Super Street Fighter IV Arcade Edition 3D Anomalies
Hi,
I've been playing Super Street Fighter IV Arcade Edition with nVidia 3D Vision and really enjoying it -the game looks magnificent in 3D when everything works. Unfortunately there are a few issues which spoil things a bit when they crop up and I'd be very grateful if the nVidia team could take a look at them. (I bought the game from Steam today so I presumably already have the patch with the first batch of 3D Vision fixes).
I've posted links to .jps stereo screenshots below to illustrate each issue but if you'd prefer to download them all at once so you can view them as a slideshow in the 3D photo viewer, I've uploaded a zip file [url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/SSFIVAE_3D_anomalies.zip"]here[/url] which contains all the screenshots and a text document describing them.
[b]Self shadows[/b]
These render incorrectly in 3D and, although disabling them entirely solves the problem, it would be great if they could be made to work in 3D.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/01_selfshadows_bad.jps"]Example 01[/url] (Note that if you shut your left eye Ibuki's left foot appears to be in shadow whereas if you shut your right eye it appears to be in sunlight).
[b]Smoke & Dust[/b]
Only those parts of smoke or dust which would have been visible from a monoscopic viewpoint are rendered, so when viewing smoke behind a fighter in 3D, each eye sees an area immediately to the left or right of the character where the smoke should be visible but isn't.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/02_blockedsmoke_bad.jps"]Example 02[/url] (The area around Ryu's right leg has missing smoke)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/03_blockedsmoke_bad.jps"]Example 03[/url] (The area around Fei Long's right leg has missing smoke)
[b]HUD clashes in cutscenes[/b]
In some cutscenes, the fighter model clashes with the HUD, either by occluding it despite being rendered behind it, or by not occluding it despite being rendered in front of it.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/04_cutscenehud_bad.jps"]Example 04[/url] (The "ROSE WINS" text and the combo bars clash with the model)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/05_cutscenehud_bad.jps"]Example 05[/url] (All the HUD elements clash with the model and effects)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/06_cutscenehud_bad.jps"]Example 06[/url] (The "BALROG WINS" text and the combo bars clash with the model's gloves and arms)
The same issue also occurs when a player jumps and partially obscures the health bars (which could be fixed by having the health bars occlude the fighters when they overlap during a fight). As for the cutscenes, most of them could be fixed by simply moving the camera slightly further away from the action at the point where the problem occurs. This would make a real difference to the game because when the cutscenes don't clash with the HUD they look fantastic:
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/07_cutscenehud_good.jps"]Example 07[/url] (The left hand looks great here as it doesn't overlap the text)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/08_cutscenehud_good.jps"]Example 08[/url] (Again, pop-out effects look really cool when the HUD isn't getting in the way)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/09_cutscenehud_good.jps"]Example 09[/url] (Here the HUD looks fine because all the elements are rendered nearer the camera than the model and they also occlude it)
[b]Engine heat haze[/b]
On the airstrip level, the heat haze generated by the plane's engine doesn't render correctly in 3D.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/10_engineheathaze_bad.jps"]Example 10[/url] (The white bit at the rear of the engine isn't rendered properly)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/11_engineheathaze_bad.jps"]Example 11[/url] (Rose's head appears doubled where it overlaps the engine's haze)
N.B. The above issues are always visible, but the issues below only appear some of the time:
[b]Water relections[/b]
Sometimes the water relections appear offset to the side of the object they're reflecting.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/12_waterreflections_bad.jps"]Example 12[/url] (All reflections are incorrect in this shot but the most noticeable ones are of the 2 small islands in the sun and the slightly larger island to the left. If you shut your left eye the reflections are offset to the left, and vice versa).
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/13_waterreflections_good.jps"]Example 13[/url] (Here's the same scene but this time the reflections appear okay. Strictly speaking, they're not entirely correct here either as they're rendered as if on the surface of the water whereas they should be rendered at the same depth in the scene as the object they're reflecting, however they look much better than in the previous shot).
