[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)
  67 / 92    
Big thanks D-Man11! I was playing a bit last night with the new driver and indeed I noticed new extensions ;)) I didn't play with them yet;) BUT I made one VERY INTERESTING Discovery: - The fullscreen single GPU bug IS FIXED in interoop now;) The bad news is that is only on Windows 10 drivers;) Windows 7 drivers/branch still has the bug;)) BUT THIS IS AWESOME NEWS;))
Big thanks D-Man11!
I was playing a bit last night with the new driver and indeed I noticed new extensions ;))
I didn't play with them yet;) BUT I made one VERY INTERESTING Discovery:

- The fullscreen single GPU bug IS FIXED in interoop now;) The bad news is that is only on Windows 10 drivers;) Windows 7 drivers/branch still has the bug;)) BUT THIS IS AWESOME NEWS;))

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 11/05/2015 09:47 AM   
[quote="helifax"]Before anyone gets their hopes up;)) they are just improvements meaning the eye-sync issue will still be there;)) I know exactly what theoretically must be done..problem is in OpenGL is not that easy:( In any case the improved rendering pipeline should make things work better;) Currently the BIGGEST issue is the "Single GPU part". The driver SIMPLY works wrong in single GPU mode while in SLI it works as it should. To be more exact, I can't make a damn fullscreen DirectX9 context in Single GPU without getting an OUT OF MEMORY error and 3D Vision being disabled..... while in SLI and Surround it works perfectly fine -_-. I know this is a BUG in Nvidia drivers...problem is how can I explain it to them ?? I can't simply tell them to use my wrapper:)) (since they'll say that something is not coded right while it is...SAME EXACT CODE works in 2 cases but fails in one)... And the Nvidia Developer Forums are pretty much dead....:( In any case SLI users should see the biggest improvement;) Single GPU users...maybe a bit?? :)[/quote] You should just start PMing people at Nvidia that seem to have anything to do with OpenGL with hopes of getting a response from one of them. Piers Daniell, Driver Software Engineer, OpenGL and Vulkan I couldn't find his Nvidia Profile but perhaps you can contact him via the OpenGL forums or twitter https://www.opengl.org/discussion_boards/showthread.php/184619-NVIDIA-releases-OpenGL-4-5-beta-drivers Tristan Lorach tlorach@nvidia.com https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/nvFX%20A%20New%20Shader-Effect%20Framework.pdf Detlef Roettger https://devtalk.nvidia.com/member/1641048/ Has a checklist for reporting OpenGL related problems. https://devtalk.nvidia.com/default/topic/859443/opengl/possible-opengl-bug-when-using-arb_vertex_attrib_binding/ sandipt https://devtalk.nvidia.com/member/1827029/ Arthur Huillet ( NVIDIA Linux Graphics) https://devtalk.nvidia.com/member/1984359/ You can see that he investigated an issue with Witcher using Wine here. https://devtalk.nvidia.com/default/topic/773623/character-models-are-sometimes-invisible-in-the-witcher-game/#4494381
helifax said:Before anyone gets their hopes up;)) they are just improvements meaning the eye-sync issue will still be there;)) I know exactly what theoretically must be done..problem is in OpenGL is not that easy:(

In any case the improved rendering pipeline should make things work better;)
Currently the BIGGEST issue is the "Single GPU part". The driver SIMPLY works wrong in single GPU mode while in SLI it works as it should. To be more exact, I can't make a damn fullscreen DirectX9 context in Single GPU without getting an OUT OF MEMORY error and 3D Vision being disabled..... while in SLI and Surround it works perfectly fine -_-. I know this is a BUG in Nvidia drivers...problem is how can I explain it to them ?? I can't simply tell them to use my wrapper:)) (since they'll say that something is not coded right while it is...SAME EXACT CODE works in 2 cases but fails in one)... And the Nvidia Developer Forums are pretty much dead....:(

In any case SLI users should see the biggest improvement;) Single GPU users...maybe a bit?? :)


You should just start PMing people at Nvidia that seem to have anything to do with OpenGL with hopes of getting a response from one of them.

