I used to play quake 4 in stereo pre-3dVision. Saw in on steam the other day and downloaded it.
When I start it, it fails to activate the 3D stereo. I'm guessing it's opengl, it was in the old days.
I downloaded helifaxes opengl 3d wrapper, but I have no idea what to do with it. There are no instructions. There are a bunch of 20 minute youtube videos, but I have no idea where within those hours of video I'm supposed to find how to use this wrapper, whether I can just turn it on or I have to fix all the shaders or what. Very confusing.
Any hints on getting Quake 4 running in stereo?
I used to play quake 4 in stereo pre-3dVision. Saw in on steam the other day and downloaded it.
When I start it, it fails to activate the 3D stereo. I'm guessing it's opengl, it was in the old days.
I downloaded helifaxes opengl 3d wrapper, but I have no idea what to do with it. There are no instructions. There are a bunch of 20 minute youtube videos, but I have no idea where within those hours of video I'm supposed to find how to use this wrapper, whether I can just turn it on or I have to fix all the shaders or what. Very confusing.
You put the wrapper with the game executable (run as administrator if possible), and if it works you will get a dialog confirming that it is loaded after which the game starts as usual. Change settings in the ini.
You put the wrapper with the game executable (run as administrator if possible), and if it works you will get a dialog confirming that it is loaded after which the game starts as usual. Change settings in the ini.
Tried copying the contents of the x86 folder to the Quake4 folder. Result was a popup window mentioning the wrapper, and then side by side split screen. 3D vision did not activate.
Tried copying the contents of the x86 folder to the Quake4 folder. Result was a popup window mentioning the wrapper, and then side by side split screen. 3D vision did not activate.
Start here at the following link and there is info throughout specifically for Quake 4, only 3-4 pages to sift through and you'll also see a config file settings by AlienGrey near the end which may help. I can assure you the fix does work and there are some great 3D moments.
[url]https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/70/[/url]
Hope this helps.
Start here at the following link and there is info throughout specifically for Quake 4, only 3-4 pages to sift through and you'll also see a config file settings by AlienGrey near the end which may help. I can assure you the fix does work and there are some great 3D moments.
Hmm, I just went through those 4 pages. Maybe I missed it, but nothing tells me how to get 3DVision to activate.
So the situation is, the wrapper starts, Quake 4 starts, but 3DVision doesn't start and the images are rendered side by side.
How do I get 3DVision to activate?
Ran game as administrator. No longer got side by side images, but a message comes up saying something like "Attempting to run stereo in non-stereo screen mode, see documentation" in red letters. 3D doesn't work.
Ran game as administrator. No longer got side by side images, but a message comes up saying something like "Attempting to run stereo in non-stereo screen mode, see documentation" in red letters. 3D doesn't work.
[quote="MKULTRA"]Ran game as administrator. No longer got side by side images, but a message comes up saying something like "Attempting to run stereo in non-stereo screen mode, see documentation" in red letters. 3D doesn't work.[/quote]
Set Windows Refresh rate to 120Hz from 144Hz...
MKULTRA said:Ran game as administrator. No longer got side by side images, but a message comes up saying something like "Attempting to run stereo in non-stereo screen mode, see documentation" in red letters. 3D doesn't work.
Set Windows Refresh rate to 120Hz from 144Hz...
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
Here is my 3DVisionWrapper.ini file contents in case this helps. I use 3DTVPlay and this is working for me.
[code]
[General]
EnableSplashScreen = true | Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not.
EnableLog = false | Enables Logging of wrapper internal information
EnableShaderDump = false | Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE!
EnableScrBfrCallTracer = false | Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).ONLY IN DEV MODE!
EnableDevMode = false | Enable developer MODE. (Shader hunting/dumping/selecting, etc).
[3D_Vision_Global_Settings]
Enable3DVision = true | Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D).
SyncToMonitorRefreshRate = true | Should we sync to monitor Refresh rate? Or leave it run "Wild"? Try this setting to see if you get "less eye-sync" problems.
AlternateFramesRendering = false | Default value: OFF. Frames are rendered: 1/2->show; 3/4->show; 5/6->show. If ON, frames are rendered: 1/2->show; 2/3->show; 3/4->show. Setting to ON MIGHT improve eye-sync on some systems or decrease on others.
ForceFullScreen = false | Flag used only in SLI configurations. Forces the DX Device to be created in FullScreen Mode.
ForceWindowModeSupport = false | Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it.
FullScreenDetection = false | Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled.
DepthMultiplicationFactor = 1.0 | Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%.
