How can Nvidia break 3DVision?
I wonder how Nvidia can break 3DVision with the driver updates.

260.51 and 260.61 are the only 2 drivers which make my Benq XL2410T instantly switch back from 3DMode when a game is closed.
Everything else I need to open GPU-Z or alike to reset it back.

275.33 is the last driver where the on/off button and depth wheel still works on my USB controller.

From 275.33, Rift uses some crappy new profile for 3DVision which does not give any 3D... Seriously?!

Where did quality control go?
I wonder how Nvidia can break 3DVision with the driver updates.



260.51 and 260.61 are the only 2 drivers which make my Benq XL2410T instantly switch back from 3DMode when a game is closed.

Everything else I need to open GPU-Z or alike to reset it back.



275.33 is the last driver where the on/off button and depth wheel still works on my USB controller.



From 275.33, Rift uses some crappy new profile for 3DVision which does not give any 3D... Seriously?!



Where did quality control go?

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#1
Posted 08/29/2011 06:32 PM   
3D has never really worked in Rift, only with some workarounds you can sort of get it in 3d but there are more artefacts than things properly displayed. For the buttons on the emitter, check in device manager whether the correct driver version is used for the emitter. It might also be worth a try to completely uninstall the drivers and clean with driver sweeper or something and then install the driver from scratch.
3D has never really worked in Rift, only with some workarounds you can sort of get it in 3d but there are more artefacts than things properly displayed. For the buttons on the emitter, check in device manager whether the correct driver version is used for the emitter. It might also be worth a try to completely uninstall the drivers and clean with driver sweeper or something and then install the driver from scratch.

Current Rig: |Intel Core i7 920 @ 3.6GHz, EVGA X58 Classified 4-way SLI, 6 GB ram, Geforce GTX670| -> |Acer H5360 + Nvidia 3D Vision|

#2
Posted 08/29/2011 07:07 PM   
[quote name='Xerion404' date='29 August 2011 - 09:07 PM' timestamp='1314644834' post='1285871']
3D has never really worked in Rift, only with some workarounds you can sort of get it in 3d but there are more artefacts than things properly displayed. For the buttons on the emitter, check in device manager whether the correct driver version is used for the emitter. It might also be worth a try to completely uninstall the drivers and clean with driver sweeper or something and then install the driver from scratch.
[/quote]
3D works perfectly fine in Rift, with some tricks thou, but with the newer driver I have to use resource hacker on the launcher, that sux, since that is a client modification.

Regarding those buttons, with every damn driver up to 275.33 it works.
I did test it with a clean default VGA system for every driver, so there is something wrong after 275.33 for the device USB\VID_0955&PID_0007
[quote name='Xerion404' date='29 August 2011 - 09:07 PM' timestamp='1314644834' post='1285871']

3D has never really worked in Rift, only with some workarounds you can sort of get it in 3d but there are more artefacts than things properly displayed. For the buttons on the emitter, check in device manager whether the correct driver version is used for the emitter. It might also be worth a try to completely uninstall the drivers and clean with driver sweeper or something and then install the driver from scratch.



3D works perfectly fine in Rift, with some tricks thou, but with the newer driver I have to use resource hacker on the launcher, that sux, since that is a client modification.



Regarding those buttons, with every damn driver up to 275.33 it works.

I did test it with a clean default VGA system for every driver, so there is something wrong after 275.33 for the device USB\VID_0955&PID_0007

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#3
Posted 08/29/2011 09:05 PM   
[quote name='Mineria' date='29 August 2011 - 08:32 PM' timestamp='1314642764' post='1285856']260.51 and 260.61 are the only 2 drivers which make my Benq XL2410T instantly switch back from 3DMode when a game is closed.[/quote]
With my ACER H274H I have the same problem of no switching back from 3D-Mode. (Made a dedicated thread about it: [url="http://forums.nvidia.com/index.php?showtopic=207855"]Link to thread[/url])

Though for me this only happens with [i]some[/i] games and not with others. Which indicated to me that it probably indeed is an issue of the drivers/3D-Vision-controller, whereas the monitor works ok (at least in this regard..).
[quote name='Mineria' date='29 August 2011 - 08:32 PM' timestamp='1314642764' post='1285856']260.51 and 260.61 are the only 2 drivers which make my Benq XL2410T instantly switch back from 3DMode when a game is closed.

With my ACER H274H I have the same problem of no switching back from 3D-Mode. (Made a dedicated thread about it: Link to thread)



Though for me this only happens with some games and not with others. Which indicated to me that it probably indeed is an issue of the drivers/3D-Vision-controller, whereas the monitor works ok (at least in this regard..).

