[quote="bo3b"]
Experiment with having 3D Vision not enabled some how.
The problem is that you are doubling up the 3D'ifying. It's kicking in the 3D Vision Automatic, as well as the games SBS support. We need to disable 3D Vision Automatic somehow.
Try just Ctrl-T to start with. We need 3D enabled in the control panel, probably, for the game to use it. Might be that even that is not necessary. I think in Mankind Divided, I saw SBS available anyway.
If that doesn't work, maybe try the force_no_nvapi=1 in d3dx.ini. That will force game to think NVidia is not there, but we can still use it.[/quote]
Thanks for your suggestions!
RoTR actually has an option to show SbS even without 3d vision enabled, so I tried:
Disabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then F11 works, but all SbS modes produce view where each screen contains already double sbs image (4 images on screen)
Enabled 3d vision in Nvidia control panel (but set autostart stereo to off in registry), choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose On in RoTR settings (that just uses 3dvision), and used force_no_nvapi=1 in ini file. It seems game still toggles on 3dvision and I get same double image for each eye.
So basically nothing works unfortunately :( Maybe there is some setting that would allow 3dmigoto to work even when 3dvision is disabled?
bo3b said:
Experiment with having 3D Vision not enabled some how.
The problem is that you are doubling up the 3D'ifying. It's kicking in the 3D Vision Automatic, as well as the games SBS support. We need to disable 3D Vision Automatic somehow.
Try just Ctrl-T to start with. We need 3D enabled in the control panel, probably, for the game to use it. Might be that even that is not necessary. I think in Mankind Divided, I saw SBS available anyway.
If that doesn't work, maybe try the force_no_nvapi=1 in d3dx.ini. That will force game to think NVidia is not there, but we can still use it.
Thanks for your suggestions!
RoTR actually has an option to show SbS even without 3d vision enabled, so I tried:
Disabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then F11 works, but all SbS modes produce view where each screen contains already double sbs image (4 images on screen)
Enabled 3d vision in Nvidia control panel (but set autostart stereo to off in registry), choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose On in RoTR settings (that just uses 3dvision), and used force_no_nvapi=1 in ini file. It seems game still toggles on 3dvision and I get same double image for each eye.
So basically nothing works unfortunately :( Maybe there is some setting that would allow 3dmigoto to work even when 3dvision is disabled?
Try Setting "StereoTexture=0x0" in Nvidia Inspector for the game;)
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
well actually I tried doing shader hunting and it seems migoto works just fine even with message "3d is disabled", unfortunately "run = CustomShader3DVision2SBS" mode is not doing anything.
And I tried hunting all ps/vs shaders but found none responsible for producing native game SbS view.
well actually I tried doing shader hunting and it seems migoto works just fine even with message "3d is disabled", unfortunately "run = CustomShader3DVision2SBS" mode is not doing anything.
And I tried hunting all ps/vs shaders but found none responsible for producing native game SbS view.
The game uses 3D Vision Direct! Meaning there is no magic done by Nvidia Driver.
Instead the rendering loop is called by the game 2 times for each eye, or the draw calls are executed 2 times when 3D is enabled.
You will not be able to disable this using 3DMigoto.
The only thing that will work, is to use 3D Vision Automatic and our Community Patch. Then use 3DMigoto to make the output Top/Bottom.
The game uses 3D Vision Direct! Meaning there is no magic done by Nvidia Driver.
Instead the rendering loop is called by the game 2 times for each eye, or the draw calls are executed 2 times when 3D is enabled.
You will not be able to disable this using 3DMigoto.
The only thing that will work, is to use 3D Vision Automatic and our Community Patch. Then use 3DMigoto to make the output Top/Bottom.
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"]The game uses 3D Vision Direct! Meaning there is no magic done by Nvidia Driver.
Instead the rendering loop is called by the game 2 times for each eye, or the draw calls are executed 2 times when 3D is enabled.
You will not be able to disable this using 3DMigoto.
The only thing that will work, is to use 3D Vision Automatic and our Community Patch. Then use 3DMigoto to make the output Top/Bottom.[/quote]
Yes I know about that and would prefer playing using community patch for sure, since it is superior in quality over native game's implementation, its just awkward performance of game+3dvision. Even on my TitanX Pascal + 6700k everything overclocked/watercooled I'm unable to get smooth performance in Geothermal Valley (fps dips to 25) which is complete nonsense. And completely smooth performance with native sbs even when using higher resolution!
helifax said:The game uses 3D Vision Direct! Meaning there is no magic done by Nvidia Driver.
Instead the rendering loop is called by the game 2 times for each eye, or the draw calls are executed 2 times when 3D is enabled.
You will not be able to disable this using 3DMigoto.
