[Test Request] Stereo 3D OpenGL application
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Hello all, As some of you are aware for the last couple of months I have been working on my Master's Project. Among other things I implemented native stereo 3D in OpenGL. Some time ago, I said I will release a demo of the application. So here it is.... This is not the full version as some features and functionality have been striped down (I am not sure I can post a build with all or not) What I am interested in: - Please take 5 minutes of your time and grab the application and test it. - Give me feedback, on this thread, regarding: a) the quality of the stereo 3D. b) the performance impact on your system (fps and GTX card) - you can use Afterburner as Fraps acts weird c) I plan to put some of your results in my REPORT (also acknowledge the help of the community ^_^) so please, if possible, give some detailed reports with the above. d) convergence and separation is initially set to a comfortable view position. If you find the default settings BAD, let me know. e) you can increase/decrease convergence & separation and I am interested to see if you can safely reach the POP and PUSH effects. Keep in mind that YOU also will need to ADJUST the separation when changing convergence. The app doesn't do this automatically on purpose in order to BETTER show this link. About the application: . It is written in OpenGL core profile 4.0 so a card with pixel shader 4.0 is required ( I guess this is not a problem) . Don't mind the texturing it is purely demonstrative and no "complex" methods were used . Culling is only performed on the trees, while the terrain is fully rendered (for testing performance impact) . Trees don't have a LOD mechanism . Terrain has a LOD mechanism in action . The camera movement (with the mouse) does not employ an "orbit camera system", but rather a "free camera system" as found in planes. Thus, you can basically flip up-side down;)) How to Run the APP: 1. in nVpanel set your monitor to 120hz BEFORE starting the app - the driver kicks in only if 120hz is used... 2. Disable, Surround if you have it enabled. 3. Lunch the app it will start in stereo 3D fullscreen 4. You can toggle between fullscreen and window by using (f)ullscreen and n(ormal) keys I couldn't upload it here since is quite big, but here is the link: [url=http://www.mediafire.com/?3a9d2ap9l65dyc8]http://www.mediafire.com/?3a9d2ap9l65dyc8[/url] Again, please, take 5 minutes of your time, if you can, and test it and share your thoughts Any other feedback is also greatly appreciated. Thank you in advance, Best Regards, Helifax
Hello all,

As some of you are aware for the last couple of months I have been working on my Master's Project. Among other things I implemented native stereo 3D in OpenGL.
Some time ago, I said I will release a demo of the application. So here it is....

This is not the full version as some features and functionality have been striped down (I am not sure I can post a build with all or not)

What I am interested in:
- Please take 5 minutes of your time and grab the application and test it.
- Give me feedback, on this thread, regarding:
a) the quality of the stereo 3D.
b) the performance impact on your system (fps and GTX card) - you can use Afterburner as Fraps acts weird
c) I plan to put some of your results in my REPORT (also acknowledge the help of the community ^_^) so please, if possible, give some detailed reports with the above.
d) convergence and separation is initially set to a comfortable view position. If you find the default settings BAD, let me know.
e) you can increase/decrease convergence & separation and I am interested to see if you can safely reach the POP and PUSH effects. Keep in mind that YOU also will need to ADJUST the separation when changing convergence. The app doesn't do this automatically on purpose in order to BETTER show this link.

About the application:
. It is written in OpenGL core profile 4.0 so a card with pixel shader 4.0 is required ( I guess this is not a problem)
. Don't mind the texturing it is purely demonstrative and no "complex" methods were used
. Culling is only performed on the trees, while the terrain is fully rendered (for testing performance impact)
. Trees don't have a LOD mechanism
. Terrain has a LOD mechanism in action
. The camera movement (with the mouse) does not employ an "orbit camera system", but rather a "free camera system" as found in planes. Thus, you can basically flip up-side down;))

How to Run the APP:
1. in nVpanel set your monitor to 120hz BEFORE starting the app - the driver kicks in only if 120hz is used...
2. Disable, Surround if you have it enabled.
3. Lunch the app it will start in stereo 3D fullscreen
4. You can toggle between fullscreen and window by using (f)ullscreen and n(ormal) keys

I couldn't upload it here since is quite big, but here is the link:
http://www.mediafire.com/?3a9d2ap9l65dyc8

Again, please, take 5 minutes of your time, if you can, and test it and share your thoughts
Any other feedback is also greatly appreciated.

Thank you in advance,
Best Regards,
Helifax

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)

#1
Posted 08/13/2013 01:45 PM   
Can you build it with static libs ? It's require too many qt dlls and seems doesn't match versions with mine.
Can you build it with static libs ?
It's require too many qt dlls and seems doesn't match versions with mine.

