[quote="helifax"]That is very strange as I am calling the NVAPI directly. Very weird as why this happens though...
If you use the alternative key bidings in the wrapper and specify a custom convergence or separation does that one work?
Under:
[code]
| Params: (Key Code, separation, convergence, toggle?)
[Alternative_3D_Settings]
NewKeyShortcut|(0x04, -1.0, 0.5, true)
[End]
[/code][/quote]
It doesn't make any difference. When I start a game with the 3D Vision Wrapper, I don't have to use Control + T to switch to 3D mode. It starts the game directly in interlaced 3D mode for my passive 3D monitor. Control + T makes it switch from interlaced to side by side.
It doesn't make any difference. When I start a game with the 3D Vision Wrapper, I don't have to use Control + T to switch to 3D mode. It starts the game directly in interlaced 3D mode for my passive 3D monitor. Control + T makes it switch from interlaced to side by side.
[quote="Alien-Grey"][quote="helifax"]That is very strange as I am calling the NVAPI directly. Very weird as why this happens though...
If you use the alternative key bidings in the wrapper and specify a custom convergence or separation does that one work?
Under:
[code]
| Params: (Key Code, separation, convergence, toggle?)
[Alternative_3D_Settings]
NewKeyShortcut|(0x04, -1.0, 0.5, true)
[End]
[/code][/quote]
It doesn't make any difference. When I start a game with the 3D Vision Wrapper, I don't have to use Control + T to switch to 3D mode. It starts the game directly in interlaced 3D mode for my passive 3D monitor. Control + T makes it switch from interlaced to side by side.[/quote]
Very weird then...It must be a bug in NVAPI then. All I do is call the NVAPI Stereo functions. If they work or not that I cannot check.
If you change the convergence using Nvidia Inspector does it work? (does the convergence change I mean?)
It doesn't make any difference. When I start a game with the 3D Vision Wrapper, I don't have to use Control + T to switch to 3D mode. It starts the game directly in interlaced 3D mode for my passive 3D monitor. Control + T makes it switch from interlaced to side by side.
Very weird then...It must be a bug in NVAPI then. All I do is call the NVAPI Stereo functions. If they work or not that I cannot check.
If you change the convergence using Nvidia Inspector does it work? (does the convergence change I mean?)
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
I am yet to find ONE OGL game that works with this wrapper. EVERY game I try goes straight to [b]"GAMENAMEHERE Has Stopped Working"[/b] Windows 7 (X64) and GTX970 used.
I am yet to find ONE OGL game that works with this wrapper. EVERY game I try goes straight to "GAMENAMEHERE Has Stopped Working" Windows 7 (X64) and GTX970 used.
PC Specs:
Operating System: Windows 7 Professional SP1 (x64) on 120Gb Kingston HyperX Fury SSD.Intel i7-4790k 4.4Ghz CPU, Corsair H115i Liquid Cooler, ASUS Z97-K Motherboard, Corsair HX850i Platinum Grade 850w PSU, Gigabyte Extreme Gaming GTX1080 Water Cooled, with 8Gb GDDR5x RAM, 32Gb Corsair Vengeance Pro 2400 DDR3 RAM, ASUS VG278 27" 120Hz 3D Monitor (3D Vision 2), Logitech G710+ Mechanical Keyboard, Logitech G502 Proteus Core Mouse with 8 buttons, Microsoft Xbox One S Controller used as wired with MicroUSB cable to avoid Windows 10, Logitech Extreme 3D Pro Flightstick, Creative Labs Sound Blaster Zx, Logitech z906 5.1 THX Certified Surround Speakers, DirectX 11, 19.5Tb of storage space (WD Gold Enterprise class 10Tb DataCenter 7,200RMP HDD, WD 4Tb internal HDD, WD Caviar 1.5Tb Internal HDD, WD Elements 1Tb External USB 3.0 HDD, WD Elements 3Tb External USB 3.0 HDD).
Network Specs:
iiNet N.B.N. 100mbps Download/40Mbps Upload with Unlimited Data. (Slow in world standards, but the fastest and priciest connection in Australia), with an ASUS PCE-AC68U Wifi Card/ASUS RT-AC68U Router, 5Ghz/2.4Ghz Dual-Band WiFi My PC is connected to the 5Ghz Wifi, and my Guest Wifi is the 2.4Ghz band.
