How to get 3D pop out effects with 3D Vision?
I just got "3D Vision 2" days ago and this is my first 3D Shutter Glasses and actually I'm a bit disappointed! I thought everything 3D will be poped out from the monitor :( I have some great Blu-Ray 3D movies like : Avatar, Gravity, Mad Max & more.. it's good 3D not bad but not what I expected! nothing is getting out of the screen :( all games I tested are the same too with all depths.. So is it me and this is the far it can get, or is it my monitor? or maybe I'm missing something? My monitor is ASUS ROG SWIFT PG278Q "3D Vision Ready"
I just got "3D Vision 2" days ago and this is my first 3D Shutter Glasses and actually I'm a bit disappointed!
I thought everything 3D will be poped out from the monitor :( I have some great Blu-Ray 3D movies like : Avatar, Gravity, Mad Max & more.. it's good 3D not bad but not what I expected! nothing is getting out of the screen :( all games I tested are the same too with all depths..
So is it me and this is the far it can get, or is it my monitor? or maybe I'm missing something?
My monitor is ASUS ROG SWIFT PG278Q "3D Vision Ready"

#1
Posted 03/30/2016 08:17 PM   
Well with gaming you can. Nvidia control panel->set up stereoscopic 3D->set keyboard shortcuts->advanced. Change keys on increase/decrease convergence. Start game. Hold down increase convergence key till you see screen shift. [url]http://www.3dvisionlive.com/ugc/27183/killer-dead[/url] [url]http://www.3dvisionlive.com/ugc/25404/enslaved-odyssey-west-3d[/url] Without convergence games will more often then not seem flat with whatever nvidia sets as default. Should seem a LOT more "3D" then any movie you've seen. ------------------------------------ Movies are preset and made for movie theatres... so they will seem flatter the smaller your screen is. You can modify it but its a compromise of POPOUT and DEPTH unlike gaming. Where you can get best of both worlds [url]https://forums.geforce.com/default/topic/519393/how-to-improve-depth-in-movies-works-with-nvidia-video-player/[/url] Movies are kind of built for large screens and even then the 3D is kind of not quite as good as it could be. Its made for people of all ages and meant to be comfortable to everyone so they go easy on the 3D.
Well with gaming you can.
Nvidia control panel->set up stereoscopic 3D->set keyboard shortcuts->advanced.

Change keys on increase/decrease convergence.
Start game. Hold down increase convergence key till you see screen shift.

http://www.3dvisionlive.com/ugc/27183/killer-dead
http://www.3dvisionlive.com/ugc/25404/enslaved-odyssey-west-3d
Without convergence games will more often then not seem flat with whatever nvidia sets as default.
Should seem a LOT more "3D" then any movie you've seen.
------------------------------------
Movies are preset and made for movie theatres... so they will seem flatter the smaller your screen is.
You can modify it but its a compromise of POPOUT and DEPTH unlike gaming. Where you can get best of both worlds
https://forums.geforce.com/default/topic/519393/how-to-improve-depth-in-movies-works-with-nvidia-video-player/

Movies are kind of built for large screens and even then the 3D is kind of not quite as good as it could be. Its made for people of all ages and meant to be comfortable to everyone so they go easy on the 3D.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#2
Posted 03/30/2016 08:38 PM   
For gaming you do not want a lot of in your face pop out, it makes it hard to enjoy the image as a whole. Toyification is far better imo. https://forums.geforce.com/default/topic/467750/ Movies are more enjoyable on a large screen, perhaps get a projector sometime in the future or a 55+ inch 3D HDTV.
For gaming you do not want a lot of in your face pop out, it makes it hard to enjoy the image as a whole.

Toyification is far better imo.


https://forums.geforce.com/default/topic/467750/


Movies are more enjoyable on a large screen, perhaps get a projector sometime in the future or a 55+ inch 3D HDTV.

#3
Posted 03/30/2016 08:45 PM   
Popout's more of a movie thing... personally I think it's over-rated/used and pales in comparison to the realistic depth and presence that properly tweaked 3D can deliver in gaming. It's kind of ok in movies but I tire of the way it changed the way movies were made, now they're always sticking stuff in your face. For the most part games aren't really made with 3D in mind, there's a few 3D Vision Ready/S3D Supported ones but even then they're generally not sticking stuff in your face it's just about making everything work in 3D, at all the different Depth/Convergence levels different people use. As far as getting the most out of 3D you may want to increase your Depth(Ctrl+F4) in-game, if you're not already rocking 100%... if you're not, you can gradually increase it over time from the Default 15%... just go as high as you can while still keeping it in a comfortable zone. Then there's Convergence, this varies with games and can even very within a single game... the closer the camera/view is zoomed in the less you need and the further it's zoomed out the more you need. Usually as a rule of thumb I adjust Convergence without the glasses on, usually with a 1st person perspective(FPP) game I walk up to a wall and adjust it until the texture is aligned and with 3rd person(TPP)/side-scrollers I adjust it so that your character is aligned. There are some games that you can pop out of the screen nicely, usually TPP... like the toyification D-Man11 mentioned above. You can also drop the Depth down really low and increase Convergence until the game/character come out of the screen, I played through Dead Space this way before I knew about [url=http://helixmod.blogspot.com/]HelixMod fixes[/url]... another game that comes to mind like this is American Mcgee's Alice, for some reason the only Separation setting affects how much it pops out.
Popout's more of a movie thing... personally I think it's over-rated/used and pales in comparison to the realistic depth and presence that properly tweaked 3D can deliver in gaming. It's kind of ok in movies but I tire of the way it changed the way movies were made, now they're always sticking stuff in your face.

