[quote="DHR"]Thanks sgsrules!! I will try today night...
What happens with the direct mode? what's the issue.[/quote]
In order for Direct mode to work i had to write a c++ plugin for unity. I got it working for newer versions of Unity but for some reason Unity 5.0 refuses to call the necessary functions when i inject the code. The eye swapping functions need to be called from the rendering thread. In newer versions of Unity this is done via callbacks and Unity's GL.IssuePluginEvent. Older version like 5.0 use a similar method but instead of a callback they use a int to select the appropriate event. It could be that I'm not using the appropriate headers, or the wrong signature. Their documentation is a bit sparse, and version 5.0 isn't even packaged with the necessary headers for the plugin api.
I could possibly get it working but i already spent a ton of time on it and my current method works well enough, so i decided to move on. I'll be using Direct mode for future games. I've already tested it out successfully with Yonder, The Cloud Catcher Chronicles which was built with Unity 5.5.
DHR said:Thanks sgsrules!! I will try today night...
What happens with the direct mode? what's the issue.
In order for Direct mode to work i had to write a c++ plugin for unity. I got it working for newer versions of Unity but for some reason Unity 5.0 refuses to call the necessary functions when i inject the code. The eye swapping functions need to be called from the rendering thread. In newer versions of Unity this is done via callbacks and Unity's GL.IssuePluginEvent. Older version like 5.0 use a similar method but instead of a callback they use a int to select the appropriate event. It could be that I'm not using the appropriate headers, or the wrong signature. Their documentation is a bit sparse, and version 5.0 isn't even packaged with the necessary headers for the plugin api.
I could possibly get it working but i already spent a ton of time on it and my current method works well enough, so i decided to move on. I'll be using Direct mode for future games. I've already tested it out successfully with Yonder, The Cloud Catcher Chronicles which was built with Unity 5.5.
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
[quote="ummester"]Running with an EDID override on a 60Hz passive display, ...
... Adjusting with the hotkeys works fine for me but I also find that depending on where the Nvidia convergence is set can cause this light shimmering effect on the outlines of the player character.[/quote]With the EDID mod, I could not find acceptable convergence and separation values. For me, some type of ghosting seems to be present with all settings. Is the mod's refresh rate creating a problem with our 60 Hz passive displays and the EDID mod (Windows 10)?
ummester said:Running with an EDID override on a 60Hz passive display, ...
... Adjusting with the hotkeys works fine for me but I also find that depending on where the Nvidia convergence is set can cause this light shimmering effect on the outlines of the player character.
With the EDID mod, I could not find acceptable convergence and separation values. For me, some type of ghosting seems to be present with all settings. Is the mod's refresh rate creating a problem with our 60 Hz passive displays and the EDID mod (Windows 10)?
[quote="whyme466"][quote="ummester"]Running with an EDID override on a 60Hz passive display, ...
... Adjusting with the hotkeys works fine for me but I also find that depending on where the Nvidia convergence is set can cause this light shimmering effect on the outlines of the player character.[/quote]With the EDID mod, I could not find acceptable convergence and separation values. For me, some type of ghosting seems to be present with all settings. Is the mod's refresh rate creating a problem with our 60 Hz passive displays and the EDID mod (Windows 10)?[/quote]
Vsync is disabled so the refresh rate of the display should not matter. Make sure you've got version 1.2 of the fix. Make sure that separation is all the way down on Nvidia's settings. On my setup setting separation all the way down was good enough and changing convergence didn't seem to make any impact. I set the convergence in the profile so that the character is at zero parallax in case anyone had issues. That being said, i haven't tested this out on a passive display so it's entirely possible that even a slight amount of separation is more noticeable than on an active one.
ummester said:Running with an EDID override on a 60Hz passive display, ...
... Adjusting with the hotkeys works fine for me but I also find that depending on where the Nvidia convergence is set can cause this light shimmering effect on the outlines of the player character.
With the EDID mod, I could not find acceptable convergence and separation values. For me, some type of ghosting seems to be present with all settings. Is the mod's refresh rate creating a problem with our 60 Hz passive displays and the EDID mod (Windows 10)?
Vsync is disabled so the refresh rate of the display should not matter. Make sure you've got version 1.2 of the fix. Make sure that separation is all the way down on Nvidia's settings. On my setup setting separation all the way down was good enough and changing convergence didn't seem to make any impact. I set the convergence in the profile so that the character is at zero parallax in case anyone had issues. That being said, i haven't tested this out on a passive display so it's entirely possible that even a slight amount of separation is more noticeable than on an active one.
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
WOW!!!!!! I've been playing... amazing!!!!
sgsrules this method you made is very very good... It would be fantastic if you make a tutorial "how to do it" for any Unity game. Is it possible?