Background and fighters render in 2D while effects remain 3D
This issue only seems to happen occasionally and can be fixed by ALT+TABing out of the game and back.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/14_scenegoes2d_smallairstrip_bad.jps"]Example 14[/url] (Everything apart from the impact effect and the glare on the truck window are rendered at screen depth)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/15_scenegoes2d_smallairstrip_good.jps"]Example 15[/url] (The same scene working fine)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/16_scenegoes2d_underpass_bad.jps"]Example 16[/url] (Again, everything apart from the impact effect is rendered at screen depth)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/17_scenegoes2d_underpass_good.jps"]Example 17[/url] (The same scene working fine)
[b]Glow effects[/b]
These sometimes render incorrectly at screen depth instead of at the depth of the object that's glowing.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/18_lavaglow_bad.jps"]Example 18[/url] (Most obvious in the lava glow between the players, and at the sides where the lava oozes down)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/19_lavaglow_good.jps"]Example 19[/url] (The same scene working fine)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/20_toadstoolsandwaterfalls_bad.jps"]Example 20[/url] (The glow of the toadstools and the waterfalls are rendered at screen depth)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/21_toadstoolsandwaterfalls_good.jps"]Example 21[/url] (The same scene working fine)
[b]Particle effects[/b]
Very occasionally these render at screen depth, despite normally working perfectly.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/22_particleeffects_bad.jps"]Example 22[/url] (The sea-spray and the blue glows are all drawn at screen depth)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/23_particleeffects_good.jps"]Example 23[/url] (The same effects in the same scene, this time all working fine)
Many thanks,
DD
System specs: Intel Core i5 2500K, a Gigabyte Z68X-UD3P motherboard, 8GB RAM, two Palit GTX 460 Sonic Platinums in SLI, Acer H5360 120Hz projector, 3D Vision glasses. My dxdiag is [url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/DxDiag.txt"]here[/url].
I've been playing Super Street Fighter IV Arcade Edition with nVidia 3D Vision and really enjoying it -the game looks magnificent in 3D when everything works. Unfortunately there are a few issues which spoil things a bit when they crop up and I'd be very grateful if the nVidia team could take a look at them. (I bought the game from Steam today so I presumably already have the patch with the first batch of 3D Vision fixes).
I've posted links to .jps stereo screenshots below to illustrate each issue but if you'd prefer to download them all at once so you can view them as a slideshow in the 3D photo viewer, I've uploaded a zip file here which contains all the screenshots and a text document describing them.
Self shadows
These render incorrectly in 3D and, although disabling them entirely solves the problem, it would be great if they could be made to work in 3D.
Example 01 (Note that if you shut your left eye Ibuki's left foot appears to be in shadow whereas if you shut your right eye it appears to be in sunlight).
Smoke & Dust
Only those parts of smoke or dust which would have been visible from a monoscopic viewpoint are rendered, so when viewing smoke behind a fighter in 3D, each eye sees an area immediately to the left or right of the character where the smoke should be visible but isn't.
Example 02 (The area around Ryu's right leg has missing smoke)
Example 03 (The area around Fei Long's right leg has missing smoke)
HUD clashes in cutscenes
In some cutscenes, the fighter model clashes with the HUD, either by occluding it despite being rendered behind it, or by not occluding it despite being rendered in front of it.
Example 04 (The "ROSE WINS" text and the combo bars clash with the model)
Example 05 (All the HUD elements clash with the model and effects)
Example 06 (The "BALROG WINS" text and the combo bars clash with the model's gloves and arms)
The same issue also occurs when a player jumps and partially obscures the health bars (which could be fixed by having the health bars occlude the fighters when they overlap during a fight). As for the cutscenes, most of them could be fixed by simply moving the camera slightly further away from the action at the point where the problem occurs. This would make a real difference to the game because when the cutscenes don't clash with the HUD they look fantastic:
Example 07 (The left hand looks great here as it doesn't overlap the text)
Example 08 (Again, pop-out effects look really cool when the HUD isn't getting in the way)
Example 09 (Here the HUD looks fine because all the elements are rendered nearer the camera than the model and they also occlude it)
Engine heat haze
On the airstrip level, the heat haze generated by the plane's engine doesn't render correctly in 3D.
Example 10 (The white bit at the rear of the engine isn't rendered properly)
Example 11 (Rose's head appears doubled where it overlaps the engine's haze)
N.B. The above issues are always visible, but the issues below only appear some of the time:
Water relections
Sometimes the water relections appear offset to the side of the object they're reflecting.
Example 12 (All reflections are incorrect in this shot but the most noticeable ones are of the 2 small islands in the sun and the slightly larger island to the left. If you shut your left eye the reflections are offset to the left, and vice versa).
Example 13 (Here's the same scene but this time the reflections appear okay. Strictly speaking, they're not entirely correct here either as they're rendered as if on the surface of the water whereas they should be rendered at the same depth in the scene as the object they're reflecting, however they look much better than in the previous shot).
Background and fighters render in 2D while effects remain 3D
This issue only seems to happen occasionally and can be fixed by ALT+TABing out of the game and back.
Example 14 (Everything apart from the impact effect and the glare on the truck window are rendered at screen depth)
Very occasionally these render at screen depth, despite normally working perfectly.
Example 22 (The sea-spray and the blue glows are all drawn at screen depth)
Example 23 (The same effects in the same scene, this time all working fine)
Many thanks,
DD
System specs: Intel Core i5 2500K, a Gigabyte Z68X-UD3P motherboard, 8GB RAM, two Palit GTX 460 Sonic Platinums in SLI, Acer H5360 120Hz projector, 3D Vision glasses. My dxdiag is here.
