[OpenGL] 3D Vision Wrapper - Enabling 3D Vision in OpenGL apps

What game should I fix next ?

The Chronicles of Riddick: Assault on Dark Athena & Escape from Butcher Bay
Neverwinter Nights
Penumbra: Requiem
Penumbra: Overture
Penumbra: Black Plague
Return to Castle Wolfenstein
Rage
Star Wars Knights of the Old Republic (Kotor 1 & 2)
Half Life 1 (Series)
  69 / 92    
Quake 4 has a demo available, it might be enough for you to do what you need? http://www.fileplanet.com/158916/150000/fileinfo/Quake-4-Demo
Quake 4 has a demo available, it might be enough for you to do what you need?

http://www.fileplanet.com/158916/150000/fileinfo/Quake-4-Demo

Posted 11/10/2015 11:57 PM   
[quote="helifax"]Made a patch version + beta (4.19.3Beta). You can download it from here: http://3dsurroundgaming.com/OGL3DVision/wrapper/OpenGL3DVision-v4.19.3Beta.rar Just overwrite the opengl32.dll file and see if now you get around that problem and if the log file contains additional information:) If not I think I'll have to pick up the game and see what is wrong there :([/quote] Still had to use Alt + Control + Delete to stop the quake.exe with the Beta Version but I think I've got some good information this time. [code]--- 3D Vision successfully initialized ! --- Starting Rendering: --- Starting NVAPI Thread New CRC32 calculated: b46c8f7d New Vertex : 3_ b46c8f7d.glsl New CRC32 calculated: 4c9bea3b New Vertex : 6_ 4c9bea3b.glsl glAttachObjectARB() failed on Vertex Shader! Shader Compile Error ShaderId: 7 With CRC32: 4c9bea3b varying vec2 texCoord; varying vec2 scopeTexCoord; uniform vec2 textureScale; void main(void) { texCoord = gl_MultiTexCoord0.xy * textureScale; scopeTexCoord = texCoord / textureScale; gl_Position = ftransform();gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence); if(g_vertexEnabled < 1.0) {gl_Position = vec4(0.0);} } ---------------------------------------------------------------------------- Error Output: 0(10) : error C1008: undefined variable "g_eye" 0(10) : error C1008: undefined variable "g_eye_separation" 0(10) : error C1008: undefined variable "g_convergence" 0(12) : error C1008: undefined variable "g_vertexEnabled" ----------------------------------------------------------------------------[/code]
helifax said:Made a patch version + beta (4.19.3Beta).
You can download it from here: http://3dsurroundgaming.com/OGL3DVision/wrapper/OpenGL3DVision-v4.19.3Beta.rar


Just overwrite the opengl32.dll file and see if now you get around that problem and if the log file contains additional information:)

If not I think I'll have to pick up the game and see what is wrong there :(


Still had to use Alt + Control + Delete to stop the quake.exe with the Beta Version but I think I've got some good information this time.

---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl
glAttachObjectARB() failed on Vertex Shader!
Shader Compile Error

ShaderId: 7 With CRC32: 4c9bea3b
varying vec2 texCoord;
varying vec2 scopeTexCoord;
uniform vec2 textureScale;

void main(void)
{
texCoord = gl_MultiTexCoord0.xy * textureScale;
scopeTexCoord = texCoord / textureScale;

gl_Position = ftransform();gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence);

if(g_vertexEnabled < 1.0)
{gl_Position = vec4(0.0);}

}


----------------------------------------------------------------------------
Error Output:
0(10) : error C1008: undefined variable "g_eye"
0(10) : error C1008: undefined variable "g_eye_separation"
0(10) : error C1008: undefined variable "g_convergence"
0(12) : error C1008: undefined variable "g_vertexEnabled"
----------------------------------------------------------------------------

