[OpenGL] 3D Vision Wrapper - Enabling 3D Vision in OpenGL apps

What game should I fix next ?

The Chronicles of Riddick: Assault on Dark Athena & Escape from Butcher Bay
Neverwinter Nights
Penumbra: Requiem
Penumbra: Overture
Penumbra: Black Plague
Return to Castle Wolfenstein
Rage
Star Wars Knights of the Old Republic (Kotor 1 & 2)
Half Life 1 (Series)
  60 / 92    
I'm really glad that you like the pics;)) I also gave a quick look at Kotor2 yesterday and for some reason the wrapper crashes during the DX-OGL interoop layer creation. I need to see why this happens... (I know is the same graphics engine (Aurora) but different iteration)... Still I think is something else I'm missing... Only problem I can see so far is that this engine is using old (now considered legacy OpenGL) code. I am still thinking if I should make a separate version of the wrapper for this type of OGL support or should I make a "jack-of-all-trades" wrapper... Since is old fixed pipeline code I expect each game to require it's own wrapper for it to work:)) unlike the current version of the wrapper(v.1.5) that is targeted at modern programmable-pipeline OpenGl apps. Now the good news is that we have the possibility (probably) of enabling 3D Vision in even older games (like original Doom3, Prey etc), which is what we always wanted no?:)
I'm really glad that you like the pics;))

I also gave a quick look at Kotor2 yesterday and for some reason the wrapper crashes during the DX-OGL interoop layer creation. I need to see why this happens... (I know is the same graphics engine (Aurora) but different iteration)... Still I think is something else I'm missing...

Only problem I can see so far is that this engine is using old (now considered legacy OpenGL) code. I am still thinking if I should make a separate version of the wrapper for this type of OGL support or should I make a "jack-of-all-trades" wrapper...

Since is old fixed pipeline code I expect each game to require it's own wrapper for it to work:)) unlike the current version of the wrapper(v.1.5) that is targeted at modern programmable-pipeline OpenGl apps.

Now the good news is that we have the possibility (probably) of enabling 3D Vision in even older games (like original Doom3, Prey etc), which is what we always wanted no?:)

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


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

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

Posted 04/21/2015 11:20 AM   
Awesome, I've played SWKoTOR 3 times but never in 3D. Does the wrapper work with the upgraded texture mod released a few months ago? The Engine was updated and licensed to Obsidian Etertainment for SWKoTOR II - The Sith Lords. Doom 3 modded in 3D would be fantastic.
Awesome, I've played SWKoTOR 3 times but never in 3D. Does the wrapper work with the upgraded texture mod released a few months ago?

The Engine was updated and licensed to Obsidian Etertainment for SWKoTOR II - The Sith Lords.


Doom 3 modded in 3D would be fantastic.

Posted 04/21/2015 01:42 PM   
[quote="helifax"] Problem is..all those old wrappers are using the FIXED OpenGL pipeline...meaning no shaders... I am still thinking about the possibility to create such a wrapper.... But... It would be MORE practical to create a PURE openGL wrapper that "simulates" (forces) the QUADBUFFERING rather than translating everything from DX to OGL (including shaders)... and this is something that I would like to try in the future;))[/quote] [url]https://forums.geforce.com/default/topic/539597/3d-vision/amnesia-a-machine-for-pigs/post/3893676/#3893676[/url] Just curious if you ever tried the PURE OpenGL approach and if you did was it too problematic?
helifax said:

Problem is..all those old wrappers are using the FIXED OpenGL pipeline...meaning no shaders... I am still thinking about the possibility to create such a wrapper....
But...
It would be MORE practical to create a PURE openGL wrapper that "simulates" (forces) the QUADBUFFERING rather than translating everything from DX to OGL (including shaders)... and this is something that I would like to try in the future;))

https://forums.geforce.com/default/topic/539597/3d-vision/amnesia-a-machine-for-pigs/post/3893676/#3893676

Just curious if you ever tried the PURE OpenGL approach and if you did was it too problematic?

