It works, and provides a fairly decent increase in performance, however there are additional issues in D3D11 over D3D9. It doesn't look any different.
Notably
You have to use the NVidia controls for Depth/Convergence (not a big deal).
The mouse cursor doesn't have depth (annoying)
Nameplates (the things you get pressing 'V') are drawn at screen depth (annoying)
I've been running in DX11 recently despite these because it literally doubles my 3D Surround framerate.
If NVidia ever fix the poor performance in the DX9 path I'd go back.
I've only ever had one crash because of 3D Surround in WOW, in the Worgen starting area, and that was reproducible 100% of the time.
The reason why your getting that error is because wow is running out of available system ram, as by default it is limited to 2GB there was a blue post in the blizz tech support forums saying we are 'allowed' to set wow as Large address aware, meaning it can use up to 4GB if its available, you can get a program to do this for you from.
The reason why your getting that error is because wow is running out of available system ram, as by default it is limited to 2GB there was a blue post in the blizz tech support forums saying we are 'allowed' to set wow as Large address aware, meaning it can use up to 4GB if its available, you can get a program to do this for you from.
[quote name='Moggle69' date='10 January 2011 - 01:48 PM' timestamp='1294696082' post='1174873']
I've been playing WOW in 3D Surround for a while now. (looks amazing!)
I am getting ingame crashes...
[b]This application has encountered a critical error:
Not enough storage is available to process this command.[/b]
I am told its due to the 2GB limit as WOW is a 32bit program running on a 64bit OS. Running WOW in DX11 is supposed to fix this, but I heard a while back that 3D was buggy in DX11.
Anyone plaing WOW in DX11 3D vision with any issues?
[/quote]
Hi there,
personally i use "imagecfg.exe" (command line program) for enabling programs to use more than 2GB RAM.
A 32Bit app theoretically could address up to 4GB Ram under a 64Bit OS,
but it also depends on the software.
[quote name='Moggle69' date='10 January 2011 - 01:48 PM' timestamp='1294696082' post='1174873']
I've been playing WOW in 3D Surround for a while now. (looks amazing!)
I am getting ingame crashes...
This application has encountered a critical error:
Not enough storage is available to process this command.
I am told its due to the 2GB limit as WOW is a 32bit program running on a 64bit OS. Running WOW in DX11 is supposed to fix this, but I heard a while back that 3D was buggy in DX11.
Anyone plaing WOW in DX11 3D vision with any issues?
Hi there,
personally i use "imagecfg.exe" (command line program) for enabling programs to use more than 2GB RAM.
A 32Bit app theoretically could address up to 4GB Ram under a 64Bit OS,
[quote name='ERP' date='10 January 2011 - 02:25 PM' timestamp='1294698356' post='1174899']
It works, and provides a fairly decent increase in performance, however there are additional issues in D3D11 over D3D9. It doesn't look any different.
Notably
You have to use the NVidia controls for Depth/Convergence (not a big deal).
The mouse cursor doesn't have depth (annoying)
Nameplates (the things you get pressing 'V') are drawn at screen depth (annoying)
[/quote]
Personally, besides the first for using the nVidia depth/convergence, I haven't noticed any of those items personally. Part of that could just be that I'm not 100% sure what you mean by mouse cursor not having depth, since it's always been drawn at screen depth for me. Nameplates are drawn at the correct depth above creatures, but I do have a UI addon that modifies those.
That isn't to say it's problem free though. For some reason I get an odd, almost like out of sync, glitch when I turn on 11 (and also make it LAA iirc, which is the only way I can play it w/o running into the same not enough storage problem). One of the two images is drawn differently and never merges properly. Think ghosting but super extreme. It's super obvious when looking at portals, but it appears everywhere else to a lesser extent. Look at the attached screen to see what I'm talking about. Even w/o glasses you can see that the image on the right, or close your right eye (at least with my glasses... don't know if it's the same for everyone) with glasses on, is super bright and not slightly opaque like normal separation.
Then of course there are the other standard things like water quality needing to be set to fair, and of course the underwater instance in Vash is near unplayable because of the water effects. Scrolling combat text sometime drawing at wrong depths or not at all. Actually those are really the only things I can think of.
[quote name='ERP' date='10 January 2011 - 02:25 PM' timestamp='1294698356' post='1174899']
It works, and provides a fairly decent increase in performance, however there are additional issues in D3D11 over D3D9. It doesn't look any different.
Notably
You have to use the NVidia controls for Depth/Convergence (not a big deal).