[quote="njwride1979"]I am yet to find ONE OGL game that works with this wrapper. EVERY game I try goes straight to [b]"GAMENAMEHERE Has Stopped Working"[/b] Windows 7 (X64) and GTX970 used.[/quote]
What games are you trying to run with the wrapper ? Rather than the hateful and useless comment that you thrown here, you should instead ask for help if you need it and list specific things.
Also, no one is forcing you to use my wrapper mate. If you don't want help, then very politely, GO AWAY! :)
njwride1979 said:I am yet to find ONE OGL game that works with this wrapper. EVERY game I try goes straight to "GAMENAMEHERE Has Stopped Working" Windows 7 (X64) and GTX970 used.
What games are you trying to run with the wrapper ? Rather than the hateful and useless comment that you thrown here, you should instead ask for help if you need it and list specific things.
Also, no one is forcing you to use my wrapper mate. If you don't want help, then very politely, GO AWAY! :)
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
[quote="helifax"]Very weird then...It must be a bug in NVAPI then. All I do is call the NVAPI Stereo functions. If they work or not that I cannot check.
If you change the convergence using Nvidia Inspector does it work? (does the convergence change I mean?)[/quote]
Changing convergence with NVIDIA Inspector does work for me. I've got to change the LegacyMode to true. Changing it to true gives me a lot better 3D depth. This makes Quake 4 and Wing Commander Prophecy awesome to watch and play the games.
If anyone else wants to try out Quake 4 with a passive 3D monitor?
Quake 4 has to be run in Windows XP compatibilty mode on Windows 7 X64. If I run it in Windows XP compatibilty mode it doesn't change to interlaced mode but it changes to anaglyph (green/red) mode. To fix this annoying issue with 3D Vision I switch it with Control + T to SBS and push to 3D button om my monitor to convert the SBS to interlaced.
helifax said:Very weird then...It must be a bug in NVAPI then. All I do is call the NVAPI Stereo functions. If they work or not that I cannot check.
If you change the convergence using Nvidia Inspector does it work? (does the convergence change I mean?)
Changing convergence with NVIDIA Inspector does work for me. I've got to change the LegacyMode to true. Changing it to true gives me a lot better 3D depth. This makes Quake 4 and Wing Commander Prophecy awesome to watch and play the games.
If anyone else wants to try out Quake 4 with a passive 3D monitor?
Quake 4 has to be run in Windows XP compatibilty mode on Windows 7 X64. If I run it in Windows XP compatibilty mode it doesn't change to interlaced mode but it changes to anaglyph (green/red) mode. To fix this annoying issue with 3D Vision I switch it with Control + T to SBS and push to 3D button om my monitor to convert the SBS to interlaced.
[quote="Alien-Grey"][quote="helifax"]Very weird then...It must be a bug in NVAPI then. All I do is call the NVAPI Stereo functions. If they work or not that I cannot check.
If you change the convergence using Nvidia Inspector does it work? (does the convergence change I mean?)[/quote]
Changing convergence with NVIDIA Inspector does work for me. I've got to change the LegacyMode to true. Changing it to true gives me a lot better 3D depth. This makes Quake 4 and Wing Commander Prophecy awesome to watch and play the games.
If anyone else wants to try out Quake 4 with a passive 3D monitor?
Quake 4 has to be run in Windows XP compatibilty mode on Windows 7 X64. If I run it in Windows XP compatibilty mode it doesn't change to interlaced mode but it changes to anaglyph (green/red) mode. To fix this annoying issue with 3D Vision I switch it with Control + T to SBS and push to 3D button om my monitor to convert the SBS to interlaced.[/quote]
Thanks for sharing the information! I can't test with a Passive screen (as I don't have any:( ) but it looks like there might be a bug in nvapi disabling the shortcuts in Passive Screen mode for some reason. I don't really have a clue;)
Yes Legacy mode is used in older engines where the fixed pipeline is in effect (or at least some part of it is still used;) )
Really awesome that you made Quake4 work ;)
helifax said:Very weird then...It must be a bug in NVAPI then. All I do is call the NVAPI Stereo functions. If they work or not that I cannot check.
If you change the convergence using Nvidia Inspector does it work? (does the convergence change I mean?)
Changing convergence with NVIDIA Inspector does work for me. I've got to change the LegacyMode to true. Changing it to true gives me a lot better 3D depth. This makes Quake 4 and Wing Commander Prophecy awesome to watch and play the games.
If anyone else wants to try out Quake 4 with a passive 3D monitor?