Posted 04/21/2015 01:57 PM   
[quote="D-Man11"]Awesome, I've played SWKoTOR 3 times but never in 3D. Does the wrapper work with the upgraded texture mod released a few months ago? The Engine was updated and licensed to Obsidian Etertainment for SWKoTOR II - The Sith Lords. Doom 3 modded in 3D would be fantastic.[/quote] Which Texture Patch are you referring to ? Can you give me a link? In theory it should work:) This version of the wrapper for SWKotor is based on pure hooking and OpenGl calls (pre-OpenGL 3.x) and is using the fixed pipeline with some 2 shaders for the scenes (characters + animations). Rest is drawn direct without shaders, thus the inability of fixing it via shaders. Now for a modern game like Rage, this approach would not work as now there are other API calls that are used to manipulate the scene. Basically different pipeline:) As a side idea, I was successful duplicating the draw calls if only one framebuffer object is being used. This was the case with older games like SWKOTOR. However modern games use different framebuffers to draw. Problem is I was unable to duplicate the attachments and textures used originally in the FB creation... so I went the frame-sequential method instead (which if your GPU is able to push enough frames and the engine is not artificially CAPPED at a framerate, you can't tell the difference). I'll look at Kotor2 next and see why that one is crashing....:) (when I get home lol).
D-Man11 said:Awesome, I've played SWKoTOR 3 times but never in 3D. Does the wrapper work with the upgraded texture mod released a few months ago?

The Engine was updated and licensed to Obsidian Etertainment for SWKoTOR II - The Sith Lords.


Doom 3 modded in 3D would be fantastic.


Which Texture Patch are you referring to ? Can you give me a link? In theory it should work:)

This version of the wrapper for SWKotor is based on pure hooking and OpenGl calls (pre-OpenGL 3.x) and is using the fixed pipeline with some 2 shaders for the scenes (characters + animations). Rest is drawn direct without shaders, thus the inability of fixing it via shaders.

Now for a modern game like Rage, this approach would not work as now there are other API calls that are used to manipulate the scene. Basically different pipeline:)

As a side idea, I was successful duplicating the draw calls if only one framebuffer object is being used. This was the case with older games like SWKOTOR. However modern games use different framebuffers to draw. Problem is I was unable to duplicate the attachments and textures used originally in the FB creation... so I went the frame-sequential method instead (which if your GPU is able to push enough frames and the engine is not artificially CAPPED at a framerate, you can't tell the difference).

I'll look at Kotor2 next and see why that one is crashing....:) (when I get home lol).

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


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

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

Posted 04/21/2015 02:00 PM   
Here's a link to the thread. https://forums.geforce.com/default/topic/415481/?comment=4448107

Posted 04/21/2015 02:46 PM   
[quote="D-Man11"]Here's a link to the thread. https://forums.geforce.com/default/topic/415481/?comment=4448107[/quote] Completely forgot about it!!! I will give it a look and see;)) Looking at their website it seems the Remastered Edition is not in a final state and such... In theory it should work as they didn't modify the engine:) As long as the engine is the same it should work on any version actually:)
D-Man11 said:Here's a link to the thread.
https://forums.geforce.com/default/topic/415481/?comment=4448107


Completely forgot about it!!! I will give it a look and see;))
Looking at their website it seems the Remastered Edition is not in a final state and such... In theory it should work as they didn't modify the engine:)

As long as the engine is the same it should work on any version actually:)

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


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

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

Posted 04/21/2015 02:49 PM   
I think it was the Multi-player that wasn't finished, I'm not sure since I never tried it. How can you tell what version of OpenGL a game uses? I tried your wrapper with Odd World Stranger's Wrath (released 2005), but it wouldn't hook. What sucks is that the PS3 version has 3D support. http://www.oddworld.com/oddworldgames/strangers-wrath/ https://www.youtube.com/watch?v=UfSutlCDeaU EDIT: HD version was released in 2010 but uses OpenGL as well.
I think it was the Multi-player that wasn't finished, I'm not sure since I never tried it.

How can you tell what version of OpenGL a game uses?

I tried your wrapper with Odd World Stranger's Wrath (released 2005), but it wouldn't hook. What sucks is that the PS3 version has 3D support.

http://www.oddworld.com/oddworldgames/strangers-wrath/


EDIT: HD version was released in 2010 but uses OpenGL as well.

Posted 04/21/2015 03:27 PM   
[quote="D-Man11"]I think it was the Multi-player that wasn't finished, I'm not sure since I never tried it. How can you tell what version of OpenGL a game uses? I tried your wrapper with Odd World Stranger's Wrath, but it wouldn't hook. What sucks is that the PS3 version has 3D support. http://www.oddworld.com/oddworldgames/strangers-wrath/ https://www.youtube.com/watch?v=UfSutlCDeaU[/quote] I didn't even heard about this game until now hahaha:)) Are you sure is openGL and not DX? (if you put my wrapper next to the game you should see the splash-screen). If is OGL I can give it a look in the nearest future;))
D-Man11 said:I think it was the Multi-player that wasn't finished, I'm not sure since I never tried it.

How can you tell what version of OpenGL a game uses?