Piers Daniell, Driver Software Engineer, OpenGL and Vulkan I couldn't find his Nvidia Profile but perhaps you can contact him via the OpenGL forums or twitter
https://www.opengl.org/discussion_boards/showthread.php/184619-NVIDIA-releases-OpenGL-4-5-beta-drivers

Tristan Lorach tlorach@nvidia.com
https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/nvFX%20A%20New%20Shader-Effect%20Framework.pdf


Detlef Roettger https://devtalk.nvidia.com/member/1641048/ Has a checklist for reporting OpenGL related problems. https://devtalk.nvidia.com/default/topic/859443/opengl/possible-opengl-bug-when-using-arb_vertex_attrib_binding/

sandipt https://devtalk.nvidia.com/member/1827029/

Arthur Huillet ( NVIDIA Linux Graphics) https://devtalk.nvidia.com/member/1984359/

You can see that he investigated an issue with Witcher using Wine here.
https://devtalk.nvidia.com/default/topic/773623/character-models-are-sometimes-invisible-in-the-witcher-game/#4494381

Posted 11/05/2015 07:36 PM   
Two interesting Videos of Nvidia and OpenGL from Siggraph 2015 pay attention at 39:47 on :) https://www.youtube.com/watch?v=8xBuAdnIrJQ#t=67 http://on-demand.gputechconf.com/siggraph/2015/video/SIG512-Tristan-Lorach.html OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead
Two interesting Videos of Nvidia and OpenGL from Siggraph 2015

pay attention at 39:47 on :)

#t=67

http://on-demand.gputechconf.com/siggraph/2015/video/SIG512-Tristan-Lorach.html
OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead

Posted 11/05/2015 07:40 PM   
Could NVEmulate be of any help? https://developer.nvidia.com/nvemulate The new version supports OpenGL drivers from Release 325 and above. NVemulate Options to Aid Debugging Other check boxes in the NVemulate control panel are designed to aid debugging of GLSL programs as well as help developers report GLSL issues so they can be readily addressed in future drivers
Could NVEmulate be of any help?

https://developer.nvidia.com/nvemulate

The new version supports OpenGL drivers from Release 325 and above.

NVemulate Options to Aid Debugging

Other check boxes in the NVemulate control panel are designed to aid debugging of GLSL programs as well as help developers report GLSL issues so they can be readily addressed in future drivers

Posted 11/05/2015 10:56 PM   
Yeah I came across that one;) Basically it helps you debug and see how shaders compile or how portable they are;)) Not really helpful for me but big thank you for thinking about me;))
Yeah I came across that one;) Basically it helps you debug and see how shaders compile or how portable they are;))
Not really helpful for me but big thank you for thinking about me;))

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 11/06/2015 09:40 AM   
They also have a new OpenGL Debugger for Linux that's still a work in progress but is feature rich. They are also taking suggestions for additional features that people want implemented. The Demo is done using Infiltrator running on the UE4 Engine from Epic Games.It's also available for Andrid Windows/Mac/linux in their Tegra Graphics Debugger.(44:30) http://on-demand.gputechconf.com/siggraph/2015/video/SIG504-Jeff-Kiel.html It seems a lot like Nsight/Perfhud. EDIT: BTW Nsight is now updated to the Direct3D 12 API https://developer.nvidia.com/nsight-visual-studio-edition-downloads
They also have a new OpenGL Debugger for Linux that's still a work in progress but is feature rich. They are also taking suggestions for additional features that people want implemented. The Demo is done using Infiltrator running on the UE4 Engine from Epic Games.It's also available for Andrid Windows/Mac/linux in their Tegra Graphics Debugger.(44:30)

http://on-demand.gputechconf.com/siggraph/2015/video/SIG504-Jeff-Kiel.html

It seems a lot like Nsight/Perfhud.

