[OpenGL] 3D Vision Wrapper - Enabling 3D Vision in OpenGL apps

What game should I fix next ?

The Chronicles of Riddick: Assault on Dark Athena & Escape from Butcher Bay
Neverwinter Nights
Penumbra: Requiem
Penumbra: Overture
Penumbra: Black Plague
Return to Castle Wolfenstein
Rage
Star Wars Knights of the Old Republic (Kotor 1 & 2)
Half Life 1 (Series)
  7 / 92    
[quote="Pirateguybrush"]Goddamn, you are a machine. Did you have to fix shaders too? Does the sync issue apply?[/quote] Yes, the game required all the shaders to be modified to add stereoscopic support. However the flipping of the image wasn't as simple as in Broken Age (direct renderer) since Amnesia uses a deferred renderer (shading by the looks of it) and thus the rendering is done in multiple stages. Also there are some elements like the UI and menus that aren't drawn using shaders. In this case the fix was to save everything in a FBO and flip the FBO on rendering. Based on the tests I could only see a 1ms latency per frame added. What I like about this method is that is clean and works every time (rather than modify all the shaders) As you can see the stereo is proper. One thing that I had to disable in game was the SSAO as it tends to be rendered bad (not that I am surprised) Yes, unfortunately I am rendering sequential frames rather than the same frame twice since I cannot find for the love of God a way to fool the opengl game engine to render the same frame twice. The only way I can see how to do this is to try and hack the "world advancing timer" in the game... or if nVidia tells us how to render the same frame 2 times. I bet they have some cool stuff in their drivers but is undocumented so no idea what to do..:( Performance wise I had a constant 30fps in 3D Surround (that is 60fps from 3D Vision /2 since I am rendering sequential frames. So is 30fps per eye) Again the 60fps limit comes from 3D Vision driver, but which expects to render the same frame twice rather than 2 sequential ones. I am still investigating ways to make the rendering more efficient and how to actually render the same thing twice.
Pirateguybrush said:Goddamn, you are a machine. Did you have to fix shaders too? Does the sync issue apply?


Yes, the game required all the shaders to be modified to add stereoscopic support.

However the flipping of the image wasn't as simple as in Broken Age (direct renderer) since Amnesia uses a deferred renderer (shading by the looks of it) and thus the rendering is done in multiple stages.
Also there are some elements like the UI and menus that aren't drawn using shaders.
In this case the fix was to save everything in a FBO and flip the FBO on rendering. Based on the tests I could only see a 1ms latency per frame added. What I like about this method is that is clean and works every time (rather than modify all the shaders)

As you can see the stereo is proper. One thing that I had to disable in game was the SSAO as it tends to be rendered bad (not that I am surprised)

Yes, unfortunately I am rendering sequential frames rather than the same frame twice since I cannot find for the love of God a way to fool the opengl game engine to render the same frame twice. The only way I can see how to do this is to try and hack the "world advancing timer" in the game... or if nVidia tells us how to render the same frame 2 times. I bet they have some cool stuff in their drivers but is undocumented so no idea what to do..:(

Performance wise I had a constant 30fps in 3D Surround (that is 60fps from 3D Vision /2 since I am rendering sequential frames. So is 30fps per eye) Again the 60fps limit comes from 3D Vision driver, but which expects to render the same frame twice rather than 2 sequential ones.
I am still investigating ways to make the rendering more efficient and how to actually render the same thing twice.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#91
Posted 02/17/2014 12:55 PM   
Not sure if anyone would be able to help you there or not as it seems even more barren there help-wise(NVIDIA) than it does here but there are the NVIDIA devtalk forums. [url]https://devtalk.nvidia.com/default/board/68/3d-vision-and-surround/[/url]
Not sure if anyone would be able to help you there or not as it seems even more barren there help-wise(NVIDIA) than it does here but there are the NVIDIA devtalk forums. https://devtalk.nvidia.com/default/board/68/3d-vision-and-surround/
#92
Posted 02/17/2014 05:56 PM   
[quote="TsaebehT"]Not sure if anyone would be able to help you there or not as it seems even more barren there help-wise(NVIDIA) than it does here but there are the NVIDIA devtalk forums. [url]https://devtalk.nvidia.com/default/board/68/3d-vision-and-surround/[/url][/quote] Thanks for the link:)) I looked a bit through there in the last days. At the moment I tried all the hacks that I could think of: - making a callback stack and use that for the second eye => failed (since the game engine doesn't actually gives the required information / context is changed) - literal hack inside the game to force the engine to draw the loop again => failed. (it is hard to find exactly the point where the actual draw routine starts without updating the world delta time) I guess, there is only one way to do it, like nvidia says...DUPLICATE EVERY SINGLE FREAKING DRAW CALL :| That means that I will have to hook every single openGL draw call a game makes and duplicate that in each eye... Not that hard to do actually... Just takes...a lifetime :|
TsaebehT said:Not sure if anyone would be able to help you there or not as it seems even more barren there help-wise(NVIDIA) than it does here but there are the NVIDIA devtalk forums. https://devtalk.nvidia.com/default/board/68/3d-vision-and-surround/