Posted 11/11/2015 08:41 AM   
@Alien-Grey: Before we get into that error;)) You said above that in Quake 4 to get 3D Vision to work you need to turn the Legacy mode ON. If you have it ON and start the game does the game render in proper 3D or is 2D and 3D Vision only kicks in (but the image is still 2D). This is directly related to the above error: - If the game renders perfectly using Legacy Mode then is OK. - If not, we need to inject stereo in the shaders. (Like above). So, first set this line to: [code] [Shader_Stereo_Injection] Enable = false EnableUnity5 = false [/code] And [code] [Legacy_OpenGL_Calls] LegacyMode = true [/code] - This will disable the above error (as no shader injection takes place). - Give it a go and see if the game is rendered in 3D. If it will be 2D (same image rendered in both eyes) then we will need to inject the shaders (and we will come back to that error ^_^).
@Alien-Grey:

Before we get into that error;)) You said above that in Quake 4 to get 3D Vision to work you need to turn the Legacy mode ON. If you have it ON and start the game does the game render in proper 3D or is 2D and 3D Vision only kicks in (but the image is still 2D).

This is directly related to the above error:
- If the game renders perfectly using Legacy Mode then is OK.
- If not, we need to inject stereo in the shaders. (Like above).

So, first set this line to:
[Shader_Stereo_Injection]

Enable = false
EnableUnity5 = false


And

[Legacy_OpenGL_Calls]

LegacyMode = true

- This will disable the above error (as no shader injection takes place).
- Give it a go and see if the game is rendered in 3D.

If it will be 2D (same image rendered in both eyes) then we will need to inject the shaders (and we will come back to that error ^_^).

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 11/11/2015 10:05 AM   
I thought Legacy mode was only for old games like SWKoToR with a fixed pipeline. Quake 4 is using the idTech 4 Engine which is the same Enigine that Doom 3 and Prey use. (among others) Or is Legacy different with the new version of your wrapper.
I thought Legacy mode was only for old games like SWKoToR with a fixed pipeline.

Quake 4 is using the idTech 4 Engine which is the same Enigine that Doom 3 and Prey use. (among others)

Or is Legacy different with the new version of your wrapper.

Posted 11/11/2015 11:22 AM   
[quote="D-Man11"]I thought Legacy mode was only for old games like SWKoToR with a fixed pipeline. Quake 4 is using the idTech 4 Engine which is the same Enigine that Doom 3 and Prey use. (among others) Or is Legacy different with the new version of your wrapper.[/quote] Doom3 and Prey all use the legagy part as well and the 3D Fix requires to set the mode to true;) That's why I suggested it;) The Fixed pipeline was ...well fixed. No way around it. The programmable pipeline states that you SHOULDN'T use the fixed pipeline anymore, instead send everything to shaders via uniforms. BUT, they don't disallow using the fixed pipeline functions. As a result you obtain a Hybrid. Unity 5 Engine is using a Hybrid like this: -They use shaders and all but instead of sending the Model, View, Projection Matrices using uniforms they are sending using the fixed pipeline function (glMatrixMode(GL_PROJECTION); glLoadMatrix();) Basically, this will load (in the shader) the predefined variable gl_ProjectionMatrix with the projection Matrix:) So instead of doing this the programmable pipeline say, go programmable all the way and use uniforms: shader: uniform mat4 myProjMatrixWhatever; OpengL: glGetUniformLocation(); glUniformXX(); This way my variable "myProjMatrixWhatever" will be loaded with whatever I am sending;) So, some games rely on the built-in variables for simplicity? or for backwards compatibility;)
D-Man11 said:I thought Legacy mode was only for old games like SWKoToR with a fixed pipeline.

Quake 4 is using the idTech 4 Engine which is the same Enigine that Doom 3 and Prey use. (among others)

Or is Legacy different with the new version of your wrapper.


Doom3 and Prey all use the legagy part as well and the 3D Fix requires to set the mode to true;) That's why I suggested it;)

The Fixed pipeline was ...well fixed. No way around it.
The programmable pipeline states that you SHOULDN'T use the fixed pipeline anymore, instead send everything to shaders via uniforms. BUT, they don't disallow using the fixed pipeline functions.