EDIT: BTW Nsight is now updated to the Direct3D 12 API
https://developer.nvidia.com/nsight-visual-studio-edition-downloads

Posted 11/06/2015 11:50 AM   
[quote="D-Man11"]They also have a new OpenGL Debugger for Linux that's still a work in progress but is feature rich. They are also taking suggestions for additional features that people want implemented. The Demo is done using Infiltrator running on the UE4 Engine from Epic Games.It's also available for Andrid Windows/Mac/linux in their Tegra Graphics Debugger.(44:30) http://on-demand.gputechconf.com/siggraph/2015/video/SIG504-Jeff-Kiel.html It seems a lot like Nsight/Perfhud. EDIT: BTW Nsight is now updated to the Direct3D 12 API https://developer.nvidia.com/nsight-visual-studio-edition-downloads[/quote] Yeah very cool video;)) Well it's about time that OpenGL makes another major push across all platforms;) That's why when I developed my wrapper I kept in mind the opportunity of porting it to Linux;) A while ago I was actually able to make 3D Vision work under Linux (no quadro card involved). Of course this means that I need to strip nvapi and DX-OGL interoop;) but that is not as hard as it sounds;)) Especially with SteamOS becoming more popular;) it is a possibility in the future;) I just want to see how popular SteamOS will be and then I can decide;)
D-Man11 said:They also have a new OpenGL Debugger for Linux that's still a work in progress but is feature rich. They are also taking suggestions for additional features that people want implemented. The Demo is done using Infiltrator running on the UE4 Engine from Epic Games.It's also available for Andrid Windows/Mac/linux in their Tegra Graphics Debugger.(44:30)


http://on-demand.gputechconf.com/siggraph/2015/video/SIG504-Jeff-Kiel.html


It seems a lot like Nsight/Perfhud.

EDIT: BTW Nsight is now updated to the Direct3D 12 API

https://developer.nvidia.com/nsight-visual-studio-edition-downloads



Yeah very cool video;))
Well it's about time that OpenGL makes another major push across all platforms;)
That's why when I developed my wrapper I kept in mind the opportunity of porting it to Linux;)
A while ago I was actually able to make 3D Vision work under Linux (no quadro card involved).
Of course this means that I need to strip nvapi and DX-OGL interoop;) but that is not as hard as it sounds;))

Especially with SteamOS becoming more popular;) it is a possibility in the future;) I just want to see how popular SteamOS will be and then I can decide;)

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 11/06/2015 12:24 PM   
Updated the Wolfenstein fixes with the latest version of the wrapper. While they provide better results well... they eye sync issue is still there;) due to the damn 60fps lock;) You might still be interesting in trying it out though...maybe is better for you now;) (I had zero issues with the eye-sync before though).
Updated the Wolfenstein fixes with the latest version of the wrapper.
While they provide better results well... they eye sync issue is still there;) due to the damn 60fps lock;)

You might still be interesting in trying it out though...maybe is better for you now;) (I had zero issues with the eye-sync before though).

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 11/07/2015 01:32 AM   
First I would like to say thanks to helifax for this nice 3D Vision Wrapper. With 3D Vision Wrapper V4.19 I finally got Quake 4 and Enemy Territory - Quake Wars running in 3D. I also got ePSXe running in 3D with the wrapper and Wing Commander Prophecy. Wing Commander Prophecy looks really nice in 3D. With Quake 4 there's a small issue running it in 3D. When it loads the game it fails to do that the first time and ASS appears in the top right corner of the screen. When you try to load the game for the second time it works but ASS is still visible in the top right corner of the screen. With ePSXe I've got an issue trying to adjust the DepthMultiplicationFactor and DefaultConvergence. Whatever I'm trying it makes no difference. But it's still a big improvement because now you can use Pete's OpenGL2 Driver 2.9 to run ePSXe in 3D. The 3D with the wrapper is a lot better than using TriDef with Power 3D for ePSXe. If someone could explain how to use the DefaultConvergence that would be awesome. How does it work? I mean what hex value do you've got to use?
First I would like to say thanks to helifax for this nice 3D Vision Wrapper. With 3D Vision Wrapper V4.19 I finally got Quake 4 and Enemy Territory - Quake Wars running in 3D.