Graphics Card: GTX 980 Ti; Monitor: Acer VG274H
OS: Windows 8.1

#4
Posted 08/30/2011 02:01 PM   
Rift really didn't work with older drivers either (in fact it used to be recognized as another old game called The Rift). Using the legacy renderer Rift works in 3d without too many problems, but then you miss almost all effects and the game just looks ugly. With the normal renderer almost everything is broken: lights sources are at wrong depth and cause other objects to double; water and water like effects are all at the wrong depth, most other effects are also at the wrong depth etc... It's just not possible to fight a rift invasion without major headaches this way, as even the floor at the Rifts is at the wrong depth /blarg.gif' class='bbc_emoticon' alt=':/' />

EDIT: Btw all these problems are probably why nvidia decided to just block stereo completely in the current profile.
Rift really didn't work with older drivers either (in fact it used to be recognized as another old game called The Rift). Using the legacy renderer Rift works in 3d without too many problems, but then you miss almost all effects and the game just looks ugly. With the normal renderer almost everything is broken: lights sources are at wrong depth and cause other objects to double; water and water like effects are all at the wrong depth, most other effects are also at the wrong depth etc... It's just not possible to fight a rift invasion without major headaches this way, as even the floor at the Rifts is at the wrong depth /blarg.gif' class='bbc_emoticon' alt=':/' />



EDIT: Btw all these problems are probably why nvidia decided to just block stereo completely in the current profile.

Current Rig: |Intel Core i7 920 @ 3.6GHz, EVGA X58 Classified 4-way SLI, 6 GB ram, Geforce GTX670| -> |Acer H5360 + Nvidia 3D Vision|

#5
Posted 08/30/2011 05:27 PM   
[quote name='Xerion404' date='30 August 2011 - 07:27 PM' timestamp='1314725267' post='1286239']
Rift really didn't work with older drivers either (in fact it used to be recognized as another old game called The Rift). Using the legacy renderer Rift works in 3d without too many problems, but then you miss almost all effects and the game just looks ugly. With the normal renderer almost everything is broken: lights sources are at wrong depth and cause other objects to double; water and water like effects are all at the wrong depth, most other effects are also at the wrong depth etc... It's just not possible to fight a rift invasion without major headaches this way, as even the floor at the Rifts is at the wrong depth /blarg.gif' class='bbc_emoticon' alt=':/' />

EDIT: Btw all these problems are probably why nvidia decided to just block stereo completely in the current profile.
[/quote]
What ever.
I got it working pretty well with some post processing added instead of using the games processing.
Try Age of Conan with 3DVision now if you want to see something crappy ^^
Used to work pretty well in that game, but I guess Funcom themself changed something that broke it.
[quote name='Xerion404' date='30 August 2011 - 07:27 PM' timestamp='1314725267' post='1286239']

Rift really didn't work with older drivers either (in fact it used to be recognized as another old game called The Rift). Using the legacy renderer Rift works in 3d without too many problems, but then you miss almost all effects and the game just looks ugly. With the normal renderer almost everything is broken: lights sources are at wrong depth and cause other objects to double; water and water like effects are all at the wrong depth, most other effects are also at the wrong depth etc... It's just not possible to fight a rift invasion without major headaches this way, as even the floor at the Rifts is at the wrong depth /blarg.gif' class='bbc_emoticon' alt=':/' />



EDIT: Btw all these problems are probably why nvidia decided to just block stereo completely in the current profile.



What ever.

I got it working pretty well with some post processing added instead of using the games processing.

Try Age of Conan with 3DVision now if you want to see something crappy ^^

Used to work pretty well in that game, but I guess Funcom themself changed something that broke it.

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#6
Posted 08/30/2011 09:25 PM   
@Xerion404
JPS from RIFT http://www64.zippyshare.com/v/8450767/file.html
@Xerion404

JPS from RIFT http://www64.zippyshare.com/v/8450767/file.html

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#7
Posted 09/06/2011 05:41 AM   
Seperation is exactly the same on close as on distant objects, so no real depth, just interface layer and game layer.


EDIT: Some screenshots I just made with the resource hack in place, that gives proper depth, but lots of artefacts:

[url="http://stereo.xerionslair.org/Rift/"]http://stereo.xerionslair.org/Rift/[/url]
Seperation is exactly the same on close as on distant objects, so no real depth, just interface layer and game layer.





