Interesting.
I have not seen this issue before... Unless I wonder...
Can you paste me your ini file here? So, I can give a few steps into discovering why this happens?
(I have a couple of ideas as why this might happen ^_^ )
I have not seen this issue before... Unless I wonder...
Can you paste me your ini file here? So, I can give a few steps into discovering why this happens?
(I have a couple of ideas as why this might happen ^_^ )
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.
I have not seen this issue before... Unless I wonder...
Can you paste me your ini file here? So, I can give a few steps into discovering why this happens?
(I have a couple of ideas as why this might happen ^_^ )[/quote]
Unchanged from the default in the rar file. It's a 32 bit game.
I get the OpenGL wrapper splash dialog before launch. And the convergence is very high when it starts (default of 1.0 probably). Lowering that gets it in pretty good shape.
In this picture, there should be a button on the floor, and lasers in the red wall.
I didn't yet try to do any shader hunting to see what might be happening there.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71738/[/img]
I have not seen this issue before... Unless I wonder...
Can you paste me your ini file here? So, I can give a few steps into discovering why this happens?
(I have a couple of ideas as why this might happen ^_^ )
Unchanged from the default in the rar file. It's a 32 bit game.
I get the OpenGL wrapper splash dialog before launch. And the convergence is very high when it starts (default of 1.0 probably). Lowering that gets it in pretty good shape.
In this picture, there should be a button on the floor, and lasers in the red wall.
I didn't yet try to do any shader hunting to see what might be happening there.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="Darkbluesky"]More info: with AlternateFramesRendering = true, the fps become just as with the 4.19 version (60 and 70 fps respectively), BUT the double image/ghosting, when moving the view around with mouse, is still present, as always, making the game unplayable (it makes me sick).
It seems as if it was produced by some delay between drawing both frames, as if one was drawn too late...
I hope this help to identify the cause.[/quote]
Interestingly enough, did some tests:
SOMA with version 4.19.19 gives me 16 FPS in a location...
SOMA with version 6.12 gives me 24 FPS in the same location...
Clearly those 60/70 FPS you care getting are in 2D. Which means in 3D you get 30/35 FPS... If you use MSI Afterburner you can toss it to the garbage-bin as is not reliable in this case.
If anything v.6.12 gives BETTER results than v.4.19 (Tested on 3 Machines - reproducible 100%).
As I said, use what most suits you:)
Darkbluesky said:More info: with AlternateFramesRendering = true, the fps become just as with the 4.19 version (60 and 70 fps respectively), BUT the double image/ghosting, when moving the view around with mouse, is still present, as always, making the game unplayable (it makes me sick).
It seems as if it was produced by some delay between drawing both frames, as if one was drawn too late...
I hope this help to identify the cause.
Interestingly enough, did some tests:
SOMA with version 4.19.19 gives me 16 FPS in a location...
SOMA with version 6.12 gives me 24 FPS in the same location...
Clearly those 60/70 FPS you care getting are in 2D. Which means in 3D you get 30/35 FPS... If you use MSI Afterburner you can toss it to the garbage-bin as is not reliable in this case.
If anything v.6.12 gives BETTER results than v.4.19 (Tested on 3 Machines - reproducible 100%).
As I said, use what most suits you:)
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="bo3b"][quote="helifax"]Interesting.
I have not seen this issue before... Unless I wonder...
Can you paste me your ini file here? So, I can give a few steps into discovering why this happens?
(I have a couple of ideas as why this might happen ^_^ )[/quote]
Unchanged from the default in the rar file. It's a 32 bit game.
I get the OpenGL wrapper splash dialog before launch. And the convergence is very high when it starts (default of 1.0 probably). Lowering that gets it in pretty good shape.
In this picture, there should be a button on the floor, and lasers in the red wall.
I didn't yet try to do any shader hunting to see what might be happening there.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/71738/[/img][/quote]
Hi Bob,
Can you use this ini file and let me know if you get the same results:
[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 = true ; Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE!
EnableDevMode = true ; 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.
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.
ForceNVProfileLoad = false ; 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 = 4.0 ; Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended
; Switches between Geometry 3D and Depth-Buffer 3D rendering Modes.
; Requires Reshade v.2.03 (by Crosair: http://reshade.me/) + SidebySide 3D Depth Map Based Stereoscopic Shader (by BlueSkyDefender: https://github.com/BlueSkyDefender/Depth3D)
; !!! DO NOT USE OTHER VERSION OF RESHADE OR IT WILL CRASH ! You can use the Pack found at : http://3dsurroundgaming.com/OGL3DVision.html
; Alternatively this can be used to load a Proxy Library for Post-Process, but the shaders need to be coded with Stereo3D in mind.