DefaultConvergence = 0x428D4A02 | The default convergence value 0x40828F42 that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file.
ForceNVProfileLoad = true | This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect!
3DVisionRating = 1.0 | Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended
| This flag controls how the wrapper works internally.
| LegacyMode is for old applications (OpenGL prior to version v.3.x)
[Legacy_OpenGL_Calls]
LegacyMode = true | Currently used in older games like: Star Wars: Knights of the Old Republic 1&2
LegacyHUDSeparation = 0.0 | 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI;
| Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed.
| Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
| 0x70 = F1;
| 0x71 = F2;
| 0x72 = F3;
| Mouse:
| Left mouse btn :0x01
| Right mouse btn :0x02
| Middle mouse btn :0x04
|
| For xbox controller use the codes from the following:
| XINPUT_GAMEPAD_DPAD_UP 0x0001
| XINPUT_GAMEPAD_DPAD_DOWN 0x0002
| XINPUT_GAMEPAD_DPAD_LEFT 0x0004
| XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
| XINPUT_GAMEPAD_START 0x0010
| XINPUT_GAMEPAD_BACK 0x0020
| XINPUT_GAMEPAD_LEFT_THUMB 0x0040
| XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
| XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
| XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
| XINPUT_GAMEPAD_A 0x1000
| XINPUT_GAMEPAD_B 0x2000
| XINPUT_GAMEPAD_X 0x4000
| XINPUT_GAMEPAD_Y 0x8000
| Params: (Key Code, separation, convergence, toggle?)
[Alternative_3D_Settings]
NewKeyShortcut|(0x55, -1.0, 0.5, true)
[End]
[Shader_Stereo_Injection]
Enable = false | Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
EnableUnity5 = false | Unity 5 Game Engine Mode. Legacy Mode must be enabled. Unity 5 Engine uses both Legacy + Shaders and is a hybrid engine.
EmbedProgramIdInCRC32 = false | IS the ProgramNumber embedded in the CRC value? This is used for some ID5 engines to get a better granularity in shaders!! LEAVE disabled unless you know what you are doing!
VertexAutoStereoInjectionInfo = false | If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted. ONLY IN DEV MODE!
| Part of a STRING that is FOUND in all the VERTEX and PIXEL shaders. The Uniforms (required by "Stereo String") will be inserted after this line.
UniformInjection1 = "#version"
UniformInjection2 = "NULL"
UniformInjection3 = "NULL"
UniformInjection4 = "NULL"
| Part of a STRING that is FOUND in all the VERTEX SHADERS.
VertexInjectionPoint1 = "gl_Position ="
VertexInjectionPoint2 = "NULL"
VertexInjectionPoint3 = "NULL"
VertexInjectionPoint4 = "NULL"
VertexInjectionPoint5 = "NULL"
VertexInjectionPoint6 = "NULL"
VertexInjectionPoint7 = "NULL"
VertexInjectionPoint8 = "NULL"
VertexInjectionPoint9 = "NULL"
VertexInjectionPoint10 = "NULL"
VertexStereoString1 = "gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n"
VertexStereoString2 = ""
VertexStereoString3 = ""
VertexStereoString4 = ""
VertexStereoString5 = ""
VertexStereoString6 = ""
VertexStereoString7 = ""
VertexStereoString8 = ""
VertexStereoString9 = ""
VertexStereoString10 = ""
| insert: Will insert the "VertexStereoString1" after all matches for "VertexInjectionPoint1". "replace": Will replace the string in "VertexInjectionPoint1" with "VertexStereoString1".
VertexOperation1 = insert
VertexOperation2 = insert
VertexOperation3 = insert
VertexOperation4 = insert
VertexOperation5 = insert
VertexOperation6 = insert
VertexOperation7 = insert
VertexOperation8 = insert
VertexOperation9 = insert
VertexOperation10 = insert
| Part of a STRING that is FOUND in all the PIXEL SHADERS.
PixelInjectionPoint1 = "gl_FragData[0] ="
PixelInjectionPoint2 = "NULL"
PixelInjectionPoint3 = "NULL"
PixelInjectionPoint4 = "NULL"
PixelInjectionPoint5 = "NULL"
PixelInjectionPoint6 = "NULL"
PixelInjectionPoint7 = "NULL"
PixelInjectionPoint8 = "NULL"
PixelInjectionPoint9 = "NULL"
PixelInjectionPoint10 = "NULL"
PixelStereoString1 = "tmpvar_1.x -= g_eye * g_eye_separation *(tmpvar_1.z - g_convergence) / gl_ProjectionMatrix[0].x;\n"
PixelStereoString2 = ""
PixelStereoString3 = ""
PixelStereoString4 = ""
PixelStereoString5 = ""
PixelStereoString6 = ""
PixelStereoString7 = ""
PixelStereoString8 = ""
PixelStereoString9 = ""
PixelStereoString10 = ""
| insert: Will insert the "PixelStereoString1" after all matches for "PixelInjectionPoint1". "replace": Will replace the string in "PixelInjectionPoint1" with "PixelInjectionPoint1".