For the most part games aren't really made with 3D in mind, there's a few 3D Vision Ready/S3D Supported ones but even then they're generally not sticking stuff in your face it's just about making everything work in 3D, at all the different Depth/Convergence levels different people use.

As far as getting the most out of 3D you may want to increase your Depth(Ctrl+F4) in-game, if you're not already rocking 100%... if you're not, you can gradually increase it over time from the Default 15%... just go as high as you can while still keeping it in a comfortable zone.

Then there's Convergence, this varies with games and can even very within a single game... the closer the camera/view is zoomed in the less you need and the further it's zoomed out the more you need. Usually as a rule of thumb I adjust Convergence without the glasses on, usually with a 1st person perspective(FPP) game I walk up to a wall and adjust it until the texture is aligned and with 3rd person(TPP)/side-scrollers I adjust it so that your character is aligned.

There are some games that you can pop out of the screen nicely, usually TPP... like the toyification D-Man11 mentioned above. You can also drop the Depth down really low and increase Convergence until the game/character come out of the screen, I played through Dead Space this way before I knew about HelixMod fixes... another game that comes to mind like this is American Mcgee's Alice, for some reason the only Separation setting affects how much it pops out.
#4
Posted 03/31/2016 02:38 AM   
I always play with convergence to a degree where there is some sort of pop out happening, as it amplifies the effect in the world as well. For instance I adjust Witcher 3 so the hilt of his swords are just popping out. Certain games I feel a good deal of pop out is important, or more specifically Toyification. Games like Diablo 3 and Path or Exile (especially the latter.) or 2.5D fighting games. But otherwise I agree the depth is much more important for the most part.
I always play with convergence to a degree where there is some sort of pop out happening, as it amplifies the effect in the world as well. For instance I adjust Witcher 3 so the hilt of his swords are just popping out.

Certain games I feel a good deal of pop out is important, or more specifically Toyification. Games like Diablo 3 and Path or Exile (especially the latter.) or 2.5D fighting games.

But otherwise I agree the depth is much more important for the most part.

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#5
Posted 03/31/2016 04:36 AM   
Most people tend to use whatever setting I programmed into my fixes and in comparison gameplay has 3 times as much convergence as cinematics. Which is pretty high all points considering. i think I had 10 fixes with auto convergence feature and tbh I've only heard of people asking/using more. I don't recall ever hearing even one person saying its too much. Though I also agree depth is more important. They kind of fall hand in hand. What we find as default convergence is exceptionally high in comparison to realism/vr. Even what I set for cinematics is much higher then "realism". [url]http://photos.3dvisionlive.com/s/?type=images&ss=enslaved&page=1[/url] [url]http://photos.3dvisionlive.com/s/?ss=deadpool&type=images&x=0&y=0[/url] [url]http://photos.3dvisionlive.com/s/?ss=brothers&type=images&x=0&y=0[/url] Those aren't my pictures but just some people who posted them.
Most people tend to use whatever setting I programmed into my fixes and in comparison gameplay has 3 times as much convergence as cinematics. Which is pretty high all points considering. i think I had 10 fixes with auto convergence feature and tbh I've only heard of people asking/using more. I don't recall ever hearing even one person saying its too much.
Though I also agree depth is more important. They kind of fall hand in hand.
What we find as default convergence is exceptionally high in comparison to realism/vr. Even what I set for cinematics is much higher then "realism".

