Something told me to try it in 3D Vision and sure enough unlike my non Steam Edition FSX copies.
The outside environment finally renders in 3D along with the aircraft.
Not sure what Dovetail did but finally full 3D in FSXSE even in windowed modes.
Gonna try Prepar3d next
Something told me to try it in 3D Vision and sure enough unlike my non Steam Edition FSX copies.
The outside environment finally renders in 3D along with the aircraft.
Not sure what Dovetail did but finally full 3D in FSXSE even in windowed modes.
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
Thanks for sharing lou4612. I see there's no support for VR?
That first video is quite humorous.
Aeronautics not really my thing but I ended up drawing an Amphibian aircraft 7 years ago.
Have you ever tried X plane before? See Helifax made a fix/guide for version 10 and there is a thread for 11:
https://forums.geforce.com/default/topic/1002798/?comment=5121698
I need to help my manager with a simulator he's been planning to build. It wouldn't be complete without 3D Vision =) Simulators deserve to have proper 3D Vision support. They are truly glorious in 3D. Just started playing GRID2 with its native support and it just blows my mind. Just the crash mechanics that truly sucks.
https://www.youtube.com/watch?v=Ov0Sm9GDha4
Thanks for sharing lou4612. I see there's no support for VR?
That first video is quite humorous.
Aeronautics not really my thing but I ended up drawing an Amphibian aircraft 7 years ago.
Have you ever tried X plane before? See Helifax made a fix/guide for version 10 and there is a thread for 11:
https://forums.geforce.com/default/topic/1002798/?comment=5121698
I need to help my manager with a simulator he's been planning to build. It wouldn't be complete without 3D Vision =) Simulators deserve to have proper 3D Vision support. They are truly glorious in 3D. Just started playing GRID2 with its native support and it just blows my mind. Just the crash mechanics that truly sucks.
[quote="KoelerMeester"]Thanks for sharing lou4612. I see there's no support for VR?
That first video is quite humorous.
Aeronautics not really my thing but I ended up drawing an Amphibian aircraft 7 years ago.
Have you ever tried X plane before? See Helifax made a fix/guide for version 10 and there is a thread for 11:
https://forums.geforce.com/default/topic/1002798/?comment=5121698
I need to help my manager with a simulator he's been planning to build. It wouldn't be complete without 3D Vision =) Simulators deserve to have proper 3D Vision support. They are truly glorious in 3D. Just started playing GRID2 with its native support and it just blows my mind. Just the crash mechanics that truly sucks.
https://www.youtube.com/watch?v=Ov0Sm9GDha4[/quote]
I use Flyinside software to play FSX in VR.
Xplane has native VR along with P3D
KoelerMeester said:Thanks for sharing lou4612. I see there's no support for VR?
That first video is quite humorous.
Aeronautics not really my thing but I ended up drawing an Amphibian aircraft 7 years ago.
Have you ever tried X plane before? See Helifax made a fix/guide for version 10 and there is a thread for 11:
https://forums.geforce.com/default/topic/1002798/?comment=5121698
I need to help my manager with a simulator he's been planning to build. It wouldn't be complete without 3D Vision =) Simulators deserve to have proper 3D Vision support. They are truly glorious in 3D. Just started playing GRID2 with its native support and it just blows my mind. Just the crash mechanics that truly sucks.
I use Flyinside software to play FSX in VR.
Xplane has native VR along with P3D
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
[quote="lou4612"]I use Flyinside software to play FSX in VR.
Xplane has native VR along with P3D [/quote] Cool. Found it strange that this wont have native VR support.