Street Fighter does look good in 3D, but clearly has some issue's, as you say disabling soft shadows gives a better 3D experience and it would be great if that, and other issue were fixed.
SF was added today on the solutiongaming site with video, screenpacks & slideshow
[url="http://solutiongaming.co.uk/7days/tuesday.html"]Link to SG Street Fighter IV[/url]
Street Fighter does look good in 3D, but clearly has some issue's, as you say disabling soft shadows gives a better 3D experience and it would be great if that, and other issue were fixed.
SF was added today on the solutiongaming site with video, screenpacks & slideshow
THanks. I'll file a bug on these and have the software team take a look at them.
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[quote name='ManuelG' date='20 July 2011 - 02:49 PM' timestamp='1311202175' post='1268318']
THanks. I'll file a bug on these and have the software team take a look at them.
[/quote]
instead of looking at this game, please first take time to find a fix for the witcher 2 patch 1.3 shadow problem
[quote name='ManuelG' date='20 July 2011 - 10:49 PM' timestamp='1311202175' post='1268318']
THanks. I'll file a bug on these and have the software team take a look at them.
[/quote]
The original Street Fighter IV for PC also worked great in 3D except for graphic abnormalities you have pretty much posted. Maybe fixing this Acrade Edition of Street Fighter IV will also fix the original Street Fighter IV?
The original Street Fighter IV for PC also worked great in 3D except for graphic abnormalities you have pretty much posted. Maybe fixing this Acrade Edition of Street Fighter IV will also fix the original Street Fighter IV?
[Monitor]: Acer H5360 3D 720p Projector on 80" Screen
Just downloaded the 280.19 beta drivers and they're a big improvement -self shadows now work correctly and the game now seems to dynamically change convergence thereby fixing some (but not all) HUD clashes in cutscenes. Remaining issues are as follows:
[b]Smoke & Dust[/b]
For some actions, only those parts of the smoke or dust which would have been visible from a monoscopic viewpoint are rendered, so when viewing smoke behind a fighter in 3D, each eye sees an area immediately to the left or right of the character where the smoke should be visible but isn't.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/02_blockedsmoke_bad.jps"]Example 02[/url] (The area around Ryu's right leg has missing smoke)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/03_blockedsmoke_bad.jps"]Example 03[/url] (The area around Fei Long's right leg has missing smoke)
[b]HUD clashes in cutscenes[/b]
In some cutscenes, the fighter model clashes with the HUD, either by occluding it despite being rendered behind it, or by not occluding it despite being rendered in front of it. Some of these problems have been fixed in 280.19 by the game dynamically changing the convergence during cutscenes but there are some instances where the convergence change doesn't happen at the same time as a change of camera so the entire scene visibly "pops" backwards e.g. during Rose and Viper's victory scenes.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/04_cutscenehud_bad.jps"]Example 04[/url] (The "ROSE WINS" text and the combo bars clash with the model)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/05_cutscenehud_bad.jps"]Example 05[/url] (All the HUD elements clash with the model and effects)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/06_cutscenehud_bad.jps"]Example 06[/url] (The "BALROG WINS" text and the combo bars clash with the model's gloves and arms)
The same issue also occurs when a player jumps and partially obscures the health bars (which could be fixed by having the health bars occlude the fighters when they overlap during a fight). As for the cutscenes, most of them could be fixed by simply moving the camera slightly further away from the action at the point where the problem occurs or dynamically adjusting the convergence. This would make a real difference to the game because when the cutscenes don't clash with the HUD they look fantastic.
[b]Engine heat haze[/b]
On the airstrip level, the heat haze generated by the plane's engine doesn't render correctly in 3D.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/10_engineheathaze_bad.jps"]Example 10[/url] (The white bit at the rear of the engine isn't rendered properly)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/11_engineheathaze_bad.jps"]Example 11[/url] (Rose's head appears doubled where it overlaps the engine's haze)
[b]Water reflections[/b]
Whereas with the previous 275.50 drivers the water reflections sometimes looked okay and sometimes didn't, with 280.19 they always seem to be offset from the object they're reflecting. This is probably the most distracting of the remaining issues.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/12_waterreflections_bad.jps"]Example 12[/url] (All reflections are incorrect in this shot but the most noticeable ones are of the 2 small islands in the sun and the slightly larger island to the left. If you shut your left eye the reflections are offset to the left, and vice versa).
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/13_waterreflections_good.jps"]Example 13[/url] (Here's the same scene with 275.50 drivers and the reflections appear okay).
All in all, 6 of the 22 background scenes (i.e. over a quarter) have some kind of anomaly so imo there are still a lot of further improvements required before this game can justifiably be labelled "3D Vision Ready".