Thanks for the link:)) I looked a bit through there in the last days. At the moment I tried all the hacks that I could think of:
- making a callback stack and use that for the second eye => failed (since the game engine doesn't actually gives the required information / context is changed)
- literal hack inside the game to force the engine to draw the loop again => failed. (it is hard to find exactly the point where the actual draw routine starts without updating the world delta time)

I guess, there is only one way to do it, like nvidia says...DUPLICATE EVERY SINGLE FREAKING DRAW CALL :| That means that I will have to hook every single openGL draw call a game makes and duplicate that in each eye... Not that hard to do actually... Just takes...a lifetime :|

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#93
Posted 02/17/2014 06:12 PM   
Nice Amnesia shots, pretty impressive. Amnesia games would be amazing for 3D [love hudless/minimal hud games].
Nice Amnesia shots, pretty impressive. Amnesia games would be amazing for 3D [love hudless/minimal hud games].

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
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#94
Posted 02/19/2014 03:16 AM   
[quote="eqzitara"]Nice Amnesia shots, pretty impressive. Amnesia games would be amazing for 3D [love hudless/minimal hud games].[/quote] Thank you! Totally agree !!! At the moment I am "playing" with NVAPI and DX-OGL interoop. It seems the driver actually works different if you have SLI or not and if you have surround or not (that's 4 possible combinations). From my testing... SLI+3D surround works as expected, but in other cases the same setting don't apply... Trying to find why, how, what...
eqzitara said:Nice Amnesia shots, pretty impressive. Amnesia games would be amazing for 3D [love hudless/minimal hud games].

Thank you! Totally agree !!! At the moment I am "playing" with NVAPI and DX-OGL interoop. It seems the driver actually works different if you have SLI or not and if you have surround or not (that's 4 possible combinations). From my testing... SLI+3D surround works as expected, but in other cases the same setting don't apply... Trying to find why, how, what...

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#95
Posted 02/19/2014 06:15 PM   
Found some interesting stuff in NvAPI. Also found out how to solve the issue with fullscreen on Single GPUs + various performance boosts. SLI configurations ofc require some SLI stuff from the driver. 3D Surround + SLI so far proves to be the most problematic. While it works, I can't manage to make the driver give the performance I am looking for. Haven't tested 3D Surround on one GPU since I can't (lack the adapter for the 3rd screen) (Tested on Amnesia - A machine for pigs, but theoretically should apply for Broken Age also)
Found some interesting stuff in NvAPI. Also found out how to solve the issue with fullscreen on Single GPUs + various performance boosts.
SLI configurations ofc require some SLI stuff from the driver.
3D Surround + SLI so far proves to be the most problematic. While it works, I can't manage to make the driver give the performance I am looking for.
Haven't tested 3D Surround on one GPU since I can't (lack the adapter for the 3rd screen)

(Tested on Amnesia - A machine for pigs, but theoretically should apply for Broken Age also)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#96
Posted 02/20/2014 12:27 AM   
Again, not certain this helps, but I ran across an OpenGL interceptor, that patches every OpenGL call for debugging purposes. At a minimum, maybe this makes a good starting spot for already having everything patched, where you can add switch-buffer/redraw logic for the 2nd eye in the calls that matter. It also supports direct debugging of shaders, and hunting and finding shaders, which would be good for fixing broken effects. Anyway, just thought I'd share. [url]https://code.google.com/p/glintercept/[/url]
Again, not certain this helps, but I ran across an OpenGL interceptor, that patches every OpenGL call for debugging purposes. At a minimum, maybe this makes a good starting spot for already having everything patched, where you can add switch-buffer/redraw logic for the 2nd eye in the calls that matter.