The mouse cursor doesn't have depth (annoying)
Nameplates (the things you get pressing 'V') are drawn at screen depth (annoying)
Personally, besides the first for using the nVidia depth/convergence, I haven't noticed any of those items personally. Part of that could just be that I'm not 100% sure what you mean by mouse cursor not having depth, since it's always been drawn at screen depth for me. Nameplates are drawn at the correct depth above creatures, but I do have a UI addon that modifies those.
That isn't to say it's problem free though. For some reason I get an odd, almost like out of sync, glitch when I turn on 11 (and also make it LAA iirc, which is the only way I can play it w/o running into the same not enough storage problem). One of the two images is drawn differently and never merges properly. Think ghosting but super extreme. It's super obvious when looking at portals, but it appears everywhere else to a lesser extent. Look at the attached screen to see what I'm talking about. Even w/o glasses you can see that the image on the right, or close your right eye (at least with my glasses... don't know if it's the same for everyone) with glasses on, is super bright and not slightly opaque like normal separation.
Then of course there are the other standard things like water quality needing to be set to fair, and of course the underwater instance in Vash is near unplayable because of the water effects. Scrolling combat text sometime drawing at wrong depths or not at all. Actually those are really the only things I can think of.
If you disable the hardware mouse cursor (it's in the advanced graphics options) with the DX9 renderer, then the mouse is rendered at the depth of the object underneath it. WoW is the only game I know does this, and it's really nice, although it makes it harder to click on UI elements at screen depth. With the DX11 renderer it's always rendered at screen depth.
Names are drawn at the correct depth, however Nameplates (the thing that is toggled on/off with V) aren't, it's irritating, because I largely use them with addons to monitor MOB health/debuffs, rather than the unit frames. I suspect the DX11 renderer is ignoring any depth value set on a frame.
The Depth/Convergence doesn't bother me, I rarely change it when playing.
If you disable the hardware mouse cursor (it's in the advanced graphics options) with the DX9 renderer, then the mouse is rendered at the depth of the object underneath it. WoW is the only game I know does this, and it's really nice, although it makes it harder to click on UI elements at screen depth. With the DX11 renderer it's always rendered at screen depth.
Names are drawn at the correct depth, however Nameplates (the thing that is toggled on/off with V) aren't, it's irritating, because I largely use them with addons to monitor MOB health/debuffs, rather than the unit frames. I suspect the DX11 renderer is ignoring any depth value set on a frame.
The Depth/Convergence doesn't bother me, I rarely change it when playing.
CASE: Alienwareâ„¢ Area-51 ALX
CPU: Intel® Core™ i7-980X 3.33GHz Six-Core 12MB
GPU: Dual 1.5GB NVIDIA Geforce GTX 480 SLI
RAM: 12GB Triple Channel 1333Mhz DDR3
MB: Alienware™ Approved Intel® X58 ATX Motherboard
PSU: Alienwareâ„¢ 1200 Watt Multi-GPU Approved Power Supply
HDD: Samsung 512GB RAID 0 (2x 256GB SSD)
SOUND: Creative Sound Blaster X-Fi Xtreme
DISPLAY: 4x Alienware OptXâ„¢ AW2310 23" 3D Full HD Widescreen
3D: NVIDIA® 3D Vision Surround™
Notably
You have to use the NVidia controls for Depth/Convergence (not a big deal).
The mouse cursor doesn't have depth (annoying)
Nameplates (the things you get pressing 'V') are drawn at screen depth (annoying)
I've been running in DX11 recently despite these because it literally doubles my 3D Surround framerate.
If NVidia ever fix the poor performance in the DX9 path I'd go back.
I've only ever had one crash because of 3D Surround in WOW, in the Worgen starting area, and that was reproducible 100% of the time.
Notably
You have to use the NVidia controls for Depth/Convergence (not a big deal).
The mouse cursor doesn't have depth (annoying)
Nameplates (the things you get pressing 'V') are drawn at screen depth (annoying)
I've been running in DX11 recently despite these because it literally doubles my 3D Surround framerate.
If NVidia ever fix the poor performance in the DX9 path I'd go back.
I've only ever had one crash because of 3D Surround in WOW, in the Worgen starting area, and that was reproducible 100% of the time.
My Blog
Ntcore or just google 4gb patch ntcore
Ntcore or just google 4gb patch ntcore
I've been playing WOW in 3D Surround for a while now. (looks amazing!)
I am getting ingame crashes...
[b]This application has encountered a critical error:
Not enough storage is available to process this command.[/b]
I am told its due to the 2GB limit as WOW is a 32bit program running on a 64bit OS. Running WOW in DX11 is supposed to fix this, but I heard a while back that 3D was buggy in DX11.