EnableReshadeDepth3D = false ; Enable Depth3D Mode. it requires the Reshade Shader for it to work.
ReshadeDepth3D_Default_On = false ; Is Depth3D Mode ON by default?
ProxyLibGeneralistic = false ; Use Reshade as a post-process library. If "EmbedProgramIdInCRC32" is enabled, it is possbile the game will generate different shaders and the 3D fix will not work. In this case Reshade can't be used, or the "new" shaders need a dumped and fixed.
ReshadeProxyLib = "Reshade32.dll" ; Name of the Reshade Library.
;==========================================================
; All the options below are valid Only for Geometry 3D !!!
;==========================================================
;
; Select the eye based on which the "other" eye is composed.
; Values:
; MONO_EYE -> This is Default Nvidia 3D Vision Method. Both Left and Right Eyes will be generated. Translation of each eye starts from the MONO_EYE Camera.
; RIGHT_EYE -> The Left Eye will be an offset of Right Eye. Right Eye position is not translated.
; LEFT_EYE -> The Right Eye will be an offset of Left Eye. Left Eye position is not translated.
StereoDominantEye = MONO_EYE
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.
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 = 0x3F800000 ; The default convergence value 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.
; This flag controls how the wrapper works internally.
; LegacyMode is for old applications (OpenGL prior to version v.3.x)
[Legacy_OpenGL_Calls]
LegacyMode = false ; 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, X, Y, Z, W, toggle?)
; X, Y, Z, W are values that are sent to all shaders.
; X, Y, Z, W values WORK just in Toggle Mode (No push & hold functionality).
[Alternative_3D_Settings]
; Examples. Remove the ";" to make it active
NewKey;Shortcut(0x70, -1.0, 0.5, -1.0, -1.0, -1.0, -1.0, true)
NewKey;Shortcut(0x71, -1.0, 125.0, -1.0, -1.0, -1.0, -1.0, true)
[End]
[Shader_Stereo_Injection]
Enable = true ; 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 = "\n 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 = "NULL"
PixelInjectionPoint2 = "NULL"
PixelInjectionPoint3 = "NULL"
PixelInjectionPoint4 = "NULL"
PixelInjectionPoint5 = "NULL"
PixelInjectionPoint6 = "NULL"
PixelInjectionPoint7 = "NULL"
PixelInjectionPoint8 = "NULL"
PixelInjectionPoint9 = "NULL"
PixelInjectionPoint10 = "NULL"
PixelStereoString1 = ""
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 = true ; 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 = ""
PixelDisableString = ""
//////////////////////////////////DEVELOPER ONLY OPTIONS///////////////////////////////////
///////////////////// PRESS F11 to reload this section on the fly//////////////////////////
[Shader_Compiler_Options] ; ONLY IN DEV MODE!
EnableCompilerOptions = false ; 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, 0, 0, 0, 0)
[End]
[/code]
Other things to try and see if you still get the missing items:
[code]
Enable = false ;Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
[/code]
Set to false or even
[code]
Enable3DVision = false
[/code]
Using the above ini file will enable DEV Mode and should dump the shaders as they are sent to the Pipeline.
Can you archive those shaders and send them to me?
If trying all the above changes will still make the items dispensary, the only thing that can fail is when I make the buffers...
(I had this issue before in DOOM 3, where the Texture format wasn't the right one and items with Alpha were opaque)
[code]
D3DDISPLAYMODE d3dDisplayMode;
result = d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3dDisplayMode);
// Fixed Transparency issue
// We need to support Fully ARGB32. Most of the times the adapter returns XRGB32
// We need to change to this only if from this format
if (d3dDisplayMode.Format == D3DFMT_X8R8G8B8)
{
d3dDisplayMode.Format = D3DFMT_A8R8G8B8;
}
[/code]
Funny how ALL the nvidia GPUs I tried ALWAYS return that format: D3DFMT_X8R8G8B8, yet if I use that one in
[code]
d3dPresent.BackBufferFormat
[/code]
There is no transparency support.
I hope is nothing something like this again;))
Please do let me know what you find out;)
I have not seen this issue before... Unless I wonder...
Can you paste me your ini file here? So, I can give a few steps into discovering why this happens?
(I have a couple of ideas as why this might happen ^_^ )
Unchanged from the default in the rar file. It's a 32 bit game.