Cheers,
DD
System specs: Intel Core i5 2500K, a Gigabyte Z68X-UD3P motherboard, 8GB RAM, two Palit GTX 460 Sonic Platinums in SLI, Acer H5360 120Hz projector, 3D Vision glasses.
Just downloaded the 280.19 beta drivers and they're a big improvement -self shadows now work correctly and the game now seems to dynamically change convergence thereby fixing some (but not all) HUD clashes in cutscenes. Remaining issues are as follows:
Smoke & Dust
For some actions, only those parts of the smoke or dust which would have been visible from a monoscopic viewpoint are rendered, so when viewing smoke behind a fighter in 3D, each eye sees an area immediately to the left or right of the character where the smoke should be visible but isn't.
Example 02 (The area around Ryu's right leg has missing smoke)
Example 03 (The area around Fei Long's right leg has missing smoke)
HUD clashes in cutscenes
In some cutscenes, the fighter model clashes with the HUD, either by occluding it despite being rendered behind it, or by not occluding it despite being rendered in front of it. Some of these problems have been fixed in 280.19 by the game dynamically changing the convergence during cutscenes but there are some instances where the convergence change doesn't happen at the same time as a change of camera so the entire scene visibly "pops" backwards e.g. during Rose and Viper's victory scenes.
Example 04 (The "ROSE WINS" text and the combo bars clash with the model)
Example 05 (All the HUD elements clash with the model and effects)
Example 06 (The "BALROG WINS" text and the combo bars clash with the model's gloves and arms)
The same issue also occurs when a player jumps and partially obscures the health bars (which could be fixed by having the health bars occlude the fighters when they overlap during a fight). As for the cutscenes, most of them could be fixed by simply moving the camera slightly further away from the action at the point where the problem occurs or dynamically adjusting the convergence. This would make a real difference to the game because when the cutscenes don't clash with the HUD they look fantastic.
Engine heat haze
On the airstrip level, the heat haze generated by the plane's engine doesn't render correctly in 3D.
Example 10 (The white bit at the rear of the engine isn't rendered properly)
Example 11 (Rose's head appears doubled where it overlaps the engine's haze)
Water reflections
Whereas with the previous 275.50 drivers the water reflections sometimes looked okay and sometimes didn't, with 280.19 they always seem to be offset from the object they're reflecting. This is probably the most distracting of the remaining issues.
Example 12 (All reflections are incorrect in this shot but the most noticeable ones are of the 2 small islands in the sun and the slightly larger island to the left. If you shut your left eye the reflections are offset to the left, and vice versa).
Example 13 (Here's the same scene with 275.50 drivers and the reflections appear okay).
All in all, 6 of the 22 background scenes (i.e. over a quarter) have some kind of anomaly so imo there are still a lot of further improvements required before this game can justifiably be labelled "3D Vision Ready".
Cheers,
DD
System specs: Intel Core i5 2500K, a Gigabyte Z68X-UD3P motherboard, 8GB RAM, two Palit GTX 460 Sonic Platinums in SLI, Acer H5360 120Hz projector, 3D Vision glasses.
I installed the 280.19 beta driver, that changed SF4:AE to 3D Vision Ready, but there's a problem that really annoys me.
During cutscenes (the presentation of a character or the victory scene after each battle) the 3D models are just too out of the screen, making it impossible to see anything. What I'm doing right now is turning off 3D during presentations and as soon as the battle ends, or I just close my eyes and keep pressing start until I know, by the music and sounds, that the "too near part" is over.
On DickDastardly's post I saw something about the game dinamically changing the convergence, but it doesn't happen to me at all. If it can't be changed, it would be nice if on those scenes the really near stuff became 2D at screen level depth, like what happened in the first Street Fighter IV.
I installed the 280.19 beta driver, that changed SF4:AE to 3D Vision Ready, but there's a problem that really annoys me.
During cutscenes (the presentation of a character or the victory scene after each battle) the 3D models are just too out of the screen, making it impossible to see anything. What I'm doing right now is turning off 3D during presentations and as soon as the battle ends, or I just close my eyes and keep pressing start until I know, by the music and sounds, that the "too near part" is over.
On DickDastardly's post I saw something about the game dinamically changing the convergence, but it doesn't happen to me at all. If it can't be changed, it would be nice if on those scenes the really near stuff became 2D at screen level depth, like what happened in the first Street Fighter IV.
I've been playing Super Street Fighter IV Arcade Edition with nVidia 3D Vision and really enjoying it -the game looks magnificent in 3D when everything works. Unfortunately there are a few issues which spoil things a bit when they crop up and I'd be very grateful if the nVidia team could take a look at them. (I bought the game from Steam today so I presumably already have the patch with the first batch of 3D Vision fixes).