Anyone plaing WOW in DX11 3D vision with any issues?
[/quote]
Hi there,
personally i use "imagecfg.exe" (command line program) for enabling programs to use more than 2GB RAM.
A 32Bit app theoretically could address up to 4GB Ram under a 64Bit OS,
but it also depends on the software.
Cheers.
I've been playing WOW in 3D Surround for a while now. (looks amazing!)
I am getting ingame crashes...
This application has encountered a critical error:
Not enough storage is available to process this command.
I am told its due to the 2GB limit as WOW is a 32bit program running on a 64bit OS. Running WOW in DX11 is supposed to fix this, but I heard a while back that 3D was buggy in DX11.
Anyone plaing WOW in DX11 3D vision with any issues?
Hi there,
personally i use "imagecfg.exe" (command line program) for enabling programs to use more than 2GB RAM.
A 32Bit app theoretically could address up to 4GB Ram under a 64Bit OS,
but it also depends on the software.
Cheers.
It works, and provides a fairly decent increase in performance, however there are additional issues in D3D11 over D3D9. It doesn't look any different.
Notably
You have to use the NVidia controls for Depth/Convergence (not a big deal).
The mouse cursor doesn't have depth (annoying)
Nameplates (the things you get pressing 'V') are drawn at screen depth (annoying)
[/quote]
Personally, besides the first for using the nVidia depth/convergence, I haven't noticed any of those items personally. Part of that could just be that I'm not 100% sure what you mean by mouse cursor not having depth, since it's always been drawn at screen depth for me. Nameplates are drawn at the correct depth above creatures, but I do have a UI addon that modifies those.
That isn't to say it's problem free though. For some reason I get an odd, almost like out of sync, glitch when I turn on 11 (and also make it LAA iirc, which is the only way I can play it w/o running into the same not enough storage problem). One of the two images is drawn differently and never merges properly. Think ghosting but super extreme. It's super obvious when looking at portals, but it appears everywhere else to a lesser extent. Look at the attached screen to see what I'm talking about. Even w/o glasses you can see that the image on the right, or close your right eye (at least with my glasses... don't know if it's the same for everyone) with glasses on, is super bright and not slightly opaque like normal separation.
Then of course there are the other standard things like water quality needing to be set to fair, and of course the underwater instance in Vash is near unplayable because of the water effects. Scrolling combat text sometime drawing at wrong depths or not at all. Actually those are really the only things I can think of.
It works, and provides a fairly decent increase in performance, however there are additional issues in D3D11 over D3D9. It doesn't look any different.
Notably
You have to use the NVidia controls for Depth/Convergence (not a big deal).
The mouse cursor doesn't have depth (annoying)
Nameplates (the things you get pressing 'V') are drawn at screen depth (annoying)
Personally, besides the first for using the nVidia depth/convergence, I haven't noticed any of those items personally. Part of that could just be that I'm not 100% sure what you mean by mouse cursor not having depth, since it's always been drawn at screen depth for me. Nameplates are drawn at the correct depth above creatures, but I do have a UI addon that modifies those.
That isn't to say it's problem free though. For some reason I get an odd, almost like out of sync, glitch when I turn on 11 (and also make it LAA iirc, which is the only way I can play it w/o running into the same not enough storage problem). One of the two images is drawn differently and never merges properly. Think ghosting but super extreme. It's super obvious when looking at portals, but it appears everywhere else to a lesser extent. Look at the attached screen to see what I'm talking about. Even w/o glasses you can see that the image on the right, or close your right eye (at least with my glasses... don't know if it's the same for everyone) with glasses on, is super bright and not slightly opaque like normal separation.
Then of course there are the other standard things like water quality needing to be set to fair, and of course the underwater instance in Vash is near unplayable because of the water effects. Scrolling combat text sometime drawing at wrong depths or not at all. Actually those are really the only things I can think of.
Names are drawn at the correct depth, however Nameplates (the thing that is toggled on/off with V) aren't, it's irritating, because I largely use them with addons to monitor MOB health/debuffs, rather than the unit frames. I suspect the DX11 renderer is ignoring any depth value set on a frame.
The Depth/Convergence doesn't bother me, I rarely change it when playing.
Names are drawn at the correct depth, however Nameplates (the thing that is toggled on/off with V) aren't, it's irritating, because I largely use them with addons to monitor MOB health/debuffs, rather than the unit frames. I suspect the DX11 renderer is ignoring any depth value set on a frame.
The Depth/Convergence doesn't bother me, I rarely change it when playing.
My Blog