Quake 4 has to be run in Windows XP compatibilty mode on Windows 7 X64. If I run it in Windows XP compatibilty mode it doesn't change to interlaced mode but it changes to anaglyph (green/red) mode. To fix this annoying issue with 3D Vision I switch it with Control + T to SBS and push to 3D button om my monitor to convert the SBS to interlaced.
Thanks for sharing the information! I can't test with a Passive screen (as I don't have any:( ) but it looks like there might be a bug in nvapi disabling the shortcuts in Passive Screen mode for some reason. I don't really have a clue;)
Yes Legacy mode is used in older engines where the fixed pipeline is in effect (or at least some part of it is still used;) )
Really awesome that you made Quake4 work ;)
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
Hey Helifax, is it possible to attach a geometry shader stage to the main shader program using your wrapper?
The reason i'm asking is because if it's possible then you could use the geometry shader to duplicate the vertices and output them to either separate texture layers for each eye, or a single wide texture for both eyes. This would be a huge benefit because you would only have to do the vertex transformations once. You could do most of the stereo calculations in the the geometry shader. You wouldn't have any issues caused by eyes not perfectly syncing like you do now, since it's not alternating eye rendering every other frame. Games that are locked to 60fps like Wolfenstein and Rage would also run at 60fps instead of 30. I'm guessing you would have inject the geometry shader during shader compilation and attach it to the main shader program before linking as well as a few extra program parameters. I'm fairly well versed in OpenGL but i know very little about wrappers so i'm not sure if this is really feasible.
Hey Helifax, is it possible to attach a geometry shader stage to the main shader program using your wrapper?
The reason i'm asking is because if it's possible then you could use the geometry shader to duplicate the vertices and output them to either separate texture layers for each eye, or a single wide texture for both eyes. This would be a huge benefit because you would only have to do the vertex transformations once. You could do most of the stereo calculations in the the geometry shader. You wouldn't have any issues caused by eyes not perfectly syncing like you do now, since it's not alternating eye rendering every other frame. Games that are locked to 60fps like Wolfenstein and Rage would also run at 60fps instead of 30. I'm guessing you would have inject the geometry shader during shader compilation and attach it to the main shader program before linking as well as a few extra program parameters. I'm fairly well versed in OpenGL but i know very little about wrappers so i'm not sure if this is really feasible.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
[quote="sgsrules"]Hey Helifax, is it possible to attach a geometry shader stage to the main shader program using your wrapper?
The reason i'm asking is because if it's possible then you could use the geometry shader to duplicate the vertices and output them to either separate texture layers for each eye, or a single wide texture for both eyes. This would be a huge benefit because you would only have to do the vertex transformations once. You could do most of the stereo calculations in the the geometry shader. You wouldn't have any issues caused by eyes not perfectly syncing like you do now, since it's not alternating eye rendering every other frame. Games that are locked to 60fps like Wolfenstein and Rage would also run at 60fps instead of 30. I'm guessing you would have inject the geometry shader during shader compilation and attach it to the main shader program before linking as well as a few extra program parameters. I'm fairly well versed in OpenGL but i know very little about wrappers so i'm not sure if this is really feasible.[/quote]
That is a very interesting idea, one that I haven't thought of to be honest;) I could see it work, but I am unsure how this will work in a deferred rendering context though:-s If you can provide a more detailed approach on how this might work I would be very grateful! I think you are on to something there;)) and looks a very very interesting idea!!!
Technically what I should do is (based on every paper/documentation I've read):
1. Duplicate the render targets.
2. Duplicate the draw calls.
The 2nd point I've done;) The 1st point is the hardest for multiple reason:
- Duplicating the main FBO (Zero) I have already done + duplicating the draw calls. And believe it or not is working perfect! (Each frame I draw 2 frames from different perspectives as I should). In Wolfies game everything renders Smooth with no eye sync but only in the menus and intro videos;) (If you want I can give you a version that shows this)
- Problem is most engines use a deferred rendering mechanism: drawing in different FBOs and then "blit" the final image in the main FBO. Some FBOs might have different dimensions as well...
Problem is I can't duplicate for example FBO 1 for the reason how opengl works (being C rather than C++):
- You create a framebuffer and you get an Id.
- You create textures and you get Ids.
- You crate renderbuffers and get Ids.
- You set all of them individually and then bind them to the FBO you created.
Easy enough right? Well now think about having an unknown engine, that has a FBO number 2. I tried to get all the information from the FBO in order to replicate it but so far it fails, plus I can't just duplicate all the textures at creation;) as some of them are used for other purposes and are not attached to a FBO.
