Possible to Use CM "Unleashed" Mode with 3D Migoto for SBS 3D Option?
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I have to play in SBS mode and was hoping I'd be able to use CM "Unleashed" to play Metro Exodus. Is this possible and if it is, would you mind explaining how to go about it? Any assistance much appreciated!
I have to play in SBS mode and was hoping I'd be able to use CM "Unleashed" to play Metro Exodus. Is this possible and if it is, would you mind explaining how to go about it? Any assistance much appreciated!

#1
Posted 02/25/2019 08:51 PM   
If you can use 3DMigoto in SBS with Compatibility Mode, that you should be able to use CM "Unleashed" as well :) First try to see if 3DMigoto works with Compatibility mode in SBS/TB and if that works, I don't see a reason why CM "Unleashed" would not work!
If you can use 3DMigoto in SBS with Compatibility Mode, that you should be able to use CM "Unleashed" as well :)

First try to see if 3DMigoto works with Compatibility mode in SBS/TB and if that works, I don't see a reason why CM "Unleashed" would not work!

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#2
Posted 02/25/2019 10:17 PM   
[quote="Helifax"]If you can use 3DMigoto in SBS with Compatibility Mode, that you should be able to use CM "Unleashed" as well :) First try to see if 3DMigoto works with Compatibility mode in SBS/TB and if that works, I don't see a reason why CM "Unleashed" would not work![/quote] Thanks a lot for responding! Your answer made me realize I should have worded my question differently. I should have asked: "Is It Possible to Use Compatibility Mode with 3D Migoto for SBS 3D Option?" So I tried googling that exact question, and the second hit I got ... is from you! https://forums.geforce.com/default/topic/791450/3d-vision/guide-3d-vision-fixes-by-helixmod-amp-how-to-add-compatibility-mode-to-dx11-games/ In your guide, you write: [i]It is now possible to tweak and add Compatibility Mode for any DirectX 11 game using the latest version of 3DMigoto.[/i] If you can add CM for any D11 game using the latest version of 3DMigoto ... wouldn't that mean you can therefore combine CM with 3DMigot's SBS option? It must not be that simple otherwise you would have said so. I'm going to read through your guide and try to get a better understanding of this, then I might ask some more specific questions, if you don't mind. Thanks again for your response and for the guide!
Helifax said:If you can use 3DMigoto in SBS with Compatibility Mode, that you should be able to use CM "Unleashed" as well :)

First try to see if 3DMigoto works with Compatibility mode in SBS/TB and if that works, I don't see a reason why CM "Unleashed" would not work!


Thanks a lot for responding! Your answer made me realize I should have worded my question differently. I should have asked: "Is It Possible to Use Compatibility Mode with 3D Migoto for SBS 3D Option?"

So I tried googling that exact question, and the second hit I got ... is from you!


https://forums.geforce.com/default/topic/791450/3d-vision/guide-3d-vision-fixes-by-helixmod-amp-how-to-add-compatibility-mode-to-dx11-games/

In your guide, you write:

It is now possible to tweak and add Compatibility Mode for any DirectX 11 game using the latest version of 3DMigoto.

If you can add CM for any D11 game using the latest version of 3DMigoto ... wouldn't that mean you can therefore combine CM with 3DMigot's SBS option? It must not be that simple otherwise you would have said so.

I'm going to read through your guide and try to get a better understanding of this, then I might ask some more specific questions, if you don't mind.

Thanks again for your response and for the guide!

#3
Posted 02/26/2019 06:22 AM   
No, 3dmigoto does not support CM + Side by Side. You can try easily yourself: For Metro Exodus install the "3D Wrapper" via 3D Fix Manager. (Simply click on the green button in Installation tab). Then on the right side tick the option "Force CM". Then go to "Hotkeys" tab and tick the option "Enable alternative 3D format" and choose "Side by Side" there. Click on the "Save" button at the bottom. When you start Metro Exodus now you will see strange things happening. Instead of 2 images side by side you see 6 pictuces side by side which looks "weird". This happens not only in Metro Exodus but for every DirectX 11 game in Compatibility Mode. The Side by Side shader was meant to be used for real 3D mode - not for CM.
No, 3dmigoto does not support CM + Side by Side.