As a result you obtain a Hybrid. Unity 5 Engine is using a Hybrid like this:
-They use shaders and all but instead of sending the Model, View, Projection Matrices using uniforms they are sending using the fixed pipeline function (glMatrixMode(GL_PROJECTION); glLoadMatrix();)

Basically, this will load (in the shader) the predefined variable gl_ProjectionMatrix with the projection Matrix:)

So instead of doing this the programmable pipeline say, go programmable all the way and use uniforms:

shader:
uniform mat4 myProjMatrixWhatever;

OpengL:
glGetUniformLocation();
glUniformXX();

This way my variable "myProjMatrixWhatever" will be loaded with whatever I am sending;)

So, some games rely on the built-in variables for simplicity? or for backwards compatibility;)

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 11/11/2015 11:39 AM   
It seems odd that Unity 5 would be using that approach or is it just specific to that game and developer? You'd think that they'd use newer OpenGL unless they just re-implemented something they had in place prior. Thanks for clearing up Lecagy mode.
It seems odd that Unity 5 would be using that approach or is it just specific to that game and developer? You'd think that they'd use newer OpenGL unless they just re-implemented something they had in place prior.

Thanks for clearing up Lecagy mode.

Posted 11/11/2015 12:23 PM   
[quote="helifax"]@Alien-Grey: Before we get into that error;)) You said above that in Quake 4 to get 3D Vision to work you need to turn the Legacy mode ON. If you have it ON and start the game does the game render in proper 3D or is 2D and 3D Vision only kicks in (but the image is still 2D). This is directly related to the above error: - If the game renders perfectly using Legacy Mode then is OK. - If not, we need to inject stereo in the shaders. (Like above). So, first set this line to: [code] [Shader_Stereo_Injection] Enable = false EnableUnity5 = false [/code] And [code] [Legacy_OpenGL_Calls] LegacyMode = true [/code] - This will disable the above error (as no shader injection takes place). - Give it a go and see if the game is rendered in 3D. If it will be 2D (same image rendered in both eyes) then we will need to inject the shaders (and we will come back to that error ^_^). [/quote] I've got to enable LegacyMode to get proper 3D support with Quake 4. When I disable it the 3D only seems to kick in when there's movement on the screen. This is exactly the same if I try to run ePSXe with the wrapper. With ePSXe the 3D is only visible if there's movement on the screen. Without movement it looks 2D. Enabling LegacyMode didn't make a difference with ePSXe. Back to Quake 4. I did what you asked and the error is gone. The game loads fine with Shader_Stereo_Injection set to false. It doesn't fix the AAS error but it does load the game just fine without the need to try to load it for the second time. It's still rendering in 3D with Shader_Stereo_Injection set to false. [code]--- 3D Vision successfully initialized ! --- Starting Rendering: --- Starting NVAPI Thread New CRC32 calculated: b46c8f7d New Vertex : 3_ b46c8f7d.glsl New CRC32 calculated: 4c9bea3b New Vertex : 6_ 4c9bea3b.glsl Disabling 3D Vision... Cleaning up and freeing the resources... Application closed successfully ! END[/code]
helifax said:@Alien-Grey:

Before we get into that error;)) You said above that in Quake 4 to get 3D Vision to work you need to turn the Legacy mode ON. If you have it ON and start the game does the game render in proper 3D or is 2D and 3D Vision only kicks in (but the image is still 2D).

This is directly related to the above error:
- If the game renders perfectly using Legacy Mode then is OK.
- If not, we need to inject stereo in the shaders. (Like above).

So, first set this line to:
[Shader_Stereo_Injection]

Enable = false
EnableUnity5 = false


And

[Legacy_OpenGL_Calls]

LegacyMode = true

- This will disable the above error (as no shader injection takes place).
- Give it a go and see if the game is rendered in 3D.

If it will be 2D (same image rendered in both eyes) then we will need to inject the shaders (and we will come back to that error ^_^).


I've got to enable LegacyMode to get proper 3D support with Quake 4. When I disable it the 3D only seems to kick in when there's movement on the screen. This is exactly the same if I try to run ePSXe with the wrapper. With ePSXe the 3D is only visible if there's movement on the screen. Without movement it looks 2D. Enabling LegacyMode didn't make a difference with ePSXe.