It would be so awesome if the FBO would be a structure that has all the info inside;)) but alas opengl doesn't have an API for this (from what I know) as each FBO has it's own context...
An older version of the wrapper you can find on Github: https://github.com/helifax/OGL-3DVision-Wrapper
(It might not be the cleanest of well commented code but I tried to make it as simple to understand as possible ;)) ) You can take a look to see how it works;)) (opengl32.cpp is the most important as there is where the hooking/detouring takes place)
Latest version has a few tweaks and cleaned up code + other bits and bobs that I didn't pushed to Github yet.
So, the main problem is how to duplicate the an "unknown" FBO (I only know the number and I want to make a exact copy from it ^_^). If you have any ideas please let me know;)
Also, I am really curious if you can elaborate the geometry shader concept a bit more;))
Cheers!
sgsrules said:Hey Helifax, is it possible to attach a geometry shader stage to the main shader program using your wrapper?
The reason i'm asking is because if it's possible then you could use the geometry shader to duplicate the vertices and output them to either separate texture layers for each eye, or a single wide texture for both eyes. This would be a huge benefit because you would only have to do the vertex transformations once. You could do most of the stereo calculations in the the geometry shader. You wouldn't have any issues caused by eyes not perfectly syncing like you do now, since it's not alternating eye rendering every other frame. Games that are locked to 60fps like Wolfenstein and Rage would also run at 60fps instead of 30. I'm guessing you would have inject the geometry shader during shader compilation and attach it to the main shader program before linking as well as a few extra program parameters. I'm fairly well versed in OpenGL but i know very little about wrappers so i'm not sure if this is really feasible.
That is a very interesting idea, one that I haven't thought of to be honest;) I could see it work, but I am unsure how this will work in a deferred rendering context though:-s If you can provide a more detailed approach on how this might work I would be very grateful! I think you are on to something there;)) and looks a very very interesting idea!!!
Technically what I should do is (based on every paper/documentation I've read):
1. Duplicate the render targets.
2. Duplicate the draw calls.
The 2nd point I've done;) The 1st point is the hardest for multiple reason:
- Duplicating the main FBO (Zero) I have already done + duplicating the draw calls. And believe it or not is working perfect! (Each frame I draw 2 frames from different perspectives as I should). In Wolfies game everything renders Smooth with no eye sync but only in the menus and intro videos;) (If you want I can give you a version that shows this)
- Problem is most engines use a deferred rendering mechanism: drawing in different FBOs and then "blit" the final image in the main FBO. Some FBOs might have different dimensions as well...
Problem is I can't duplicate for example FBO 1 for the reason how opengl works (being C rather than C++):
- You create a framebuffer and you get an Id.
- You create textures and you get Ids.
- You crate renderbuffers and get Ids.
- You set all of them individually and then bind them to the FBO you created.
Easy enough right? Well now think about having an unknown engine, that has a FBO number 2. I tried to get all the information from the FBO in order to replicate it but so far it fails, plus I can't just duplicate all the textures at creation;) as some of them are used for other purposes and are not attached to a FBO.
It would be so awesome if the FBO would be a structure that has all the info inside;)) but alas opengl doesn't have an API for this (from what I know) as each FBO has it's own context...
An older version of the wrapper you can find on Github: https://github.com/helifax/OGL-3DVision-Wrapper (It might not be the cleanest of well commented code but I tried to make it as simple to understand as possible ;)) ) You can take a look to see how it works;)) (opengl32.cpp is the most important as there is where the hooking/detouring takes place)
Latest version has a few tweaks and cleaned up code + other bits and bobs that I didn't pushed to Github yet.
So, the main problem is how to duplicate the an "unknown" FBO (I only know the number and I want to make a exact copy from it ^_^). If you have any ideas please let me know;)
Also, I am really curious if you can elaborate the geometry shader concept a bit more;))
Cheers!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"]Thanks for sharing the information! I can't test with a Passive screen (as I don't have any:( ) but it looks like there might be a bug in nvapi disabling the shortcuts in Passive Screen mode for some reason. I don't really have a clue;)
Yes Legacy mode is used in older engines where the fixed pipeline is in effect (or at least some part of it is still used;) )
Really awesome that you made Quake4 work ;)[/quote]
It's a bit annoying that the shortcuts don't work but it isn't really difficult to change the convergence with NVIDIA Inspector. All I've got to do is change the convergence with a game that doesn't use the wrapper. When that's done it's just a matter of copy paste the convergence value with NVIDIA Inspector so I can use it with a OpenGL game with the wrapper.