I get the OpenGL wrapper splash dialog before launch. And the convergence is very high when it starts (default of 1.0 probably). Lowering that gets it in pretty good shape.
In this picture, there should be a button on the floor, and lasers in the red wall.
I didn't yet try to do any shader hunting to see what might be happening there.
Hi Bob,
Can you use this ini file and let me know if you get the same results:
[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 = true ; Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE!
EnableDevMode = true ; 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.
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.
ForceNVProfileLoad = false ; 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 = 4.0 ; Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended
; Switches between Geometry 3D and Depth-Buffer 3D rendering Modes.
; Requires Reshade v.2.03 (by Crosair: http://reshade.me/) + SidebySide 3D Depth Map Based Stereoscopic Shader (by BlueSkyDefender: https://github.com/BlueSkyDefender/Depth3D) ; !!! DO NOT USE OTHER VERSION OF RESHADE OR IT WILL CRASH ! You can use the Pack found at : http://3dsurroundgaming.com/OGL3DVision.html
; Alternatively this can be used to load a Proxy Library for Post-Process, but the shaders need to be coded with Stereo3D in mind.
EnableReshadeDepth3D = false ; Enable Depth3D Mode. it requires the Reshade Shader for it to work.
ReshadeDepth3D_Default_On = false ; Is Depth3D Mode ON by default?
ProxyLibGeneralistic = false ; Use Reshade as a post-process library. If "EmbedProgramIdInCRC32" is enabled, it is possbile the game will generate different shaders and the 3D fix will not work. In this case Reshade can't be used, or the "new" shaders need a dumped and fixed.
ReshadeProxyLib = "Reshade32.dll" ; Name of the Reshade Library.
;==========================================================
; All the options below are valid Only for Geometry 3D !!!
;==========================================================
;
; Select the eye based on which the "other" eye is composed.
; Values:
; MONO_EYE -> This is Default Nvidia 3D Vision Method. Both Left and Right Eyes will be generated. Translation of each eye starts from the MONO_EYE Camera.
; RIGHT_EYE -> The Left Eye will be an offset of Right Eye. Right Eye position is not translated.
; LEFT_EYE -> The Right Eye will be an offset of Left Eye. Left Eye position is not translated.
StereoDominantEye = MONO_EYE
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.
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 = 0x3F800000 ; The default convergence value 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.
; This flag controls how the wrapper works internally.
; LegacyMode is for old applications (OpenGL prior to version v.3.x)
[Legacy_OpenGL_Calls]
LegacyMode = false ; 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, X, Y, Z, W, toggle?)
; X, Y, Z, W are values that are sent to all shaders.
; X, Y, Z, W values WORK just in Toggle Mode (No push & hold functionality).
[Alternative_3D_Settings]
; Examples. Remove the ";" to make it active
NewKey;Shortcut(0x70, -1.0, 0.5, -1.0, -1.0, -1.0, -1.0, true)
NewKey;Shortcut(0x71, -1.0, 125.0, -1.0, -1.0, -1.0, -1.0, true)
[End]
[Shader_Stereo_Injection]
Enable = true ; 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 = "\n 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 = "NULL"
PixelInjectionPoint2 = "NULL"
PixelInjectionPoint3 = "NULL"
PixelInjectionPoint4 = "NULL"
PixelInjectionPoint5 = "NULL"
PixelInjectionPoint6 = "NULL"
PixelInjectionPoint7 = "NULL"
PixelInjectionPoint8 = "NULL"
PixelInjectionPoint9 = "NULL"
PixelInjectionPoint10 = "NULL"
PixelStereoString1 = ""
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 = true ; 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 = ""
PixelDisableString = ""
//////////////////////////////////DEVELOPER ONLY OPTIONS///////////////////////////////////
///////////////////// PRESS F11 to reload this section on the fly//////////////////////////
[Shader_Compiler_Options] ; ONLY IN DEV MODE!
EnableCompilerOptions = false ; 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, 0, 0, 0, 0)
[End]
Other things to try and see if you still get the missing items:
Enable = false ;Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
Set to false or even
Enable3DVision = false
Using the above ini file will enable DEV Mode and should dump the shaders as they are sent to the Pipeline.
Can you archive those shaders and send them to me?
If trying all the above changes will still make the items dispensary, the only thing that can fail is when I make the buffers...