You can try easily yourself:
For Metro Exodus install the "3D Wrapper" via 3D Fix Manager. (Simply click on the green button in Installation tab). Then on the right side tick the option "Force CM".

Then go to "Hotkeys" tab and tick the option "Enable alternative 3D format" and choose "Side by Side" there. Click on the "Save" button at the bottom.

When you start Metro Exodus now you will see strange things happening. Instead of 2 images side by side you see 6 pictuces side by side which looks "weird". This happens not only in Metro Exodus but for every DirectX 11 game in Compatibility Mode. The Side by Side shader was meant to be used for real 3D mode - not for CM.

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#4
Posted 02/26/2019 07:49 AM   
I'm curious about this too. Please do follow up with your findings! I was under the impression that 3DMigoto didn't work with CM. I'm using a program called VRToolBox on Steam that uses an injector to sync refresh rates to an HMD. It currently has issues hooking in parallel with Reshade, but (kinda-sorta) works with 3DMigoto. Whatever you find out might be useful.
I'm curious about this too. Please do follow up with your findings! I was under the impression that 3DMigoto didn't work with CM.

I'm using a program called VRToolBox on Steam that uses an injector to sync refresh rates to an HMD. It currently has issues hooking in parallel with Reshade, but (kinda-sorta) works with 3DMigoto. Whatever you find out might be useful.

#5
Posted 02/26/2019 07:56 AM   
[quote="Pauldusler"]No, 3dmigoto does not support CM + Side by Side. You can try easily yourself: For Metro Exodus install the "3D Wrapper" via 3D Fix Manager. (Simply click on the green button in Installation tab). Then on the right side tick the option "Force CM". Then go to "Hotkeys" tab and tick the option "Enable alternative 3D format" and choose "Side by Side" there. Click on the "Save" button at the bottom. When you start Metro Exodus now you will see strange things happening. Instead of 2 images side by side you see 6 pictuces side by side which looks "weird". This happens not only in Metro Exodus but for every DirectX 11 game in Compatibility Mode. The Side by Side shader was meant to be used for real 3D mode - not for CM.[/quote] Thank you for your answer, Pauldusler, even if it wasn't the one I was hoping for.
Pauldusler said:No, 3dmigoto does not support CM + Side by Side.

You can try easily yourself:
For Metro Exodus install the "3D Wrapper" via 3D Fix Manager. (Simply click on the green button in Installation tab). Then on the right side tick the option "Force CM".

Then go to "Hotkeys" tab and tick the option "Enable alternative 3D format" and choose "Side by Side" there. Click on the "Save" button at the bottom.

When you start Metro Exodus now you will see strange things happening. Instead of 2 images side by side you see 6 pictuces side by side which looks "weird". This happens not only in Metro Exodus but for every DirectX 11 game in Compatibility Mode. The Side by Side shader was meant to be used for real 3D mode - not for CM.


Thank you for your answer, Pauldusler, even if it wasn't the one I was hoping for.

#6
Posted 02/26/2019 04:35 PM   
[quote="Torzii"]I'm curious about this too. Please do follow up with your findings! I was under the impression that 3DMigoto didn't work with CM. I'm using a program called VRToolBox on Steam that uses an injector to sync refresh rates to an HMD. It currently has issues hooking in parallel with Reshade, but (kinda-sorta) works with 3DMigoto. Whatever you find out might be useful. [/quote] It looks like we are out of luck, Torzii. How does VRToolBox compare to Virtual Desktop? SBS mode on a virtual screen eats a ton of frames on the virtual screen side. Does VRToolBox perform more smoothly than Virtual Desktop?
Torzii said:I'm curious about this too. Please do follow up with your findings! I was under the impression that 3DMigoto didn't work with CM.

I'm using a program called VRToolBox on Steam that uses an injector to sync refresh rates to an HMD. It currently has issues hooking in parallel with Reshade, but (kinda-sorta) works with 3DMigoto. Whatever you find out might be useful.


It looks like we are out of luck, Torzii.

How does VRToolBox compare to Virtual Desktop? SBS mode on a virtual screen eats a ton of frames on the virtual screen side. Does VRToolBox perform more smoothly than Virtual Desktop?

