idtech4 S3D Character Study
Just sharing my WIP progress with S3D realtime rendering with idtech4... Sigh, youtube 3d playback [url=https://forums.geforce.com/default/topic/497487/3d-vision/can-39-t-get-3d-vision-you-tube-to-work/post/4322601/#4322601]stopped working[/url] for me a couple of days ago... So if this happened to you aswell you can still download the youtube 3d video and watch it locally on the sterescopic player of your choice (3D TV owners can also manually switch their TV to SBS stereo input (you might have to swap the left/right input) to watch the footage directly in 3D on youtube). https://www.youtube.com/watch?v=H7yDrKbLXQg
Just sharing my WIP progress with S3D realtime rendering with idtech4...

Sigh, youtube 3d playback stopped working for me a couple of days ago...

So if this happened to you aswell you can still download the youtube 3d video and watch it locally on the sterescopic player of your choice (3D TV owners can also manually switch their TV to SBS stereo input (you might have to swap the left/right input) to watch the footage directly in 3D on youtube).

I got six little friends and they all run faster than you ;)



Check out our mods at

moddb or the SPS Homepage

#1
Posted 09/29/2014 01:31 PM   
What is this sorcery!? :)
What is this sorcery!? :)
#2
Posted 09/29/2014 04:33 PM   
What puzzles me is that is saying IDTECH4... which means ID4 engine... and then it comes the S3D.... Last I know 3D Vision doesn't work with ID4...not even 3D Vision Pro + Quadro cards as it requires QuqdBuffering applications... So what is the story behind the video???
What puzzles me is that is saying IDTECH4... which means ID4 engine... and then it comes the S3D....
Last I know 3D Vision doesn't work with ID4...not even 3D Vision Pro + Quadro cards as it requires QuqdBuffering applications...
So what is the story behind the video???

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)

#3
Posted 09/29/2014 05:43 PM   
Hey guys, you might not remember it but I actually [url=https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4138695/#4138695]asked[/url] for S3D Doom3 support by helifax's opengl wrapper... but I guess that tiny post went completely unnoticed, in all the buzz that your amazing opengl wrapper was generating... Aside from being an avid S3D gamer for more than a decade, I also enjoy developing coop idtech4 game projects in my freetime for at least the same amount of time... https://www.youtube.com/watch?v=qv__Ag2uqr8 So while I am currently using all my resources to improve the idtech4 [url=http://www.scared-pixel-studios.com/forums/viewtopic.php?f=50&t=567]netcode[/url], I also thought while I am at it, why not porting S3D rendering to the code base for a more "complete" and "immersive" experience... So to make a long story short, the character you see in that "idtech4 s3d character study" video is the main character of one of my projects... namely [url=http://www.moddb.com/mods/thievious]Venture[/url]... [img]http://media.moddb.com/cache/images/mods/1/15/14969/thumb_620x2000/Venture.jpg[/img] If you guys wonder what else I am working on, [url=http://www.moddb.com/members/oneofthe8devilz/mods]Here[/url] is a more or less complete list of my current projects that are in progress... So helifax and co... in case you are interested in getting the openGL wrapper to work with those idtech4 projects, I would happily cooperate with you guys... ... since IMO the only thing that can top playing a good optimized S3D game, is being able to develop and create custom content for it (in S3D !) in a complete open source environment...
Hey guys,

you might not remember it but I actually asked for S3D Doom3 support by helifax's opengl wrapper... but I guess that tiny post went completely unnoticed, in all the buzz that your amazing opengl wrapper was generating...

Aside from being an avid S3D gamer for more than a decade, I also enjoy developing coop idtech4 game projects in my freetime for at least the same amount of time...



So while I am currently using all my resources to improve the idtech4 netcode, I also thought while I am at it, why not porting S3D rendering to the code base for a more "complete" and "immersive" experience...

So to make a long story short, the character you see in that "idtech4 s3d character study" video is the main character of one of my projects... namely Venture...

Image

If you guys wonder what else I am working on, Here is a more or less complete list of my current projects that are in progress...

So helifax and co... in case you are interested in getting the openGL wrapper to work with those idtech4 projects, I would happily cooperate with you guys...

... since IMO the only thing that can top playing a good optimized S3D game, is being able to develop and create custom content for it (in S3D !) in a complete open source environment...

I got six little friends and they all run faster than you ;)



Check out our mods at

moddb or the SPS Homepage

#4
Posted 09/29/2014 07:03 PM   
I did look at Doom3;)) And I remember somebody (can't remember the name) asking for Doom 3. I also think I replied to that post ?! If not I apologize! My intention was to reply to it. Basically, ID4 engine doesn't uses HLSL shaders but rather ARB ASM shaders and those type of shaders are not supported by the wrapper. (That is because I have no idea how ARB ASM shaders work on the client side = OpenGL) I asked around on the forums for people with experience that might help me with this...but no one replied...So.... Also recently I started re-writing the wrapper and use the normal approach (of duplicating) draw calls... But unfortunately that will not work since is next to impossible to create all the texture that are used as render targets by an app... So frame sequential it is and will remain... If you haven't tried it yet you can check RAGE or Wolfenstein were you can see the eye-sync issue. Also you can check the Amnesia games where I patched the engine to render two consecutive frames as one, but this is not doable on ID5 engines since everything is damn tied to the freaking time.... I'm deviating from the topic now... If you know ARB ASM shaders in OpenGL we can add proper quad buffering stereo 3D support to the engine (I know now is open source anyway) so that would be awesome;))
I did look at Doom3;)) And I remember somebody (can't remember the name) asking for Doom 3. I also think I replied to that post ?! If not I apologize! My intention was to reply to it.

Basically, ID4 engine doesn't uses HLSL shaders but rather ARB ASM shaders and those type of shaders are not supported by the wrapper. (That is because I have no idea how ARB ASM shaders work on the client side = OpenGL)
I asked around on the forums for people with experience that might help me with this...but no one replied...So....
Also recently I started re-writing the wrapper and use the normal approach (of duplicating) draw calls... But unfortunately that will not work since is next to impossible to create all the texture that are used as render targets by an app... So frame sequential it is and will remain...

If you haven't tried it yet you can check RAGE or Wolfenstein were you can see the eye-sync issue. Also you can check the Amnesia games where I patched the engine to render two consecutive frames as one, but this is not doable on ID5 engines since everything is damn tied to the freaking time....
I'm deviating from the topic now...
If you know ARB ASM shaders in OpenGL we can add proper quad buffering stereo 3D support to the engine (I know now is open source anyway) so that would be awesome;))

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)

#5
Posted 09/29/2014 09:02 PM   
Not to confuse, but doesn't the re-release of Doom3 already support 3D?
Not to confuse, but doesn't the re-release of Doom3 already support 3D?

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#6
Posted 09/30/2014 12:35 AM   
[quote="RAGEdemon"]Not to confuse, but doesn't the re-release of Doom3 already support 3D?[/quote] There were actually 2 source code releases for Doom3 (One for D3 1.3.1 and one for D3 BFG) and I think porting the stereo 3D rendering from D3 BFG over to D3 1.3.1 would be the most reasonable approach...
RAGEdemon said:Not to confuse, but doesn't the re-release of Doom3 already support 3D?


There were actually 2 source code releases for Doom3 (One for D3 1.3.1 and one for D3 BFG) and I think porting the stereo 3D rendering from D3 BFG over to D3 1.3.1 would be the most reasonable approach...

I got six little friends and they all run faster than you ;)



Check out our mods at

moddb or the SPS Homepage

#7
Posted 09/30/2014 07:49 AM   
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