It also supports direct debugging of shaders, and hunting and finding shaders, which would be good for fixing broken effects. Anyway, just thought I'd share.

https://code.google.com/p/glintercept/

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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#97
Posted 02/20/2014 03:57 AM   
[quote="bo3b"]Again, not certain this helps, but I ran across an OpenGL interceptor, that patches every OpenGL call for debugging purposes. At a minimum, maybe this makes a good starting spot for already having everything patched, where you can add switch-buffer/redraw logic for the 2nd eye in the calls that matter. It also supports direct debugging of shaders, and hunting and finding shaders, which would be good for fixing broken effects. Anyway, just thought I'd share. [url]https://code.google.com/p/glintercept/[/url][/quote] Thanks for looking it up bo3b. Aye, I am using GLIntercept to debug games (shader wise and to monitor the draw calls) to see how to hook/fix in order for the game to work with 3D Vision. Initially I thought about expanding GLIntercept to support 3D Vision. However the code inside is not optimized for speed (its a debugger after all) and while I did manage to make it work to some degree the performance was poor (even with all the stuff disabled) Also it tends to add alot of stuff that we don't actually need. My wrapper it's optimized for speed in order to avoid adding a performance hit as much as possible. So far I noticed that the only performance hit comes from the OGL-DX interoop. I did more testing and documenting and the results are somehow what I expected: - The app tends to work properly in 3D Vision , no framerate/sync issues when run in Single GPU/single Monitor. - The moment you add SLI (one monitor) the driver gets confused...The game starts from 60fps, stays there for like 20-30 seconds and then drops to 24fps. I played with nvidia inspector and created a profile and somehow fixed this (most of the times the game stays and renders at 60 fps without dropping down after a few seconds), but the problem is again in the SLI compatibility bits (something hardcoded in the driver and optimizations I cannot really make) - In 3D Surround framecap is 30fps no matter what I do. The moment I disable the OGL-DX interoop rendering the fps goes sky high. From what I gathered so far, it seems that OGL application (like any DX application) without a SLI profile (and SLI ON) tends to work worse than without SLI enabled. I also expect the OGL-DX interoop wasn't actually tested with any games and it wasn't developed for this purpose (so I expect is not exactly optimized either). Just the fact that is there and we can unlock 3D Vision in OGL is a marvellous thing ^_^:D
bo3b said:Again, not certain this helps, but I ran across an OpenGL interceptor, that patches every OpenGL call for debugging purposes. At a minimum, maybe this makes a good starting spot for already having everything patched, where you can add switch-buffer/redraw logic for the 2nd eye in the calls that matter.

It also supports direct debugging of shaders, and hunting and finding shaders, which would be good for fixing broken effects. Anyway, just thought I'd share.

https://code.google.com/p/glintercept/


Thanks for looking it up bo3b. Aye, I am using GLIntercept to debug games (shader wise and to monitor the draw calls) to see how to hook/fix in order for the game to work with 3D Vision.
Initially I thought about expanding GLIntercept to support 3D Vision. However the code inside is not optimized for speed (its a debugger after all) and while I did manage to make it work to some degree the performance was poor (even with all the stuff disabled) Also it tends to add alot of stuff that we don't actually need. My wrapper it's optimized for speed in order to avoid adding a performance hit as much as possible.

So far I noticed that the only performance hit comes from the OGL-DX interoop. I did more testing and documenting and the results are somehow what I expected:
- The app tends to work properly in 3D Vision , no framerate/sync issues when run in Single GPU/single Monitor.
- The moment you add SLI (one monitor) the driver gets confused...The game starts from 60fps, stays there for like 20-30 seconds and then drops to 24fps. I played with nvidia inspector and created a profile and somehow fixed this (most of the times the game stays and renders at 60 fps without dropping down after a few seconds), but the problem is again in the SLI compatibility bits (something hardcoded in the driver and optimizations I cannot really make)
- In 3D Surround framecap is 30fps no matter what I do.
The moment I disable the OGL-DX interoop rendering the fps goes sky high. From what I gathered so far, it seems that OGL application (like any DX application) without a SLI profile (and SLI ON) tends to work worse than without SLI enabled.
I also expect the OGL-DX interoop wasn't actually tested with any games and it wasn't developed for this purpose (so I expect is not exactly optimized either). Just the fact that is there and we can unlock 3D Vision in OGL is a marvellous thing ^_^:D