I can make Quake 4 run with 3D Vision but it's possible that it won't run without issues. I did a bit of research about the PROC ASS that pops up in the top right corner. It means that there're errors. This doesn't happen with the wrapper when Enable3DVision is set to false so I think that it won't run without issues with 3D Vision enabled. :(
helifax said:Thanks for sharing the information! I can't test with a Passive screen (as I don't have any:( ) but it looks like there might be a bug in nvapi disabling the shortcuts in Passive Screen mode for some reason. I don't really have a clue;)
Yes Legacy mode is used in older engines where the fixed pipeline is in effect (or at least some part of it is still used;) )
Really awesome that you made Quake4 work ;)
It's a bit annoying that the shortcuts don't work but it isn't really difficult to change the convergence with NVIDIA Inspector. All I've got to do is change the convergence with a game that doesn't use the wrapper. When that's done it's just a matter of copy paste the convergence value with NVIDIA Inspector so I can use it with a OpenGL game with the wrapper.
I can make Quake 4 run with 3D Vision but it's possible that it won't run without issues. I did a bit of research about the PROC ASS that pops up in the top right corner. It means that there're errors. This doesn't happen with the wrapper when Enable3DVision is set to false so I think that it won't run without issues with 3D Vision enabled. :(
[quote="Alien-Grey"][quote="helifax"]Thanks for sharing the information! I can't test with a Passive screen (as I don't have any:( ) but it looks like there might be a bug in nvapi disabling the shortcuts in Passive Screen mode for some reason. I don't really have a clue;)
Yes Legacy mode is used in older engines where the fixed pipeline is in effect (or at least some part of it is still used;) )
Really awesome that you made Quake4 work ;)[/quote]
It's a bit annoying that the shortcuts don't work but it isn't really difficult to change the convergence with NVIDIA Inspector. All I've got to do is change the convergence with a game that doesn't use the wrapper. When that's done it's just a matter of copy paste the convergence value with NVIDIA Inspector so I can use it with a OpenGL game with the wrapper.
I can make Quake 4 run with 3D Vision but it's possible that it won't run without issues. I did a bit of research about the PROC ASS that pops up in the top right corner. It means that there're are errors. This doesn't happen with the wrapper when Enable3DVision is set to false so I think that it won't run without issues with 3D Vision enabled. :([/quote]
Interesting;)) One way to find out;)) If you see anything weird or encounter a bug just let me know;))
I don't have Quake4 and I don't even remember playing it:)) but I believe I can grab a copy from somewhere and assist if possible;)
helifax said:Thanks for sharing the information! I can't test with a Passive screen (as I don't have any:( ) but it looks like there might be a bug in nvapi disabling the shortcuts in Passive Screen mode for some reason. I don't really have a clue;)
Yes Legacy mode is used in older engines where the fixed pipeline is in effect (or at least some part of it is still used;) )
Really awesome that you made Quake4 work ;)
It's a bit annoying that the shortcuts don't work but it isn't really difficult to change the convergence with NVIDIA Inspector. All I've got to do is change the convergence with a game that doesn't use the wrapper. When that's done it's just a matter of copy paste the convergence value with NVIDIA Inspector so I can use it with a OpenGL game with the wrapper.
I can make Quake 4 run with 3D Vision but it's possible that it won't run without issues. I did a bit of research about the PROC ASS that pops up in the top right corner. It means that there're are errors. This doesn't happen with the wrapper when Enable3DVision is set to false so I think that it won't run without issues with 3D Vision enabled. :(
Interesting;)) One way to find out;)) If you see anything weird or encounter a bug just let me know;))
I don't have Quake4 and I don't even remember playing it:)) but I believe I can grab a copy from somewhere and assist if possible;)
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
[quote="helifax"]Interesting;)) One way to find out;)) If you see anything weird or encounter a bug just let me know;))
I don't have Quake4 and I don't even remember playing it:)) but I believe I can grab a copy from somewhere and assist if possible;)[/quote]
Something seems to go wrong.
[code]---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting Resize Detection Thread
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl
glAttachObjectARB() failed on Vertex Shader!
Disabling 3D Vision... Cleaning up and freeing the resources...
Application closed successfully !
