Each eye through separate DVI? 3D vision in the world of high-end HMD
I've been tasked with exploring and becoming familiar with a high-end HMD where I work. Each eye is its own OLED display that can range in resolution from 1280x1024 (when each image sees the same FOV) to 2600x1200 in full panoramic mode (each eye has a different FOV). Each eye is driven by its own DVI connection.

I'd love to try and get 3D vision working for the first mode (same FOV) and have access to both GF480GTX cards (that I can SLI if need be) and Quadro 5600 cards.

Is there any way to run standard 3D vision tech so that instead of sequential frames being output to one display device each eye is pushed through separate DVI ports with a common 60Hz vsync? I'd love to try out Unreal Engine based stuff in particular.

(FYI I also plan to look into iz3D, and we already have our own OpenSceneGraph based solutions working, but official nvision3D support would be awesome!)

Thanks in advance
I've been tasked with exploring and becoming familiar with a high-end HMD where I work. Each eye is its own OLED display that can range in resolution from 1280x1024 (when each image sees the same FOV) to 2600x1200 in full panoramic mode (each eye has a different FOV). Each eye is driven by its own DVI connection.



I'd love to try and get 3D vision working for the first mode (same FOV) and have access to both GF480GTX cards (that I can SLI if need be) and Quadro 5600 cards.



Is there any way to run standard 3D vision tech so that instead of sequential frames being output to one display device each eye is pushed through separate DVI ports with a common 60Hz vsync? I'd love to try out Unreal Engine based stuff in particular.



(FYI I also plan to look into iz3D, and we already have our own OpenSceneGraph based solutions working, but official nvision3D support would be awesome!)



Thanks in advance

#1
Posted 02/28/2011 07:27 PM   
NVidia 3D vision stopped supporting Dual-output a few years ago.
The old Nvidia stereo-drivers used to support it, but it only supports graphics cards up to Geforce 7 series under windows XP.

At the moment, your only option is to have an app that does it natively or to use iZ3D or DDD-Tridef, which do not support SLI and the sync between the left and right eye views is not guaranteed since consumer hardware usually lacks output sync lock. (Maybe the Quadros have genlocked outputs, I do not know, I do not have this kind of hardware to test)
NVidia 3D vision stopped supporting Dual-output a few years ago.

The old Nvidia stereo-drivers used to support it, but it only supports graphics cards up to Geforce 7 series under windows XP.



At the moment, your only option is to have an app that does it natively or to use iZ3D or DDD-Tridef, which do not support SLI and the sync between the left and right eye views is not guaranteed since consumer hardware usually lacks output sync lock. (Maybe the Quadros have genlocked outputs, I do not know, I do not have this kind of hardware to test)

Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter

#2
Posted 02/28/2011 07:48 PM   
Bummer! It seems like something that would be pretty easy to leave in there, but perhaps I'm underestimating it.

After poking around the control panel for one of our quadro cards I see a "nView Clone Mode" under the "Stereo 3D" settings and digging into the PDF for the Quadro drivers it mentions a use case being passive polarized 3D (ala RealD) via 2 projectors. My case is essentially the same thing. It also appears (and slightly confirmed digging around the 3D vision blog forum) that Quadro drivers and the 3D vision drivers (with the game profiles) are independent installs. This gives me a bit of hope, though I was hoping to use consumer cards. I'll give it a whirl when I get everything wired up
Bummer! It seems like something that would be pretty easy to leave in there, but perhaps I'm underestimating it.



After poking around the control panel for one of our quadro cards I see a "nView Clone Mode" under the "Stereo 3D" settings and digging into the PDF for the Quadro drivers it mentions a use case being passive polarized 3D (ala RealD) via 2 projectors. My case is essentially the same thing. It also appears (and slightly confirmed digging around the 3D vision blog forum) that Quadro drivers and the 3D vision drivers (with the game profiles) are independent installs. This gives me a bit of hope, though I was hoping to use consumer cards. I'll give it a whirl when I get everything wired up

#3
Posted 02/28/2011 07:57 PM   
It would be very easy to leave it in, except if Nvidia decides to remove it to promote their own product : 3D Vision / 3D Vision Pro... which they did.
Your chances of making 3D vision drivers work with dual projectors are slim. If you do manage to make it work, there are quite a few people (including myself) that would be interested in the discovery.
It would be very easy to leave it in, except if Nvidia decides to remove it to promote their own product : 3D Vision / 3D Vision Pro... which they did.

Your chances of making 3D vision drivers work with dual projectors are slim. If you do manage to make it work, there are quite a few people (including myself) that would be interested in the discovery.

Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter

#4
Posted 02/28/2011 08:18 PM   
If you have the funds you can easily get 120hz demuxed inside an fpga.

...maybe this should be part of that OLED thing already, along with black frame insertion routines to prevent the insane S&H blur because of active matrix.

Don't blame it all on nVidia /thanks.gif' class='bbc_emoticon' alt=':thanks:' /> .
If you have the funds you can easily get 120hz demuxed inside an fpga.



...maybe this should be part of that OLED thing already, along with black frame insertion routines to prevent the insane S&H blur because of active matrix.



Don't blame it all on nVidia /thanks.gif' class='bbc_emoticon' alt=':thanks:' /> .

#5
Posted 02/28/2011 09:46 PM   
[quote name='tritosine' date='28 February 2011 - 04:46 PM' timestamp='1298929608' post='1200044']
Don't blame it all on nVidia /thanks.gif' class='bbc_emoticon' alt=':thanks:' /> .
[/quote]

No blame on nvidia, I think they make great stuff (hence me buying a 570GTX for my home computer and hopping on the 3D vision bandwagon when the GN245HQs get to town!)

Anyway, my situation seems further complicated. The FOV is so large on this helmet that it actually has multiple screens within each eye that overlap through lensing. I actually need 4-6 3D viewports with separate angles/FOV to get the true panoramic FOV of the helmet working. My initial dream of running Batman or Crysis like this is slowly crumbling. My first run will probably ignore all but the center views trying to get an nvision game running knowing that for the full helmet I'll need a multi-PC genlocked solution to see the panoramic channels.

I'm happy to keep this thread running as an exploration of bleeding edge 3D assuming my employer doesn't care, hopefully it can help anyone else out there doing something similar.
[quote name='tritosine' date='28 February 2011 - 04:46 PM' timestamp='1298929608' post='1200044']

Don't blame it all on nVidia /thanks.gif' class='bbc_emoticon' alt=':thanks:' /> .





No blame on nvidia, I think they make great stuff (hence me buying a 570GTX for my home computer and hopping on the 3D vision bandwagon when the GN245HQs get to town!)



Anyway, my situation seems further complicated. The FOV is so large on this helmet that it actually has multiple screens within each eye that overlap through lensing. I actually need 4-6 3D viewports with separate angles/FOV to get the true panoramic FOV of the helmet working. My initial dream of running Batman or Crysis like this is slowly crumbling. My first run will probably ignore all but the center views trying to get an nvision game running knowing that for the full helmet I'll need a multi-PC genlocked solution to see the panoramic channels.



I'm happy to keep this thread running as an exploration of bleeding edge 3D assuming my employer doesn't care, hopefully it can help anyone else out there doing something similar.

#6
Posted 03/01/2011 03:04 PM   
Hi

Quadro GPUs support rendering a left eye and right eye out of a different DVI port. If you are interested in that, I can provide you more details.
Hi



Quadro GPUs support rendering a left eye and right eye out of a different DVI port. If you are interested in that, I can provide you more details.

#7
Posted 03/01/2011 04:32 PM   
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