[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)
  85 / 92    
Brilliant work Helifax! When I read what he was doing I knew there was real potential there. If there's anything us 3d gamers need, it's more options and approaches so it's pretty exciting stuff. BlueSkyDefender and Crosire seems very active and approachable too, so smiles all round :-)
Brilliant work Helifax! When I read what he was doing I knew there was real potential there.
If there's anything us 3d gamers need, it's more options and approaches so it's pretty exciting stuff.
BlueSkyDefender and Crosire seems very active and approachable too, so smiles all round :-)

Gigabyte RTX2080TI Gaming OC, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310

Posted 08/29/2016 10:09 AM   
This is GREAT news Helifax !!! I had to skip some of the more demanding OGL games, because of the eye sync issue :/ I have just archived them for better times, and that seems to be now !!!! I can't wait to try it...
This is GREAT news Helifax !!!

I had to skip some of the more demanding OGL games, because of the eye sync issue :/
I have just archived them for better times, and that seems to be now !!!!

I can't wait to try it...

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

Posted 08/29/2016 12:12 PM   
Doom is actually one of those games which I wouldn`t mind to play like this just because I can`t afford better gear right now. Also Wolfenstine sounds good to me since I didn`t finish any of them yet.
Doom is actually one of those games which I wouldn`t mind to play like this just because I can`t afford better gear right now.
Also Wolfenstine sounds good to me since I didn`t finish any of them yet.
Awesome work! I'm looking forward to giving this a try, TY VM So will you be able to eventually apply single pass stereo to your actual full 3D wrapper?
Awesome work!

I'm looking forward to giving this a try, TY VM

So will you be able to eventually apply single pass stereo to your actual full 3D wrapper?

Posted 08/29/2016 03:12 PM   
Keep in mind I am still working on this shader. Looking at the pictures uploaded here I noticed Weapon Depth is all wrong. So my Next Update will focus on weapon depth correction. It can be done. By useing the lerp(x,y,z) HLSL function. Finding the weapon in the Depth buffer is one thing. [img]https://cdn.pbrd.co/images/eHHgPiVkd.jpg[/img] Adjusting for the depth map in this location is a other thing. [img]https://cdn.pbrd.co/images/eJ8NqkXFu.jpg[/img] But, once found weapons can have there own depth maps. Improvements will be made. I will also leave customization in the shader for games that I don't have. So you can set your own weapon depth levels. Just give me time....... I am glad you guys and gals are enjoying it.
Keep in mind I am still working on this shader. Looking at the pictures uploaded here I noticed Weapon Depth is all wrong.

So my Next Update will focus on weapon depth correction. It can be done. By useing the lerp(x,y,z) HLSL function.

Finding the weapon in the Depth buffer is one thing.
Image

Adjusting for the depth map in this location is a other thing.

Image
But, once found weapons can have there own depth maps.

Improvements will be made.

I will also leave customization in the shader for games that I don't have. So you can set your own weapon depth levels. Just give me time.......

I am glad you guys and gals are enjoying it.

Posted 08/30/2016 04:08 AM   
[quote="SKAUT"]Doom is actually one of those games which I wouldn`t mind to play like this just because I can`t afford better gear right now. Also Wolfenstine sounds good to me since I didn`t finish any of them yet.[/quote] Doesn't work with DOOM(2016). Reshade shows only a black screen. :(
SKAUT said:Doom is actually one of those games which I wouldn`t mind to play like this just because I can`t afford better gear right now.
Also Wolfenstine sounds good to me since I didn`t finish any of them yet.


Doesn't work with DOOM(2016). Reshade shows only a black screen. :(

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 08/30/2016 10:06 AM   
[quote="BlueSkyDefender"]Keep in mind I am still working on this shader. Looking at the pictures uploaded here I noticed Weapon Depth is all wrong. So my Next Update will focus on weapon depth correction. It can be done. By useing the lerp(x,y,z) HLSL function. Finding the weapon in the Depth buffer is one thing. [img]https://cdn.pbrd.co/images/eHHgPiVkd.jpg[/img] Adjusting for the depth map in this location is a other thing. [img]https://cdn.pbrd.co/images/eJ8NqkXFu.jpg[/img] But, once found weapons can have there own depth maps. Improvements will be made. I will also leave customization in the shader for games that I don't have. So you can set your own weapon depth levels. Just give me time....... I am glad you guys and gals are enjoying it.[/quote] Awesome job! And thank you very much for developing and continuing to improve it:)
BlueSkyDefender said:Keep in mind I am still working on this shader. Looking at the pictures uploaded here I noticed Weapon Depth is all wrong.