END[/code]
helifax said:Interesting;)) One way to find out;)) If you see anything weird or encounter a bug just let me know;))
I don't have Quake4 and I don't even remember playing it:)) but I believe I can grab a copy from somewhere and assist if possible;)
Something seems to go wrong.
---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting Resize Detection Thread
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl
glAttachObjectARB() failed on Vertex Shader!
Disabling 3D Vision... Cleaning up and freeing the resources...
Application closed successfully !
END
[quote="Alien-Grey"][quote="helifax"]Interesting;)) One way to find out;)) If you see anything weird or encounter a bug just let me know;))
I don't have Quake4 and I don't even remember playing it:)) but I believe I can grab a copy from somewhere and assist if possible;)[/quote]
Something seems to go wrong.
[code]---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting Resize Detection Thread
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl
glAttachObjectARB() failed on Vertex Shader!
Disabling 3D Vision... Cleaning up and freeing the resources...
Application closed successfully !
END[/code][/quote]
Is this Quake4?
Can you enable developer Mode in the ini file and re-run the test? Also, post the content of the log afterwards;) (This time it should tell us why it failed the compilation there).
helifax said:Interesting;)) One way to find out;)) If you see anything weird or encounter a bug just let me know;))
I don't have Quake4 and I don't even remember playing it:)) but I believe I can grab a copy from somewhere and assist if possible;)
Something seems to go wrong.
---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting Resize Detection Thread
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl
glAttachObjectARB() failed on Vertex Shader!
Disabling 3D Vision... Cleaning up and freeing the resources...
Application closed successfully !
END
Is this Quake4?
Can you enable developer Mode in the ini file and re-run the test? Also, post the content of the log afterwards;) (This time it should tell us why it failed the compilation there).
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
[quote="helifax"]Is this Quake4?
Can you enable developer Mode in the ini file and re-run the test? Also, post the content of the log afterwards;) (This time it should tell us why it failed the compilation there).
[/quote]
This is Quake 4. This is with EnableDevMode.
[code]---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting Resize Detection Thread
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl
glAttachObjectARB() failed on Vertex Shader!
Resize Triggered; Regenerating the context !
---
Resize Triggered; Regenerating the context !
---[/code]
With EnableDevMode I can't get any further than trying to load the game for the first time. I've got to hit Alt + Control + Delete to run Windows Taskmanager and stop quake4.exe from running.
helifax said:Is this Quake4?
Can you enable developer Mode in the ini file and re-run the test? Also, post the content of the log afterwards;) (This time it should tell us why it failed the compilation there).
This is Quake 4. This is with EnableDevMode.
---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting Resize Detection Thread
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl
glAttachObjectARB() failed on Vertex Shader!
Resize Triggered; Regenerating the context !
---
Resize Triggered; Regenerating the context !
---
With EnableDevMode I can't get any further than trying to load the game for the first time. I've got to hit Alt + Control + Delete to run Windows Taskmanager and stop quake4.exe from running.
[quote="Alien-Grey"][quote="helifax"]Is this Quake4?
Can you enable developer Mode in the ini file and re-run the test? Also, post the content of the log afterwards;) (This time it should tell us why it failed the compilation there).
[/quote]
This is Quake 4. This is with EnableDevMode.
[code]---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting Resize Detection Thread
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl
glAttachObjectARB() failed on Vertex Shader!
Resize Triggered; Regenerating the context !
---
Resize Triggered; Regenerating the context !
---[/code]
With EnableDevMode I can't get any further than trying to load the game for the first time. I've got to hit Alt + Control + Delete to run Windows Taskmanager and stop quake4.exe from running.[/quote]
There is something fishy going on there... I need to see what exactly is happening...
I need to make a few adjustments to the wrapper;)
helifax said:Is this Quake4?
Can you enable developer Mode in the ini file and re-run the test? Also, post the content of the log afterwards;) (This time it should tell us why it failed the compilation there).
This is Quake 4. This is with EnableDevMode.
---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting Resize Detection Thread
Starting NVAPI Thread
New CRC32 calculated: b46c8f7d
New Vertex : 3_ b46c8f7d.glsl
New CRC32 calculated: 4c9bea3b
New Vertex : 6_ 4c9bea3b.glsl
glAttachObjectARB() failed on Vertex Shader!
Resize Triggered; Regenerating the context !
---
Resize Triggered; Regenerating the context !
---
With EnableDevMode I can't get any further than trying to load the game for the first time. I've got to hit Alt + Control + Delete to run Windows Taskmanager and stop quake4.exe from running.