Back to Quake 4.

I did what you asked and the error is gone. The game loads fine with Shader_Stereo_Injection set to false. It doesn't fix the AAS error but it does load the game just fine without the need to try to load it for the second time. It's still rendering in 3D with Shader_Stereo_Injection set to false.

---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl

Disabling 3D Vision... Cleaning up and freeing the resources...
Application closed successfully !
END

Posted 11/11/2015 01:10 PM   
[quote="D-Man11"]It seems odd that Unity 5 would be using that approach or is it just specific to that game and developer? You'd think that they'd use newer OpenGL unless they just re-implemented something they had in place prior. Thanks for clearing up Lecagy mode.[/quote] I bet that is used because Unity 5 also works on Mobile devices on OpenGL ES. Makes sense to use the same pipeline and only the extensions to be changed;) based on hardware capabilities;)
D-Man11 said:It seems odd that Unity 5 would be using that approach or is it just specific to that game and developer? You'd think that they'd use newer OpenGL unless they just re-implemented something they had in place prior.

Thanks for clearing up Lecagy mode.


I bet that is used because Unity 5 also works on Mobile devices on OpenGL ES. Makes sense to use the same pipeline and only the extensions to be changed;) based on hardware capabilities;)

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 11/11/2015 01:38 PM   
[quote="Alien-Grey"][quote="helifax"]@Alien-Grey: Before we get into that error;)) You said above that in Quake 4 to get 3D Vision to work you need to turn the Legacy mode ON. If you have it ON and start the game does the game render in proper 3D or is 2D and 3D Vision only kicks in (but the image is still 2D). This is directly related to the above error: - If the game renders perfectly using Legacy Mode then is OK. - If not, we need to inject stereo in the shaders. (Like above). So, first set this line to: [code] [Shader_Stereo_Injection] Enable = false EnableUnity5 = false [/code] And [code] [Legacy_OpenGL_Calls] LegacyMode = true [/code] - This will disable the above error (as no shader injection takes place). - Give it a go and see if the game is rendered in 3D. If it will be 2D (same image rendered in both eyes) then we will need to inject the shaders (and we will come back to that error ^_^). [/quote] I've got to enable LegacyMode to get proper 3D support with Quake 4. When I disable it the 3D only seems to kick in when there's movement on the screen. This is exactly the same if I try to run ePSXe with the wrapper. With ePSXe the 3D is only visible if there's movement on the screen. Without movement it looks 2D. Enabling LegacyMode didn't make a difference with ePSXe. Back to Quake 4. I did what you asked and the error is gone. The game loads fine with Shader_Stereo_Injection set to false. It doesn't fix the AAS error but it does load the game just fine without the need to try to load it for the second time. It's still rendering in 3D with Shader_Stereo_Injection set to false. [code]--- 3D Vision successfully initialized ! --- Starting Rendering: --- Starting NVAPI Thread New CRC32 calculated: b46c8f7d New Vertex : 3_ b46c8f7d.glsl New CRC32 calculated: 4c9bea3b New Vertex : 6_ 4c9bea3b.glsl Disabling 3D Vision... Cleaning up and freeing the resources... Application closed successfully ! END[/code][/quote] So you got it working in Legacy Mode in 3D? Then there is no need to inject the shaders. The "3D when moving" that is the eye-sync issue which appears during movement since the left/right eye frames are sequential. That is not 3D but just sequential frames with a small delta T in between.
Alien-Grey said:
helifax said:@Alien-Grey:

Before we get into that error;)) You said above that in Quake 4 to get 3D Vision to work you need to turn the Legacy mode ON. If you have it ON and start the game does the game render in proper 3D or is 2D and 3D Vision only kicks in (but the image is still 2D).

This is directly related to the above error:
- If the game renders perfectly using Legacy Mode then is OK.
- If not, we need to inject stereo in the shaders. (Like above).