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#98
Posted 02/20/2014 09:18 AM   
Added some screenshot and made a video for Broken Age. You can see them here: [url=http://3dsurroundgaming.com/OGL3DVision.html]OpenGl3DVision[/url] Made major improvements so far: - 3D Vision now works for Single GPU in Fullscreen (without the annoying "OUT of memory" message) - Fixed the low depth that was present under certain circumstances. - Made several improvements regarding the eye sync. - Made several improvements regarding Frame per Second. - Made several optimizations in the wrapper to optimize the rendering time as much as possible - Amnesia A machine for pigs now fully renders perfectly in sync (between eyes). Tested in single GPU, SLI, 3D Surround (SLI). I cannot test in single GPU Surround since I don't have an adapter (for my 3rd monitor). I will add a movie a bit later on. - Both games require a nVidia Profile that I created (for each game specifically) in order to take advantage of SLI and correct rendering + many other things. - The wrapper for both versions is currently under testing. As a side note, I noticed that the games render at max fps only if I have ShadowPlay enabled in Shadow Mode. If I have it disabled, the game and GPU tends to downclock itself after around 20-30 seconds. Anyone else experienced this in other applications? I am also interested what exactly happens in the driver when Shadow Play is enabled since it is clearly it prevents the driver from entering a semi-idle state....
Added some screenshot and made a video for Broken Age. You can see them here: OpenGl3DVision

Made major improvements so far:
- 3D Vision now works for Single GPU in Fullscreen (without the annoying "OUT of memory" message)
- Fixed the low depth that was present under certain circumstances.
- Made several improvements regarding the eye sync.
- Made several improvements regarding Frame per Second.
- Made several optimizations in the wrapper to optimize the rendering time as much as possible

- Amnesia A machine for pigs now fully renders perfectly in sync (between eyes). Tested in single GPU, SLI, 3D Surround (SLI). I cannot test in single GPU Surround since I don't have an adapter (for my 3rd monitor).
I will add a movie a bit later on.
- Both games require a nVidia Profile that I created (for each game specifically) in order to take advantage of SLI and correct rendering + many other things.
- The wrapper for both versions is currently under testing.

As a side note, I noticed that the games render at max fps only if I have ShadowPlay enabled in Shadow Mode. If I have it disabled, the game and GPU tends to downclock itself after around 20-30 seconds. Anyone else experienced this in other applications? I am also interested what exactly happens in the driver when Shadow Play is enabled since it is clearly it prevents the driver from entering a semi-idle state....

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#99
Posted 02/22/2014 06:19 PM   
Out of curiousity is your nvidia control panel set to.. Maximum performance? Something in my mind is saying it might make a difference since it seems to sound like its trying to idle. multi/mixed gpu acceleration also even mentions opengl. No idea never looked into that.
Out of curiousity is your nvidia control panel set to..
Maximum performance? Something in my mind is saying it might make a difference since it seems to sound like its trying to idle.

multi/mixed gpu acceleration also even mentions opengl. No idea never looked into that.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/22/2014 06:40 PM   
[quote="eqzitara"]Out of curiousity is your nvidia control panel set to.. Maximum performance? Something in my mind is saying it might make a difference since it seems to sound like its trying to idle. multi/mixed gpu acceleration also even mentions opengl. No idea never looked into that.[/quote] I did put the game on max performance in the Game Profile. GPU acceleration is set to multi-display (default value...hmm) Needs more investigation, but it seems to affect only OGL apps/games when rendering via DX-OGL interoop... It is clearly something driver related....as powering up shadow play fixes this... Which mostly is not a problem for most people, but some still have a GTX 5xx card without shadow play... Hmm... right now I would want to pop in my GTX 590...but damn watercooling... Another thing that I noticed...is somehow related with SLI only. In single GPU I don't see this happening... and I get a constant good framerate.
eqzitara said:Out of curiousity is your nvidia control panel set to..
Maximum performance? Something in my mind is saying it might make a difference since it seems to sound like its trying to idle.

multi/mixed gpu acceleration also even mentions opengl. No idea never looked into that.


