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Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.
Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.
The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.
Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.
The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
[quote name='ERP' date='02 November 2011 - 12:10 PM' timestamp='1320253848' post='1319310']
Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.
Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.
The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
[/quote]
[quote name='ERP' date='02 November 2011 - 12:10 PM' timestamp='1320253848' post='1319310']
Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.
Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.
The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
Actually, its the opposite way around (at least with Nvidia). Most people don't know this.
Convergence, in fact, controls the distance between the virtual cameras and Depth controls the sheer of the camera, or rather how much of the scene is in front or behind the actual screen. To make it a little more simple, imagine being in a 3D movie theater. In that case, "convergence" effects magnitude of the 3D effect, while "depth" controls how far away the physical movie screen is (or where you choose to sit). This is counter-intuitive, and I'm sure some people will argue against it, but after using the Nvidia driver for 10 years+, that has been my conclusion. Sadly the IZ3D driver and DDD driver are all different from each other, there really is no common terminology (even though they all do essentially similar things).
Actually, its the opposite way around (at least with Nvidia). Most people don't know this.
Convergence, in fact, controls the distance between the virtual cameras and Depth controls the sheer of the camera, or rather how much of the scene is in front or behind the actual screen. To make it a little more simple, imagine being in a 3D movie theater. In that case, "convergence" effects magnitude of the 3D effect, while "depth" controls how far away the physical movie screen is (or where you choose to sit). This is counter-intuitive, and I'm sure some people will argue against it, but after using the Nvidia driver for 10 years+, that has been my conclusion. Sadly the IZ3D driver and DDD driver are all different from each other, there really is no common terminology (even though they all do essentially similar things).
I always thought of it like it's the point at which the two separate viewpoints converge. If that point was behind, or at, your in-game view then it's all in depth and if the point of convergence is in front of your in-game view then everything in front of PoC is pop out and everything behind it is in depth.
If the PoC is too far behind your in-game view you're actually losing 'effective depth' because the angle between the two views is closer to being parallel, now if you move that point up to your in-game view then you're getting all the effective depth you can get for your separation without pop out. And obviously if you move it in front of your in-game view then you create pop out.
I always thought of it like it's the point at which the two separate viewpoints converge. If that point was behind, or at, your in-game view then it's all in depth and if the point of convergence is in front of your in-game view then everything in front of PoC is pop out and everything behind it is in depth.
If the PoC is too far behind your in-game view you're actually losing 'effective depth' because the angle between the two views is closer to being parallel, now if you move that point up to your in-game view then you're getting all the effective depth you can get for your separation without pop out. And obviously if you move it in front of your in-game view then you create pop out.
Basically, if you are getting eyestrain by things appearring up close or "out of" the screen and are experiencing ghosting at the same time, convergeance adusts the 2 overlapping pictures so that you can push the scene away from you so that you don't experience these symptoms.
Basically, if you are getting eyestrain by things appearring up close or "out of" the screen and are experiencing ghosting at the same time, convergeance adusts the 2 overlapping pictures so that you can push the scene away from you so that you don't experience these symptoms.
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Convergence is litterally the spacing between the virtual in-game camera. If they are very close, the image will appear 2D. If they are very far apart it will simulate your in game head getting bigger, which makes the whole world seems smaller.
If you keep on increasing convergence, you can move the cameras so far aparat that they are on opposite sides of a level. Interesting if you want to know how a whale sees ;-)
Convergence is litterally the spacing between the virtual in-game camera. If they are very close, the image will appear 2D. If they are very far apart it will simulate your in game head getting bigger, which makes the whole world seems smaller.
If you keep on increasing convergence, you can move the cameras so far aparat that they are on opposite sides of a level. Interesting if you want to know how a whale sees ;-)
As you increase convergence the "stage" comes closer to you. Since the objects don't increase in size like a normal object does as it gets closer to you, you get the illusion that everything is a smaller version of it's self as it's getting closer.
Since the distance of the depth stays the same (aka, the farthest thing in the background is just as far back) you also interpret everything as being more spread out, hence the increase in "3D'edness" at the same time things are moving towards beginning to look like miniature toys.
edit - Don't take me saying more spread out completely literally. Stretched might be another way of saying it, but neither word exactly conveys what's happening.
As you increase convergence the "stage" comes closer to you. Since the objects don't increase in size like a normal object does as it gets closer to you, you get the illusion that everything is a smaller version of it's self as it's getting closer.
Since the distance of the depth stays the same (aka, the farthest thing in the background is just as far back) you also interpret everything as being more spread out, hence the increase in "3D'edness" at the same time things are moving towards beginning to look like miniature toys.
edit - Don't take me saying more spread out completely literally. Stretched might be another way of saying it, but neither word exactly conveys what's happening.
Does my explanation make absolutely no sense to you guys like yours does to me? :D
[quote="Shinra358"]Anyone just notice that this post was made a year ago @.@ ?[/quote]
Oops. I didn't even notice that it was only a few pages in.
[quote="TsaebehT"]Does my explanation make absolutely no sense to you guys like yours does to me? :D
[quote="Shinra358"]Anyone just notice that this post was made a year ago @.@ ?[/quote]
Oops. I didn't even notice that it was only a few pages in.[/quote]
How the hell did you find it TsaebehT? You must have been digging deep?
As for your explanation, makes sense, it is adjusting at what point the game convergences (aka two images meet on your screen). So you can move that point forward or back via altering the distance between the two in-game camera points.
- Convergence = Move cameras closer together = Convergence point is closer to the foreground.