http://photos.3dvisionlive.com/s/?type=images&ss=enslaved&page=1
http://photos.3dvisionlive.com/s/?ss=deadpool&type=images&x=0&y=0
http://photos.3dvisionlive.com/s/?ss=brothers&type=images&x=0&y=0
Those aren't my pictures but just some people who posted them.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#6
Posted 03/31/2016 04:44 AM   
Yeah I wasn't using the word realistic in terms of real-world/1:1 scale, that might be hard to achieve on a 27" Monitor... not really sure, but more in terms of it really looks like you're looking at something, into something. I've never had a sense of presence watching a 3D Movie, even on a 65" Screen... it just looked kind of cool, but gaming in 3D I've literally just stopped playing and just looked around 'myself' literally in awe of how much it looked like I was there. By 'auto convergence' you mean automatically switching between Convergence Presets via Texture CRC... not some awesome dynamically changing Convergence based on the Depth of the scene I missed out on, right? Lol ...I still have to learn how to do that btw, almost every game with rendered cut-scenes needs it. :) I don't even think there's a way to get/set realistic Convergence with 3D Vision, ways to make it look better, sure but in RL our eyes Dynamically converge on things in front of us/the scene, with Depth set to your IPD at infinity Convergence is 0%... 2 parallel views. When your eyes Converge on something in RL anything beyond it splits apart, the closer your eyes/views converge the further apart infinity splits, far beyond your IPD... it's almost like the exact opposite of 3D Vision.
Yeah I wasn't using the word realistic in terms of real-world/1:1 scale, that might be hard to achieve on a 27" Monitor... not really sure, but more in terms of it really looks like you're looking at something, into something. I've never had a sense of presence watching a 3D Movie, even on a 65" Screen... it just looked kind of cool, but gaming in 3D I've literally just stopped playing and just looked around 'myself' literally in awe of how much it looked like I was there.

By 'auto convergence' you mean automatically switching between Convergence Presets via Texture CRC... not some awesome dynamically changing Convergence based on the Depth of the scene I missed out on, right? Lol ...I still have to learn how to do that btw, almost every game with rendered cut-scenes needs it. :)

I don't even think there's a way to get/set realistic Convergence with 3D Vision, ways to make it look better, sure but in RL our eyes Dynamically converge on things in front of us/the scene, with Depth set to your IPD at infinity Convergence is 0%... 2 parallel views. When your eyes Converge on something in RL anything beyond it splits apart, the closer your eyes/views converge the further apart infinity splits, far beyond your IPD... it's almost like the exact opposite of 3D Vision.
#7
Posted 03/31/2016 04:52 PM   
True stereo 3D gaming is not for popouts, but for the opposite. Sometimes the character/camera position or flying bullets/rockets into ur face are the main popouts. like on this screenshot
True stereo 3D gaming is not for popouts, but for the opposite. Sometimes the character/camera position or flying bullets/rockets into ur face are the main popouts. like on this screenshot
Attachments

MassEffect217_50.jps

#8
Posted 03/31/2016 05:15 PM   
The only time that you can go crazy on pop out is when you playing a 3rd person/view type of game that has a camera that is backed out pretty far and allows you to zoom in when there is nothing else around you. For example: When playing World of Warcraft, you can fly fairly high and the zoom the camera in close. This will allow the character to be flying in between yourself and the screen. This effect is better observed/used with a projector. The thing is, since you are fying up high with nothing arround you, the extremely high convergence doesn't break effects around you. Static images can also have a lot of pop out because since everything is stationary, you can easily focus on the image.
The only time that you can go crazy on pop out is when you playing a 3rd person/view type of game that has a camera that is backed out pretty far and allows you to zoom in when there is nothing else around you.

For example: When playing World of Warcraft, you can fly fairly high and the zoom the camera in close. This will allow the character to be flying in between yourself and the screen. This effect is better observed/used with a projector. The thing is, since you are fying up high with nothing arround you, the extremely high convergence doesn't break effects around you.

Static images can also have a lot of pop out because since everything is stationary, you can easily focus on the image.

#9
Posted 03/31/2016 06:25 PM   
[quote="TsaebehT"] By 'auto convergence' you mean automatically switching between Convergence Presets via Texture CRC... not some awesome dynamically changing Convergence based on the Depth of the scene I missed out on, right? Lol ...I still have to learn how to do that btw, almost every game with rendered cut-scenes needs it. :) [/quote] Based on texture. Its my favorite feature. Unfortunately 3dmigoto/dx11 doesn't allow it. Its not hard if you open a dx9settings.ini its pretty self explanatory. It will say PresIndex= [#] Then it will press one of the keys you saved where you stored a separate convergence setting whenever texture pops out. So you just more often then not bind it to some texture that's common like minimap/health bars.
TsaebehT said:
By 'auto convergence' you mean automatically switching between Convergence Presets via Texture CRC... not some awesome dynamically changing Convergence based on the Depth of the scene I missed out on, right? Lol ...I still have to learn how to do that btw, almost every game with rendered cut-scenes needs it. :)



Based on texture. Its my favorite feature.
Unfortunately 3dmigoto/dx11 doesn't allow it.

Its not hard if you open a dx9settings.ini its pretty self explanatory. It will say PresIndex= [#]
Then it will press one of the keys you saved where you stored a separate convergence setting whenever texture pops out.