I've posted links to .jps stereo screenshots below to illustrate each issue but if you'd prefer to download them all at once so you can view them as a slideshow in the 3D photo viewer, I've uploaded a zip file [url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/SSFIVAE_3D_anomalies.zip"]here[/url] which contains all the screenshots and a text document describing them.
[b]Self shadows[/b]
These render incorrectly in 3D and, although disabling them entirely solves the problem, it would be great if they could be made to work in 3D.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/01_selfshadows_bad.jps"]Example 01[/url] (Note that if you shut your left eye Ibuki's left foot appears to be in shadow whereas if you shut your right eye it appears to be in sunlight).
[b]Smoke & Dust[/b]
Only those parts of smoke or dust which would have been visible from a monoscopic viewpoint are rendered, so when viewing smoke behind a fighter in 3D, each eye sees an area immediately to the left or right of the character where the smoke should be visible but isn't.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/02_blockedsmoke_bad.jps"]Example 02[/url] (The area around Ryu's right leg has missing smoke)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/03_blockedsmoke_bad.jps"]Example 03[/url] (The area around Fei Long's right leg has missing smoke)
[b]HUD clashes in cutscenes[/b]
In some cutscenes, the fighter model clashes with the HUD, either by occluding it despite being rendered behind it, or by not occluding it despite being rendered in front of it.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/04_cutscenehud_bad.jps"]Example 04[/url] (The "ROSE WINS" text and the combo bars clash with the model)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/05_cutscenehud_bad.jps"]Example 05[/url] (All the HUD elements clash with the model and effects)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/06_cutscenehud_bad.jps"]Example 06[/url] (The "BALROG WINS" text and the combo bars clash with the model's gloves and arms)
The same issue also occurs when a player jumps and partially obscures the health bars (which could be fixed by having the health bars occlude the fighters when they overlap during a fight). As for the cutscenes, most of them could be fixed by simply moving the camera slightly further away from the action at the point where the problem occurs. This would make a real difference to the game because when the cutscenes don't clash with the HUD they look fantastic:
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/07_cutscenehud_good.jps"]Example 07[/url] (The left hand looks great here as it doesn't overlap the text)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/08_cutscenehud_good.jps"]Example 08[/url] (Again, pop-out effects look really cool when the HUD isn't getting in the way)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/09_cutscenehud_good.jps"]Example 09[/url] (Here the HUD looks fine because all the elements are rendered nearer the camera than the model and they also occlude it)
[b]Engine heat haze[/b]
On the airstrip level, the heat haze generated by the plane's engine doesn't render correctly in 3D.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/10_engineheathaze_bad.jps"]Example 10[/url] (The white bit at the rear of the engine isn't rendered properly)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/11_engineheathaze_bad.jps"]Example 11[/url] (Rose's head appears doubled where it overlaps the engine's haze)
N.B. The above issues are always visible, but the issues below only appear some of the time:
[b]Water relections[/b]
Sometimes the water relections appear offset to the side of the object they're reflecting.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/12_waterreflections_bad.jps"]Example 12[/url] (All reflections are incorrect in this shot but the most noticeable ones are of the 2 small islands in the sun and the slightly larger island to the left. If you shut your left eye the reflections are offset to the left, and vice versa).
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/13_waterreflections_good.jps"]Example 13[/url] (Here's the same scene but this time the reflections appear okay. Strictly speaking, they're not entirely correct here either as they're rendered as if on the surface of the water whereas they should be rendered at the same depth in the scene as the object they're reflecting, however they look much better than in the previous shot).
Background and fighters render in 2D while effects remain 3D
This issue only seems to happen occasionally and can be fixed by ALT+TABing out of the game and back.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/14_scenegoes2d_smallairstrip_bad.jps"]Example 14[/url] (Everything apart from the impact effect and the glare on the truck window are rendered at screen depth)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/15_scenegoes2d_smallairstrip_good.jps"]Example 15[/url] (The same scene working fine)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/16_scenegoes2d_underpass_bad.jps"]Example 16[/url] (Again, everything apart from the impact effect is rendered at screen depth)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/17_scenegoes2d_underpass_good.jps"]Example 17[/url] (The same scene working fine)
[b]Glow effects[/b]
These sometimes render incorrectly at screen depth instead of at the depth of the object that's glowing.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/18_lavaglow_bad.jps"]Example 18[/url] (Most obvious in the lava glow between the players, and at the sides where the lava oozes down)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/19_lavaglow_good.jps"]Example 19[/url] (The same scene working fine)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/20_toadstoolsandwaterfalls_bad.jps"]Example 20[/url] (The glow of the toadstools and the waterfalls are rendered at screen depth)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/21_toadstoolsandwaterfalls_good.jps"]Example 21[/url] (The same scene working fine)
[b]Particle effects[/b]
Very occasionally these render at screen depth, despite normally working perfectly.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/22_particleeffects_bad.jps"]Example 22[/url] (The sea-spray and the blue glows are all drawn at screen depth)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/23_particleeffects_good.jps"]Example 23[/url] (The same effects in the same scene, this time all working fine)
Many thanks,
DD
System specs: Intel Core i5 2500K, a Gigabyte Z68X-UD3P motherboard, 8GB RAM, two Palit GTX 460 Sonic Platinums in SLI, Acer H5360 120Hz projector, 3D Vision glasses. My dxdiag is [url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/DxDiag.txt"]here[/url].