#2
Posted 08/13/2013 02:14 PM   
A damn...Sure will do that;)) I forgot about that:)
A damn...Sure will do that;)) I forgot about that:)

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)

#3
Posted 08/13/2013 02:16 PM   
What time frame do you have? Is it immediate or over a few weeks? I will look later tonight i.e. in about 12 hrs, but don't have access to 3D Vision kit before then.
What time frame do you have? Is it immediate or over a few weeks? I will look later tonight i.e. in about 12 hrs, but don't have access to 3D Vision kit before then.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#4
Posted 08/13/2013 02:21 PM   
The program can't start because QtOpenGL4.dll is missing from your computer. Try reinstalling the program to fix this problem.
The program can't start because QtOpenGL4.dll is missing from your computer. Try reinstalling the program to fix this problem.

#5
Posted 08/13/2013 02:27 PM   
[quote="-=HeliX=-"]Can you build it with static libs ? It's require too many qt dlls and seems doesn't match versions with mine.[/quote] Weird thing is... I am building it with static libs -_- but I think the other library that I am using (as per the program REQUEST to use it) LINKS dynamically...even if I build that lib as static... as a matter of fact I see is linking dynamic (DLL_EXPORT) Anyway... I have put everything that is needed together so the app will work now;)) Updated the link in the original post
-=HeliX=- said:Can you build it with static libs ?
It's require too many qt dlls and seems doesn't match versions with mine.


Weird thing is... I am building it with static libs -_- but I think the other library that I am using (as per the program REQUEST to use it) LINKS dynamically...even if I build that lib as static... as a matter of fact I see is linking dynamic (DLL_EXPORT)

Anyway... I have put everything that is needed together so the app will work now;))

Updated the link in the original post

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)

#6
Posted 08/13/2013 02:59 PM   
Thanks. It looks you bind synchronization to 120 hz. I have desktop refresh rate 144 and picture was out of sync. Fixed by changing desktop ref.rate to 120 hz. With 680ti have about 270 fps, but card working on power save profile(lowered to 70% )
Thanks.
It looks you bind synchronization to 120 hz. I have desktop refresh rate 144 and picture was out of sync.
Fixed by changing desktop ref.rate to 120 hz.
With 680ti have about 270 fps, but card working on power save profile(lowered to 70% )

#7
Posted 08/13/2013 03:23 PM   
[quote="-=HeliX=-"]Thanks. It looks you bind synchronization to 120 hz. I have desktop refresh rate 144 and picture was out of sync. Fixed by changing desktop ref.rate to 120 hz. With 680ti have about 270 fps, but card working on power save profile(lowered to 70% )[/quote] Thanks for the feedback! How did you find the stereo 3D implementation? and default values? uncomfortable/comfortable? Did you play with the convergence/separation values? I haven't bind the sync at 120hz. That is what the nvidia driver is doing....and currently it works only if put at 120hz:( As you can also see in 2D, I am forcing the Vsync OFF, while in 3D for me is capped at 60fps. Do you see the same?
-=HeliX=- said:Thanks.
It looks you bind synchronization to 120 hz. I have desktop refresh rate 144 and picture was out of sync.
Fixed by changing desktop ref.rate to 120 hz.
With 680ti have about 270 fps, but card working on power save profile(lowered to 70% )


Thanks for the feedback! How did you find the stereo 3D implementation? and default values? uncomfortable/comfortable? Did you play with the convergence/separation values?

I haven't bind the sync at 120hz. That is what the nvidia driver is doing....and currently it works only if put at 120hz:(

As you can also see in 2D, I am forcing the Vsync OFF, while in 3D for me is capped at 60fps. Do you see the same?

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)

#8
Posted 08/13/2013 03:35 PM   
The program reports 99% depth while I only measure 2,9cm separation which is about 46% depth on my VG278H. I had to switch from Swedish keyboard layout to US keyboard be able to adjust depth. Because you can be very close to the ground you can get pop-out on the floor even with very low convergence. There is some strange voodoo when it comes to low convergence which is true in standard 3D Vision as well. The environment is highly textured with occational high contrast and the terrain is pretty uneven. I have been in more comforting environments.
The program reports 99% depth while I only measure 2,9cm separation which is about 46% depth on my VG278H.

I had to switch from Swedish keyboard layout to US keyboard be able to adjust depth.

Because you can be very close to the ground you can get pop-out on the floor even with very low convergence. There is some strange voodoo when it comes to low convergence which is true in standard 3D Vision as well.

The environment is highly textured with occational high contrast and the terrain is pretty uneven. I have been in more comforting environments.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#9
Posted 08/13/2013 03:37 PM   
[quote="Flugan"]The program reports 99% depth while I only measure 2,9cm separation which is about 46% depth on my VG278H. I had to switch from Swedish keyboard layout to US keyboard be able to adjust depth. The environment is highly textured with occational high contrast and the terrain is pretty uneven. I have been in more comforting environments.[/quote] Thank you very much for the feedback. Yes I have locked the separation at a relative low max level. Do you think I should unlock it to 100% equivalent of 3D Vision? The uneven part of the terrain is EXACTLY what the CDLOD algorithm is about. That can be configured ofc. Do you find the textures to high as being a bad thing? I can easily lower the quality:)) as can I tweak the contrast. I haven't thought of that;)) but I believe I can make it a more warm;)) [quote="Flugan"] Because you can be very close to the ground you can get pop-out on the floor even with very low convergence. There is some strange voodoo when it comes to low convergence which is true in standard 3D Vision as well. [/quote] Yes I also noticed that. The implementation is based on the official nVidia papers so I guess that is why we see it.;))
Flugan said:The program reports 99% depth while I only measure 2,9cm separation which is about 46% depth on my VG278H.