PixelOperation1 = insert
PixelOperation2 = insert
PixelOperation3 = insert
PixelOperation4 = insert
PixelOperation5 = insert
PixelOperation6 = insert
PixelOperation7 = insert
PixelOperation8 = insert
PixelOperation9 = insert
PixelOperation10 = insert
ShaderSwapIsContinous = true | Stop after one shader have been found and swapped? or look for more identical shaders and swap them as well
ShaderPairSwapIsContinous = false | Stop after one PAIR shader(Must match CRC of Vertex + Pixel) have been found and swapped? or look for more identical shaders and swap them as well.
| The Disable Code will be appended AFTER VertexInjectionPoint1 & PixelInjectionPoint1 points ONLY!!!
VertexDisableString = "\n if(g_vertexEnabled < 1.0)\n{gl_Position = vec4(0.0);}\n"
PixelDisableString = "\n if(g_pixelEnabled < 1.0)\n{gl_FragData[0] = vec4(0.0);}\n"
//////////////////////////////////DEVELOPER ONLY OPTIONS///////////////////////////////////
///////////////////// PRESS F11 to reload this section on the fly//////////////////////////
[Shader_Compiler_Options] | ONLY IN DEV MODE!
EnableCompilerOptions = true | Enable or Disable the Shader Compiler. The shaders in this range will be displayed in 2D (No Stereo will be applied). Good for looking for shaders.
DisableExceptShaderInterval = false | Disable or not the shaders between Star and End indexes specified below. A disabled shader will not be rendered.
ExceptStartShader = -1 | Start Vertex Shader Index.
ExceptEndShader = -1 | End Vertex Shader Index.
DisableCurrentShaders = false | Disable the current selected vertex shader or pixel shader? A disabled shader will not be rendered.
ShaderCompilerStartIndex = -1 | Specify the Program_Id from where the Shader Compiler will start the Shader List.
| Custom 3D params sent to shaders: (ProgId, x, y, z, w).
| If progId = -1 values are sent to all shaders.
| For UNITY 5 Engine these params are sent to glMatrix(). x= separation; y = convergence;
[Stereo_Custom_Params]
ShaderProgram(0, 1, 1, 1, 1)
[End]
[/code]
Here is my 3DVisionWrapper.ini file contents in case this helps. I use 3DTVPlay and this is working for me.
[General]
EnableSplashScreen = true | Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not.
EnableLog = false | Enables Logging of wrapper internal information
EnableShaderDump = false | Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE!
EnableScrBfrCallTracer = false | Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).ONLY IN DEV MODE!
EnableDevMode = false | Enable developer MODE. (Shader hunting/dumping/selecting, etc).
[3D_Vision_Global_Settings]
Enable3DVision = true | Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D).
SyncToMonitorRefreshRate = true | Should we sync to monitor Refresh rate? Or leave it run "Wild"? Try this setting to see if you get "less eye-sync" problems.
AlternateFramesRendering = false | Default value: OFF. Frames are rendered: 1/2->show; 3/4->show; 5/6->show. If ON, frames are rendered: 1/2->show; 2/3->show; 3/4->show. Setting to ON MIGHT improve eye-sync on some systems or decrease on others.
ForceFullScreen = false | Flag used only in SLI configurations. Forces the DX Device to be created in FullScreen Mode.
ForceWindowModeSupport = false | Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it.
FullScreenDetection = false | Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled.
DepthMultiplicationFactor = 1.0 | Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%.
DefaultConvergence = 0x428D4A02 | The default convergence value 0x40828F42 that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file.
ForceNVProfileLoad = true | This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect!