I also got ePSXe running in 3D with the wrapper and Wing Commander Prophecy. Wing Commander Prophecy looks really nice in 3D.

With Quake 4 there's a small issue running it in 3D. When it loads the game it fails to do that the first time and ASS appears in the top right corner of the screen. When you try to load the game for the second time it works but ASS is still visible in the top right corner of the screen.

With ePSXe I've got an issue trying to adjust the DepthMultiplicationFactor and DefaultConvergence. Whatever I'm trying it makes no difference. But it's still a big improvement because now you can use Pete's OpenGL2 Driver 2.9 to run ePSXe in 3D. The 3D with the wrapper is a lot better than using TriDef with Power 3D for ePSXe.

If someone could explain how to use the DefaultConvergence that would be awesome. How does it work? I mean what hex value do you've got to use?

Posted 11/08/2015 10:49 AM   
[quote="Alien-Grey"]First I would like to say thanks to helifax for this nice 3D Vision Wrapper. With 3D Vision Wrapper V4.19 I finally got Quake 4 and Enemy Territory - Quake Wars running in 3D. I also got ePSXe running in 3D with the wrapper and Wing Commander Prophecy. Wing Commander Prophecy looks really nice in 3D. With Quake 4 there's a small issue running it in 3D. When it loads the game it fails to do that the first time and ASS appears in the top right corner of the screen. When you try to load the game for the second time it works but ASS is still visible in the top right corner of the screen. With ePSXe I've got an issue trying to adjust the DepthMultiplicationFactor and DefaultConvergence. Whatever I'm trying it makes no difference. But it's still a big improvement because now you can use Pete's OpenGL2 Driver 2.9 to run ePSXe in 3D. The 3D with the wrapper is a lot better than using TriDef with Power 3D for ePSXe. If someone could explain how to use the DefaultConvergence that would be awesome. How does it work? I mean what hex value do you've got to use?[/quote] Big thanks for the feedback and I am really glad that there are people out there who are actually using the wrapper ;)) It really makes me happy;)) ASS - Is this some kind of overlay? Sorry I am not familiar with the term:( Regarding the default convergence: - I could change that instead of being the hex representation of the float value to be actually a float;) - Currently that value is used only when the wrapper is creating the profile the first time. Afterwards is ignored since you can change it using the nvidia shortcuts from Nvpanel. The reason I did it like this is to allow people changing the convergence and saving it (in the profile with Nvidia keys). If I would constantly re-write it, their settings will be overwritten. - If you want to change this value: You can use nvidia inspector, find the profile generated by the wrapper and "Restore it to Nvidia defaults". Then in the ini file modify the value and start the game again. This will make the wrapper update the profile again, including the new convergence value. The actual value can be calculated on this webpage for example: http://babbage.cs.qc.cuny.edu/IEEE-754/ (Or any calculator that can represent the HEX from a float value) - DepthMultiplicationFactor is a value that is basically multiplied with the Stereo value that comes from the Nvidia driver. So a value of 0.5 will actually divide the stereo by 2. While a 2.0 will multiply the stereo by 2. Hope this helps;) Cheers!
Alien-Grey said:First I would like to say thanks to helifax for this nice 3D Vision Wrapper. With 3D Vision Wrapper V4.19 I finally got Quake 4 and Enemy Territory - Quake Wars running in 3D.

I also got ePSXe running in 3D with the wrapper and Wing Commander Prophecy. Wing Commander Prophecy looks really nice in 3D.