I tried your wrapper with Odd World Stranger's Wrath, but it wouldn't hook. What sucks is that the PS3 version has 3D support.


http://www.oddworld.com/oddworldgames/strangers-wrath/



I didn't even heard about this game until now hahaha:)) Are you sure is openGL and not DX? (if you put my wrapper next to the game you should see the splash-screen).
If is OGL I can give it a look in the nearest future;))

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


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

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

Posted 04/21/2015 03:35 PM   
Yah, MSI Afterburner shows that it's OpenGL. It seems like it would be a fun atmospheric game and has a great sound track. http://www.oddworld.com/2015/04/strangers-wrath-ost-playlist-expanded/
Yah, MSI Afterburner shows that it's OpenGL.

It seems like it would be a fun atmospheric game and has a great sound track.

http://www.oddworld.com/2015/04/strangers-wrath-ost-playlist-expanded/

Posted 04/21/2015 03:50 PM   
So... Star Wars: Knights Of the Old Republic II: Sith Lords back in 3D Vision:) Screenies: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64090/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64091/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64092/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64093/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64089/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/64094/[/img] PS: yes is working will the mods:) So, finally I managed to make them work in 3D Vision ^_^
So...
Star Wars: Knights Of the Old Republic II: Sith Lords back in 3D Vision:)

Screenies:
Image
Image
Image
Image
Image
Image


PS: yes is working will the mods:)
So, finally I managed to make them work in 3D Vision ^_^

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


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

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

Posted 04/21/2015 08:00 PM   
Lookin good, I'll finally play it now for sure!! So what was making SWKoTOR II crash? P.S. Please put Quake 4 on the list :)
Lookin good, I'll finally play it now for sure!!

So what was making SWKoTOR II crash?



P.S. Please put Quake 4 on the list :)

Posted 04/21/2015 08:45 PM   
[quote="D-Man11"]Lookin good, I'll finally play it now for sure!! So what was making SWKoTOR II crash? P.S. Please put Quake 4 on the list :)[/quote] There was a problem in the initialisation of the OGL-DX interoop section. For some reason, the game decided I was using Windows XP ;)) (since Vista wasn't released at that time) and was initialising the 3D Vision driver wrong... Fixed that now;)) with the correct Windows API of detecting the Windows version;)) Yeah, I'll put more games to the list;)) and will look at them;)) but first I want to do some more testing and send these 2 fixes out;))
D-Man11 said:Lookin good, I'll finally play it now for sure!!

So what was making SWKoTOR II crash?

P.S. Please put Quake 4 on the list :)


There was a problem in the initialisation of the OGL-DX interoop section. For some reason, the game decided I was using Windows XP ;)) (since Vista wasn't released at that time) and was initialising the 3D Vision driver wrong... Fixed that now;)) with the correct Windows API of detecting the Windows version;))

Yeah, I'll put more games to the list;)) and will look at them;)) but first I want to do some more testing and send these 2 fixes 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)

Posted 04/22/2015 12:06 AM   
Yah, I understand. I just threw Quake 4 out there because I had just downloaded the demo a few hours ago and was messing with it to see if it had any stereoscopic options in the config, it doesn't. But it does have a rendering setting... r_renderer [best, arb, arb2, cg, exp, nv10, nv20, r200] - Determines the rendering path to use. Some renderers can't run on certain hardware - for example cg is an Nvidia rendering language and can't run on ATI cards. You can experiment with these to see which is best on your system, however the best option should be set for most. It uses the idTech 4 Engine, in the demo it's set to "best", which I would guess is automatic. Does it matter which one it uses in conjunction with your wrapper? Prey and Doom 3 are set to "Best" as well.
Yah, I understand.

I just threw Quake 4 out there because I had just downloaded the demo a few hours ago and was messing with it to see if it had any stereoscopic options in the config, it doesn't.

But it does have a rendering setting...
r_renderer [best, arb, arb2, cg, exp, nv10, nv20, r200] - Determines the rendering path to use. Some renderers can't run on certain hardware - for example cg is an Nvidia rendering language and can't run on ATI cards. You can experiment with these to see which is best on your system, however the best option should be set for most.

It uses the idTech 4 Engine, in the demo it's set to "best", which I would guess is automatic.

Does it matter which one it uses in conjunction with your wrapper?

Prey and Doom 3 are set to "Best" as well.