3DVisionRating = 1.0 | Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended
| This flag controls how the wrapper works internally.
| LegacyMode is for old applications (OpenGL prior to version v.3.x)
[Legacy_OpenGL_Calls]
LegacyMode = true | Currently used in older games like: Star Wars: Knights of the Old Republic 1&2
LegacyHUDSeparation = 0.0 | 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI;
| Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed.
| Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
| 0x70 = F1;
| 0x71 = F2;
| 0x72 = F3;
| Mouse:
| Left mouse btn :0x01
| Right mouse btn :0x02
| Middle mouse btn :0x04
|
| For xbox controller use the codes from the following:
| XINPUT_GAMEPAD_DPAD_UP 0x0001
| XINPUT_GAMEPAD_DPAD_DOWN 0x0002
| XINPUT_GAMEPAD_DPAD_LEFT 0x0004
| XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
| XINPUT_GAMEPAD_START 0x0010
| XINPUT_GAMEPAD_BACK 0x0020
| XINPUT_GAMEPAD_LEFT_THUMB 0x0040
| XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
| XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
| XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
| XINPUT_GAMEPAD_A 0x1000
| XINPUT_GAMEPAD_B 0x2000
| XINPUT_GAMEPAD_X 0x4000
| XINPUT_GAMEPAD_Y 0x8000
Enable = false | Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
EnableUnity5 = false | Unity 5 Game Engine Mode. Legacy Mode must be enabled. Unity 5 Engine uses both Legacy + Shaders and is a hybrid engine.
EmbedProgramIdInCRC32 = false | IS the ProgramNumber embedded in the CRC value? This is used for some ID5 engines to get a better granularity in shaders!! LEAVE disabled unless you know what you are doing!
VertexAutoStereoInjectionInfo = false | If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted. ONLY IN DEV MODE!
| Part of a STRING that is FOUND in all the VERTEX and PIXEL shaders. The Uniforms (required by "Stereo String") will be inserted after this line.
UniformInjection1 = "#version"
UniformInjection2 = "NULL"
UniformInjection3 = "NULL"
UniformInjection4 = "NULL"
| Part of a STRING that is FOUND in all the VERTEX SHADERS.
VertexInjectionPoint1 = "gl_Position ="
VertexInjectionPoint2 = "NULL"
VertexInjectionPoint3 = "NULL"
VertexInjectionPoint4 = "NULL"
VertexInjectionPoint5 = "NULL"
VertexInjectionPoint6 = "NULL"
VertexInjectionPoint7 = "NULL"
VertexInjectionPoint8 = "NULL"
VertexInjectionPoint9 = "NULL"
VertexInjectionPoint10 = "NULL"
VertexStereoString1 = "gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n"
VertexStereoString2 = ""
VertexStereoString3 = ""
VertexStereoString4 = ""
VertexStereoString5 = ""
VertexStereoString6 = ""
VertexStereoString7 = ""
VertexStereoString8 = ""
VertexStereoString9 = ""
VertexStereoString10 = ""
| insert: Will insert the "VertexStereoString1" after all matches for "VertexInjectionPoint1". "replace": Will replace the string in "VertexInjectionPoint1" with "VertexStereoString1".
VertexOperation1 = insert
VertexOperation2 = insert
VertexOperation3 = insert
VertexOperation4 = insert
VertexOperation5 = insert
VertexOperation6 = insert
VertexOperation7 = insert
VertexOperation8 = insert
VertexOperation9 = insert
VertexOperation10 = insert
| Part of a STRING that is FOUND in all the PIXEL SHADERS.
PixelInjectionPoint1 = "gl_FragData[0] ="
PixelInjectionPoint2 = "NULL"
PixelInjectionPoint3 = "NULL"
PixelInjectionPoint4 = "NULL"
PixelInjectionPoint5 = "NULL"
PixelInjectionPoint6 = "NULL"
PixelInjectionPoint7 = "NULL"
PixelInjectionPoint8 = "NULL"
PixelInjectionPoint9 = "NULL"
PixelInjectionPoint10 = "NULL"
PixelStereoString1 = "tmpvar_1.x -= g_eye * g_eye_separation *(tmpvar_1.z - g_convergence) / gl_ProjectionMatrix[0].x;\n"
PixelStereoString2 = ""
PixelStereoString3 = ""
PixelStereoString4 = ""
PixelStereoString5 = ""
PixelStereoString6 = ""
PixelStereoString7 = ""
PixelStereoString8 = ""
PixelStereoString9 = ""
PixelStereoString10 = ""
| insert: Will insert the "PixelStereoString1" after all matches for "PixelInjectionPoint1". "replace": Will replace the string in "PixelInjectionPoint1" with "PixelInjectionPoint1".