I did put the game on max performance in the Game Profile. GPU acceleration is set to multi-display (default value...hmm) Needs more investigation, but it seems to affect only OGL apps/games when rendering via DX-OGL interoop... It is clearly something driver related....as powering up shadow play fixes this... Which mostly is not a problem for most people, but some still have a GTX 5xx card without shadow play... Hmm... right now I would want to pop in my GTX 590...but damn watercooling...
Another thing that I noticed...is somehow related with SLI only. In single GPU I don't see this happening... and I get a constant good framerate.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/22/2014 06:57 PM   
From Thief 4 Thread: [quote="emett"]Finger crossed some good news. I was chatting to a game journalist today that is testing the game for Mantle performance ATM and he reported the 3d is great. [IMG]http://i60.tinypic.com/261krxu.jpg[/IMG][/quote] Funny this exactly what I experience also (with my wrapper when shadowplay is not enabled). By the looks of it, this is a problem in the latest 3D Vision driver. If I switch from 3D Vision to 3D Discover this doesn't happen... I wonder if this didn't started with the latest drivers and the new 3D method nvidia introduced...
From Thief 4 Thread:

emett said:Finger crossed some good news. I was chatting to a game journalist today that is testing the game for Mantle performance ATM and he reported the 3d is great.

Image




Funny this exactly what I experience also (with my wrapper when shadowplay is not enabled). By the looks of it, this is a problem in the latest 3D Vision driver. If I switch from 3D Vision to 3D Discover this doesn't happen...
I wonder if this didn't started with the latest drivers and the new 3D method nvidia introduced...

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/23/2014 11:29 AM   
Helifax, can I make a request? I would love to play The Dark Mod in 3D. The Dark Mod is a game which is similar to Thief except it uses the original Doom 3 engine. There is a stand-alone version now. download here. http://www.thedarkmod.com/downloads/ some source code is also available to download. I would love to help make the Dark Mod work in 3D but not sure where to start. Currently, Thief 1/2/gold (dx6) are all working in 3D Vision via patch from dx6 --> dx9. Would be fantastic to add 3D vision support to the Dark Mod. Me love you long time :D
Helifax, can I make a request?
I would love to play The Dark Mod in 3D.
The Dark Mod is a game which is similar to Thief except it uses the original Doom 3 engine.
There is a stand-alone version now. download here.

http://www.thedarkmod.com/downloads/

some source code is also available to download.

I would love to help make the Dark Mod work in 3D but not sure where to start.
Currently, Thief 1/2/gold (dx6) are all working in 3D Vision via patch from dx6 --> dx9.
Would be fantastic to add 3D vision support to the Dark Mod. Me love you long time :D

Thief 1/2/gold in 3D
https://forums.geforce.com/default/topic/523535/3d-vision/thief-1-2-and-system-shock-2-perfect-3d-with-unofficial-patch-1-19
http://photos.3dvisionlive.com/Partol/album/509eb580a3e067153c000020/

[Acer GD245HQ - 1920x1080 120Hz] [Nvidia 3D Vision]
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[Asus GTX 750 Ti @ 1350MHz] [Intel SSD 330 - 240GB]
[Creative Titanium HD + Beyerdynamic DT 880 (250ohm) headphones] [Windows 7 64bit]

Posted 02/24/2014 11:00 AM   
[quote="Partol"]Helifax, can I make a request? I would love to play The Dark Mod in 3D. The Dark Mod is a game which is similar to Thief except it uses the original Doom 3 engine. There is a stand-alone version now. download here. http://www.thedarkmod.com/downloads/ some source code is also available to download. I would love to help make the Dark Mod work in 3D but not sure where to start. Currently, Thief 1/2/gold (dx6) are all working in 3D Vision via patch from dx6 --> dx9. Would be fantastic to add 3D vision support to the Dark Mod. Me love you long time :D[/quote] Hey there:) Thanks for the request. I put it on the "To look for" list. Currently I want to finish and release the wrappers for the games I have been worked on. I am still learning every day;)) I am also looking into Kotor1 & 2 as those are ones of the games that I "kill for" to play in 3D. (Sadly, the engine is a bit old and is not using GLSL but rather ARB assembly. I have never worked in ARB assembly and currently I am researching.) I haven't played the Dark Mod nor did I look in the code of it (or Doom3) to see how the "OpenGl" looks but I imagine is still ARB assembly (shader wise).
Partol said:Helifax, can I make a request?
I would love to play The Dark Mod in 3D.
The Dark Mod is a game which is similar to Thief except it uses the original Doom 3 engine.
There is a stand-alone version now. download here.

http://www.thedarkmod.com/downloads/

some source code is also available to download.