There is something fishy going on there... I need to see what exactly is happening...
I need to make a few adjustments to the wrapper;)
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
Made a patch version + beta (4.19.3Beta).
You can download it from here: http://3dsurroundgaming.com/OGL3DVision/wrapper/OpenGL3DVision-v4.19.3Beta.rar
Just overwrite the opengl32.dll file and see if now you get around that problem and if the log file contains additional information:)
If not I think I'll have to pick up the game and see what is wrong there :(
Just overwrite the opengl32.dll file and see if now you get around that problem and if the log file contains additional information:)
If not I think I'll have to pick up the game and see what is wrong there :(
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
It doesn't make any difference. When I start a game with the 3D Vision Wrapper, I don't have to use Control + T to switch to 3D mode. It starts the game directly in interlaced 3D mode for my passive 3D monitor. Control + T makes it switch from interlaced to side by side.
Very weird then...It must be a bug in NVAPI then. All I do is call the NVAPI Stereo functions. If they work or not that I cannot check.
If you change the convergence using Nvidia Inspector does it work? (does the convergence change I mean?)
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)
SHIELD Specs:
Operating System (Portable & Tablet): Android 6.0 (Marshmallow), SHIELD Portable, SHIELD Tablet (32Gb 4G LTE), 2x Wireless SHIELD Controllers.
PC Specs:
Operating System: Windows 7 Professional SP1 (x64) on 120Gb Kingston HyperX Fury SSD.Intel i7-4790k 4.4Ghz CPU, Corsair H115i Liquid Cooler, ASUS Z97-K Motherboard, Corsair HX850i Platinum Grade 850w PSU, Gigabyte Extreme Gaming GTX1080 Water Cooled, with 8Gb GDDR5x RAM, 32Gb Corsair Vengeance Pro 2400 DDR3 RAM, ASUS VG278 27" 120Hz 3D Monitor (3D Vision 2), Logitech G710+ Mechanical Keyboard, Logitech G502 Proteus Core Mouse with 8 buttons, Microsoft Xbox One S Controller used as wired with MicroUSB cable to avoid Windows 10, Logitech Extreme 3D Pro Flightstick, Creative Labs Sound Blaster Zx, Logitech z906 5.1 THX Certified Surround Speakers, DirectX 11, 19.5Tb of storage space (WD Gold Enterprise class 10Tb DataCenter 7,200RMP HDD, WD 4Tb internal HDD, WD Caviar 1.5Tb Internal HDD, WD Elements 1Tb External USB 3.0 HDD, WD Elements 3Tb External USB 3.0 HDD).
Network Specs:
iiNet N.B.N. 100mbps Download/40Mbps Upload with Unlimited Data. (Slow in world standards, but the fastest and priciest connection in Australia), with an ASUS PCE-AC68U Wifi Card/ASUS RT-AC68U Router, 5Ghz/2.4Ghz Dual-Band WiFi My PC is connected to the 5Ghz Wifi, and my Guest Wifi is the 2.4Ghz band.
My Location:
Adelaide, South Australia.
What games are you trying to run with the wrapper ? Rather than the hateful and useless comment that you thrown here, you should instead ask for help if you need it and list specific things.
Also, no one is forcing you to use my wrapper mate. If you don't want help, then very politely, GO AWAY! :)
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)
Changing convergence with NVIDIA Inspector does work for me. I've got to change the LegacyMode to true. Changing it to true gives me a lot better 3D depth. This makes Quake 4 and Wing Commander Prophecy awesome to watch and play the games.
If anyone else wants to try out Quake 4 with a passive 3D monitor?
Quake 4 has to be run in Windows XP compatibilty mode on Windows 7 X64. If I run it in Windows XP compatibilty mode it doesn't change to interlaced mode but it changes to anaglyph (green/red) mode. To fix this annoying issue with 3D Vision I switch it with Control + T to SBS and push to 3D button om my monitor to convert the SBS to interlaced.