PixelOperation1 = insert
PixelOperation2 = insert
PixelOperation3 = insert
PixelOperation4 = insert
PixelOperation5 = insert
PixelOperation6 = insert
PixelOperation7 = insert
PixelOperation8 = insert
PixelOperation9 = insert
PixelOperation10 = insert
ShaderSwapIsContinous = true | Stop after one shader have been found and swapped? or look for more identical shaders and swap them as well
ShaderPairSwapIsContinous = false | Stop after one PAIR shader(Must match CRC of Vertex + Pixel) have been found and swapped? or look for more identical shaders and swap them as well.
| The Disable Code will be appended AFTER VertexInjectionPoint1 & PixelInjectionPoint1 points ONLY!!!
VertexDisableString = "\n if(g_vertexEnabled < 1.0)\n{gl_Position = vec4(0.0);}\n"
PixelDisableString = "\n if(g_pixelEnabled < 1.0)\n{gl_FragData[0] = vec4(0.0);}\n"
//////////////////////////////////DEVELOPER ONLY OPTIONS///////////////////////////////////
///////////////////// PRESS F11 to reload this section on the fly//////////////////////////
[Shader_Compiler_Options] | ONLY IN DEV MODE!
EnableCompilerOptions = true | Enable or Disable the Shader Compiler. The shaders in this range will be displayed in 2D (No Stereo will be applied). Good for looking for shaders.
DisableExceptShaderInterval = false | Disable or not the shaders between Star and End indexes specified below. A disabled shader will not be rendered.
ExceptStartShader = -1 | Start Vertex Shader Index.
ExceptEndShader = -1 | End Vertex Shader Index.
DisableCurrentShaders = false | Disable the current selected vertex shader or pixel shader? A disabled shader will not be rendered.
ShaderCompilerStartIndex = -1 | Specify the Program_Id from where the Shader Compiler will start the Shader List.
| Custom 3D params sent to shaders: (ProgId, x, y, z, w).
| If progId = -1 values are sent to all shaders.
| For UNITY 5 Engine these params are sent to glMatrix(). x= separation; y = convergence;
Did you read the "Read Me"?
======================================================
Quake 4 - 3D Vision Patch. - v.4.19
======================================================
Updated to use OGL3DVision Wrapper v.4.19
A lot of effort went into creating this fix: a profile so people can take advantage of SLI and other OGL optimizations.
===================================================
Install & Important information regarding the fix:
===================================================
- Update Quake 4 to V1.4.2.
- Copy all the files from the 3DVisionFix folder to the Quake 4 installation folder next to the game executables.
- Go to the q4base folder and open the Quake4Config.cfg file with a text editor. Change seta r_useSMP "0" to seta r_useSMP "1".
- Launch the game (YOU MUST HAVE ADMIN RIGHTS. Otherwise the fix will not work properly).
=========================
Supports:
=========================
- The wrapper features auto-convergence for most scenes.
- Both Window mode and fullscreen.
- Supports convergence, separation and depth adjustments from nvidia panel (or via hotkeys).
- Reported to WORK with 3DTVPlay at 720p but NOT at 1080p
=========================
Creator:
=========================
Helifax. 2015.
Alien-Grey 2015.
If you like this software and would like to contact me or donate, please use: tavyhome@gmail.com
======================================================
Quake 4 - 3D Vision Patch. - v.4.19
======================================================
Updated to use OGL3DVision Wrapper v.4.19
A lot of effort went into creating this fix: a profile so people can take advantage of SLI and other OGL optimizations.
===================================================
Install & Important information regarding the fix:
===================================================
- Update Quake 4 to V1.4.2.
- Copy all the files from the 3DVisionFix folder to the Quake 4 installation folder next to the game executables.
- Go to the q4base folder and open the Quake4Config.cfg file with a text editor. Change seta r_useSMP "0" to seta r_useSMP "1".
- Launch the game (YOU MUST HAVE ADMIN RIGHTS. Otherwise the fix will not work properly).
=========================
Supports:
=========================
- The wrapper features auto-convergence for most scenes.
- Both Window mode and fullscreen.
- Supports convergence, separation and depth adjustments from nvidia panel (or via hotkeys).
- Reported to WORK with 3DTVPlay at 720p but NOT at 1080p
=========================
Creator:
=========================
Helifax. 2015.
Alien-Grey 2015.
If you like this software and would like to contact me or donate, please use: tavyhome@gmail.com
Helifax, thanks, changed refresh to 120 hz and the message went. But no 3D except glimpses of it if I'm moving.
Tried Stryker_66 ini file, that fixed the 3D. But it's very glitchy. Fire renders in the wrong place, lighting is often wrong, cracks in some geometry, crosshair is screen depth.