The only thing that will work, is to use 3D Vision Automatic and our Community Patch. Then use 3DMigoto to make the output Top/Bottom.
Yes I know about that and would prefer playing using community patch for sure, since it is superior in quality over native game's implementation, its just awkward performance of game+3dvision. Even on my TitanX Pascal + 6700k everything overclocked/watercooled I'm unable to get smooth performance in Geothermal Valley (fps dips to 25) which is complete nonsense. And completely smooth performance with native sbs even when using higher resolution!
[quote="vitalijus_b"][quote="bo3b"]
Experiment with having 3D Vision not enabled some how.
The problem is that you are doubling up the 3D'ifying. It's kicking in the 3D Vision Automatic, as well as the games SBS support. We need to disable 3D Vision Automatic somehow.
Try just Ctrl-T to start with. We need 3D enabled in the control panel, probably, for the game to use it. Might be that even that is not necessary. I think in Mankind Divided, I saw SBS available anyway.
If that doesn't work, maybe try the force_no_nvapi=1 in d3dx.ini. That will force game to think NVidia is not there, but we can still use it.[/quote]Thanks for your suggestions!
RoTR actually has an option to show SbS even without 3d vision enabled, so I tried:
Disabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then F11 works, but all SbS modes produce view where each screen contains already double sbs image (4 images on screen)
Enabled 3d vision in Nvidia control panel (but set autostart stereo to off in registry), choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose On in RoTR settings (that just uses 3dvision), and used force_no_nvapi=1 in ini file. It seems game still toggles on 3dvision and I get same double image for each eye.
So basically nothing works unfortunately :( Maybe there is some setting that would allow 3dmigoto to work even when 3dvision is disabled?[/quote]
Interesting result, thanks for trying that.
This suggests that we have a bug in 3Dmigoto, that it will not engage the SBS support unless stereo is enabled. We are probably incorrectly tieing the SBS shader to 3D Vision Automatic, and can possibly loosen that restriction. I'll add an Issue for 3Dmigoto, but can't make any promises.
bo3b said:
Experiment with having 3D Vision not enabled some how.
The problem is that you are doubling up the 3D'ifying. It's kicking in the 3D Vision Automatic, as well as the games SBS support. We need to disable 3D Vision Automatic somehow.
Try just Ctrl-T to start with. We need 3D enabled in the control panel, probably, for the game to use it. Might be that even that is not necessary. I think in Mankind Divided, I saw SBS available anyway.
If that doesn't work, maybe try the force_no_nvapi=1 in d3dx.ini. That will force game to think NVidia is not there, but we can still use it.
Thanks for your suggestions!
RoTR actually has an option to show SbS even without 3d vision enabled, so I tried:
Disabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then F11 works, but all SbS modes produce view where each screen contains already double sbs image (4 images on screen)
Enabled 3d vision in Nvidia control panel (but set autostart stereo to off in registry), choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose On in RoTR settings (that just uses 3dvision), and used force_no_nvapi=1 in ini file. It seems game still toggles on 3dvision and I get same double image for each eye.
So basically nothing works unfortunately :( Maybe there is some setting that would allow 3dmigoto to work even when 3dvision is disabled?
Interesting result, thanks for trying that.
This suggests that we have a bug in 3Dmigoto, that it will not engage the SBS support unless stereo is enabled. We are probably incorrectly tieing the SBS shader to 3D Vision Automatic, and can possibly loosen that restriction. I'll add an Issue for 3Dmigoto, but can't make any promises.
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="bo3b"]
Interesting result, thanks for trying that.
This suggests that we have a bug in 3Dmigoto, that it will not engage the SBS support unless stereo is enabled. We are probably incorrectly tieing the SBS shader to 3D Vision Automatic, and can possibly loosen that restriction. I'll add an Issue for 3Dmigoto, but can't make any promises.[/quote]
Cool, would be super awesome to get that TaB mode for Nixxes games for us projector/interlaced 3d TV users
bo3b said:
Interesting result, thanks for trying that.
This suggests that we have a bug in 3Dmigoto, that it will not engage the SBS support unless stereo is enabled. We are probably incorrectly tieing the SBS shader to 3D Vision Automatic, and can possibly loosen that restriction. I'll add an Issue for 3Dmigoto, but can't make any promises.
Cool, would be super awesome to get that TaB mode for Nixxes games for us projector/interlaced 3d TV users
[quote="vitalijus_b"]Has anybody tried to use 3Dmigoto with games using 3dvision direct - RoTR and new Deus Ex? I'd really want to use it to have TaB mode instead of SbS on my projector - it looks just so much better...[/quote]Sorry, I've been out of touch for a while now...