With Quake 4 there's a small issue running it in 3D. When it loads the game it fails to do that the first time and ASS appears in the top right corner of the screen. When you try to load the game for the second time it works but ASS is still visible in the top right corner of the screen.

With ePSXe I've got an issue trying to adjust the DepthMultiplicationFactor and DefaultConvergence. Whatever I'm trying it makes no difference. But it's still a big improvement because now you can use Pete's OpenGL2 Driver 2.9 to run ePSXe in 3D. The 3D with the wrapper is a lot better than using TriDef with Power 3D for ePSXe.

If someone could explain how to use the DefaultConvergence that would be awesome. How does it work? I mean what hex value do you've got to use?


Big thanks for the feedback and I am really glad that there are people out there who are actually using the wrapper ;)) It really makes me happy;))

ASS - Is this some kind of overlay? Sorry I am not familiar with the term:(

Regarding the default convergence:
- I could change that instead of being the hex representation of the float value to be actually a float;)
- Currently that value is used only when the wrapper is creating the profile the first time. Afterwards is ignored since you can change it using the nvidia shortcuts from Nvpanel. The reason I did it like this is to allow people changing the convergence and saving it (in the profile with Nvidia keys). If I would constantly re-write it, their settings will be overwritten.
- If you want to change this value: You can use nvidia inspector, find the profile generated by the wrapper and "Restore it to Nvidia defaults". Then in the ini file modify the value and start the game again. This will make the wrapper update the profile again, including the new convergence value.

The actual value can be calculated on this webpage for example:
http://babbage.cs.qc.cuny.edu/IEEE-754/
(Or any calculator that can represent the HEX from a float value)

- DepthMultiplicationFactor is a value that is basically multiplied with the Stereo value that comes from the Nvidia driver. So a value of 0.5 will actually divide the stereo by 2. While a 2.0 will multiply the stereo by 2.


Hope this helps;)

Cheers!

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 11/08/2015 01:05 PM   
[quote="helifax"]Big thanks for the feedback and I am really glad that there are people out there who are actually using the wrapper ;)) It really makes me happy;)) ASS - Is this some kind of overlay? Sorry I am not familiar with the term:( Regarding the default convergence: - I could change that instead of being the hex representation of the float value to be actually a float;) - Currently that value is used only when the wrapper is creating the profile the first time. Afterwards is ignored since you can change it using the nvidia shortcuts from Nvpanel. The reason I did it like this is to allow people changing the convergence and saving it (in the profile with Nvidia keys). If I would constantly re-write it, their settings will be overwritten. - If you want to change this value: You can use nvidia inspector, find the profile generated by the wrapper and "Restore it to Nvidia defaults". Then in the ini file modify the value and start the game again. This will make the wrapper update the profile again, including the new convergence value. The actual value can be calculated on this webpage for example: http://babbage.cs.qc.cuny.edu/IEEE-754/ (Or any calculator that can represent the HEX from a float value) - DepthMultiplicationFactor is a value that is basically multiplied with the Stereo value that comes from the Nvidia driver. So a value of 0.5 will actually divide the stereo by 2. While a 2.0 will multiply the stereo by 2. Hope this helps;) Cheers![/quote] Thanks for the explanation. I also have no idea what ASS actually means. All I can say is that it stops loading the game and goes back to the menu. ASS or sometimes, depending on the settings, COMP ASS appears in the the top right corner and now you can load the game and start playing in 3D. The NVIDIA shortcuts don't work for me with the wrapper. Maybe this is because I'm using the wrapper with passive 3D monitor.
helifax said:Big thanks for the feedback and I am really glad that there are people out there who are actually using the wrapper ;)) It really makes me happy;))

ASS - Is this some kind of overlay? Sorry I am not familiar with the term:(

Regarding the default convergence:
- I could change that instead of being the hex representation of the float value to be actually a float;)
- Currently that value is used only when the wrapper is creating the profile the first time. Afterwards is ignored since you can change it using the nvidia shortcuts from Nvpanel. The reason I did it like this is to allow people changing the convergence and saving it (in the profile with Nvidia keys). If I would constantly re-write it, their settings will be overwritten.
- If you want to change this value: You can use nvidia inspector, find the profile generated by the wrapper and "Restore it to Nvidia defaults". Then in the ini file modify the value and start the game again. This will make the wrapper update the profile again, including the new convergence value.