(I had this issue before in DOOM 3, where the Texture format wasn't the right one and items with Alpha were opaque)
D3DDISPLAYMODE d3dDisplayMode;
result = d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3dDisplayMode);
// Fixed Transparency issue
// We need to support Fully ARGB32. Most of the times the adapter returns XRGB32
// We need to change to this only if from this format
if (d3dDisplayMode.Format == D3DFMT_X8R8G8B8)
{
d3dDisplayMode.Format = D3DFMT_A8R8G8B8;
}
Funny how ALL the nvidia GPUs I tried ALWAYS return that format: D3DFMT_X8R8G8B8, yet if I use that one in
d3dPresent.BackBufferFormat
There is no transparency support.
I hope is nothing something like this again;))
Please do let me know what you find out;)
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
Good thanks. With that .ini you provided, it draws the missing pieces.
The difference was the lines
[code] ; 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{out_FragColor0 = vec4(0.0);}\n"
[/code]
With those being empty, it was drawing the pieces without trouble. Pieces that were movable it seems. Anything dynamic was being skipped.
Shaders sent by email in case they are interesting. This appears to be a one-off game engine from Brazil.
[quote="bo3b"]Good thanks. With that .ini you provided, it draws the missing pieces.
The difference was the lines
[code] ; 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{out_FragColor0 = vec4(0.0);}\n"
[/code]
With those being empty, it was drawing the pieces without trouble. Pieces that were movable it seems. Anything dynamic was being skipped.
Shaders sent by email in case they are interesting. This appears to be a one-off game engine from Brazil.
[/quote]
Awesome!
I had a feeling that was the case.
Now, I don't know why some shaders don't get the proper uniforms being sent in;)
(Although I do have a theory:
- I only add the Uniforms where I inject the stereo "magic formula" but I add the "disable" shader code in all shaders that I see.
- As a result, some shaders will have the uniforms missing if the "injection point" doesn't match;)
- By default the GLSL compiler makes all uniforms ZERO, hence the problem. Which clearly shows some other shaders are not auto-stereorized, and based on the image it seems a few elements are still at screen depth/2D. Time for some shader hunting:))
- I made that feature as a "full-proof" method of catching "un-hacked" shaders - that need to be looked at.
)
I got the 7zip file and I'll look tomorrow to see what shaders are different from the generic formula;) (Most likely it needs a few additional injection points and formulas added ^_^)
Big thanks for sending it to me and for trying out the settings;)
Really glad that was the issue;) and that you managed to get it working;)
bo3b said:Good thanks. With that .ini you provided, it draws the missing pieces.
The difference was the lines
; 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{out_FragColor0 = vec4(0.0);}\n"
With those being empty, it was drawing the pieces without trouble. Pieces that were movable it seems. Anything dynamic was being skipped.
Shaders sent by email in case they are interesting. This appears to be a one-off game engine from Brazil.
Awesome!
I had a feeling that was the case.
Now, I don't know why some shaders don't get the proper uniforms being sent in;)
(Although I do have a theory:
- I only add the Uniforms where I inject the stereo "magic formula" but I add the "disable" shader code in all shaders that I see.
- As a result, some shaders will have the uniforms missing if the "injection point" doesn't match;)
- By default the GLSL compiler makes all uniforms ZERO, hence the problem. Which clearly shows some other shaders are not auto-stereorized, and based on the image it seems a few elements are still at screen depth/2D. Time for some shader hunting:))
- I made that feature as a "full-proof" method of catching "un-hacked" shaders - that need to be looked at.
)
I got the 7zip file and I'll look tomorrow to see what shaders are different from the generic formula;) (Most likely it needs a few additional injection points and formulas added ^_^)
Big thanks for sending it to me and for trying out the settings;)
Really glad that was the issue;) and that you managed to get it working;)
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"]
Awesome!
I had a feeling that was the case.
Now, I don't know why some shaders don't get the proper uniforms being sent in;)
(Although I do have a theory:
- I only add the Uniforms where I inject the stereo "magic formula" but I add the "disable" shader code in all shaders that I see.
- As a result, some shaders will have the uniforms missing if the "injection point" doesn't match;)
- By default the GLSL compiler makes all uniforms ZERO, hence the problem. Which clearly shows some other shaders are not auto-stereorized, and based on the image it seems a few elements are still at screen depth/2D. Time for some shader hunting:))
- I made that feature as a "full-proof" method of catching "un-hacked" shaders - that need to be looked at.