What you want to do should be possible, but would need a couple of small changes. In the d3dx.ini, change:
[code]ps-t100 = stereo2mono bb[/code]to:
[code]ps-t100 = bb[/code]
Then remove some of the code from the vertex shader that checks if 3D Vision is enabled. In 3dvision2sbsvs.hlsl, change:
[code]
if (stereo.x == 0 || mode == 0) {
[/code]to:
[code]
if (mode == 0) {
[/code]
I don't have RoTTR installed right now, so can't test this - let me know how it goes.
vitalijus_b said:Has anybody tried to use 3Dmigoto with games using 3dvision direct - RoTR and new Deus Ex? I'd really want to use it to have TaB mode instead of SbS on my projector - it looks just so much better...
Sorry, I've been out of touch for a while now...
What you want to do should be possible, but would need a couple of small changes. In the d3dx.ini, change:
ps-t100 = stereo2mono bb
to:
ps-t100 = bb
Then remove some of the code from the vertex shader that checks if 3D Vision is enabled. In 3dvision2sbsvs.hlsl, change:
if (stereo.x == 0 || mode == 0) {
to:
if (mode == 0) {
I don't have RoTTR installed right now, so can't test this - let me know how it goes.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
So I have tried - those changes definetly activated SBS shaders so I got those results:
just 3d vision direct (anaglyth mode)
[img]https://dl.dropboxusercontent.com/u/13674785/3dvision/tr_3dvision_direct.jpg[/img]
then 3dvision with 3dmigoto TaB mode activated
[img]https://dl.dropboxusercontent.com/u/13674785/3dvision/tr_3dvision_migoto_tab.jpg[/img]
Image quite distorted
I took screenshots above with 3d vision shortcut (alt+f1) and then grabbed from 3dvision viewer, but they look exactly how I see it in game.
I also took normal 2d screenshot with afterburner:
[img]https://dl.dropboxusercontent.com/u/13674785/3dvision/tr_3dvision_migoto_tab_2d_screen.jpg[/img]
So from how it looks it seems there is some difference with how game uses 3dvision direct from normal 3dvision and the same technique is not working :(
Then I have tried disabling 3dvision in CP and using game's native SBS mode with 3dmigoto:
[img]https://dl.dropboxusercontent.com/u/13674785/3dvision/tr_sbs_native_migoto_tab.jpg[/img]
same here - and it actually looks very similar to 3dvision direct mode when taking screenshot with afterburner.
I hope you can make something out of this images :) Is it some wrong back buffer demensions or incorrect texture to copy from? It would actually be great to use this technique for playing new Deus Ex, since tomb raider have excellent Helifax' fix which can be used with Tab mode.
So I have tried - those changes definetly activated SBS shaders so I got those results:
just 3d vision direct (anaglyth mode)
then 3dvision with 3dmigoto TaB mode activated
Image quite distorted
I took screenshots above with 3d vision shortcut (alt+f1) and then grabbed from 3dvision viewer, but they look exactly how I see it in game.
I also took normal 2d screenshot with afterburner:
So from how it looks it seems there is some difference with how game uses 3dvision direct from normal 3dvision and the same technique is not working :(
Then I have tried disabling 3dvision in CP and using game's native SBS mode with 3dmigoto:
same here - and it actually looks very similar to 3dvision direct mode when taking screenshot with afterburner.
I hope you can make something out of this images :) Is it some wrong back buffer demensions or incorrect texture to copy from? It would actually be great to use this technique for playing new Deus Ex, since tomb raider have excellent Helifax' fix which can be used with Tab mode.
When looking at the last (game's native SbS) image it seems that it is actually correct, just needs to be stretched horizontally to be proper TaB. But stretching will loose details and will be no different from just using SbS on projector - or actually worse since image will be stretched both vertically and horizontally. So there is no point in using that technique with game's SBS mode.
So only playing around 3d vision direct makes sense.
When looking at the last (game's native SbS) image it seems that it is actually correct, just needs to be stretched horizontally to be proper TaB. But stretching will loose details and will be no different from just using SbS on projector - or actually worse since image will be stretched both vertically and horizontally. So there is no point in using that technique with game's SBS mode.
So only playing around 3d vision direct makes sense.
Yeah, the only reason I can see to do it would be for a display that only supports TAB and not SBS. You might be able to contact Nixxes and request TAB support since it should be fairly easy for them to add.
Yeah, the only reason I can see to do it would be for a display that only supports TAB and not SBS. You might be able to contact Nixxes and request TAB support since it should be fairly easy for them to add.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Not sure, but if I'm understanding this correctly, here is a hacked shader that will work.
My thought was that it was likely that the SBS backbuffer is 2x wider than desired, unlike the nvidia 3D backbuffer which lies about its actual size.
I tried this on Deus Ex using it's SBS mode instead of 3D Vision, and it gives the T/B like I'd expect. I don't have any SBS or TB hardware though, so I'm not sure this is right.