The actual value can be calculated on this webpage for example:

http://babbage.cs.qc.cuny.edu/IEEE-754/

(Or any calculator that can represent the HEX from a float value)

- DepthMultiplicationFactor is a value that is basically multiplied with the Stereo value that comes from the Nvidia driver. So a value of 0.5 will actually divide the stereo by 2. While a 2.0 will multiply the stereo by 2.


Hope this helps;)

Cheers!


Thanks for the explanation.

I also have no idea what ASS actually means. All I can say is that it stops loading the game and goes back to the menu. ASS or sometimes, depending on the settings, COMP ASS appears in the the top right corner and now you can load the game and start playing in 3D.

The NVIDIA shortcuts don't work for me with the wrapper. Maybe this is because I'm using the wrapper with passive 3D monitor.

Posted 11/08/2015 01:40 PM   
[quote="Alien-Grey"] The NVIDIA shortcuts don't work for me with the wrapper. Maybe this is because I'm using the wrapper with passive 3D monitor.[/quote] Do they work in other games? Then they should work here as well. I am curious about this;)
Alien-Grey said:

The NVIDIA shortcuts don't work for me with the wrapper. Maybe this is because I'm using the wrapper with passive 3D monitor.


Do they work in other games? Then they should work here as well. I am curious about this;)

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 11/08/2015 03:22 PM   
[quote="helifax"][quote="helifax"]F.I.N.A.L.L.Y is here !!!!!!!!!! ============================================= Star Wars: Knights of the Old Republic ============================================= && ========================================================== Star Wars: Knights of the Old Republic II : The Sith Lords ========================================================== [color="green"] 3D Vision FIX!!!![/color] [img]http://3dsurroundgaming.com/VideoPages/icons/Kotor/Kotor-slide.jpg[/img] You can grab it from: [url=http://3dsurroundgaming.com/OpenGL3DVisionGames.html#kotor]3D Surround Gaming => 3D Vision OGL Fixed Games[/url] - Be sure to read the Readme.txt file:) - If you are on SLI, be sure to restart the game at least once after installing the wrapper. - Mods are supported! (Not sure if all) but defo texture packs and content mods. Screenshots: [url=http://3dsurroundgaming.com/OGL3DVision/pictures/Kotor/ScreenShots.html]SwKotor[/url] Screenshots: [url=http://3dsurroundgaming.com/OGL3DVision/pictures/Kotor2/ScreenShots.html]SwKotorII-The Sith Lords[/url] Video: [url=http://3dsurroundgaming.com/OGL3DVision/videos/Kotor/Video.html]SwKotor[/url] Video: [url=http://3dsurroundgaming.com/OGL3DVision/videos/Kotor2/Video.html]SwKotorII-The Sith Lords[/url] (Requires [url=ftp://ftp.mozilla.org/pub/firefox/releases/31.4.0esr/win32/en-US/]Firefox 31[/url] version to see them :( ) I really hope you will enjoy these classics in the 3rd dimension yet again ^_^ as these were basically my initial target with this wrapper ! (Even if I managed fix other newer more advanced game engines lol ^_^) ! Happy Gaming ![/quote] Apparently the 3D Vision fix + Surround fix is broken with the latest patch in KOTOR2. Funny how they said they implemented Resolutions up to 4K but fails miserably in Surround.... I wished they just forgot about the game and DON'T PATCH IT AFTER 10 FREAKING YEARS!!! (But I guess the cow still has milk...) Edit: Managed to salvage the situation. I made an archive that basically enables the game to work properly in 3D Vision and Surround. You can download it from here: [url=http://3dsurroundgaming.com/OpenGL3DVisionGames.html#kotor2]http://3dsurroundgaming.com/OpenGL3DVisionGames.html#kotor2[/url] Until I will (If I will) update the fixes to work with the latest official HACK...err fix, you can use this one;)[/quote] Updated the [color="green"]Star Wars: Knights of the Old Republic II[/color] fix to also work with the current/latest Steam version:)
helifax said:
helifax said:F.I.N.A.L.L.Y is here !!!!!!!!!!