I've been playing Super Street Fighter IV Arcade Edition with nVidia 3D Vision and really enjoying it -the game looks magnificent in 3D when everything works. Unfortunately there are a few issues which spoil things a bit when they crop up and I'd be very grateful if the nVidia team could take a look at them. (I bought the game from Steam today so I presumably already have the patch with the first batch of 3D Vision fixes).
I've posted links to .jps stereo screenshots below to illustrate each issue but if you'd prefer to download them all at once so you can view them as a slideshow in the 3D photo viewer, I've uploaded a zip file here which contains all the screenshots and a text document describing them.
Self shadows
These render incorrectly in 3D and, although disabling them entirely solves the problem, it would be great if they could be made to work in 3D.
Example 01 (Note that if you shut your left eye Ibuki's left foot appears to be in shadow whereas if you shut your right eye it appears to be in sunlight).
Smoke & Dust
Only those parts of smoke or dust which would have been visible from a monoscopic viewpoint are rendered, so when viewing smoke behind a fighter in 3D, each eye sees an area immediately to the left or right of the character where the smoke should be visible but isn't.
Example 02 (The area around Ryu's right leg has missing smoke)
Example 03 (The area around Fei Long's right leg has missing smoke)
HUD clashes in cutscenes
In some cutscenes, the fighter model clashes with the HUD, either by occluding it despite being rendered behind it, or by not occluding it despite being rendered in front of it.
Example 04 (The "ROSE WINS" text and the combo bars clash with the model)
Example 05 (All the HUD elements clash with the model and effects)
Example 06 (The "BALROG WINS" text and the combo bars clash with the model's gloves and arms)
The same issue also occurs when a player jumps and partially obscures the health bars (which could be fixed by having the health bars occlude the fighters when they overlap during a fight). As for the cutscenes, most of them could be fixed by simply moving the camera slightly further away from the action at the point where the problem occurs. This would make a real difference to the game because when the cutscenes don't clash with the HUD they look fantastic:
Example 07 (The left hand looks great here as it doesn't overlap the text)
Example 08 (Again, pop-out effects look really cool when the HUD isn't getting in the way)
Example 09 (Here the HUD looks fine because all the elements are rendered nearer the camera than the model and they also occlude it)
Engine heat haze
On the airstrip level, the heat haze generated by the plane's engine doesn't render correctly in 3D.
Example 10 (The white bit at the rear of the engine isn't rendered properly)
Example 11 (Rose's head appears doubled where it overlaps the engine's haze)
N.B. The above issues are always visible, but the issues below only appear some of the time:
Water relections
Sometimes the water relections appear offset to the side of the object they're reflecting.
Example 12 (All reflections are incorrect in this shot but the most noticeable ones are of the 2 small islands in the sun and the slightly larger island to the left. If you shut your left eye the reflections are offset to the left, and vice versa).
Example 13 (Here's the same scene but this time the reflections appear okay. Strictly speaking, they're not entirely correct here either as they're rendered as if on the surface of the water whereas they should be rendered at the same depth in the scene as the object they're reflecting, however they look much better than in the previous shot).
Background and fighters render in 2D while effects remain 3D
This issue only seems to happen occasionally and can be fixed by ALT+TABing out of the game and back.
Example 14 (Everything apart from the impact effect and the glare on the truck window are rendered at screen depth)
Example 15 (The same scene working fine)
Example 16 (Again, everything apart from the impact effect is rendered at screen depth)
Example 17 (The same scene working fine)
Glow effects
These sometimes render incorrectly at screen depth instead of at the depth of the object that's glowing.
Example 18 (Most obvious in the lava glow between the players, and at the sides where the lava oozes down)
Example 19 (The same scene working fine)
Example 20 (The glow of the toadstools and the waterfalls are rendered at screen depth)
Example 21 (The same scene working fine)
Particle effects
Very occasionally these render at screen depth, despite normally working perfectly.