(this means there is less infront of the convergence point = less or no pop out.)
+ Convergence = Move cameras apart = Convergence point is set closer to the background.
(this means there is a lot more infront of the convergence point = more or too much pop-out.)
TsaebehT said:Does my explanation make absolutely no sense to you guys like yours does to me? :D
Shinra358 said:Anyone just notice that this post was made a year ago @.@ ?
Oops. I didn't even notice that it was only a few pages in.
How the hell did you find it TsaebehT? You must have been digging deep?
As for your explanation, makes sense, it is adjusting at what point the game convergences (aka two images meet on your screen). So you can move that point forward or back via altering the distance between the two in-game camera points.
- Convergence = Move cameras closer together = Convergence point is closer to the foreground.
(this means there is less infront of the convergence point = less or no pop out.)
+ Convergence = Move cameras apart = Convergence point is set closer to the background.
(this means there is a lot more infront of the convergence point = more or too much pop-out.)
if not - please explain me what i can do with it (CTRL F5 or F6)
if not - please explain me what i can do with it (CTRL F5 or F6)
CPU: Intel Core i7 4770 @ 3.4GHz (8 CPUs) 8MB cache Motherboard: Gigabyte GA-B85M Memory: 8GB DDR3 1600MHz RAM Operation System : Windows 7 Ultimate 64-bit English Video card : Geforce GTX 680 Zotac 2048MB Monitor : Alienware AW2310 Power-supply: Seasonic SSP-650RT 650W Active PFC
Depth affects the Screen and behind affect, convergence affects the screen and in front affects.
See link for more detail. Remember, Google is your friend.
http://www.mtbs3d.com/index.php?option=com_content&view=article&id=6197
Depth affects the Screen and behind affect, convergence affects the screen and in front affects.
See link for more detail. Remember, Google is your friend.
http://www.mtbs3d.com/index.php?option=com_content&view=article&id=6197
i7 860 21 X 200 = 4.2GHz at 1.4V, MSI P55-GD85, 2 X 4GB Kingston DDR3-1600, GTX 590 with XSPC Razer block, 2 X Corsair Force 3 120GB in RAID 0,4 X Barracuda SATA 7200.10 250GB RAID 0, 2 X Barracuda SATA 7200.11 500 GB RAID 0 for Back Ups, OCZ ZX 1250W PSU, Z-5500s, Pioneer 212D DVD, Lamptron FCT, Windows 7 X64 Home Premium, HAF X. Vision Quest 24" WS LCD, Optoma H66 Projector
Cooling: CPU - Thermochill PA120.2, DC3.25/XSPC Res top, Apogee Xt extreme. Vid Cards - Exos 2, XSPC Razer.
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.
Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.
The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.
Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.
The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
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Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.
Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.
The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
[/quote]
Good answer!
Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.
Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.
The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
Good answer!
Convergence, in fact, controls the distance between the virtual cameras and Depth controls the sheer of the camera, or rather how much of the scene is in front or behind the actual screen. To make it a little more simple, imagine being in a 3D movie theater. In that case, "convergence" effects magnitude of the 3D effect, while "depth" controls how far away the physical movie screen is (or where you choose to sit). This is counter-intuitive, and I'm sure some people will argue against it, but after using the Nvidia driver for 10 years+, that has been my conclusion. Sadly the IZ3D driver and DDD driver are all different from each other, there really is no common terminology (even though they all do essentially similar things).
Convergence, in fact, controls the distance between the virtual cameras and Depth controls the sheer of the camera, or rather how much of the scene is in front or behind the actual screen. To make it a little more simple, imagine being in a 3D movie theater. In that case, "convergence" effects magnitude of the 3D effect, while "depth" controls how far away the physical movie screen is (or where you choose to sit). This is counter-intuitive, and I'm sure some people will argue against it, but after using the Nvidia driver for 10 years+, that has been my conclusion. Sadly the IZ3D driver and DDD driver are all different from each other, there really is no common terminology (even though they all do essentially similar things).
check my blog - cybereality.com
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
If the PoC is too far behind your in-game view you're actually losing 'effective depth' because the angle between the two views is closer to being parallel, now if you move that point up to your in-game view then you're getting all the effective depth you can get for your separation without pop out. And obviously if you move it in front of your in-game view then you create pop out.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
If you keep on increasing convergence, you can move the cameras so far aparat that they are on opposite sides of a level. Interesting if you want to know how a whale sees ;-)
OS: Win 8 CPU: I7 4770k 3.5GZ GPU: GTX 780ti
Since the distance of the depth stays the same (aka, the farthest thing in the background is just as far back) you also interpret everything as being more spread out, hence the increase in "3D'edness" at the same time things are moving towards beginning to look like miniature toys.
edit - Don't take me saying more spread out completely literally. Stretched might be another way of saying it, but neither word exactly conveys what's happening.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
Oops. I didn't even notice that it was only a few pages in.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
How the hell did you find it TsaebehT? You must have been digging deep?
As for your explanation, makes sense, it is adjusting at what point the game convergences (aka two images meet on your screen). So you can move that point forward or back via altering the distance between the two in-game camera points.
- Convergence = Move cameras closer together = Convergence point is closer to the foreground.
(this means there is less infront of the convergence point = less or no pop out.)
+ Convergence = Move cameras apart = Convergence point is set closer to the background.
(this means there is a lot more infront of the convergence point = more or too much pop-out.)
OS: Win 8 CPU: I7 4770k 3.5GZ GPU: GTX 780ti