Bit of a mess. Anyone have Q4 working well on a normal 3DVision monitor?
Helifax, thanks, changed refresh to 120 hz and the message went. But no 3D except glimpses of it if I'm moving.
Tried Stryker_66 ini file, that fixed the 3D. But it's very glitchy. Fire renders in the wrong place, lighting is often wrong, cracks in some geometry, crosshair is screen depth.
Bit of a mess. Anyone have Q4 working well on a normal 3DVision monitor?
D-Man11, I don't have that read me. I downloaded the general OGL wrapper, I didn't know there was on specifically for Q4, if that is the case. Where do I find it?
Edit: don't worry, found it.
D-Man11, I don't have that read me. I downloaded the general OGL wrapper, I didn't know there was on specifically for Q4, if that is the case. Where do I find it?
[quote="MKULTRA"]Helifax, thanks, changed refresh to 120 hz and the message went. But no 3D except glimpses of it if I'm moving.
Tried Stryker_66 ini file, that fixed the 3D. But it's very glitchy. Fire renders in the wrong place, lighting is often wrong, cracks in some geometry, crosshair is screen depth.
Bit of a mess. Anyone have Q4 working well on a normal 3DVision monitor?[/quote]
LOL! If you expect 3D Vision Ready status, you are in the wrong place...
The game renders MOSTLY correct, but some things are not correctly rendered as Striker_66 said above.
MKULTRA said:Helifax, thanks, changed refresh to 120 hz and the message went. But no 3D except glimpses of it if I'm moving.
Tried Stryker_66 ini file, that fixed the 3D. But it's very glitchy. Fire renders in the wrong place, lighting is often wrong, cracks in some geometry, crosshair is screen depth.
Bit of a mess. Anyone have Q4 working well on a normal 3DVision monitor?
LOL! If you expect 3D Vision Ready status, you are in the wrong place...
The game renders MOSTLY correct, but some things are not correctly rendered as Striker_66 said above.
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
Are you using your Disc version? Did you check to see if there were any patches/updates?
If you are using the Steam version, I just installed it and the wrapper from helifax/alien Grey.
I right clicked on my Steam shortcut and launched Steam as administrator and played the game in 3D.
W7 64 bit, VG278HE, 120Hz desktop setting
Edit: I checked my exe, it shows version 1.4.2.0
[quote="MKULTRA"]D-Man11, I don't have that read me. I downloaded the general OGL wrapper, I didn't know there was on specifically for Q4, if that is the case. Where do I find it?
Edit: don't worry, found it.[/quote]
For those that come across this thread, if an OpenGL game has a fix, use it.
"OpenGL" games that have fixes can be found at [url]http://3dsurroundgaming.com/OpenGL3DVisionGames.html#Q[/url]
MKULTRA said:D-Man11, I don't have that read me. I downloaded the general OGL wrapper, I didn't know there was on specifically for Q4, if that is the case. Where do I find it?
Edit: don't worry, found it.
For those that come across this thread, if an OpenGL game has a fix, use it.
[quote="MKULTRA"]Tried Stryker_66 ini file, that fixed the 3D. But it's very glitchy. Fire renders in the wrong place, lighting is often wrong, cracks in some geometry, crosshair is screen depth.
Bit of a mess. Anyone have Q4 working well on a normal 3DVision monitor?[/quote]
Since you got the 3D working, I had to tinker with the ini files to get it look really good, there are still a few minor things but minor they are. These games require effort to get them set up to your taste. Thanks to Helifax's wrapper which does all the heavy lifting and us the users, have to set it up and tweak things. This will not work out of the box 3D Vision ready as Helifax mentioned!
I can share what I have done and for me was well worth the effort. Here we go.
1.) I am using the following mod. Follow the instructions carefully. What I suggest is make a copy of your Quake 4 installation to a temporary location in case something goes wrong or you want to revert back. It's simple as deleting the game folder and the copy back.
[url]http://www.moddb.com/mods/sikkmod-q4[/url]
I've attached my Quake4Config.cfg file. Just rename the extension back to "cfg". I will draw to your attention that in my config, I have binded the "h" key to hide the HUD and "g" to hide the gun model. They are toggle keys so you can switch on and off on the fly. I do this because I love lots of depth and convergence and I don't care if I see the gun model. This is obviously subjective. This file goes into the root directory of "sikkmod" folder
Install the mod and make sure you have the command line in your shortcut (after your exe file)
+set fs_game sikkmod
In my 3DVisionWrapper.ini under the Alternative_3D_Settings I have assigned the "U" key for alternative 3D setting which is a toggle. This is good for changing 3D convergence and depth for cutscenes and can be toggled on/off on the fly. You can change the "0.5" setting to whatever you like.