So my Next Update will focus on weapon depth correction. It can be done. By useing the lerp(x,y,z) HLSL function.

Finding the weapon in the Depth buffer is one thing.
Image

Adjusting for the depth map in this location is a other thing.

Image
But, once found weapons can have there own depth maps.

Improvements will be made.

I will also leave customization in the shader for games that I don't have. So you can set your own weapon depth levels. Just give me time.......

I am glad you guys and gals are enjoying it.


Awesome job! And thank you very much for developing and continuing to improve it:)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 08/30/2016 10:07 AM   
*while you were away* Holy crap!? ...does this mean there's hope for the ARB shadered OpenGL games? :)
*while you were away* Holy crap!? ...does this mean there's hope for the ARB shadered OpenGL games? :)
Posted 08/31/2016 08:05 PM   
[quote="TsaebehT"]*while you were away* Holy crap!? ...does this mean there's hope for the ARB shadered OpenGL games? :)[/quote] In theory, yes:) if the depth buffer is available and Reshade works with that game;) I am currently playing/testing this but I really like it;) Is not a 100% plug&play feature as the Reshade shader needs some tweaking (what NVidia does in profiles) but I find it pretty awesome! Need to test an ARB-ASM shader game as well ^_^. I know there are a couple of them in this thread that I want to try;)
TsaebehT said:*while you were away* Holy crap!? ...does this mean there's hope for the ARB shadered OpenGL games? :)


In theory, yes:) if the depth buffer is available and Reshade works with that game;)
I am currently playing/testing this but I really like it;)

Is not a 100% plug&play feature as the Reshade shader needs some tweaking (what NVidia does in profiles) but I find it pretty awesome!

Need to test an ARB-ASM shader game as well ^_^. I know there are a couple of them in this thread that I want to try;)

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 08/31/2016 11:34 PM   
[quote="D-Man11"]Awesome work! I'm looking forward to giving this a try, TY VM So will you be able to eventually apply single pass stereo to your actual full 3D wrapper? [/quote] Yes, the Reshade Shader is coded around the Single Pass Stereo algorithm;) So, it should work;) I just take the output of Reshade and present it as L/R under 3D Vision:)
D-Man11 said:Awesome work!

I'm looking forward to giving this a try, TY VM

So will you be able to eventually apply single pass stereo to your actual full 3D wrapper?


Yes, the Reshade Shader is coded around the Single Pass Stereo algorithm;) So, it should work;)
I just take the output of Reshade and present it as L/R under 3D Vision:)