So, first set this line to:
[Shader_Stereo_Injection]

Enable = false
EnableUnity5 = false


And

[Legacy_OpenGL_Calls]

LegacyMode = true

- This will disable the above error (as no shader injection takes place).
- Give it a go and see if the game is rendered in 3D.

If it will be 2D (same image rendered in both eyes) then we will need to inject the shaders (and we will come back to that error ^_^).


I've got to enable LegacyMode to get proper 3D support with Quake 4. When I disable it the 3D only seems to kick in when there's movement on the screen. This is exactly the same if I try to run ePSXe with the wrapper. With ePSXe the 3D is only visible if there's movement on the screen. Without movement it looks 2D. Enabling LegacyMode didn't make a difference with ePSXe.

Back to Quake 4.

I did what you asked and the error is gone. The game loads fine with Shader_Stereo_Injection set to false. It doesn't fix the AAS error but it does load the game just fine without the need to try to load it for the second time. It's still rendering in 3D with Shader_Stereo_Injection set to false.

---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl

Disabling 3D Vision... Cleaning up and freeing the resources...
Application closed successfully !
END


So you got it working in Legacy Mode in 3D? Then there is no need to inject the shaders.
The "3D when moving" that is the eye-sync issue which appears during movement since the left/right eye frames are sequential. That is not 3D but just sequential frames with a small delta T in between.

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 11/11/2015 01:40 PM   
[quote="helifax"]So you got it working in Legacy Mode in 3D? Then there is no need to inject the shaders. The "3D when moving" that is the eye-sync issue which appears during movement since the left/right eye frames are sequential. That is not 3D but just sequential frames with a small delta T in between.[/quote] Yes. It works with LegacyMode enabled without the need to inject the shaders. Without the AAS error it would've been possible to play Quake 4 with 3D Vision. The AAS error makes it impossible to play it in 3D with the wrapper. When I disable 3D Vision and play it in 2D with the wrapper the game acts normal. With 3D Vision enabled it doesn't because of the PROC AAS errors. :( When you say that "3D when moving" isn't 3D does that mean that it's fake 3D or no 3D at all with ePSXe?
helifax said:So you got it working in Legacy Mode in 3D? Then there is no need to inject the shaders.
The "3D when moving" that is the eye-sync issue which appears during movement since the left/right eye frames are sequential. That is not 3D but just sequential frames with a small delta T in between.


Yes. It works with LegacyMode enabled without the need to inject the shaders. Without the AAS error it would've been possible to play Quake 4 with 3D Vision. The AAS error makes it impossible to play it in 3D with the wrapper. When I disable 3D Vision and play it in 2D with the wrapper the game acts normal. With 3D Vision enabled it doesn't because of the PROC AAS errors. :(

When you say that "3D when moving" isn't 3D does that mean that it's fake 3D or no 3D at all with ePSXe?

Posted 11/11/2015 03:18 PM   
[quote="Alien-Grey"][quote="helifax"]So you got it working in Legacy Mode in 3D? Then there is no need to inject the shaders. The "3D when moving" that is the eye-sync issue which appears during movement since the left/right eye frames are sequential. That is not 3D but just sequential frames with a small delta T in between.[/quote] Yes. It works with LegacyMode enabled without the need to inject the shaders. Without the AAS error it would've been possible to play Quake 4 with 3D Vision. The AAS error makes it impossible to play it in 3D with the wrapper. When I disable 3D Vision and play it in 2D with the wrapper the game acts normal. With 3D Vision enabled it doesn't because of the PROC AAS errors. :( When you say that "3D when moving" isn't 3D does that mean that it's fake 3D or no 3D at all with ePSXe?[/quote] No 3D at all, it's just a latency you see between the eyes. So... Sorry if I ask this, but does it work now? or it doesn't work due to the "ASS" error ?:))
Alien-Grey said:
helifax said:So you got it working in Legacy Mode in 3D? Then there is no need to inject the shaders.
The "3D when moving" that is the eye-sync issue which appears during movement since the left/right eye frames are sequential. That is not 3D but just sequential frames with a small delta T in between.