Some of this may be trial and error and it is worth doing because this pays off in terms of learning things in general about 3D Vision and since fixes are usually required, the more experience you have the better you can get things to work in the future through fixes, tweaks, configs, mods etc....
Good luck and based on your feedback, you are on the right track.
MKULTRA said:Tried Stryker_66 ini file, that fixed the 3D. But it's very glitchy. Fire renders in the wrong place, lighting is often wrong, cracks in some geometry, crosshair is screen depth.
Bit of a mess. Anyone have Q4 working well on a normal 3DVision monitor?
Since you got the 3D working, I had to tinker with the ini files to get it look really good, there are still a few minor things but minor they are. These games require effort to get them set up to your taste. Thanks to Helifax's wrapper which does all the heavy lifting and us the users, have to set it up and tweak things. This will not work out of the box 3D Vision ready as Helifax mentioned!
I can share what I have done and for me was well worth the effort. Here we go.
1.) I am using the following mod. Follow the instructions carefully. What I suggest is make a copy of your Quake 4 installation to a temporary location in case something goes wrong or you want to revert back. It's simple as deleting the game folder and the copy back.
I've attached my Quake4Config.cfg file. Just rename the extension back to "cfg". I will draw to your attention that in my config, I have binded the "h" key to hide the HUD and "g" to hide the gun model. They are toggle keys so you can switch on and off on the fly. I do this because I love lots of depth and convergence and I don't care if I see the gun model. This is obviously subjective. This file goes into the root directory of "sikkmod" folder
Install the mod and make sure you have the command line in your shortcut (after your exe file)
+set fs_game sikkmod
In my 3DVisionWrapper.ini under the Alternative_3D_Settings I have assigned the "U" key for alternative 3D setting which is a toggle. This is good for changing 3D convergence and depth for cutscenes and can be toggled on/off on the fly. You can change the "0.5" setting to whatever you like.
Some of this may be trial and error and it is worth doing because this pays off in terms of learning things in general about 3D Vision and since fixes are usually required, the more experience you have the better you can get things to work in the future through fixes, tweaks, configs, mods etc....
Good luck and based on your feedback, you are on the right track.
When I start it, it fails to activate the 3D stereo. I'm guessing it's opengl, it was in the old days.
I downloaded helifaxes opengl 3d wrapper, but I have no idea what to do with it. There are no instructions. There are a bunch of 20 minute youtube videos, but I have no idea where within those hours of video I'm supposed to find how to use this wrapper, whether I can just turn it on or I have to fix all the shaders or what. Very confusing.
Any hints on getting Quake 4 running in stereo?
Palit GTX 970 4GB Card, Driver 358.50, DX runtime 11.0, Asus VG236 monitor, Pre-Lightboost 3D Vision setup, i7-2600k 3.40/3.70 GHz CPU, 8 GB Ram, Z68XP-UD4 motherboard, OCZ-VERTEX3 SSD 128 GB, 64bit Windows7 Pro SP1
Palit GTX 970 4GB Card, Driver 358.50, DX runtime 11.0, Asus VG236 monitor, Pre-Lightboost 3D Vision setup, i7-2600k 3.40/3.70 GHz CPU, 8 GB Ram, Z68XP-UD4 motherboard, OCZ-VERTEX3 SSD 128 GB, 64bit Windows7 Pro SP1
https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/70/
Hope this helps.
So the situation is, the wrapper starts, Quake 4 starts, but 3DVision doesn't start and the images are rendered side by side.
How do I get 3DVision to activate?
Palit GTX 970 4GB Card, Driver 358.50, DX runtime 11.0, Asus VG236 monitor, Pre-Lightboost 3D Vision setup, i7-2600k 3.40/3.70 GHz CPU, 8 GB Ram, Z68XP-UD4 motherboard, OCZ-VERTEX3 SSD 128 GB, 64bit Windows7 Pro SP1
Palit GTX 970 4GB Card, Driver 358.50, DX runtime 11.0, Asus VG236 monitor, Pre-Lightboost 3D Vision setup, i7-2600k 3.40/3.70 GHz CPU, 8 GB Ram, Z68XP-UD4 motherboard, OCZ-VERTEX3 SSD 128 GB, 64bit Windows7 Pro SP1
Set Windows Refresh rate to 120Hz from 144Hz...
