “Launch Options” as “-force-opengl”. This is required for the game to start in OpenGL and not DirectX11. Try that and see if it works. If it crashes that means the OGL path is not present:(
Understood:)
Damn... It's Unity and unity is written in C# if I remember right?
Hmm... I wonder...

I previously fixed a Unity game with my wrapper (https://forums.geforce.com/default/topic/891735/layers-of-fear-3d-vision-support-thread-unity-5-opengl-/)

They removed the OpenGL path with the latest patch and expansion though:( But the fix still works if you play an older version of the game with the OpenGL renderer inside (from GoG).

Point is, I don't know if INSIDE has the OpenGL path inside, but if it does! You can use my wrapper which already used 3D VIsion Direct and the Separation & Convergence values from NVAPI;)

To try it quicky:
- In Steam set the “Launch Options” as “-force-opengl”. This is required for the game to start in
OpenGL and not DirectX11.

Try that and see if it works. If it crashes that means the OGL path is not present:(

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#98
Posted 05/13/2017 10:44 AM   
This is a repost from the "Native 3D Vision support in Unity Games via Injector" thread. I figured it was relevant here as well and also to let people know that the fix is almost ready: I'm having problems with 3dMigoto's fullscreen toggle that is needed for Unity games since they don't support exclusive fullscreen natively. When I set full_screen=1 or 2 in the .ini it launches 2 copies of the game and the first one crashes. I have to bring up the task manager and close down the first process because it's in the foreground. The second process usually starts up fine but a lot of times it's windowed and i have to hit alt enter a few times before 3d Vision kicks in, on top of that it sometimes screws up the window creation and the highest resolution that's available is 1024x768. I'm using the latest version of 3dmigoto from github, I compiled a clean copy as well as one with the separation hack i added and they both exhibit the same behavior. I also tried a clean copy of INSIDE to make sure it wasn't my fix that was causing these issues. I'll be releasing the current fix for INSIDE once this is resolved now that i've fixed all the rendering issues with some of the menus and reflections and the automatic separation. It works without a need for 3D Vision direct, so we can worry about that later, but it would be nice for future games.
This is a repost from the "Native 3D Vision support in Unity Games via Injector" thread. I figured it was relevant here as well and also to let people know that the fix is almost ready:

I'm having problems with 3dMigoto's fullscreen toggle that is needed for Unity games since they don't support exclusive fullscreen natively. When I set full_screen=1 or 2 in the .ini it launches 2 copies of the game and the first one crashes. I have to bring up the task manager and close down the first process because it's in the foreground. The second process usually starts up fine but a lot of times it's windowed and i have to hit alt enter a few times before 3d Vision kicks in, on top of that it sometimes screws up the window creation and the highest resolution that's available is 1024x768. I'm using the latest version of 3dmigoto from github, I compiled a clean copy as well as one with the separation hack i added and they both exhibit the same behavior. I also tried a clean copy of INSIDE to make sure it wasn't my fix that was causing these issues.

I'll be releasing the current fix for INSIDE once this is resolved now that i've fixed all the rendering issues with some of the menus and reflections and the automatic separation. It works without a need for 3D Vision direct, so we can worry about that later, but it would be nice for future games.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#99
Posted 05/14/2017 09:39 PM   
I came across this setting Setting ID_0x709dea62 = 0x3fb26e02 InternalSettingFlag=V0 // StereoNoDepthOverride It disables the F3 and F4 hot keys/emitter scroll No idea if it will be useful to you or if it contains a default value setting It's in 8 different profiles, each one has the same value 0x3fb26e02
I came across this setting
Setting ID_0x709dea62 = 0x3fb26e02 InternalSettingFlag=V0 // StereoNoDepthOverride
It disables the F3 and F4 hot keys/emitter scroll
No idea if it will be useful to you or if it contains a default value setting
It's in 8 different profiles, each one has the same value 0x3fb26e02

Posted 05/14/2017 09:59 PM   
[quote="D-Man11"]I came across this setting Setting ID_0x709dea62 = 0x3fb26e02 InternalSettingFlag=V0 // StereoNoDepthOverride It disables the F3 and F4 hot keys/emitter scroll No idea if it will be useful to you or if it contains a default value setting It's in 8 different profiles, each one has the same value 0x3fb26e02[/quote] Thanks for the info but i ended up compiling a version of 3dMigito that sets and locks separation at 0. The only problem i'm having now is the one from my previous post with 3dmigoto creating two processes for the game when fulscreen mode is enabled in the .ini
D-Man11 said:I came across this setting
Setting ID_0x709dea62 = 0x3fb26e02 InternalSettingFlag=V0 // StereoNoDepthOverride
It disables the F3 and F4 hot keys/emitter scroll
No idea if it will be useful to you or if it contains a default value setting
It's in 8 different profiles, each one has the same value 0x3fb26e02