I had to switch from Swedish keyboard layout to US keyboard be able to adjust depth.

The environment is highly textured with occational high contrast and the terrain is pretty uneven. I have been in more comforting environments.


Thank you very much for the feedback. Yes I have locked the separation at a relative low max level. Do you think I should unlock it to 100% equivalent of 3D Vision?
The uneven part of the terrain is EXACTLY what the CDLOD algorithm is about. That can be configured ofc.
Do you find the textures to high as being a bad thing? I can easily lower the quality:)) as can I tweak the contrast. I haven't thought of that;)) but I believe I can make it a more warm;))


Flugan said:
Because you can be very close to the ground you can get pop-out on the floor even with very low convergence. There is some strange voodoo when it comes to low convergence which is true in standard 3D Vision as well.


Yes I also noticed that. The implementation is based on the official nVidia papers so I guess that is why we see it.;))

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)

#10
Posted 08/13/2013 03:42 PM   
I need to spend more time, 46% separation is quite enough on a monitor and any bigger screen will be able to go to 100% or beyond. I navigated around using WASD and think I ended up in approximately the ANT perspective. Was more expecting to fly around with mouselook. I might be missing something. Ended up too close to floor for comfort.
I need to spend more time, 46% separation is quite enough on a monitor and any bigger screen will be able to go to 100% or beyond.

I navigated around using WASD and think I ended up in approximately the ANT perspective. Was more expecting to fly around with mouselook. I might be missing something.

Ended up too close to floor for comfort.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#11
Posted 08/13/2013 03:51 PM   
[quote="Flugan"]I need to spend more time, 46% separation is quite enough on a monitor and any bigger screen will be able to go to 100% or beyond. I navigated around using WASD and think I ended up in approximately the ANT perspective. Was more expecting to fly around with mouselook. I might be missing something. Ended up too close to floor for comfort.[/quote] I think I can offset the viewer position(camera) even more higher to avoid those close ups of the floor. I can also enable free-navigation rather than staying close to the ground. Thanks for the info. I will do the demo on one of my monitors and that is why I looked the separation at that level. Anything above that started to be uncomfortable on one screen. Performance-wise do you encounter any problems? What is the FPS that you get in stereo and normal 2D ?
Flugan said:I need to spend more time, 46% separation is quite enough on a monitor and any bigger screen will be able to go to 100% or beyond.

I navigated around using WASD and think I ended up in approximately the ANT perspective. Was more expecting to fly around with mouselook. I might be missing something.

Ended up too close to floor for comfort.


I think I can offset the viewer position(camera) even more higher to avoid those close ups of the floor. I can also enable free-navigation rather than staying close to the ground. Thanks for the info. I will do the demo on one of my monitors and that is why I looked the separation at that level. Anything above that started to be uncomfortable on one screen.

Performance-wise do you encounter any problems? What is the FPS that you get in stereo and normal 2D ?

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)

#12
Posted 08/13/2013 03:59 PM   
Stereo 3d looks good. No issues. Default settings were far too low for my tastes, but turning them up fixed that. Performance was 170-200, average probably 185. My card is two GTX 660s (not sure if this app takes advantage of SLI though) Interestingly, my performance dropped to around 150 when I disabled 3d.
Stereo 3d looks good. No issues. Default settings were far too low for my tastes, but turning them up fixed that.
Performance was 170-200, average probably 185.
My card is two GTX 660s (not sure if this app takes advantage of SLI though)
Interestingly, my performance dropped to around 150 when I disabled 3d.

#13
Posted 08/13/2013 04:15 PM   
[quote="Pirateguybrush"]Stereo 3d looks good. No issues. Default settings were far too low for my tastes, but turning them up fixed that. Performance was 170-200, average probably 185. My card is two GTX 660s (not sure if this app takes advantage of SLI though) Interestingly, my performance dropped to around 150 when I disabled 3d.[/quote] Big thanks for the info;)) Yes I also noticed and send a mail to nVidia regarding performance problems with 3D Vision in OpenGL...
Pirateguybrush said:Stereo 3d looks good. No issues. Default settings were far too low for my tastes, but turning them up fixed that.
Performance was 170-200, average probably 185.
My card is two GTX 660s (not sure if this app takes advantage of SLI though)
Interestingly, my performance dropped to around 150 when I disabled 3d.


Big thanks for the info;)) Yes I also noticed and send a mail to nVidia regarding performance problems with 3D Vision in OpenGL...

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)

#14
Posted 08/13/2013 04:33 PM   
Maybe you missed me. My framerate increased when I turned on 3d vision.
Maybe you missed me. My framerate increased when I turned on 3d vision.

#15
Posted 08/13/2013 04:37 PM   
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