#7
Posted 02/26/2019 04:38 PM   
It's about the same, maybe a little better when it works. I'll have to run some benchmarks. It has a problem with fullscreen capture at the moment. I can get their injector working with 3DVision (sort of), but it doesn't just work like it should. I'll work with them though... the capture is pretty nice when synced to the headset. Virtual Desktop is more compatible though. No problems with Reshade+Superdepth or 3DVision. I just have to use custom refresh rates to get it synced, or it stutters. Oh and have you tried setting 3DMigoto to output TAB instead of SBS? The image seems better to me, but maybe it's just placebo on my part.
It's about the same, maybe a little better when it works. I'll have to run some benchmarks. It has a problem with fullscreen capture at the moment.

I can get their injector working with 3DVision (sort of), but it doesn't just work like it should. I'll work with them though... the capture is pretty nice when synced to the headset.

Virtual Desktop is more compatible though. No problems with Reshade+Superdepth or 3DVision. I just have to use custom refresh rates to get it synced, or it stutters.

Oh and have you tried setting 3DMigoto to output TAB instead of SBS? The image seems better to me, but maybe it's just placebo on my part.

#8
Posted 02/26/2019 09:53 PM   
This might be a solution https://forums.geforce.com/default/topic/1099287/3d-vision/3dtv-play-24hz-workaround-verified-working/

#9
Posted 02/26/2019 10:46 PM   
[quote="Torzii"] Virtual Desktop is more compatible though. No problems with Reshade+Superdepth or 3DVision. I just have to use custom refresh rates to get it synced, or it stutters. [/quote] I get stuttering/poor performance with some games as well. What custom refresh rates are you using to deal with this? Sometimes turning on/off vsync can make a difference. [quote="Torzii"] Oh and have you tried setting 3DMigoto to output TAB instead of SBS? The image seems better to me, but maybe it's just placebo on my part.[/quote] I have wondered this myself, and I did try it once, with Resident Evil 2, but can't say I noticed a difference ...
Torzii said:
Virtual Desktop is more compatible though. No problems with Reshade+Superdepth or 3DVision. I just have to use custom refresh rates to get it synced, or it stutters.


I get stuttering/poor performance with some games as well. What custom refresh rates are you using to deal with this? Sometimes turning on/off vsync can make a difference.


Torzii said:
Oh and have you tried setting 3DMigoto to output TAB instead of SBS? The image seems better to me, but maybe it's just placebo on my part.


I have wondered this myself, and I did try it once, with Resident Evil 2, but can't say I noticed a difference ...

#10
Posted 02/26/2019 11:30 PM   
CRU should show the actual refresh rates the headset display is using. I've found that going a step or 2 below that, and forcing vsync on in the driver control panel has given the best results for the capture. I really need to test each game though, which is why the option to just sync the game's refresh to the headset would be nice... I'm not sure how they're doing it exactly (and I wish it just worked). So for example, I'm on WMR, and my Odyssey+ has a 3 refresh rates... 90.002, 59.998, and 59.995Hz. If I'm trying to run at 90, CRU will let me lock to 90.000, 89.995, 89.991, etc. But that's just for 1080p. Different resolutions might be slightly different, and different games might not like the same frequency, kind of a pain in the ass. If I'm going to use reprojection, I force it to always on, then try the refresh at 44.997, 44.993, etc. It takes a little trial and error, but it doesn't take that long. The other problem is I just have a standard 1080p60 monitor... nothing special. I test and switch to the different resolutions/frequencies from within the headset (cliffhouse, or SteamVR dashboard), and the monitor goes dark. If I crash in this state, it'll still be there when I reboot!!! Apart from memorizing the boot/login sequence, then getting WMR started to recover, I've been using MultiRes. I have it set to run at every boot to reset to the default res (which mostly works), and I also have a hotkey set for the same with Autohotkey. In one line, using r.ctrl+': [code]>^'::Run, MultiRes.exe /1920`,1080`,-1`,60 /exit, {Install Path Here, no quotes or braces, spaces ok}[/code] There's more to it with the stuttering though... I've really had to keep GPU use near about 90% max.
CRU should show the actual refresh rates the headset display is using. I've found that going a step or 2 below that, and forcing vsync on in the driver control panel has given the best results for the capture. I really need to test each game though, which is why the option to just sync the game's refresh to the headset would be nice... I'm not sure how they're doing it exactly (and I wish it just worked).