I would love to help make the Dark Mod work in 3D but not sure where to start.
Currently, Thief 1/2/gold (dx6) are all working in 3D Vision via patch from dx6 --> dx9.
Would be fantastic to add 3D vision support to the Dark Mod. Me love you long time :D


Hey there:) Thanks for the request. I put it on the "To look for" list.
Currently I want to finish and release the wrappers for the games I have been worked on.
I am still learning every day;)) I am also looking into Kotor1 & 2 as those are ones of the games that I "kill for" to play in 3D. (Sadly, the engine is a bit old and is not using GLSL but rather ARB assembly. I have never worked in ARB assembly and currently I am researching.)
I haven't played the Dark Mod nor did I look in the code of it (or Doom3) to see how the "OpenGl" looks but I imagine is still ARB assembly (shader wise).

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/24/2014 08:15 PM   
Ok... SHOW TIME!!! Ladies and Gentlemen... I give you =================================================================== ==="Amnesia: A machine for Pigs" in "almost 3D Vision Ready"!!!!=== =================================================================== --------------------------------------------------------------------------------- Video (and screenshots) can be seen at: [url=http://3dsurroundgaming.com/OGL3DVision.html]Opengl -3D Vision Wrapper[/url] (remember to use Mozilla Firefox to play the video with 3D Vision) --------------------------------------------------------------------------------- Some things I like to mention: - SSAO & Bloom Renders correctly in 3D Vision - Had to fix the Hand+Lantern since it was positioned "wrong" in the world. - Tweaked the shaders, convergence & depth, etc for maximum comfort + 3D quality - Image is in sync between eyes. - Profile created for best performance under Single/SLI/3D Surround - Depth works from 0% to 100% - All the effects are supported (as described below) - Works in Single/SLI/3D Surround. Issues: - Loading screens render in one eye only - In the main menu there is a weird looking shadow(in the left eye) in about 20% of the bottom left portion of screen. - Changing the convergence is possible (although I don't see why people would want that) but breaks SSAO + Bloom effects. (If those effects are disabled then it works perfectly) - The "Image Trails" effects makes the image flat (2D) in cutscenes. This is a form of post-process and I cannot do anything about it. IT IS IMPERATIVE to TURN IT OFF (as seen in the video). A lot of time went into creating this fix (and also learnt some cool stuff along the way). At the moment the wrapper is very stable and works perfectly. I will make a release very soon, as soon as I finish cleaning up things:) Looking forward to the feedback:) Edit: Also made some interesting improvements in Broken Age regarding auto-convergence. But more on this later on.
Ok... SHOW TIME!!!

Ladies and Gentlemen... I give you

===================================================================
==="Amnesia: A machine for Pigs" in "almost 3D Vision Ready"!!!!===
===================================================================

---------------------------------------------------------------------------------
Video (and screenshots) can be seen at:
Opengl -3D Vision Wrapper
(remember to use Mozilla Firefox to play the video with 3D Vision)
---------------------------------------------------------------------------------

Some things I like to mention:

- SSAO & Bloom Renders correctly in 3D Vision
- Had to fix the Hand+Lantern since it was positioned "wrong" in the world.
- Tweaked the shaders, convergence & depth, etc for maximum comfort + 3D quality
- Image is in sync between eyes.
- Profile created for best performance under Single/SLI/3D Surround
- Depth works from 0% to 100%
- All the effects are supported (as described below)
- Works in Single/SLI/3D Surround.

Issues:
- Loading screens render in one eye only
- In the main menu there is a weird looking shadow(in the left eye) in about 20% of the bottom left portion of screen.
- Changing the convergence is possible (although I don't see why people would want that) but breaks SSAO + Bloom effects. (If those effects are disabled then it works perfectly)
- The "Image Trails" effects makes the image flat (2D) in cutscenes. This is a form of post-process and I cannot do anything about it. IT IS IMPERATIVE to TURN IT OFF (as seen in the video).

A lot of time went into creating this fix (and also learnt some cool stuff along the way). At the moment the wrapper is very stable and works perfectly. I will make a release very soon, as soon as I finish cleaning up things:)

Looking forward to the feedback:)


Edit: Also made some interesting improvements in Broken Age regarding auto-convergence. But more on this later on.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/24/2014 09:11 PM   
  7 / 92    
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