Talked to the dev of Flyinside FSX software about how he implemented the functioning 2d lights in FSX to work with VR stereoscopic and this was his reply
So I believe the lights in FlyInside FSX are not actually 3d (correct me if I'm wrong here), but rather drawn at infinite depth. It just looks "OK" because stereo-depth perception doesn't do much once you get past 20-30 feet for something of that size
What we do do, is duplicate the geometry and draw at the same position for both eye (same w/ sun, moon, etc)
float originalFovY = s_currentHooker->m_fsxFovY, newFovY = s_currentHooker->m_ocFovY;
float originalFovX = s_currentHooker->m_fsxFovX, newFovX = s_currentHooker->m_ocFovX;
float xOldCenter = (float)vpOrig.Width / 2, xOldSize = xOldCenter;
float yOldCenter = (float)vpOrig.Height / 2, yOldSize = yOldCenter;
float xNewCenter = s_currentHooker->m_camera.getScreenRenderSize().w / 4.0f, xNewSize = xNewCenter;
float yNewCenter = s_currentHooker->m_camera.getScreenRenderSize().h / 2.0f, yNewSize = yNewCenter;
for (std::size_t i = 0; i < NumVertices; i++)
{
float xPercent = (data[i * 8] - xOldCenter) / xOldSize;
float xAngle = xPercent;
data[i * 8 + 0] = xAngle * newFovX / originalFovX * xNewSize + xNewCenter;
float yPercent = (data[i * 8 + 1] - yOldCenter) / yOldSize;
float yAngle = yPercent;
data[i * 8 + 1] = yAngle * newFovY / originalFovY * yNewSize + yNewCenter;
}
I'm intercepting the draw call (I believe it's DrawIndexedPrimitiveUP), and modifying the geometry before it gets passed to the GPU
So if you can find the right person to code it, that should be helpful
Talked to the dev of Flyinside FSX software about how he implemented the functioning 2d lights in FSX to work with VR stereoscopic and this was his reply
So I believe the lights in FlyInside FSX are not actually 3d (correct me if I'm wrong here), but rather drawn at infinite depth. It just looks "OK" because stereo-depth perception doesn't do much once you get past 20-30 feet for something of that size
What we do do, is duplicate the geometry and draw at the same position for both eye (same w/ sun, moon, etc)
float originalFovY = s_currentHooker->m_fsxFovY, newFovY = s_currentHooker->m_ocFovY;
float originalFovX = s_currentHooker->m_fsxFovX, newFovX = s_currentHooker->m_ocFovX;
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
The outside environment finally renders in 3D along with the aircraft.
Not sure what Dovetail did but finally full 3D in FSXSE even in windowed modes.
Gonna try Prepar3d next
Gaming Rig 1
i7 5820K 3.3ghz (Stock Clock)
GTX 1080 Founders Edition (Stock Clock)
16GB DDR4 2400 RAM
512 SAMSUNG 840 PRO
Gaming Rig 2
My new build
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
That first video is quite humorous.
Aeronautics not really my thing but I ended up drawing an Amphibian aircraft 7 years ago.
Have you ever tried X plane before? See Helifax made a fix/guide for version 10 and there is a thread for 11:
https://forums.geforce.com/default/topic/1002798/?comment=5121698
I need to help my manager with a simulator he's been planning to build. It wouldn't be complete without 3D Vision =) Simulators deserve to have proper 3D Vision support. They are truly glorious in 3D. Just started playing GRID2 with its native support and it just blows my mind. Just the crash mechanics that truly sucks.
I use Flyinside software to play FSX in VR.
Xplane has native VR along with P3D
Gaming Rig 1
i7 5820K 3.3ghz (Stock Clock)
GTX 1080 Founders Edition (Stock Clock)
16GB DDR4 2400 RAM
512 SAMSUNG 840 PRO
Gaming Rig 2
My new build
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
So I believe the lights in FlyInside FSX are not actually 3d (correct me if I'm wrong here), but rather drawn at infinite depth. It just looks "OK" because stereo-depth perception doesn't do much once you get past 20-30 feet for something of that size
What we do do, is duplicate the geometry and draw at the same position for both eye (same w/ sun, moon, etc)
float originalFovY = s_currentHooker->m_fsxFovY, newFovY = s_currentHooker->m_ocFovY;
float originalFovX = s_currentHooker->m_fsxFovX, newFovX = s_currentHooker->m_ocFovX;
float xOldCenter = (float)vpOrig.Width / 2, xOldSize = xOldCenter;
float yOldCenter = (float)vpOrig.Height / 2, yOldSize = yOldCenter;
float xNewCenter = s_currentHooker->m_camera.getScreenRenderSize().w / 4.0f, xNewSize = xNewCenter;
float yNewCenter = s_currentHooker->m_camera.getScreenRenderSize().h / 2.0f, yNewSize = yNewCenter;
for (std::size_t i = 0; i < NumVertices; i++)
{
float xPercent = (data[i * 8] - xOldCenter) / xOldSize;
float xAngle = xPercent;
data[i * 8 + 0] = xAngle * newFovX / originalFovX * xNewSize + xNewCenter;
float yPercent = (data[i * 8 + 1] - yOldCenter) / yOldSize;
float yAngle = yPercent;
data[i * 8 + 1] = yAngle * newFovY / originalFovY * yNewSize + yNewCenter;
}
I'm intercepting the draw call (I believe it's DrawIndexedPrimitiveUP), and modifying the geometry before it gets passed to the GPU
So if you can find the right person to code it, that should be helpful
Gaming Rig 1
i7 5820K 3.3ghz (Stock Clock)
GTX 1080 Founders Edition (Stock Clock)
16GB DDR4 2400 RAM
512 SAMSUNG 840 PRO
Gaming Rig 2
My new build
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2