)
I got the 7zip file and I'll look tomorrow to see what shaders are different from the generic formula;) (Most likely it needs a few additional injection points and formulas added ^_^)
Big thanks for sending it to me and for trying out the settings;)
Really glad that was the issue;) and that you managed to get it working;)[/quote]
Sir Helifax, thank you very much for the help, and for the explanation.
There are some screen depth items that I'll poke around with, especially the out the window shots of Mars and space. This game doesn't justify a lot of time, even though I'm a sucker for puzzle games, but I'll fix a couple of things and post it as a 'marginal' fix.
Good stuff with the 6.x Direct3D version, it's giving me good results and is easier to get working.
Thanks again for this very cool tool for OpenGL land!
helifax said:
Awesome!
I had a feeling that was the case.
Now, I don't know why some shaders don't get the proper uniforms being sent in;)
(Although I do have a theory:
- I only add the Uniforms where I inject the stereo "magic formula" but I add the "disable" shader code in all shaders that I see.
- As a result, some shaders will have the uniforms missing if the "injection point" doesn't match;)
- By default the GLSL compiler makes all uniforms ZERO, hence the problem. Which clearly shows some other shaders are not auto-stereorized, and based on the image it seems a few elements are still at screen depth/2D. Time for some shader hunting:))
- I made that feature as a "full-proof" method of catching "un-hacked" shaders - that need to be looked at.
)
I got the 7zip file and I'll look tomorrow to see what shaders are different from the generic formula;) (Most likely it needs a few additional injection points and formulas added ^_^)
Big thanks for sending it to me and for trying out the settings;)
Really glad that was the issue;) and that you managed to get it working;)
Sir Helifax, thank you very much for the help, and for the explanation.
There are some screen depth items that I'll poke around with, especially the out the window shots of Mars and space. This game doesn't justify a lot of time, even though I'm a sucker for puzzle games, but I'll fix a couple of things and post it as a 'marginal' fix.
Good stuff with the 6.x Direct3D version, it's giving me good results and is easier to get working.
Thanks again for this very cool tool for OpenGL land!
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
There is a new thing called id5 Tweaker (http://community.pcgamingwiki.com/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=3019) that can unlock the fps and a bunch of other stuff. Too bad that I finished Wolfenstein The Old Blood before that existed and already deleted the game.
3D should be a lot better now for those games that were limited to 30fps per eye. I wish that could work with Doom 3, which uses id Tech 4.
I'll try it whenever I want to finish RAGE (I have to redownload it).
Please, how to apply this wrapper to x-plane 11?
My answer: as easy as to copy the 4 files in x64 to the game exe folder location.
Problem is that shadows are broken, and I don't know if there is any easy solution. Of course I have also a dramatic decrease in performance, but if was somenthing expected.
My answer: as easy as to copy the 4 files in x64 to the game exe folder location.
Problem is that shadows are broken, and I don't know if there is any easy solution. Of course I have also a dramatic decrease in performance, but if was somenthing expected.
It will not work on x-plane 11 (Their whole "engine" is just one massive laughable HACK.)
I had a version running on x-plane 10 a long time ago. They patched it a lot and break everything.
That "game/simulator" is heavily developed, so even if you do something today, in a month it will not work.
As the documentation, it was made a long time ago on a very basic version of the wrapper. The wrapper evolved and most of the the things it does automatically.
If a step is "missing", it means is no longer required:)
It will not work on x-plane 11 (Their whole "engine" is just one massive laughable HACK.)
I had a version running on x-plane 10 a long time ago. They patched it a lot and break everything.
That "game/simulator" is heavily developed, so even if you do something today, in a month it will not work.
As the documentation, it was made a long time ago on a very basic version of the wrapper. The wrapper evolved and most of the the things it does automatically.
If a step is "missing", it means is no longer required:)
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
Hello!
When I tried to play Medal of Honor - Allied Assault (GOG version) using the OpenGL 3D Vision wrapper I systematically get a crash.
I did not really find any simple instructions about how to use this wrapper but I guess I just need to unzip the opengl32.dll and the 3DVisionWrapper.ini files found in the x86 folder in the same folder where the game .exe file is?
Anyway if I change from "true" to "false" the Enable 3D Vision setting then the game starts normally.
Also, where can I find a list of OpenGL games tested to work with this wrapper?
At the website http://3dsurroundgaming.com/GameList.html there are only a bunch of them and all new. I am mostly interested in older games.
Any help?
Thanks!
When I tried to play Medal of Honor - Allied Assault (GOG version) using the OpenGL 3D Vision wrapper I systematically get a crash.