Posted 04/22/2015 12:21 AM   
[quote="D-Man11"]Yah, I understand. I just threw Quake 4 out there because I had just downloaded the demo a few hours ago and was messing with it to see if it had any stereoscopic options in the config, it doesn't. But it does have a rendering setting... r_renderer [best, arb, arb2, cg, exp, nv10, nv20, r200] - Determines the rendering path to use. Some renderers can't run on certain hardware - for example cg is an Nvidia rendering language and can't run on ATI cards. You can experiment with these to see which is best on your system, however the best option should be set for most. It uses the idTech 4 Engine, in the demo it's set to "best", which I would guess is automatic. Does it matter which one it uses in conjunction with your wrapper? Prey and Doom 3 are set to "Best" as well. [/quote] ID Engines always complicate things as they are very optimized;)) You will never find a call there that doesn't have a precise purpose;)) I know Doom3 is using ARB ASM shaders, which I currently didn't implement yet... I did more reading and I have some leads on how to implement support for them in the wrapper, but until I do it I have no idea if they works... I'll have to take a game using this engine and play with it and see;)) which is something I will do in the future;)) The "r_renderer [best, arb, arb2, cg, exp, nv10, nv20, r200]" refers to the mode in which the shaders will be compiled (or what compiler to use) + other OGL extensions probably. Currently it doesn't matter as the wrapper doesn't support ID Engine 4 yet;)) I believe it will matter since it controls how the shaders are created;)) but to early to say;))
D-Man11 said:Yah, I understand.

I just threw Quake 4 out there because I had just downloaded the demo a few hours ago and was messing with it to see if it had any stereoscopic options in the config, it doesn't.

But it does have a rendering setting...
r_renderer [best, arb, arb2, cg, exp, nv10, nv20, r200] - Determines the rendering path to use. Some renderers can't run on certain hardware - for example cg is an Nvidia rendering language and can't run on ATI cards. You can experiment with these to see which is best on your system, however the best option should be set for most.

It uses the idTech 4 Engine, in the demo it's set to "best", which I would guess is automatic.

Does it matter which one it uses in conjunction with your wrapper?

Prey and Doom 3 are set to "Best" as well.


ID Engines always complicate things as they are very optimized;)) You will never find a call there that doesn't have a precise purpose;)) I know Doom3 is using ARB ASM shaders, which I currently didn't implement yet... I did more reading and I have some leads on how to implement support for them in the wrapper, but until I do it I have no idea if they works...

I'll have to take a game using this engine and play with it and see;)) which is something I will do in the future;))

The "r_renderer [best, arb, arb2, cg, exp, nv10, nv20, r200]" refers to the mode in which the shaders will be compiled (or what compiler to use) + other OGL extensions probably.

Currently it doesn't matter as the wrapper doesn't support ID Engine 4 yet;)) I believe it will matter since it controls how the shaders are created;)) but to early to say;))

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


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

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

Posted 04/22/2015 09:56 AM   
[quote="helifax"]So... Star Wars: Knights Of the Old Republic II: Sith Lords back in 3D Vision:) PS: yes is working will the mods:) So, finally I managed to make them work in 3D Vision ^_^ [/quote] Awesome stuff! Looking really cool, these games will be awesome to play in 3D. Not sure if this interests you Helifax or anyone else, but I have been using a D3D11 renderer for Gothic I & II and they play quite well in 3D. The renderer has been recently updated with God Rays and is quite impressive in 3D. I attached the game to the Max Payne 3 profile so I could save convergence settings. The author has created an in game overlay to adjust several DX11 graphic settings. I've turned off shadows and dynamic lighting since I think it looks better, but that is subjective. [url]http://forum.worldofplayers.de/forum/threads/1429766-D3D11-Renderer-für-Gothic-2-(alpha)-11[/url] Not sure if these older games are your thing, but you can set this up in about 10-15 minutes with upgraded textures and fixes for modern hardware. I have been having a blast with both Gothic I and Gothic II. Gothic I works with the proper draw.dll but the author of this renderer has not finalized it since he wants to finish Gothic II first. Great work on the SWKOTOR series!
helifax said:So...
Star Wars: Knights Of the Old Republic II: Sith Lords back in 3D Vision:)
PS: yes is working will the mods:)
So, finally I managed to make them work in 3D Vision ^_^


Awesome stuff! Looking really cool, these games will be awesome to play in 3D.

Not sure if this interests you Helifax or anyone else, but I have been using a D3D11 renderer for Gothic I & II and they play quite well in 3D. The renderer has been recently updated with God Rays and is quite impressive in 3D. I attached the game to the Max Payne 3 profile so I could save convergence settings. The author has created an in game overlay to adjust several DX11 graphic settings. I've turned off shadows and dynamic lighting since I think it looks better, but that is subjective.

http://forum.worldofplayers.de/forum/threads/1429766-D3D11-Renderer-für-Gothic-2-(alpha)-11

Not sure if these older games are your thing, but you can set this up in about 10-15 minutes with upgraded textures and fixes for modern hardware. I have been having a blast with both Gothic I and Gothic II. Gothic I works with the proper draw.dll but the author of this renderer has not finalized it since he wants to finish Gothic II first.

Great work on the SWKOTOR series!

Posted 04/22/2015 07:25 PM   
  60 / 92    
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