Yes. It works with LegacyMode enabled without the need to inject the shaders. Without the AAS error it would've been possible to play Quake 4 with 3D Vision. The AAS error makes it impossible to play it in 3D with the wrapper. When I disable 3D Vision and play it in 2D with the wrapper the game acts normal. With 3D Vision enabled it doesn't because of the PROC AAS errors. :(

When you say that "3D when moving" isn't 3D does that mean that it's fake 3D or no 3D at all with ePSXe?


No 3D at all, it's just a latency you see between the eyes.

So... Sorry if I ask this, but does it work now? or it doesn't work due to the "ASS" error ?:))

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 11/11/2015 03:29 PM   
[quote="helifax"]No 3D at all, it's just a latency you see between the eyes. So... Sorry if I ask this, but does it work now? or it doesn't work due to the "ASS" error ?:))[/quote] It does work but the AAS error makes the game run with errors so you can't really play it with 3D Vision enabled. To give you an example. Playing the MCC Landing level from Quake 4 with 3D Vision enabled makes it impossible to finish the level. I've got to open a door to move forward but my teammates don't follow me. This is because of the AAS error. This doesn't happen when playing without the AAS error with 3D vision disabled. Maybe this AAS error is because of the broken or disabled Shader_Stereo_Injection. Or maybe it's just impossible to make Quake 4 run with 3D vision enabled without errors.
helifax said:No 3D at all, it's just a latency you see between the eyes.

So... Sorry if I ask this, but does it work now? or it doesn't work due to the "ASS" error ?:))


It does work but the AAS error makes the game run with errors so you can't really play it with 3D Vision enabled. To give you an example. Playing the MCC Landing level from Quake 4 with 3D Vision enabled makes it impossible to finish the level. I've got to open a door to move forward but my teammates don't follow me. This is because of the AAS error. This doesn't happen when playing without the AAS error with 3D vision disabled.

Maybe this AAS error is because of the broken or disabled Shader_Stereo_Injection. Or maybe it's just impossible to make Quake 4 run with 3D vision enabled without errors.

Posted 11/11/2015 04:09 PM   
[quote="Alien-Grey"][quote="helifax"]No 3D at all, it's just a latency you see between the eyes. So... Sorry if I ask this, but does it work now? or it doesn't work due to the "ASS" error ?:))[/quote] It does work but the AAS error makes the game run with errors so you can't really play it with 3D Vision enabled. To give you an example. Playing the MCC Landing level from Quake 4 with 3D Vision enabled makes it impossible to finish the level. I've got to open a door to move forward but my teammates don't follow me. This is because of the AAS error. This doesn't happen when playing without the AAS error with 3D vision disabled. Maybe this AAS error is because of the broken or disabled Shader_Stereo_Injection. Or maybe it's just impossible to make Quake 4 run with 3D vision enabled without errors.[/quote] That is very strange. So the AAS thing is something specific to the game... I can't see how my wrapper affects that (unless is related to shaders). I will have to check and see what is happening exactly... I wonder if the AAS thingy is not some sort of anti-cheat and it detects the wrapper and does stuff? I am totally not familiar with the game so I might talk stupid things...
Alien-Grey said:
helifax said:No 3D at all, it's just a latency you see between the eyes.

So... Sorry if I ask this, but does it work now? or it doesn't work due to the "ASS" error ?:))


It does work but the AAS error makes the game run with errors so you can't really play it with 3D Vision enabled. To give you an example. Playing the MCC Landing level from Quake 4 with 3D Vision enabled makes it impossible to finish the level. I've got to open a door to move forward but my teammates don't follow me. This is because of the AAS error. This doesn't happen when playing without the AAS error with 3D vision disabled.

Maybe this AAS error is because of the broken or disabled Shader_Stereo_Injection. Or maybe it's just impossible to make Quake 4 run with 3D vision enabled without errors.


That is very strange. So the AAS thing is something specific to the game... I can't see how my wrapper affects that (unless is related to shaders). I will have to check and see what is happening exactly...
I wonder if the AAS thingy is not some sort of anti-cheat and it detects the wrapper and does stuff?