So you just more often then not bind it to some texture that's common like minimap/health bars.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#10
Posted 03/31/2016 07:04 PM   
Popout for the win! http://photos.3dvisionlive.com/Zloth/image/55298546e7e5649a4800018f/ Actually, when 3D is at it's best, you won't be sure if it's popping in or out until you reach out and "touch" with your hands to see for sure. Two Worlds 2 had a really funky system where EVERYTHING popped out. The most distant objects were at screen depth! It actually worked pretty well, too, though I still can't tell you why. Unfortunately, I think a later patch got rid of that system. I got a few screenshots here: http://photos.3dvisionlive.com/Zloth/album/4e702beb3785011b05710000/ P.S. You can also change depth by twisting the dial on the back of your emitter. If you hold down the green light and do the dial, it will change convergence instead of depth.
Popout for the win! http://photos.3dvisionlive.com/Zloth/image/55298546e7e5649a4800018f/

Actually, when 3D is at it's best, you won't be sure if it's popping in or out until you reach out and "touch" with your hands to see for sure.

Two Worlds 2 had a really funky system where EVERYTHING popped out. The most distant objects were at screen depth! It actually worked pretty well, too, though I still can't tell you why. Unfortunately, I think a later patch got rid of that system. I got a few screenshots here: http://photos.3dvisionlive.com/Zloth/album/4e702beb3785011b05710000/

P.S. You can also change depth by twisting the dial on the back of your emitter. If you hold down the green light and do the dial, it will change convergence instead of depth.

The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views ... which can be very uncomfortable if you happen to be one of the facts that needs altering.

-- Doctor Who, "Face of Evil"

#11
Posted 04/01/2016 04:04 AM   
[quote="ZlothX"]Two Worlds 2 had a really funky system where EVERYTHING popped out. The most distant objects were at screen depth! It actually worked pretty well, too, though I still can't tell you why. Unfortunately, I think a later patch got rid of that system. I got a few screenshots here: http://photos.3dvisionlive.com/Zloth/album/4e702beb3785011b05710000/[/quote]That's exactly how [url=https://forums.geforce.com/default/topic/825787/how-to-play-american-mcgees-alice-in-3d-using-3d-vision]American McGee's Alice[/url] does it too... it does actually look really good for some reason.
ZlothX said:Two Worlds 2 had a really funky system where EVERYTHING popped out. The most distant objects were at screen depth! It actually worked pretty well, too, though I still can't tell you why. Unfortunately, I think a later patch got rid of that system. I got a few screenshots here: http://photos.3dvisionlive.com/Zloth/album/4e702beb3785011b05710000/
That's exactly how American McGee's Alice does it too... it does actually look really good for some reason.
#12
Posted 04/01/2016 12:57 PM   
Omar Os, my 2 cents: As I enjoy to play immersive first person games (in Stereo of course), I want my game's near environnement to pop out towards me in a realistic scale that tricks my brain thinking it's there, i can touch it. To achieve that feeling, it's important to anderstand how convergence / deph, FOV and screen size have to work together. First: Mostly a proper convergence can make 3D stereo pops out the screen. Second: The more you want to [u]increase convergence[/u], the more you will have to [u]decrease FOV[/u] in game. This two have to work accordingly if you [b]want to avoid toyification[/b] effect. Third: You will have to balance deph vs convergence to maintain some kind of doable cross-eye for near poping out objects. and of course, scale will feel better on large displays than on smaller ones just because of the image size it can provide. So if you matter about realism, projector is best to reach realistic 1:1 ratio.
Omar Os,

my 2 cents:

As I enjoy to play immersive first person games (in Stereo of course), I want my game's near environnement to pop out towards me in a realistic scale that tricks my brain thinking it's there, i can touch it. To achieve that feeling, it's important to anderstand how convergence / deph, FOV and screen size have to work together.

First:
Mostly a proper convergence can make 3D stereo pops out the screen.

Second:
The more you want to increase convergence, the more you will have to decrease FOV in game. This two have to work accordingly if you want to avoid toyification effect.

Third:
You will have to balance deph vs convergence to maintain some kind of doable cross-eye for near poping out objects.

and of course, scale will feel better on large displays than on smaller ones just because of the image size it can provide. So if you matter about realism, projector is best to reach realistic 1:1 ratio.

Helixmod fixes for 3Dvision / 3Dtvplay
My 3D stereo screenshots
Skyrim Natural Realizm - The 3Dvision Immersive ENB Hub page on Nexus
Skyrim Natural Realizm - The 3Dvision Immersive ENB Gallery
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Result: Gorgious 3D gaming and VR experiences! :D

#13
Posted 04/03/2016 06:20 PM   
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