EDIT: Some screenshots I just made with the resource hack in place, that gives proper depth, but lots of artefacts:



http://stereo.xerionslair.org/Rift/

Current Rig: |Intel Core i7 920 @ 3.6GHz, EVGA X58 Classified 4-way SLI, 6 GB ram, Geforce GTX670| -> |Acer H5360 + Nvidia 3D Vision|

#8
Posted 09/07/2011 08:35 PM   
[quote name='Xerion404' date='07 September 2011 - 10:35 PM' timestamp='1315427721' post='1289925']
Seperation is exactly the same on close as on distant objects, so no real depth, just interface layer and game layer.


EDIT: Some screenshots I just made with the resource hack in place, that gives proper depth, but lots of artefacts:

[url="http://stereo.xerionslair.org/Rift/"]http://stereo.xerionslair.org/Rift/[/url]
[/quote]
The shot I made above is with resource hack in use.
Difference is that I used the low quality textures.
When you use high quality textures you need to disable projection on them.
See the difference:
[url="http://www19.zippyshare.com/v/93268578/file.html"]Rift 3DVison 1[/url]
[url="http://www19.zippyshare.com/v/84935550/file.html"]Rift 3DVision 2[/url]
In addition I use [url="http://www.assembla.com/spaces/fxaa-pp-inject/documents"]FXAA Post Process Injection[/url]
It helps reducing some of the ghosting with the tone and color filters and has a cheaper AA method.
Not perfect thou, the character selection screen looks bad with these settings.

Not sure if the registry can be tweaked to give an even better result.
[code]Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\GameConfigs\rift1]
"StereoMemoEnabled"=dword:00000000
"StereoConvergence"=dword:404de3cb
"Time"=dword:4e678524
"RHWGreaterAtScreen"=dword:3f7cf574
"FrustumAdjustMode"=dword:00000000
"Link1"="rift1.exe"
[/code]
[quote name='Xerion404' date='07 September 2011 - 10:35 PM' timestamp='1315427721' post='1289925']

Seperation is exactly the same on close as on distant objects, so no real depth, just interface layer and game layer.





EDIT: Some screenshots I just made with the resource hack in place, that gives proper depth, but lots of artefacts:



http://stereo.xerionslair.org/Rift/



The shot I made above is with resource hack in use.

Difference is that I used the low quality textures.

When you use high quality textures you need to disable projection on them.

See the difference:

Rift 3DVison 1

Rift 3DVision 2

In addition I use FXAA Post Process Injection

It helps reducing some of the ghosting with the tone and color filters and has a cheaper AA method.

Not perfect thou, the character selection screen looks bad with these settings.



Not sure if the registry can be tweaked to give an even better result.

Windows Registry Editor Version 5.00



[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\GameConfigs\rift1]

"StereoMemoEnabled"=dword:00000000

"StereoConvergence"=dword:404de3cb

"Time"=dword:4e678524

"RHWGreaterAtScreen"=dword:3f7cf574

"FrustumAdjustMode"=dword:00000000

"Link1"="rift1.exe"

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#9
Posted 09/08/2011 03:45 PM   
Afaik even with turned down textures there are still too many artefacts on things like Rifts, which are most important. Also without the projection the cool graphics are gone, might as well play an older generation game then. Still I'll try fiddling some more, thanks for all the tips /wink.gif' class='bbc_emoticon' alt=';)' /> Now, if only my glasses' battery wasn't suddenly empty :p
Afaik even with turned down textures there are still too many artefacts on things like Rifts, which are most important. Also without the projection the cool graphics are gone, might as well play an older generation game then. Still I'll try fiddling some more, thanks for all the tips /wink.gif' class='bbc_emoticon' alt=';)' /> Now, if only my glasses' battery wasn't suddenly empty :p

Current Rig: |Intel Core i7 920 @ 3.6GHz, EVGA X58 Classified 4-way SLI, 6 GB ram, Geforce GTX670| -> |Acer H5360 + Nvidia 3D Vision|

#10
Posted 09/08/2011 07:22 PM   
OK, no matter what I try, the only way to get rid of the annoying ghosting caused by lights is setting MaxLOD = 0, but that has its' own drawbacks, so either way isn't very playable imo.
OK, no matter what I try, the only way to get rid of the annoying ghosting caused by lights is setting MaxLOD = 0, but that has its' own drawbacks, so either way isn't very playable imo.