Thanks for sharing the information! I can't test with a Passive screen (as I don't have any:( ) but it looks like there might be a bug in nvapi disabling the shortcuts in Passive Screen mode for some reason. I don't really have a clue;)
Yes Legacy mode is used in older engines where the fixed pipeline is in effect (or at least some part of it is still used;) )
Really awesome that you made Quake4 work ;)
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)
The reason i'm asking is because if it's possible then you could use the geometry shader to duplicate the vertices and output them to either separate texture layers for each eye, or a single wide texture for both eyes. This would be a huge benefit because you would only have to do the vertex transformations once. You could do most of the stereo calculations in the the geometry shader. You wouldn't have any issues caused by eyes not perfectly syncing like you do now, since it's not alternating eye rendering every other frame. Games that are locked to 60fps like Wolfenstein and Rage would also run at 60fps instead of 30. I'm guessing you would have inject the geometry shader during shader compilation and attach it to the main shader program before linking as well as a few extra program parameters. I'm fairly well versed in OpenGL but i know very little about wrappers so i'm not sure if this is really feasible.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
That is a very interesting idea, one that I haven't thought of to be honest;) I could see it work, but I am unsure how this will work in a deferred rendering context though:-s If you can provide a more detailed approach on how this might work I would be very grateful! I think you are on to something there;)) and looks a very very interesting idea!!!
Technically what I should do is (based on every paper/documentation I've read):
1. Duplicate the render targets.
2. Duplicate the draw calls.
The 2nd point I've done;) The 1st point is the hardest for multiple reason:
- Duplicating the main FBO (Zero) I have already done + duplicating the draw calls. And believe it or not is working perfect! (Each frame I draw 2 frames from different perspectives as I should). In Wolfies game everything renders Smooth with no eye sync but only in the menus and intro videos;) (If you want I can give you a version that shows this)
- Problem is most engines use a deferred rendering mechanism: drawing in different FBOs and then "blit" the final image in the main FBO. Some FBOs might have different dimensions as well...
Problem is I can't duplicate for example FBO 1 for the reason how opengl works (being C rather than C++):
- You create a framebuffer and you get an Id.
- You create textures and you get Ids.
- You crate renderbuffers and get Ids.
- You set all of them individually and then bind them to the FBO you created.
Easy enough right? Well now think about having an unknown engine, that has a FBO number 2. I tried to get all the information from the FBO in order to replicate it but so far it fails, plus I can't just duplicate all the textures at creation;) as some of them are used for other purposes and are not attached to a FBO.
It would be so awesome if the FBO would be a structure that has all the info inside;)) but alas opengl doesn't have an API for this (from what I know) as each FBO has it's own context...
An older version of the wrapper you can find on Github: https://github.com/helifax/OGL-3DVision-Wrapper
(It might not be the cleanest of well commented code but I tried to make it as simple to understand as possible ;)) ) You can take a look to see how it works;)) (opengl32.cpp is the most important as there is where the hooking/detouring takes place)
Latest version has a few tweaks and cleaned up code + other bits and bobs that I didn't pushed to Github yet.
So, the main problem is how to duplicate the an "unknown" FBO (I only know the number and I want to make a exact copy from it ^_^). If you have any ideas please let me know;)
Also, I am really curious if you can elaborate the geometry shader concept a bit more;))
Cheers!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
It's a bit annoying that the shortcuts don't work but it isn't really difficult to change the convergence with NVIDIA Inspector. All I've got to do is change the convergence with a game that doesn't use the wrapper. When that's done it's just a matter of copy paste the convergence value with NVIDIA Inspector so I can use it with a OpenGL game with the wrapper.
I can make Quake 4 run with 3D Vision but it's possible that it won't run without issues. I did a bit of research about the PROC ASS that pops up in the top right corner. It means that there're errors. This doesn't happen with the wrapper when Enable3DVision is set to false so I think that it won't run without issues with 3D Vision enabled. :(
Interesting;)) One way to find out;)) If you see anything weird or encounter a bug just let me know;))
I don't have Quake4 and I don't even remember playing it:)) but I believe I can grab a copy from somewhere and assist if possible;)
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)
Something seems to go wrong.
Is this Quake4?
Can you enable developer Mode in the ini file and re-run the test? Also, post the content of the log afterwards;) (This time it should tell us why it failed the compilation there).
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)
This is Quake 4. This is with EnableDevMode.
With EnableDevMode I can't get any further than trying to load the game for the first time. I've got to hit Alt + Control + Delete to run Windows Taskmanager and stop quake4.exe from running.
There is something fishy going on there... I need to see what exactly is happening...
I need to make a few adjustments to the wrapper;)
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)
You can download it from here: http://3dsurroundgaming.com/OGL3DVision/wrapper/OpenGL3DVision-v4.19.3Beta.rar
Just overwrite the opengl32.dll file and see if now you get around that problem and if the log file contains additional information:)
If not I think I'll have to pick up the game and see what is wrong there :(
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)