I am totally not familiar with the game so I might talk stupid things...

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 11/11/2015 05:38 PM   
[quote="helifax"]That is very strange. So the AAS thing is something specific to the game... I can't see how my wrapper affects that (unless is related to shaders). I will have to check and see what is happening exactly... I wonder if the AAS thingy is not some sort of anti-cheat and it detects the wrapper and does stuff? I am totally not familiar with the game so I might talk stupid things...[/quote] It isn't your wrapper because it works with Enable3DVision set to false. There's some kind of incompatibility between Quake 4 and 3D Vision. My only hope is trying with fixing the Shader_Stereo_Injection so it can be enabled. If that doesn't fix it than maybe only an update to the quake4.exe can fix it and that's probably never going to happen. An update was necessary for multi core processors and maybe it's also necessary for 3D Vision.
helifax said:That is very strange. So the AAS thing is something specific to the game... I can't see how my wrapper affects that (unless is related to shaders). I will have to check and see what is happening exactly...
I wonder if the AAS thingy is not some sort of anti-cheat and it detects the wrapper and does stuff?

I am totally not familiar with the game so I might talk stupid things...


It isn't your wrapper because it works with Enable3DVision set to false. There's some kind of incompatibility between Quake 4 and 3D Vision. My only hope is trying with fixing the Shader_Stereo_Injection so it can be enabled. If that doesn't fix it than maybe only an update to the quake4.exe can fix it and that's probably never going to happen. An update was necessary for multi core processors and maybe it's also necessary for 3D Vision.

Posted 11/11/2015 06:24 PM   
Thanks for your reply @Helifax I will try your suggestion at a later date as I have injured my back and can't sit at my PC for longer than 5 mins. I will post my findings after my compressed disc heals.
Thanks for your reply @Helifax I will try your suggestion at a later date as I have injured my back and can't sit at my PC for longer than 5 mins. I will post my findings after my compressed disc heals.

SHIELD Specs:
Operating System (Portable & Tablet): Android 6.0 (Marshmallow), SHIELD Portable, SHIELD Tablet (32Gb 4G LTE), 2x Wireless SHIELD Controllers.

PC Specs:
Operating System: Windows 7 Professional SP1 (x64) on 120Gb Kingston HyperX Fury SSD.Intel i7-4790k 4.4Ghz CPU, Corsair H115i Liquid Cooler, ASUS Z97-K Motherboard, Corsair HX850i Platinum Grade 850w PSU, Gigabyte Extreme Gaming GTX1080 Water Cooled, with 8Gb GDDR5x RAM, 32Gb Corsair Vengeance Pro 2400 DDR3 RAM, ASUS VG278 27" 120Hz 3D Monitor (3D Vision 2), Logitech G710+ Mechanical Keyboard, Logitech G502 Proteus Core Mouse with 8 buttons, Microsoft Xbox One S Controller used as wired with MicroUSB cable to avoid Windows 10, Logitech Extreme 3D Pro Flightstick, Creative Labs Sound Blaster Zx, Logitech z906 5.1 THX Certified Surround Speakers, DirectX 11, 19.5Tb of storage space (WD Gold Enterprise class 10Tb DataCenter 7,200RMP HDD, WD 4Tb internal HDD, WD Caviar 1.5Tb Internal HDD, WD Elements 1Tb External USB 3.0 HDD, WD Elements 3Tb External USB 3.0 HDD).

Network Specs:
iiNet N.B.N. 100mbps Download/40Mbps Upload with Unlimited Data. (Slow in world standards, but the fastest and priciest connection in Australia), with an ASUS PCE-AC68U Wifi Card/ASUS RT-AC68U Router, 5Ghz/2.4Ghz Dual-Band WiFi My PC is connected to the 5Ghz Wifi, and my Guest Wifi is the 2.4Ghz band.

My Location:
Adelaide, South Australia.

Posted 11/11/2015 10:35 PM   
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