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)
======================================================
Quake 4 - 3D Vision Patch. - v.4.19
======================================================
Updated to use OGL3DVision Wrapper v.4.19
A lot of effort went into creating this fix: a profile so people can take advantage of SLI and other OGL optimizations.
===================================================
Install & Important information regarding the fix:
===================================================
- Update Quake 4 to V1.4.2.
- Copy all the files from the 3DVisionFix folder to the Quake 4 installation folder next to the game executables.
- Go to the q4base folder and open the Quake4Config.cfg file with a text editor. Change seta r_useSMP "0" to seta r_useSMP "1".
- Launch the game (YOU MUST HAVE ADMIN RIGHTS. Otherwise the fix will not work properly).
=========================
Supports:
=========================
- The wrapper features auto-convergence for most scenes.
- Both Window mode and fullscreen.
- Supports convergence, separation and depth adjustments from nvidia panel (or via hotkeys).
- Reported to WORK with 3DTVPlay at 720p but NOT at 1080p
=========================
Creator:
=========================
Helifax. 2015.
Alien-Grey 2015.
If you like this software and would like to contact me or donate, please use: tavyhome@gmail.com
Tried Stryker_66 ini file, that fixed the 3D. But it's very glitchy. Fire renders in the wrong place, lighting is often wrong, cracks in some geometry, crosshair is screen depth.
Bit of a mess. Anyone have Q4 working well on a normal 3DVision monitor?
Palit GTX 970 4GB Card, Driver 358.50, DX runtime 11.0, Asus VG236 monitor, Pre-Lightboost 3D Vision setup, i7-2600k 3.40/3.70 GHz CPU, 8 GB Ram, Z68XP-UD4 motherboard, OCZ-VERTEX3 SSD 128 GB, 64bit Windows7 Pro SP1
Edit: don't worry, found it.
Palit GTX 970 4GB Card, Driver 358.50, DX runtime 11.0, Asus VG236 monitor, Pre-Lightboost 3D Vision setup, i7-2600k 3.40/3.70 GHz CPU, 8 GB Ram, Z68XP-UD4 motherboard, OCZ-VERTEX3 SSD 128 GB, 64bit Windows7 Pro SP1
LOL! If you expect 3D Vision Ready status, you are in the wrong place...
The game renders MOSTLY correct, but some things are not correctly rendered as Striker_66 said above.
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)
If you are using the Steam version, I just installed it and the wrapper from helifax/alien Grey.
I right clicked on my Steam shortcut and launched Steam as administrator and played the game in 3D.
W7 64 bit, VG278HE, 120Hz desktop setting
Edit: I checked my exe, it shows version 1.4.2.0
For those that come across this thread, if an OpenGL game has a fix, use it.
"OpenGL" games that have fixes can be found at http://3dsurroundgaming.com/OpenGL3DVisionGames.html#Q
Since you got the 3D working, I had to tinker with the ini files to get it look really good, there are still a few minor things but minor they are. These games require effort to get them set up to your taste. Thanks to Helifax's wrapper which does all the heavy lifting and us the users, have to set it up and tweak things. This will not work out of the box 3D Vision ready as Helifax mentioned!
I can share what I have done and for me was well worth the effort. Here we go.
1.) I am using the following mod. Follow the instructions carefully. What I suggest is make a copy of your Quake 4 installation to a temporary location in case something goes wrong or you want to revert back. It's simple as deleting the game folder and the copy back.
http://www.moddb.com/mods/sikkmod-q4
I've attached my Quake4Config.cfg file. Just rename the extension back to "cfg". I will draw to your attention that in my config, I have binded the "h" key to hide the HUD and "g" to hide the gun model. They are toggle keys so you can switch on and off on the fly. I do this because I love lots of depth and convergence and I don't care if I see the gun model. This is obviously subjective. This file goes into the root directory of "sikkmod" folder
Install the mod and make sure you have the command line in your shortcut (after your exe file)
+set fs_game sikkmod
In my 3DVisionWrapper.ini under the Alternative_3D_Settings I have assigned the "U" key for alternative 3D setting which is a toggle. This is good for changing 3D convergence and depth for cutscenes and can be toggled on/off on the fly. You can change the "0.5" setting to whatever you like.
Some of this may be trial and error and it is worth doing because this pays off in terms of learning things in general about 3D Vision and since fixes are usually required, the more experience you have the better you can get things to work in the future through fixes, tweaks, configs, mods etc....
Good luck and based on your feedback, you are on the right track.