Thanks for the info but i ended up compiling a version of 3dMigito that sets and locks separation at 0. The only problem i'm having now is the one from my previous post with 3dmigoto creating two processes for the game when fulscreen mode is enabled in the .ini

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

Posted 05/14/2017 10:04 PM   
[quote="helifax"]Understood:) Damn... It's Unity and unity is written in C# if I remember right? Hmm... I wonder... I previously fixed a Unity game with my wrapper (https://forums.geforce.com/default/topic/891735/layers-of-fear-3d-vision-support-thread-unity-5-opengl-/) They removed the OpenGL path with the latest patch and expansion though:( But the fix still works if you play an older version of the game with the OpenGL renderer inside (from GoG). Point is, I don't know if INSIDE has the OpenGL path inside, but if it does! You can use my wrapper which already used 3D VIsion Direct and the Separation & Convergence values from NVAPI;) To try it quicky: - In Steam set the “Launch Options” as “-force-opengl”. This is required for the game to start in OpenGL and not DirectX11. Try that and see if it works. If it crashes that means the OGL path is not present:([/quote]I tried this experiment, but using the GOG version of INSIDE. I edited the launching shortcut to add -force-opengl, but nothing changed. No crash, and it still hooked into 3Dmigoto by loading our d3d11.dll.
helifax said:Understood:)
Damn... It's Unity and unity is written in C# if I remember right?
Hmm... I wonder...

I previously fixed a Unity game with my wrapper (https://forums.geforce.com/default/topic/891735/layers-of-fear-3d-vision-support-thread-unity-5-opengl-/)

They removed the OpenGL path with the latest patch and expansion though:( But the fix still works if you play an older version of the game with the OpenGL renderer inside (from GoG).

Point is, I don't know if INSIDE has the OpenGL path inside, but if it does! You can use my wrapper which already used 3D VIsion Direct and the Separation & Convergence values from NVAPI;)

To try it quicky:
- In Steam set the “Launch Options” as “-force-opengl”. This is required for the game to start in
OpenGL and not DirectX11.

Try that and see if it works. If it crashes that means the OGL path is not present:(
I tried this experiment, but using the GOG version of INSIDE. I edited the launching shortcut to add -force-opengl, but nothing changed. No crash, and it still hooked into 3Dmigoto by loading our d3d11.dll.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 05/15/2017 02:25 AM   
[quote="bo3b"][quote="helifax"]Understood:) Damn... It's Unity and unity is written in C# if I remember right? Hmm... I wonder... I previously fixed a Unity game with my wrapper (https://forums.geforce.com/default/topic/891735/layers-of-fear-3d-vision-support-thread-unity-5-opengl-/) They removed the OpenGL path with the latest patch and expansion though:( But the fix still works if you play an older version of the game with the OpenGL renderer inside (from GoG). Point is, I don't know if INSIDE has the OpenGL path inside, but if it does! You can use my wrapper which already used 3D VIsion Direct and the Separation & Convergence values from NVAPI;) To try it quicky: - In Steam set the “Launch Options” as “-force-opengl”. This is required for the game to start in OpenGL and not DirectX11. Try that and see if it works. If it crashes that means the OGL path is not present:([/quote]I tried this experiment, but using the GOG version of INSIDE. I edited the launching shortcut to add -force-opengl, but nothing changed. No crash, and it still hooked into 3Dmigoto by loading our d3d11.dll. [/quote] That is strange... I took it from here: https://docs.unity3d.com/Manual/CommandLineArguments.html Looking in the list I see they removed that option now. Instead they say: -force-glcore (Windows only) - Make the Editor use OpenGL 3/4 core profile for rendering. The Editor tries to use the best OpenGL version available and all OpenGL extensions exposed by the OpenGL drivers. If the platform isn’t supported, Direct3D is used. I wonder what happens if you try that?
bo3b said:
helifax said:Understood:)
Damn... It's Unity and unity is written in C# if I remember right?
Hmm... I wonder...

I previously fixed a Unity game with my wrapper (https://forums.geforce.com/default/topic/891735/layers-of-fear-3d-vision-support-thread-unity-5-opengl-/)

They removed the OpenGL path with the latest patch and expansion though:( But the fix still works if you play an older version of the game with the OpenGL renderer inside (from GoG).

Point is, I don't know if INSIDE has the OpenGL path inside, but if it does! You can use my wrapper which already used 3D VIsion Direct and the Separation & Convergence values from NVAPI;)

To try it quicky:
- In Steam set the “Launch Options” as “-force-opengl”. This is required for the game to start in
OpenGL and not DirectX11.

Try that and see if it works. If it crashes that means the OGL path is not present:(
I tried this experiment, but using the GOG version of INSIDE. I edited the launching shortcut to add -force-opengl, but nothing changed. No crash, and it still hooked into 3Dmigoto by loading our d3d11.dll.


