I imagine the two camera moving on rails which look like the top half of the following: ) (
The reason I ask is because nvidia's convergence, IMO, is so much better than the setting used when devs put in their own sliders to do it. Often when I use a games 3D sliders the game quickly become uncomfortable. Case in point Unigine's Valley increasing the convergence like setting feel like the cameras are just rotating and not pushing out the scene like I would expect. I tend to end up finding a sweetspot and leaving it at that.
With nvidia's convergence I can adjust convergence on the fly and I have to see what it would like toyification.
Clear as mud?
I imagine the two camera moving on rails which look like the top half of the following: ) (
The reason I ask is because nvidia's convergence, IMO, is so much better than the setting used when devs put in their own sliders to do it. Often when I use a games 3D sliders the game quickly become uncomfortable. Case in point Unigine's Valley increasing the convergence like setting feel like the cameras are just rotating and not pushing out the scene like I would expect. I tend to end up finding a sweetspot and leaving it at that.
With nvidia's convergence I can adjust convergence on the fly and I have to see what it would like toyification.
Clear as mud?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Actually is quite easy;)) Most devs I talked to have no idea what quadbuffering or stereo camera really is:))
Basically nvidia has some cool stuff:
1.) Stereoscopic shader injection. Basically it moves the image (for each eye) to the left and right accordingly to the rendering eye.
2.) Depth or separation is actually calculated as: eye_separation (based on your screen(s) resolution) * depth_value(from NV_PANEL) / 100
3.) The trick is the convergence point of plane of zero parallax (when basically left+right eye images) fuse together and give you a "2D" image. The closer that plane is to the "abs" value of the screen (w = 0) the more toyfication effect you get:)
I know is not very detailed, but if you are interested in some real numbers/facts or in-depth discussion I am up for a chat;)))
Of course there are other details like using a "common" frustum (for the whole image) rather than a frustum for each camera (although this is not always the case in some games).
Actually is quite easy;)) Most devs I talked to have no idea what quadbuffering or stereo camera really is:))
Basically nvidia has some cool stuff:
1.) Stereoscopic shader injection. Basically it moves the image (for each eye) to the left and right accordingly to the rendering eye.
2.) Depth or separation is actually calculated as: eye_separation (based on your screen(s) resolution) * depth_value(from NV_PANEL) / 100
3.) The trick is the convergence point of plane of zero parallax (when basically left+right eye images) fuse together and give you a "2D" image. The closer that plane is to the "abs" value of the screen (w = 0) the more toyfication effect you get:)
I know is not very detailed, but if you are interested in some real numbers/facts or in-depth discussion I am up for a chat;)))
Of course there are other details like using a "common" frustum (for the whole image) rather than a frustum for each camera (although this is not always the case in some games).
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
The reason I ask is because nvidia's convergence, IMO, is so much better than the setting used when devs put in their own sliders to do it. Often when I use a games 3D sliders the game quickly become uncomfortable. Case in point Unigine's Valley increasing the convergence like setting feel like the cameras are just rotating and not pushing out the scene like I would expect. I tend to end up finding a sweetspot and leaving it at that.
With nvidia's convergence I can adjust convergence on the fly and I have to see what it would like toyification.
Clear as mud?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
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
Basically nvidia has some cool stuff:
1.) Stereoscopic shader injection. Basically it moves the image (for each eye) to the left and right accordingly to the rendering eye.
2.) Depth or separation is actually calculated as: eye_separation (based on your screen(s) resolution) * depth_value(from NV_PANEL) / 100
3.) The trick is the convergence point of plane of zero parallax (when basically left+right eye images) fuse together and give you a "2D" image. The closer that plane is to the "abs" value of the screen (w = 0) the more toyfication effect you get:)
I know is not very detailed, but if you are interested in some real numbers/facts or in-depth discussion I am up for a chat;)))
Of course there are other details like using a "common" frustum (for the whole image) rather than a frustum for each camera (although this is not always the case in some games).
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)