=============================================
Star Wars: Knights of the Old Republic
=============================================
&&
==========================================================
Star Wars: Knights of the Old Republic II : The Sith Lords
==========================================================
3D Vision FIX!!!!

Image


You can grab it from:
3D Surround Gaming => 3D Vision OGL Fixed Games

- Be sure to read the Readme.txt file:)
- If you are on SLI, be sure to restart the game at least once after installing the wrapper.
- Mods are supported! (Not sure if all) but defo texture packs and content mods.

Screenshots: SwKotor
Screenshots: SwKotorII-The Sith Lords

Video: SwKotor
Video: SwKotorII-The Sith Lords
(Requires Firefox 31 version to see them :( )


I really hope you will enjoy these classics in the 3rd dimension yet again ^_^ as these were basically my initial target with this wrapper ! (Even if I managed fix other newer more advanced game engines lol ^_^) !

Happy Gaming !


Apparently the 3D Vision fix + Surround fix is broken with the latest patch in KOTOR2.
Funny how they said they implemented Resolutions up to 4K but fails miserably in Surround....
I wished they just forgot about the game and DON'T PATCH IT AFTER 10 FREAKING YEARS!!! (But I guess the cow still has milk...)


Edit:
Managed to salvage the situation. I made an archive that basically enables the game to work properly in 3D Vision and Surround. You can download it from here:
http://3dsurroundgaming.com/OpenGL3DVisionGames.html#kotor2
Until I will (If I will) update the fixes to work with the latest official HACK...err fix, you can use this one;)


Updated the Star Wars: Knights of the Old Republic II fix to also work with the current/latest Steam version:)

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 11/08/2015 04:43 PM   
[quote="helifax"]Do they work in other games? Then they should work here as well. I am curious about this;)[/quote] No. They don't work with any game that I tested with the 3D Vision Wrapper. They do work with games without the 3D Vision Wrapper.
helifax said:Do they work in other games? Then they should work here as well. I am curious about this;)


No. They don't work with any game that I tested with the 3D Vision Wrapper. They do work with games without the 3D Vision Wrapper.

Posted 11/08/2015 05:39 PM   
[quote="Alien-Grey"][quote="helifax"]Do they work in other games? Then they should work here as well. I am curious about this;)[/quote] No. They don't work with any game that I tested with the 3D Vision Wrapper. They do work with games without the 3D Vision Wrapper.[/quote] That is very strange as I am calling the NVAPI directly. Very weird as why this happens though... If you use the alternative key bidings in the wrapper and specify a custom convergence or separation does that one work? Under: [code] | Params: (Key Code, separation, convergence, toggle?) [Alternative_3D_Settings] NewKeyShortcut|(0x04, -1.0, 0.5, true) [End] [/code]
Alien-Grey said:
helifax said:Do they work in other games? Then they should work here as well. I am curious about this;)


No. They don't work with any game that I tested with the 3D Vision Wrapper. They do work with games without the 3D Vision Wrapper.


That is very strange as I am calling the NVAPI directly. Very weird as why this happens though...

If you use the alternative key bidings in the wrapper and specify a custom convergence or separation does that one work?

Under:
| Params: (Key Code, separation, convergence, toggle?)
[Alternative_3D_Settings]

NewKeyShortcut|(0x04, -1.0, 0.5, true)

[End]

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 11/08/2015 05:42 PM   
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