Current Rig: |Intel Core i7 920 @ 3.6GHz, EVGA X58 Classified 4-way SLI, 6 GB ram, Geforce GTX670| -> |Acer H5360 + Nvidia 3D Vision|

#11
Posted 09/08/2011 08:00 PM   
[quote name='Xerion404' date='08 September 2011 - 10:00 PM' timestamp='1315512040' post='1290365']
OK, no matter what I try, the only way to get rid of the annoying ghosting caused by lights is setting MaxLOD = 0, but that has its' own drawbacks, so either way isn't very playable imo.
[/quote]
Yes, MaxLOD = 0 is the only way you can get rid of the distance ghosting, but that removes all the lightsources.
Only way to reduce it somewhat is by using a post processed dark tonemap shader for now.
Hopefully Trion will address it, shouldn't be hard to integrate into the games engine.
It is possible to apply 3DVision via a post processed shader too, but I only got that on experimental stage so far.

Afaik, the game still looks good with 3DVision, so with the current issues eliminated it could easy get on "recommended", can't believe that both companies don't share some more interest for it to happen.
[quote name='Xerion404' date='08 September 2011 - 10:00 PM' timestamp='1315512040' post='1290365']

OK, no matter what I try, the only way to get rid of the annoying ghosting caused by lights is setting MaxLOD = 0, but that has its' own drawbacks, so either way isn't very playable imo.



Yes, MaxLOD = 0 is the only way you can get rid of the distance ghosting, but that removes all the lightsources.

Only way to reduce it somewhat is by using a post processed dark tonemap shader for now.

Hopefully Trion will address it, shouldn't be hard to integrate into the games engine.

It is possible to apply 3DVision via a post processed shader too, but I only got that on experimental stage so far.



Afaik, the game still looks good with 3DVision, so with the current issues eliminated it could easy get on "recommended", can't believe that both companies don't share some more interest for it to happen.

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#12
Posted 09/09/2011 02:37 PM   
Just a little heads up.
I downloaded 285.79-desktop-win7-winvista-64bit-international-beta today and tried Rift with 3DVision, which still didn't work.
But then I added:

[code]Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\GameConfigs\rift]
"StereoMemoEnabled"=dword:00000000
"StereoConvergence"=dword:40e34820
"StereoTextureEnable"=dword:00000023
"StereoCutoff"=dword:00000001
"Time"=dword:4ebc62eb[/code]
Adjusted a bit in game, and got 3D with LOD, texture projection and all effects, ghosting is very minimal and there is depth both out and into the screen, really cool.
So I guess there will soon be an announcement made about Rift and 3DVision (I heard some rumor that Trion already showed of with it at some recent game convention).
I'm not sure if I miss to add some important setting for the nvidia driver that is missing above, but it works well here now.
OH, and not even using the resource hack either anymore ^^

Also, the USB receiver works flawless with this set!

The monitors switching back from 3D mode when a game gets closed seems still to be an issue thou, opening firefox does switch back btw. so something is wrong with the drivers processes surveillance hook.
Just a little heads up.

I downloaded 285.79-desktop-win7-winvista-64bit-international-beta today and tried Rift with 3DVision, which still didn't work.

But then I added:



Windows Registry Editor Version 5.00



[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\NVIDIA Corporation\Global\Stereo3D\GameConfigs\rift]

"StereoMemoEnabled"=dword:00000000

"StereoConvergence"=dword:40e34820

"StereoTextureEnable"=dword:00000023

"StereoCutoff"=dword:00000001

"Time"=dword:4ebc62eb


Adjusted a bit in game, and got 3D with LOD, texture projection and all effects, ghosting is very minimal and there is depth both out and into the screen, really cool.

So I guess there will soon be an announcement made about Rift and 3DVision (I heard some rumor that Trion already showed of with it at some recent game convention).

I'm not sure if I miss to add some important setting for the nvidia driver that is missing above, but it works well here now.

OH, and not even using the resource hack either anymore ^^



Also, the USB receiver works flawless with this set!



The monitors switching back from 3D mode when a game gets closed seems still to be an issue thou, opening firefox does switch back btw. so something is wrong with the drivers processes surveillance hook.

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#13
Posted 11/11/2011 12:09 AM   
Hmm you are right about not needing the reshack anymore. However all light sources still create ghosts and shadows are drawn at screen depth.

EDIT: Oh and water reflections are broken as well :p
Hmm you are right about not needing the reshack anymore. However all light sources still create ghosts and shadows are drawn at screen depth.



EDIT: Oh and water reflections are broken as well :p

Current Rig: |Intel Core i7 920 @ 3.6GHz, EVGA X58 Classified 4-way SLI, 6 GB ram, Geforce GTX670| -> |Acer H5360 + Nvidia 3D Vision|

#14
Posted 11/17/2011 09:36 PM   
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