I did not really find any simple instructions about how to use this wrapper but I guess I just need to unzip the opengl32.dll and the 3DVisionWrapper.ini files found in the x86 folder in the same folder where the game .exe file is?
Anyway if I change from "true" to "false" the Enable 3D Vision setting then the game starts normally.
Also, where can I find a list of OpenGL games tested to work with this wrapper?
Using this wrapper with older games, requires Legacy mode. Read through this thread to learn about it.
You could try dgVoodoo2, it works with most older games.
I also think that you can make that game work via a simple config/ini edit, something like r_stereo=1
edit: seems like I tried it but it crashes when saving, like some of the others. https://forums.geforce.com/default/topic/825787/3d-vision/how-to-play-american-mcgees-alice-in-3d-using-3d-vision/2/
https://forums.geforce.com/default/topic/828843/
Also see https://forums.geforce.com/default/topic/959175/ post#120, but read the whole thread.
I remember trying to play this, but the canteen and other things bouncing around were so Fn noisey, I just could not do it. I also tried some sound pack mod that didn't work. I have the EA bundle version
Any further questions, please post in an existing game thread, unless you decide to use this wrapper in Legacy. Then as I suggested, look for earlier posts in this thread where these questions were answered.
I remember trying to play this, but the canteen and other things bouncing around were so Fn noisey, I just could not do it. I also tried some sound pack mod that didn't work. I have the EA bundle version
Any further questions, please post in an existing game thread, unless you decide to use this wrapper in Legacy. Then as I suggested, look for earlier posts in this thread where these questions were answered.
D-Man11,
first of all thank you for your help.
Said that, wouldn't you think it is weird that one user has to dig through a 90 pages thread to find information about a "Legacy mode" rather than finding a simple read me file in the archive saying clearly how to use this software?
I checked dgVoodoo2 but I am not sure I understand: it does not seem to be an OpenGL-> Direct X wrapper. This is what the webpage says:
[i]The API's it currently can wrap are:
- Glide 2.11, Glide 2.45, Glide 3.1 and Glide 3.1 Napalm
- DirectX 1-7 (all versions of DirectDraw and Direct3D up to version 7)
- Direct3D 8.1[/i]
It is very possible I am just confused and in such case I would be thankful for additional help.
The legacy mode for this Open GL-3D Vision wrapper is something that is actively developed or is it more like a remnant of older versions no longer supported?
Thanks again!
[b]EDIT: the game crashes even with LegacyMode = true[/b]
Said that, wouldn't you think it is weird that one user has to dig through a 90 pages thread to find information about a "Legacy mode" rather than finding a simple read me file in the archive saying clearly how to use this software?
I checked dgVoodoo2 but I am not sure I understand: it does not seem to be an OpenGL-> Direct X wrapper. This is what the webpage says:
The API's it currently can wrap are:
- Glide 2.11, Glide 2.45, Glide 3.1 and Glide 3.1 Napalm
- DirectX 1-7 (all versions of DirectDraw and Direct3D up to version 7)
- Direct3D 8.1
It is very possible I am just confused and in such case I would be thankful for additional help.
The legacy mode for this Open GL-3D Vision wrapper is something that is actively developed or is it more like a remnant of older versions no longer supported?
Thanks again!
EDIT: the game crashes even with LegacyMode = true
He has videos that you can watch, watch them.
It's kind of fucked up because helifax destroyed his OP, that contained details and links.
But it used to say that his wrapper "will work" in games that he made specific fixes on. The ones that you see available on his site. The only caveat, was that you needed a good system to maintain 120FPS, dips below 120 cause problems.
He also said that he was going to make it available for people to use/try, without any guarantees on his part. If you want to use it, there is no hand holding
You can either put forth the effort or not...
Your choice.
Try looking for posts from this guy, he used it for some old games.
https://forums.geforce.com/member/2087938/
dgVoodoo can be discussed elsewhere (in existing threads)
edit:legacy mode does not refer to a prior version of the wrapper. It refers to really old versions of OpenGL that were depreciated with the launch of Windows Vista. Legacy mode offers limited support for the older games, depending on the shader variation used. (read this thread for answers)(all 90 pages or at least until you find the answers)
youtube search > OpenGL3DVision - Video Documentation Helifax19
you can also see 3D videos where Alien Grey recorded games he fixed
https://www.youtube.com/channel/UCh75pwWKlN3KDzmzUd2xV_w/videos?sort=dd&view=0&shelf_id=0
It's kind of fucked up because helifax destroyed his OP, that contained details and links.