That is strange...
I took it from here:

https://docs.unity3d.com/Manual/CommandLineArguments.html


Looking in the list I see they removed that option now. Instead they say:
-force-glcore (Windows only) - Make the Editor use OpenGL 3/4 core profile for rendering. The Editor tries to use the best OpenGL version available and all OpenGL extensions exposed by the OpenGL drivers. If the platform isn’t supported, Direct3D is used.

I wonder what happens if you try that?

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 05/15/2017 09:33 AM   
[quote="helifax"][quote="bo3b"][quote="helifax"]Understood:) Damn... It's Unity and unity is written in C# if I remember right? Hmm... I wonder... I previously fixed a Unity game with my wrapper (https://forums.geforce.com/default/topic/891735/layers-of-fear-3d-vision-support-thread-unity-5-opengl-/) They removed the OpenGL path with the latest patch and expansion though:( But the fix still works if you play an older version of the game with the OpenGL renderer inside (from GoG). Point is, I don't know if INSIDE has the OpenGL path inside, but if it does! You can use my wrapper which already used 3D VIsion Direct and the Separation & Convergence values from NVAPI;) To try it quicky: - In Steam set the “Launch Options” as “-force-opengl”. This is required for the game to start in OpenGL and not DirectX11. Try that and see if it works. If it crashes that means the OGL path is not present:([/quote]I tried this experiment, but using the GOG version of INSIDE. I edited the launching shortcut to add -force-opengl, but nothing changed. No crash, and it still hooked into 3Dmigoto by loading our d3d11.dll. [/quote] That is strange... I took it from here: https://docs.unity3d.com/Manual/CommandLineArguments.html Looking in the list I see they removed that option now. Instead they say: -force-glcore (Windows only) - Make the Editor use OpenGL 3/4 core profile for rendering. The Editor tries to use the best OpenGL version available and all OpenGL extensions exposed by the OpenGL drivers. If the platform isn’t supported, Direct3D is used. I wonder what happens if you try that? [/quote] I'm pretty sure you requested this before, I had tried both -force-glcore -force-opengl and neither did anything, and posted it somewhere, or maybe I sent you a pm. They probably didn't include OpenGL in their windows builds. Hey Helifax, I noticed that you have the steam version of the game. Could you test it out with 3dmigoto and set hunting=0 full_screen=1. on my pc running win 7 it launches the game crashes and then opens up another instance. check https://forums.geforce.com/default/topic/1004765/native-3d-vision-support-in-unity-games-via-injector/?offset=53#5148186 for details. If anyone else has the steam version of the game please test it and post your results along with your specs. Thanks!
helifax said:
bo3b said:
helifax said:Understood:)
Damn... It's Unity and unity is written in C# if I remember right?
Hmm... I wonder...

I previously fixed a Unity game with my wrapper (https://forums.geforce.com/default/topic/891735/layers-of-fear-3d-vision-support-thread-unity-5-opengl-/)

They removed the OpenGL path with the latest patch and expansion though:( But the fix still works if you play an older version of the game with the OpenGL renderer inside (from GoG).

Point is, I don't know if INSIDE has the OpenGL path inside, but if it does! You can use my wrapper which already used 3D VIsion Direct and the Separation & Convergence values from NVAPI;)

To try it quicky:
- In Steam set the “Launch Options” as “-force-opengl”. This is required for the game to start in
OpenGL and not DirectX11.

Try that and see if it works. If it crashes that means the OGL path is not present:(
I tried this experiment, but using the GOG version of INSIDE. I edited the launching shortcut to add -force-opengl, but nothing changed. No crash, and it still hooked into 3Dmigoto by loading our d3d11.dll.


That is strange...
I took it from here:

https://docs.unity3d.com/Manual/CommandLineArguments.html


Looking in the list I see they removed that option now. Instead they say:
-force-glcore (Windows only) - Make the Editor use OpenGL 3/4 core profile for rendering. The Editor tries to use the best OpenGL version available and all OpenGL extensions exposed by the OpenGL drivers. If the platform isn’t supported, Direct3D is used.

I wonder what happens if you try that?


I'm pretty sure you requested this before, I had tried both -force-glcore -force-opengl and neither did anything, and posted it somewhere, or maybe I sent you a pm. They probably didn't include OpenGL in their windows builds.

Hey Helifax, I noticed that you have the steam version of the game. Could you test it out with 3dmigoto and set hunting=0 full_screen=1. on my pc running win 7 it launches the game crashes and then opens up another instance. check https://forums.geforce.com/default/topic/1004765/native-3d-vision-support-in-unity-games-via-injector/?offset=53#5148186 for details. If anyone else has the steam version of the game please test it and post your results along with your specs. Thanks!

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

Posted 05/15/2017 03:57 PM   
Hi sgsrules, I'll try to check this one out this week asap! :) Regards, Helifax
Hi sgsrules,

I'll try to check this one out this week asap! :)

Regards,
Helifax

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 05/16/2017 09:53 AM   
  7 / 11    
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