WOW!!!!!! I've been playing... amazing!!!!
sgsrules this method you made is very very good... It would be fantastic if you make a tutorial "how to do it" for any Unity game. Is it possible?
[quote="cicicleta"]WOW!!!!!! I've been playing... amazing!!!!
sgsrules this method you made is very very good... It would be fantastic if you make a tutorial "how to do it" for any Unity game. Is it possible? [/quote]
My ultimate goal is to create a general plugin, which would have have hotkeys to cycle through the available camera's, enable or disable stereo for each as well as set different convergence and separation values for each one. This way someone with zero coding skills could still fix a game in a few minutes.
I've only fixed INSIDE so far but I'm currently testing it out on a few different games to see what works. I've tried it on The Long Dark and Yonder the cloud catcher chronicles and it works pretty well but each game seems to have a different set of issues. The Long Dark for example renders fine but some of the animations run at double the speed because it seems like the dev made a few things framerate dependent, I'm surprised that some developers still make this mistake. Yonder's physics glitch out when i alter the timescale so I'm currently testing other alternatives. But I'm pretty sure that this method should work on most Unity games.
I'll eventually share the source code and provide documentation for it, but right now it's still a bit of a hacky mess ;)
cicicleta said:WOW!!!!!! I've been playing... amazing!!!!
sgsrules this method you made is very very good... It would be fantastic if you make a tutorial "how to do it" for any Unity game. Is it possible?
My ultimate goal is to create a general plugin, which would have have hotkeys to cycle through the available camera's, enable or disable stereo for each as well as set different convergence and separation values for each one. This way someone with zero coding skills could still fix a game in a few minutes.
I've only fixed INSIDE so far but I'm currently testing it out on a few different games to see what works. I've tried it on The Long Dark and Yonder the cloud catcher chronicles and it works pretty well but each game seems to have a different set of issues. The Long Dark for example renders fine but some of the animations run at double the speed because it seems like the dev made a few things framerate dependent, I'm surprised that some developers still make this mistake. Yonder's physics glitch out when i alter the timescale so I'm currently testing other alternatives. But I'm pretty sure that this method should work on most Unity games.
I'll eventually share the source code and provide documentation for it, but right now it's still a bit of a hacky mess ;)
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
@sgsrules
if work with recent version of unity is fine...more games have newer version of Unity :)
Just tested and works perfect in S3D....amazing!!! i have only one little issue: i use LG passive 3DTV and i need to use Vsync [u]always[/u], otherwise i have some tearing in the screen (i close MSI Afterburner/RVT and Vsync on in NVCP)....not always but i some part i have some kind of little/soft out of sync between eyes or tearing (happens only in movement animations, like the character).....if you have any idea how to fix this.
little info: With a 3DTV you need to vsync on (60 fps max), but in the background the limit is 120 (60 for each eye)...so i think something happens with that.
I also setup 1080 TaB mode in 3Dmigoto and works perfect!
@sgsrules
if work with recent version of unity is fine...more games have newer version of Unity :)
Just tested and works perfect in S3D....amazing!!! i have only one little issue: i use LG passive 3DTV and i need to use Vsync always, otherwise i have some tearing in the screen (i close MSI Afterburner/RVT and Vsync on in NVCP)....not always but i some part i have some kind of little/soft out of sync between eyes or tearing (happens only in movement animations, like the character).....if you have any idea how to fix this.
little info: With a 3DTV you need to vsync on (60 fps max), but in the background the limit is 120 (60 for each eye)...so i think something happens with that.
I also setup 1080 TaB mode in 3Dmigoto and works perfect!
sgsrules convergence value of around 10 seems to work. I have it just under, at 9.8. I did, however, have to manually adjust and save with CTRL + F7 to get it to stick as the Nvidia setting seems to override sgsrules ini file at game startup. And remember, you have to use CTRL & F3 to put the depth at zero every time the game starts, otherwise the 3d doesn't render correctly.
A final note is that the game always crashes to a black screen for me on exit and I have to CTRL ALT DEL to shut it down.
These are all minor issues considering how great the fix is and how good this game looks in 3d. Just noting them as they may manifest for other passive display EDID users.
sgsrules convergence value of around 10 seems to work. I have it just under, at 9.8. I did, however, have to manually adjust and save with CTRL + F7 to get it to stick as the Nvidia setting seems to override sgsrules ini file at game startup. And remember, you have to use CTRL & F3 to put the depth at zero every time the game starts, otherwise the 3d doesn't render correctly.
A final note is that the game always crashes to a black screen for me on exit and I have to CTRL ALT DEL to shut it down.