So for example, I'm on WMR, and my Odyssey+ has a 3 refresh rates... 90.002, 59.998, and 59.995Hz. If I'm trying to run at 90, CRU will let me lock to 90.000, 89.995, 89.991, etc. But that's just for 1080p. Different resolutions might be slightly different, and different games might not like the same frequency, kind of a pain in the ass.

If I'm going to use reprojection, I force it to always on, then try the refresh at 44.997, 44.993, etc. It takes a little trial and error, but it doesn't take that long.

The other problem is I just have a standard 1080p60 monitor... nothing special. I test and switch to the different resolutions/frequencies from within the headset (cliffhouse, or SteamVR dashboard), and the monitor goes dark. If I crash in this state, it'll still be there when I reboot!!!

Apart from memorizing the boot/login sequence, then getting WMR started to recover, I've been using MultiRes. I have it set to run at every boot to reset to the default res (which mostly works), and I also have a hotkey set for the same with Autohotkey. In one line, using r.ctrl+':

>^'::Run, MultiRes.exe /1920`,1080`,-1`,60 /exit, {Install Path Here, no quotes or braces, spaces ok}

There's more to it with the stuttering though... I've really had to keep GPU use near about 90% max.

#11
Posted 02/27/2019 11:54 PM   
[quote="Torzii"]CRU should show the actual refresh rates the headset display is using. I've found that going a step or 2 below that, and forcing vsync on in the driver control panel has given the best results for the capture. I really need to test each game though, which is why the option to just sync the game's refresh to the headset would be nice... I'm not sure how they're doing it exactly (and I wish it just worked). So for example, I'm on WMR, and my Odyssey+ has a 3 refresh rates... 90.002, 59.998, and 59.995Hz. If I'm trying to run at 90, CRU will let me lock to 90.000, 89.995, 89.991, etc. But that's just for 1080p. Different resolutions might be slightly different, and different games might not like the same frequency, kind of a pain in the ass. If I'm going to use reprojection, I force it to always on, then try the refresh at 44.997, 44.993, etc. It takes a little trial and error, but it doesn't take that long. The other problem is I just have a standard 1080p60 monitor... nothing special. I test and switch to the different resolutions/frequencies from within the headset (cliffhouse, or SteamVR dashboard), and the monitor goes dark. If I crash in this state, it'll still be there when I reboot!!! Apart from memorizing the boot/login sequence, then getting WMR started to recover, I've been using MultiRes. I have it set to run at every boot to reset to the default res (which mostly works), and I also have a hotkey set for the same with Autohotkey. In one line, using r.ctrl+': [code]>^'::Run, MultiRes.exe /1920`,1080`,-1`,60 /exit, {Install Path Here, no quotes or braces, spaces ok}[/code] There's more to it with the stuttering though... I've really had to keep GPU use near about 90% max.[/quote] I appreciate the detailed response! I'm experimenting with CRU right now and may have some follow up questions for you later, if you don't mind. Thanks again!
Torzii said:CRU should show the actual refresh rates the headset display is using. I've found that going a step or 2 below that, and forcing vsync on in the driver control panel has given the best results for the capture. I really need to test each game though, which is why the option to just sync the game's refresh to the headset would be nice... I'm not sure how they're doing it exactly (and I wish it just worked).

So for example, I'm on WMR, and my Odyssey+ has a 3 refresh rates... 90.002, 59.998, and 59.995Hz. If I'm trying to run at 90, CRU will let me lock to 90.000, 89.995, 89.991, etc. But that's just for 1080p. Different resolutions might be slightly different, and different games might not like the same frequency, kind of a pain in the ass.

If I'm going to use reprojection, I force it to always on, then try the refresh at 44.997, 44.993, etc. It takes a little trial and error, but it doesn't take that long.

The other problem is I just have a standard 1080p60 monitor... nothing special. I test and switch to the different resolutions/frequencies from within the headset (cliffhouse, or SteamVR dashboard), and the monitor goes dark. If I crash in this state, it'll still be there when I reboot!!!