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 08/31/2016 11:57 PM   
I've been a bit quite about the Depth3D + 3D Vision feature. Initially I wanted to get a version out just so others could play/test it. But then I decided not to release anything yet, instead to do some testing and iterate on my wrapper's code So, after a whole weekend of marathon coding I made quite a lot of changes, added some new features to it as well and I got it in a spectacular state:) For those who are interested and tech-savvy: [color="orange"]NEW IN VERSION 6.12[/color] [b]New Features:[/b] - Changed from using [color="green"]Nvidia 3D Vision Automatic[/color] to [color="green"]Nvidia 3D Vision Direct[/color]. - Nvidia 3D Vision Direct: Gained an additional [color="green"]10 FPS in 3D[/color] vs 3D Vision Automatic Mode. - Nvidia 3D Vision Direct: Fixed a crash and locking of the whole render-pipeline (that appeared when using 3D Vision Automatic Mode). - Nvidia 3D Vision Direct: Simplified rendering loop. The backbuffer doesn't need to be 2xWidth anymore. Less instructions are executed now, as well, and wrapper memory allocation is smaller. - Nvidia 3D Vision Direct: The Nvidia 3D Vision Overlay(s) is(are) now displayed correctly. (Previously they were cut or missing). [color="green"]- New Predominant Eye Rendering Mechanism:[/color] - Added support to render the Stereo Frame by maintaing one eye (Left or Right) as it is and instead offseting the other one based on separation + convergence. - Supported modes for predominant eye: Left, Right, Mono. - Left Dominant Eye: No stereo offset is added to the left eye. Only the right eye is calculated. - Right Dominant Eye: No stereo offset is added to the right eye. Only the left eye is calculated. Implementatio is exactly like the one in [color="orange"]"Deus Ex: Mankind Divided"[/color]. This method allows you to perfectly AIM in 3D Shooters when you look down the gun's iron-sight through the Right Eye only (simulates how you would normally AIM in Real Life). - Mono Dominant Eye: Default Nvidia 3D Vision Automatic approach, where each eye is translated left/right from the Monoscopic Camera. [b]Updates:[/b] - Updated the ability to Deactivate 3D Vision (CTRL+T) as follows: - When 3D Vision is deactivated, no stereo correction will be made and the 2D (mono) image will be displayed. - When 3D Vision is deactivated, only one buffer will be displayed instead of both L/R buffers side-by-side. [color="orange"]NEW IN VERSION 5.0 - [i]INTERNAL RELEASE ONLY[/i][/color] New Features: - Added ability to [color="green"]load Reshade library and insert post process effects.[/color] - Memory hack in Reshader library to hook only the OpenGL context and not the DirectX one as well. - Memory hack in Reshader library to disable calling the wglSwapBuffers() from the System32/opengl32.dll library as we present the results in the DirectX9 context. - [color="green"]Added special rendering method that enables usage of Depth3D Reshade Shader (by BlueSkyDefender)[/color]. See "EnableCompatibilityMode3D" in "3DVisionWrapper.ini" - Added special key combination [Ctrl + F10] to re-initialise/re-generate the renderer. !!! Works only in Window Mode. In exclusive fullscreen will HALT the app/driver !!! - Cleaned up and removed some deprecated options in 3DVisionWrapper.ini. Full release notes can be found here: [url=http://3dsurroundgaming.com/OpenGL3DVisionWrapper.html]OpenGL 3D Vision wrapper documentation[/url] The new version of the wrapper is not out yet, but I plan to release it in the following days. I will also make a repack with Reshade 2.03 + Depth3D Shader so people can play with it;) I will also update some of my fixes to include this new version of the wrapper for Geometry 3D + Depth 3D. So far I have tried it on the following games and it works awesome: [color="green"]- Wolfenstein - The New Order[/color] - both Geometry 3D + Depth 3D [color="green"]- Wolfenstein - The Old Blood[/color] - both Geometry 3D + Depth 3D [color="orange"]- Doom(2016)[/color] - Only Geometry 3D. Reshade gives a black screen. [color="green"]- R.A.G.E[/color] - both Geometry 3D + Depth 3D [color="green"]- No Man's Sky[/color] - both Geometry 3D + Depth 3D (there is tiny problem here in Depth 3D. You can loose the Depth Map if you use the binoculars.) Anyway, keep you posted:)
I've been a bit quite about the Depth3D + 3D Vision feature. Initially I wanted to get a version out just so others could play/test it. But then I decided not to release anything yet, instead to do some testing and iterate on my wrapper's code

So, after a whole weekend of marathon coding I made quite a lot of changes, added some new features to it as well and I got it in a spectacular state:)

For those who are interested and tech-savvy:

NEW IN VERSION 6.12

New Features:
- Changed from using Nvidia 3D Vision Automatic to Nvidia 3D Vision Direct.
- Nvidia 3D Vision Direct: Gained an additional 10 FPS in 3D vs 3D Vision Automatic Mode.
- Nvidia 3D Vision Direct: Fixed a crash and locking of the whole render-pipeline (that appeared when using 3D Vision Automatic Mode).
- Nvidia 3D Vision Direct: Simplified rendering loop. The backbuffer doesn't need to be 2xWidth anymore. Less instructions are executed now, as well, and wrapper memory allocation is smaller.
- Nvidia 3D Vision Direct: The Nvidia 3D Vision Overlay(s) is(are) now displayed correctly. (Previously they were cut or missing).
- New Predominant Eye Rendering Mechanism:
- Added support to render the Stereo Frame by maintaing one eye (Left or Right) as it is and instead offseting the other one based on separation + convergence.
- Supported modes for predominant eye: Left, Right, Mono.
- Left Dominant Eye: No stereo offset is added to the left eye. Only the right eye is calculated.
- Right Dominant Eye: No stereo offset is added to the right eye. Only the left eye is calculated. Implementatio is exactly like the one in "Deus Ex: Mankind Divided". This method allows you to perfectly AIM in 3D Shooters when you look down the gun's iron-sight through the Right Eye only (simulates how you would normally AIM in Real Life).
- Mono Dominant Eye: Default Nvidia 3D Vision Automatic approach, where each eye is translated left/right from the Monoscopic Camera.

Updates:
- Updated the ability to Deactivate 3D Vision (CTRL+T) as follows:
- When 3D Vision is deactivated, no stereo correction will be made and the 2D (mono) image will be displayed.
- When 3D Vision is deactivated, only one buffer will be displayed instead of both L/R buffers side-by-side.

NEW IN VERSION 5.0 - INTERNAL RELEASE ONLY

New Features:
- Added ability to load Reshade library and insert post process effects.
- Memory hack in Reshader library to hook only the OpenGL context and not the DirectX one as well.
- Memory hack in Reshader library to disable calling the wglSwapBuffers() from the System32/opengl32.dll library as we present the results in the DirectX9 context.
- Added special rendering method that enables usage of Depth3D Reshade Shader (by BlueSkyDefender). See "EnableCompatibilityMode3D" in "3DVisionWrapper.ini"
- Added special key combination [Ctrl + F10] to re-initialise/re-generate the renderer. !!! Works only in Window Mode. In exclusive fullscreen will HALT the app/driver !!!
- Cleaned up and removed some deprecated options in 3DVisionWrapper.ini.

Full release notes can be found here: OpenGL 3D Vision wrapper documentation

The new version of the wrapper is not out yet, but I plan to release it in the following days.
I will also make a repack with Reshade 2.03 + Depth3D Shader so people can play with it;)

I will also update some of my fixes to include this new version of the wrapper for Geometry 3D + Depth 3D.
So far I have tried it on the following games and it works awesome:
- Wolfenstein - The New Order - both Geometry 3D + Depth 3D
- Wolfenstein - The Old Blood - both Geometry 3D + Depth 3D
- Doom(2016) - Only Geometry 3D. Reshade gives a black screen.
- R.A.G.E - both Geometry 3D + Depth 3D
- No Man's Sky - both Geometry 3D + Depth 3D (there is tiny problem here in Depth 3D. You can loose the Depth Map if you use the binoculars.)

Anyway, keep you posted:)

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 09/04/2016 06:14 PM   
Very nice! Thanks for keeping us updated.
Very nice! Thanks for keeping us updated.

Posted 09/04/2016 06:22 PM   
Awesome work Helifax. And thanks for the Left Predominant Eye choice, very nice option found in Deus Ex MD indeed, and I'm Left Eye Dominant :) 3D community with wizard ShaderHackers is better every day :)))
Awesome work Helifax.

And thanks for the Left Predominant Eye choice, very nice option found in Deus Ex MD indeed, and I'm Left Eye Dominant :)

3D community with wizard ShaderHackers is better every day :)))

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 09/04/2016 06:58 PM   
Truly amazing work Helifax, thanks for your dedication !!!! This is really great news, can't wait to try the Wolfenstein games :)
Truly amazing work Helifax, thanks for your dedication !!!!

This is really great news, can't wait to try the Wolfenstein games :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

Posted 09/04/2016 07:22 PM   
This is really impressive work mate - even if I can`t understand half of the info you`ve put in there. I`m glad that everything worked out well and I`m impatiently waiting to see it in action.
This is really impressive work mate - even if I can`t understand half of the info you`ve put in there. I`m glad that everything worked out well and I`m impatiently waiting to see it in action.
  85 / 92    
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