Example 22 (The sea-spray and the blue glows are all drawn at screen depth)
Example 23 (The same effects in the same scene, this time all working fine)
Many thanks,
DD
System specs: Intel Core i5 2500K, a Gigabyte Z68X-UD3P motherboard, 8GB RAM, two Palit GTX 460 Sonic Platinums in SLI, Acer H5360 120Hz projector, 3D Vision glasses. My dxdiag is here.
Street Fighter does look good in 3D, but clearly has some issue's, as you say disabling soft shadows gives a better 3D experience and it would be great if that, and other issue were fixed.
SF was added today on the solutiongaming site with video, screenpacks & slideshow
[url="http://solutiongaming.co.uk/7days/tuesday.html"]Link to SG Street Fighter IV[/url]
Street Fighter does look good in 3D, but clearly has some issue's, as you say disabling soft shadows gives a better 3D experience and it would be great if that, and other issue were fixed.
SF was added today on the solutiongaming site with video, screenpacks & slideshow
Link to SG Street Fighter IV
Asus Rampage Extreme II | Quad core intel I7 2.6 | 6gig ram | Geforce GTX 680 | Samsung 22" 2233RZ | Acer 5360 | win8
3D website dedicated soley for nvidia 3D Vision
Visit 3dSolutionGaming.com for an A-Z listing of 3D streaming video's, automated slideshows, download packs and common fixes for 3dvision gamers.
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We can't fix your bug if we can't reproduce it. Please provide as much details as possible including specs, steps to reproduce, graphics settings used, etc..
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THanks. I'll file a bug on these and have the software team take a look at them.
[/quote]
instead of looking at this game, please first take time to find a fix for the witcher 2 patch 1.3 shadow problem
THanks. I'll file a bug on these and have the software team take a look at them.
instead of looking at this game, please first take time to find a fix for the witcher 2 patch 1.3 shadow problem
THanks. I'll file a bug on these and have the software team take a look at them.
[/quote]
Excellent - thanks m8 :).
THanks. I'll file a bug on these and have the software team take a look at them.
Excellent - thanks m8 :).
[Monitor]: Acer H5360 3D 720p Projector on 80" Screen
[CPU]: INTEL i5 2500K @ 4.2GHz
[CPU Cooler]: Cooler Master Hyper 212+
[RAM]: Corsair Vengeance 4GB @ 1,866MHz
[Mobo]: MSI P67A-GD65
[GPU]: eVGA GTX 580SC @ 920 / 1840 / 2065
[PSU]: Corsair AX850 80+ Gold
[HDD]: Western Digital VelociRaptor 600GB 10k RPM
[Case]: Antec Three Hundred
[OS]: Windows 7 x64
[3DMark06 Score]: 31,048
[b]Smoke & Dust[/b]
For some actions, only those parts of the smoke or dust which would have been visible from a monoscopic viewpoint are rendered, so when viewing smoke behind a fighter in 3D, each eye sees an area immediately to the left or right of the character where the smoke should be visible but isn't.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/02_blockedsmoke_bad.jps"]Example 02[/url] (The area around Ryu's right leg has missing smoke)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/03_blockedsmoke_bad.jps"]Example 03[/url] (The area around Fei Long's right leg has missing smoke)
[b]HUD clashes in cutscenes[/b]
In some cutscenes, the fighter model clashes with the HUD, either by occluding it despite being rendered behind it, or by not occluding it despite being rendered in front of it. Some of these problems have been fixed in 280.19 by the game dynamically changing the convergence during cutscenes but there are some instances where the convergence change doesn't happen at the same time as a change of camera so the entire scene visibly "pops" backwards e.g. during Rose and Viper's victory scenes.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/04_cutscenehud_bad.jps"]Example 04[/url] (The "ROSE WINS" text and the combo bars clash with the model)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/05_cutscenehud_bad.jps"]Example 05[/url] (All the HUD elements clash with the model and effects)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/06_cutscenehud_bad.jps"]Example 06[/url] (The "BALROG WINS" text and the combo bars clash with the model's gloves and arms)
The same issue also occurs when a player jumps and partially obscures the health bars (which could be fixed by having the health bars occlude the fighters when they overlap during a fight). As for the cutscenes, most of them could be fixed by simply moving the camera slightly further away from the action at the point where the problem occurs or dynamically adjusting the convergence. This would make a real difference to the game because when the cutscenes don't clash with the HUD they look fantastic.
[b]Engine heat haze[/b]
On the airstrip level, the heat haze generated by the plane's engine doesn't render correctly in 3D.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/10_engineheathaze_bad.jps"]Example 10[/url] (The white bit at the rear of the engine isn't rendered properly)
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/11_engineheathaze_bad.jps"]Example 11[/url] (Rose's head appears doubled where it overlaps the engine's haze)
[b]Water reflections[/b]
Whereas with the previous 275.50 drivers the water reflections sometimes looked okay and sometimes didn't, with 280.19 they always seem to be offset from the object they're reflecting. This is probably the most distracting of the remaining issues.