These are all minor issues considering how great the fix is and how good this game looks in 3d. Just noting them as they may manifest for other passive display EDID users.
[quote="DHR"]@sgsrules
if work with recent version of unity is fine...more games have newer version of Unity :)
Just tested and works perfect in S3D....amazing!!! i have only one little issue: i use LG passive 3DTV and i need to use Vsync [u]always[/u], otherwise i have some tearing in the screen (i close MSI Afterburner/RVT and Vsync on in NVCP)....not always but i some part i have some kind of little/soft out of sync between eyes or tearing (happens only in movement animations, like the character).....if you have any idea how to fix this.
little info: With a 3DTV you need to vsync on (60 fps max), but in the background the limit is 120 (60 for each eye)...so i think something happens with that.
I also setup 1080 TaB mode in 3Dmigoto and works perfect![/quote]
I updated the fix to version 1.3. The only difference is that you can now enable Vsync in the ini file. just set Vsync=True. Just remember that the game will run at half the reported framerate since it's rendering each eye sequentially. My projector does 120hz but when i enable vsync it only runs at 60hz. If your display runs at 120hz this shouldn't be an issue, but if it's running at 60hz then you better like playing the game at 30 fps ;) Either way let me know if it works for you. I'm curious to see how Unity handles different displays.
DHR said:@sgsrules
if work with recent version of unity is fine...more games have newer version of Unity :)
Just tested and works perfect in S3D....amazing!!! i have only one little issue: i use LG passive 3DTV and i need to use Vsync always, otherwise i have some tearing in the screen (i close MSI Afterburner/RVT and Vsync on in NVCP)....not always but i some part i have some kind of little/soft out of sync between eyes or tearing (happens only in movement animations, like the character).....if you have any idea how to fix this.
little info: With a 3DTV you need to vsync on (60 fps max), but in the background the limit is 120 (60 for each eye)...so i think something happens with that.
I also setup 1080 TaB mode in 3Dmigoto and works perfect!
I updated the fix to version 1.3. The only difference is that you can now enable Vsync in the ini file. just set Vsync=True. Just remember that the game will run at half the reported framerate since it's rendering each eye sequentially. My projector does 120hz but when i enable vsync it only runs at 60hz. If your display runs at 120hz this shouldn't be an issue, but if it's running at 60hz then you better like playing the game at 30 fps ;) Either way let me know if it works for you. I'm curious to see how Unity handles different displays.
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
[quote="ummester"]sgsrules convergence value of around 10 seems to work. I have it just under, at 9.8. I did, however, have to manually adjust and save with CTRL + F7 to get it to stick as the Nvidia setting seems to override sgsrules ini file at game startup. And remember, you have to use CTRL & F3 to put the depth at zero every time the game starts, otherwise the 3d doesn't render correctly.
A final note is that the game always crashes to a black screen for me on exit and I have to CTRL ALT DEL to shut it down.
These are all minor issues considering how great the fix is and how good this game looks in 3d. Just noting them as they may manifest for other passive display EDID users.[/quote]
Are you running the game with Admin rights enabled? If not it won't automatically lower the separation.
As far as the crashes go, there's not much i can do about that. It was annoying as hell when i was developing the fix because i had to relaunch the game constantly >:(
ummester said:sgsrules convergence value of around 10 seems to work. I have it just under, at 9.8. I did, however, have to manually adjust and save with CTRL + F7 to get it to stick as the Nvidia setting seems to override sgsrules ini file at game startup. And remember, you have to use CTRL & F3 to put the depth at zero every time the game starts, otherwise the 3d doesn't render correctly.
A final note is that the game always crashes to a black screen for me on exit and I have to CTRL ALT DEL to shut it down.
These are all minor issues considering how great the fix is and how good this game looks in 3d. Just noting them as they may manifest for other passive display EDID users.
Are you running the game with Admin rights enabled? If not it won't automatically lower the separation.
As far as the crashes go, there's not much i can do about that. It was annoying as hell when i was developing the fix because i had to relaunch the game constantly >:(
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
[quote="ummester"]And remember, you have to use CTRL & F3 to put the depth at zero every time the game starts, otherwise the 3d doesn't render correctly.
A final note is that the game always crashes... [/quote]Thanks for the suggestion, ummester. That solved my ghosting problem. Also, my game crashes to Desktop when stopping (also running with admin rights). Just a minor issue, however.
Thanks for the great fix, sgsrules!
By the way, since I use Norton Security to monitor my system, I had to disable Norton alerts and actions taken (quarantined) for IPA.exe interaction with INSIDE.exe (note that Windows 10 security does not like this interaction either, and must be overridden).
ummester said:And remember, you have to use CTRL & F3 to put the depth at zero every time the game starts, otherwise the 3d doesn't render correctly.