But it used to say that his wrapper "will work" in games that he made specific fixes on. The ones that you see available on his site. The only caveat, was that you needed a good system to maintain 120FPS, dips below 120 cause problems.
He also said that he was going to make it available for people to use/try, without any guarantees on his part. If you want to use it, there is no hand holding
dgVoodoo can be discussed elsewhere (in existing threads)
edit:legacy mode does not refer to a prior version of the wrapper. It refers to really old versions of OpenGL that were depreciated with the launch of Windows Vista. Legacy mode offers limited support for the older games, depending on the shader variation used. (read this thread for answers)(all 90 pages or at least until you find the answers)
youtube search > OpenGL3DVision - Video Documentation Helifax19
I have not seen this issue before... Unless I wonder...
Can you paste me your ini file here? So, I can give a few steps into discovering why this happens?
(I have a couple of ideas as why this might happen ^_^ )
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)
Unchanged from the default in the rar file. It's a 32 bit game.
I get the OpenGL wrapper splash dialog before launch. And the convergence is very high when it starts (default of 1.0 probably). Lowering that gets it in pretty good shape.
In this picture, there should be a button on the floor, and lasers in the red wall.
I didn't yet try to do any shader hunting to see what might be happening there.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Interestingly enough, did some tests:
SOMA with version 4.19.19 gives me 16 FPS in a location...
SOMA with version 6.12 gives me 24 FPS in the same location...
Clearly those 60/70 FPS you care getting are in 2D. Which means in 3D you get 30/35 FPS... If you use MSI Afterburner you can toss it to the garbage-bin as is not reliable in this case.
If anything v.6.12 gives BETTER results than v.4.19 (Tested on 3 Machines - reproducible 100%).
As I said, use what most suits you:)
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)
Hi Bob,
Can you use this ini file and let me know if you get the same results:
Other things to try and see if you still get the missing items:
Set to false or even
Using the above ini file will enable DEV Mode and should dump the shaders as they are sent to the Pipeline.
Can you archive those shaders and send them to me?
If trying all the above changes will still make the items dispensary, the only thing that can fail is when I make the buffers...
(I had this issue before in DOOM 3, where the Texture format wasn't the right one and items with Alpha were opaque)
Funny how ALL the nvidia GPUs I tried ALWAYS return that format: D3DFMT_X8R8G8B8, yet if I use that one in
There is no transparency support.
I hope is nothing something like this again;))
Please do let me know what you find out;)
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 difference was the lines
With those being empty, it was drawing the pieces without trouble. Pieces that were movable it seems. Anything dynamic was being skipped.
Shaders sent by email in case they are interesting. This appears to be a one-off game engine from Brazil.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Awesome!
I had a feeling that was the case.
Now, I don't know why some shaders don't get the proper uniforms being sent in;)
(Although I do have a theory:
- I only add the Uniforms where I inject the stereo "magic formula" but I add the "disable" shader code in all shaders that I see.
- As a result, some shaders will have the uniforms missing if the "injection point" doesn't match;)
- By default the GLSL compiler makes all uniforms ZERO, hence the problem. Which clearly shows some other shaders are not auto-stereorized, and based on the image it seems a few elements are still at screen depth/2D. Time for some shader hunting:))
- I made that feature as a "full-proof" method of catching "un-hacked" shaders - that need to be looked at.
)
I got the 7zip file and I'll look tomorrow to see what shaders are different from the generic formula;) (Most likely it needs a few additional injection points and formulas added ^_^)
Big thanks for sending it to me and for trying out the settings;)
Really glad that was the issue;) and that you managed to get it working;)
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)
Sir Helifax, thank you very much for the help, and for the explanation.
There are some screen depth items that I'll poke around with, especially the out the window shots of Mars and space. This game doesn't justify a lot of time, even though I'm a sucker for puzzle games, but I'll fix a couple of things and post it as a 'marginal' fix.
Good stuff with the 6.x Direct3D version, it's giving me good results and is easier to get working.
Thanks again for this very cool tool for OpenGL land!
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
3D should be a lot better now for those games that were limited to 30fps per eye. I wish that could work with Doom 3, which uses id Tech 4.
I'll try it whenever I want to finish RAGE (I have to redownload it).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
My answer: as easy as to copy the 4 files in x64 to the game exe folder location.
Problem is that shadows are broken, and I don't know if there is any easy solution. Of course I have also a dramatic decrease in performance, but if was somenthing expected.
- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
- "ASUS P6X58D-E" motherboard
- "Gigabyte RTX 2080 Gaming OC"
- "Intel Xeon X5670" @4000MHz CPU (20.0[12-25]x200MHz)
- RAM 16 Gb DDR3 1600
- "Dell S2716DG" monitor (2560x1440 @144Hz)
- "Corsair Carbide 600C" case
- Labrador dog (cinnamon edition)
I had a version running on x-plane 10 a long time ago. They patched it a lot and break everything.
That "game/simulator" is heavily developed, so even if you do something today, in a month it will not work.
As the documentation, it was made a long time ago on a very basic version of the wrapper. The wrapper evolved and most of the the things it does automatically.
If a step is "missing", it means is no longer required:)
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)
- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
- "ASUS P6X58D-E" motherboard
- "Gigabyte RTX 2080 Gaming OC"
- "Intel Xeon X5670" @4000MHz CPU (20.0[12-25]x200MHz)
- RAM 16 Gb DDR3 1600
- "Dell S2716DG" monitor (2560x1440 @144Hz)
- "Corsair Carbide 600C" case
- Labrador dog (cinnamon edition)
When I tried to play Medal of Honor - Allied Assault (GOG version) using the OpenGL 3D Vision wrapper I systematically get a crash.
I did not really find any simple instructions about how to use this wrapper but I guess I just need to unzip the opengl32.dll and the 3DVisionWrapper.ini files found in the x86 folder in the same folder where the game .exe file is?
Anyway if I change from "true" to "false" the Enable 3D Vision setting then the game starts normally.
Also, where can I find a list of OpenGL games tested to work with this wrapper?
At the website http://3dsurroundgaming.com/GameList.html there are only a bunch of them and all new. I am mostly interested in older games.
Any help?
Thanks!
You could try dgVoodoo2, it works with most older games.
I also think that you can make that game work via a simple config/ini edit, something like r_stereo=1
edit: seems like I tried it but it crashes when saving, like some of the others. https://forums.geforce.com/default/topic/825787/3d-vision/how-to-play-american-mcgees-alice-in-3d-using-3d-vision/2/
https://forums.geforce.com/default/topic/828843/
Also see https://forums.geforce.com/default/topic/959175/ post#120, but read the whole thread.
I remember trying to play this, but the canteen and other things bouncing around were so Fn noisey, I just could not do it. I also tried some sound pack mod that didn't work. I have the EA bundle version
Any further questions, please post in an existing game thread, unless you decide to use this wrapper in Legacy. Then as I suggested, look for earlier posts in this thread where these questions were answered.
first of all thank you for your help.
Said that, wouldn't you think it is weird that one user has to dig through a 90 pages thread to find information about a "Legacy mode" rather than finding a simple read me file in the archive saying clearly how to use this software?
I checked dgVoodoo2 but I am not sure I understand: it does not seem to be an OpenGL-> Direct X wrapper. This is what the webpage says:
The API's it currently can wrap are:
- Glide 2.11, Glide 2.45, Glide 3.1 and Glide 3.1 Napalm
- DirectX 1-7 (all versions of DirectDraw and Direct3D up to version 7)
- Direct3D 8.1
It is very possible I am just confused and in such case I would be thankful for additional help.
The legacy mode for this Open GL-3D Vision wrapper is something that is actively developed or is it more like a remnant of older versions no longer supported?
Thanks again!
EDIT: the game crashes even with LegacyMode = true
It's kind of fucked up because helifax destroyed his OP, that contained details and links.
But it used to say that his wrapper "will work" in games that he made specific fixes on. The ones that you see available on his site. The only caveat, was that you needed a good system to maintain 120FPS, dips below 120 cause problems.
He also said that he was going to make it available for people to use/try, without any guarantees on his part. If you want to use it, there is no hand holding
You can either put forth the effort or not...
Your choice.
Try looking for posts from this guy, he used it for some old games.
https://forums.geforce.com/member/2087938/
dgVoodoo can be discussed elsewhere (in existing threads)
edit:legacy mode does not refer to a prior version of the wrapper. It refers to really old versions of OpenGL that were depreciated with the launch of Windows Vista. Legacy mode offers limited support for the older games, depending on the shader variation used. (read this thread for answers)(all 90 pages or at least until you find the answers)
youtube search > OpenGL3DVision - Video Documentation Helifax19
you can also see 3D videos where Alien Grey recorded games he fixed
https://www.youtube.com/channel/UCh75pwWKlN3KDzmzUd2xV_w/videos?sort=dd&view=0&shelf_id=0