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/12_waterreflections_bad.jps"]Example 12[/url] (All reflections are incorrect in this shot but the most noticeable ones are of the 2 small islands in the sun and the slightly larger island to the left. If you shut your left eye the reflections are offset to the left, and vice versa).
[url="http://www.mikesteven.pwp.blueyonder.co.uk/3d/SSFIVAE/13_waterreflections_good.jps"]Example 13[/url] (Here's the same scene with 275.50 drivers and the reflections appear okay).
All in all, 6 of the 22 background scenes (i.e. over a quarter) have some kind of anomaly so imo there are still a lot of further improvements required before this game can justifiably be labelled "3D Vision Ready".
Cheers,
DD
System specs: Intel Core i5 2500K, a Gigabyte Z68X-UD3P motherboard, 8GB RAM, two Palit GTX 460 Sonic Platinums in SLI, Acer H5360 120Hz projector, 3D Vision glasses.
Smoke & Dust
For some actions, only those parts of the smoke or dust which would have been visible from a monoscopic viewpoint are rendered, so when viewing smoke behind a fighter in 3D, each eye sees an area immediately to the left or right of the character where the smoke should be visible but isn't.
Example 02 (The area around Ryu's right leg has missing smoke)
Example 03 (The area around Fei Long's right leg has missing smoke)
HUD clashes in cutscenes
In some cutscenes, the fighter model clashes with the HUD, either by occluding it despite being rendered behind it, or by not occluding it despite being rendered in front of it. Some of these problems have been fixed in 280.19 by the game dynamically changing the convergence during cutscenes but there are some instances where the convergence change doesn't happen at the same time as a change of camera so the entire scene visibly "pops" backwards e.g. during Rose and Viper's victory scenes.
Example 04 (The "ROSE WINS" text and the combo bars clash with the model)
Example 05 (All the HUD elements clash with the model and effects)
Example 06 (The "BALROG WINS" text and the combo bars clash with the model's gloves and arms)
The same issue also occurs when a player jumps and partially obscures the health bars (which could be fixed by having the health bars occlude the fighters when they overlap during a fight). As for the cutscenes, most of them could be fixed by simply moving the camera slightly further away from the action at the point where the problem occurs or dynamically adjusting the convergence. This would make a real difference to the game because when the cutscenes don't clash with the HUD they look fantastic.
Engine heat haze
On the airstrip level, the heat haze generated by the plane's engine doesn't render correctly in 3D.
Example 10 (The white bit at the rear of the engine isn't rendered properly)
Example 11 (Rose's head appears doubled where it overlaps the engine's haze)
Water reflections
Whereas with the previous 275.50 drivers the water reflections sometimes looked okay and sometimes didn't, with 280.19 they always seem to be offset from the object they're reflecting. This is probably the most distracting of the remaining issues.
Example 12 (All reflections are incorrect in this shot but the most noticeable ones are of the 2 small islands in the sun and the slightly larger island to the left. If you shut your left eye the reflections are offset to the left, and vice versa).
Example 13 (Here's the same scene with 275.50 drivers and the reflections appear okay).
All in all, 6 of the 22 background scenes (i.e. over a quarter) have some kind of anomaly so imo there are still a lot of further improvements required before this game can justifiably be labelled "3D Vision Ready".
Cheers,
DD
System specs: Intel Core i5 2500K, a Gigabyte Z68X-UD3P motherboard, 8GB RAM, two Palit GTX 460 Sonic Platinums in SLI, Acer H5360 120Hz projector, 3D Vision glasses.
During cutscenes (the presentation of a character or the victory scene after each battle) the 3D models are just too out of the screen, making it impossible to see anything. What I'm doing right now is turning off 3D during presentations and as soon as the battle ends, or I just close my eyes and keep pressing start until I know, by the music and sounds, that the "too near part" is over.
On DickDastardly's post I saw something about the game dinamically changing the convergence, but it doesn't happen to me at all. If it can't be changed, it would be nice if on those scenes the really near stuff became 2D at screen level depth, like what happened in the first Street Fighter IV.
I have a GTX 285 and I play on 70% ~ 80% depth.
During cutscenes (the presentation of a character or the victory scene after each battle) the 3D models are just too out of the screen, making it impossible to see anything. What I'm doing right now is turning off 3D during presentations and as soon as the battle ends, or I just close my eyes and keep pressing start until I know, by the music and sounds, that the "too near part" is over.
On DickDastardly's post I saw something about the game dinamically changing the convergence, but it doesn't happen to me at all. If it can't be changed, it would be nice if on those scenes the really near stuff became 2D at screen level depth, like what happened in the first Street Fighter IV.
I have a GTX 285 and I play on 70% ~ 80% depth.