A final note is that the game always crashes...
Thanks for the suggestion, ummester. That solved my ghosting problem. Also, my game crashes to Desktop when stopping (also running with admin rights). Just a minor issue, however.
Thanks for the great fix, sgsrules!
By the way, since I use Norton Security to monitor my system, I had to disable Norton alerts and actions taken (quarantined) for IPA.exe interaction with INSIDE.exe (note that Windows 10 security does not like this interaction either, and must be overridden).
What happens with the direct mode? what's the issue.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
In order for Direct mode to work i had to write a c++ plugin for unity. I got it working for newer versions of Unity but for some reason Unity 5.0 refuses to call the necessary functions when i inject the code. The eye swapping functions need to be called from the rendering thread. In newer versions of Unity this is done via callbacks and Unity's GL.IssuePluginEvent. Older version like 5.0 use a similar method but instead of a callback they use a int to select the appropriate event. It could be that I'm not using the appropriate headers, or the wrong signature. Their documentation is a bit sparse, and version 5.0 isn't even packaged with the necessary headers for the plugin api.
I could possibly get it working but i already spent a ton of time on it and my current method works well enough, so i decided to move on. I'll be using Direct mode for future games. I've already tested it out successfully with Yonder, The Cloud Catcher Chronicles which was built with Unity 5.5.
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
Vsync is disabled so the refresh rate of the display should not matter. Make sure you've got version 1.2 of the fix. Make sure that separation is all the way down on Nvidia's settings. On my setup setting separation all the way down was good enough and changing convergence didn't seem to make any impact. I set the convergence in the profile so that the character is at zero parallax in case anyone had issues. That being said, i haven't tested this out on a passive display so it's entirely possible that even a slight amount of separation is more noticeable than on an active one.
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
sgsrules this method you made is very very good... It would be fantastic if you make a tutorial "how to do it" for any Unity game. Is it possible?
My ultimate goal is to create a general plugin, which would have have hotkeys to cycle through the available camera's, enable or disable stereo for each as well as set different convergence and separation values for each one. This way someone with zero coding skills could still fix a game in a few minutes.
I've only fixed INSIDE so far but I'm currently testing it out on a few different games to see what works. I've tried it on The Long Dark and Yonder the cloud catcher chronicles and it works pretty well but each game seems to have a different set of issues. The Long Dark for example renders fine but some of the animations run at double the speed because it seems like the dev made a few things framerate dependent, I'm surprised that some developers still make this mistake. Yonder's physics glitch out when i alter the timescale so I'm currently testing other alternatives. But I'm pretty sure that this method should work on most Unity games.
I'll eventually share the source code and provide documentation for it, but right now it's still a bit of a hacky mess ;)
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
if work with recent version of unity is fine...more games have newer version of Unity :)
Just tested and works perfect in S3D....amazing!!! i have only one little issue: i use LG passive 3DTV and i need to use Vsync always, otherwise i have some tearing in the screen (i close MSI Afterburner/RVT and Vsync on in NVCP)....not always but i some part i have some kind of little/soft out of sync between eyes or tearing (happens only in movement animations, like the character).....if you have any idea how to fix this.
little info: With a 3DTV you need to vsync on (60 fps max), but in the background the limit is 120 (60 for each eye)...so i think something happens with that.
I also setup 1080 TaB mode in 3Dmigoto and works perfect!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
A final note is that the game always crashes to a black screen for me on exit and I have to CTRL ALT DEL to shut it down.
These are all minor issues considering how great the fix is and how good this game looks in 3d. Just noting them as they may manifest for other passive display EDID users.
I updated the fix to version 1.3. The only difference is that you can now enable Vsync in the ini file. just set Vsync=True. Just remember that the game will run at half the reported framerate since it's rendering each eye sequentially. My projector does 120hz but when i enable vsync it only runs at 60hz. If your display runs at 120hz this shouldn't be an issue, but if it's running at 60hz then you better like playing the game at 30 fps ;) Either way let me know if it works for you. I'm curious to see how Unity handles different displays.
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
Are you running the game with Admin rights enabled? If not it won't automatically lower the separation.
As far as the crashes go, there's not much i can do about that. It was annoying as hell when i was developing the fix because i had to relaunch the game constantly >:(
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
Thanks for the great fix, sgsrules!
By the way, since I use Norton Security to monitor my system, I had to disable Norton alerts and actions taken (quarantined) for IPA.exe interaction with INSIDE.exe (note that Windows 10 security does not like this interaction either, and must be overridden).
I can't download the v1.3....seems you forgott to enable public access.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Woops :P It's fixed now
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