Apart from memorizing the boot/login sequence, then getting WMR started to recover, I've been using MultiRes. I have it set to run at every boot to reset to the default res (which mostly works), and I also have a hotkey set for the same with Autohotkey. In one line, using r.ctrl+':

>^'::Run, MultiRes.exe /1920`,1080`,-1`,60 /exit, {Install Path Here, no quotes or braces, spaces ok}

There's more to it with the stuttering though... I've really had to keep GPU use near about 90% max.


I appreciate the detailed response! I'm experimenting with CRU right now and may have some follow up questions for you later, if you don't mind. Thanks again!

#12
Posted 02/28/2019 06:33 PM   
Sure, I don't mind. Maybe you'll come across a better way of doing things.
Sure, I don't mind. Maybe you'll come across a better way of doing things.

#13
Posted 02/28/2019 11:55 PM   
So I finally made a determined stab at following the information in your post and ... I'm not as educated about this stuff as I thought. If you don't mind answering a few more obvious questions ... [quote="Torzii"] So for example, I'm on WMR, and my Odyssey+ has a 3 refresh rates... 90.002, 59.998, and 59.995Hz. If I'm trying to run at 90, CRU will let me lock to 90.000, 89.995, 89.991, etc. But that's just for 1080p. Different resolutions might be slightly different, and different games might not like the same frequency, kind of a pain in the ass.[/quote] So you pick one of the Odyssey's rates--and then lock it at that rate--or a little under--on the Odyssey? Which stops it from stuttering? Is that right? [quote="Torzii"] If I'm going to use reprojection, I force it to always on, then try the refresh at 44.997, 44.993, etc. It takes a little trial and error, but it doesn't take that long. [/quote] That's because reprojection locks in at 45, and you're trying to go a little under that--right? [quote="Torzii"] The other problem is I just have a standard 1080p60 monitor... nothing special. I test and switch to the different resolutions/frequencies from within the headset (cliffhouse, or SteamVR dashboard), and the monitor goes dark. If I crash in this state, it'll still be there when I reboot!!![/quote] Yikes My monitor is the exact same. So the monitor doesn't recover, but stays at the failed res, giving you a black screen on reboot? And then Multires kicks in and resets it to the native res? [quote="Torzii"] There's more to it with the stuttering though... I've really had to keep GPU use near about 90% max.[/quote] How do you set GPU use?
So I finally made a determined stab at following the information in your post and ... I'm not as educated about this stuff as I thought. If you don't mind answering a few more obvious questions ...

Torzii said:

So for example, I'm on WMR, and my Odyssey+ has a 3 refresh rates... 90.002, 59.998, and 59.995Hz. If I'm trying to run at 90, CRU will let me lock to 90.000, 89.995, 89.991, etc. But that's just for 1080p. Different resolutions might be slightly different, and different games might not like the same frequency, kind of a pain in the ass.


So you pick one of the Odyssey's rates--and then lock it at that rate--or a little under--on the Odyssey? Which stops it from stuttering? Is that right?

Torzii said:
If I'm going to use reprojection, I force it to always on, then try the refresh at 44.997, 44.993, etc. It takes a little trial and error, but it doesn't take that long.



That's because reprojection locks in at 45, and you're trying to go a little under that--right?

Torzii said:
The other problem is I just have a standard 1080p60 monitor... nothing special. I test and switch to the different resolutions/frequencies from within the headset (cliffhouse, or SteamVR dashboard), and the monitor goes dark. If I crash in this state, it'll still be there when I reboot!!!


Yikes My monitor is the exact same. So the monitor doesn't recover, but stays at the failed res, giving you a black screen on reboot? And then Multires kicks in and resets it to the native res?

Torzii said:
There's more to it with the stuttering though... I've really had to keep GPU use near about 90% max.


How do you set GPU use?

#14
Posted 03/10/2019 08:41 AM   
For some of your stuttering issues, try the optimized W10 guide by helifax, perhaps it will help. https://forums.geforce.com/default/topic/989334/3d-vision/how-to-make-your-windows-10-box-quot-optimised-quot-for-gaming/
For some of your stuttering issues, try the optimized W10 guide by helifax, perhaps it will help.


https://forums.geforce.com/default/topic/989334/3d-vision/how-to-make-your-windows-10-box-quot-optimised-quot-for-gaming/

#15
Posted 03/10/2019 09:13 AM   
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