Give this a try and see if it does what you want. You still need to remove the stereo2mono in d3dx.ini.
[code]Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> t100 : register(t100);
void main(float4 pos : SV_Position0, out float4 result : SV_Target0)
{
float4 stereo = StereoParams.Load(0);
float mode = IniParams.Load(int2(7, 0)).x;
float x = pos.x;
float y = pos.y;
float width, height;
float x1 = 0, y1 = 0;
t100.GetDimensions(width, height);
if (mode == 0) { // Regular 3D Vision
if (stereo.z == 1)
x += width / 2;
} else if (mode == 1) { // Regular 3D Vision with eyes swapped
if (stereo.z == -1)
x += width / 2;
} else if (mode == 2 || mode == 3) { // Side by side
x *= 2;
x1 = 1;
if (mode == 3) { // Swap eyes
x += width / 2 * (x >= width / 2 ? -1 : 1);
}
} else if (mode == 4 || mode == 5) { // Top and bottom
y *= 2;
x /= 2; // Hack for games supporting SBS already
y1 = 1;
if (y >= height) {
y -= height;
if (mode == 4) {
x += width / 2;
}
} else if (mode == 5) {
x += width / 2;
}
}
result = t100.Load(float3(x, y, 0));
if (x1 || y1)
result = (result + t100.Load(float3(x + x1, y + y1, 0))) / 2;
result.w = 1;
}
[/code]
Not sure, but if I'm understanding this correctly, here is a hacked shader that will work.
My thought was that it was likely that the SBS backbuffer is 2x wider than desired, unlike the nvidia 3D backbuffer which lies about its actual size.
I tried this on Deus Ex using it's SBS mode instead of 3D Vision, and it gives the T/B like I'd expect. I don't have any SBS or TB hardware though, so I'm not sure this is right.
Give this a try and see if it does what you want. You still need to remove the stereo2mono in d3dx.ini.
void main(float4 pos : SV_Position0, out float4 result : SV_Target0)
{
float4 stereo = StereoParams.Load(0);
float mode = IniParams.Load(int2(7, 0)).x;
float x = pos.x;
float y = pos.y;
float width, height;
float x1 = 0, y1 = 0;
t100.GetDimensions(width, height);
if (mode == 0) { // Regular 3D Vision
if (stereo.z == 1)
x += width / 2;
} else if (mode == 1) { // Regular 3D Vision with eyes swapped
if (stereo.z == -1)
x += width / 2;
} else if (mode == 2 || mode == 3) { // Side by side
x *= 2;
x1 = 1;
if (mode == 3) { // Swap eyes
x += width / 2 * (x >= width / 2 ? -1 : 1);
}
} else if (mode == 4 || mode == 5) { // Top and bottom
y *= 2;
x /= 2; // Hack for games supporting SBS already
y1 = 1;
if (y >= height) {
y -= height;
if (mode == 4) {
x += width / 2;
}
} else if (mode == 5) {
x += width / 2;
}
}
result = t100.Load(float3(x, y, 0));
if (x1 || y1)
result = (result + t100.Load(float3(x + x1, y + y1, 0))) / 2;
result.w = 1;
}
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
Very interesting will try that later today at home.
What I would like to achieve is playing in native TaB mode, which is of superior quality to SbS on projectors - I think all projector owners will agree on that now :)
So the question is - if backbuffer actually contains full images (1080p) for each eye, which can actually be transformed to proper TaB? Or does backbuffer contain half size (960x1080) images for each eye, that would have to be stretched?
Very interesting will try that later today at home.
What I would like to achieve is playing in native TaB mode, which is of superior quality to SbS on projectors - I think all projector owners will agree on that now :)
So the question is - if backbuffer actually contains full images (1080p) for each eye, which can actually be transformed to proper TaB? Or does backbuffer contain half size (960x1080) images for each eye, that would have to be stretched?
[quote="vitalijus_b"]Very interesting will try that later today at home.
What I would like to achieve is playing in native TaB mode, which is of superior quality to SbS on projectors - I think all projector owners will agree on that now :)
So the question is - if backbuffer actually contains full images (1080p) for each eye, which can actually be transformed to proper TaB? Or does backbuffer contain half size (960x1080) images for each eye, that would have to be stretched?[/quote]
Yeah, pretty sure the Deux Ex image is a half-SBS, so it'll probably be low quality. But, I don't think I understand all the details here.
vitalijus_b said:Very interesting will try that later today at home.
What I would like to achieve is playing in native TaB mode, which is of superior quality to SbS on projectors - I think all projector owners will agree on that now :)
So the question is - if backbuffer actually contains full images (1080p) for each eye, which can actually be transformed to proper TaB? Or does backbuffer contain half size (960x1080) images for each eye, that would have to be stretched?
Yeah, pretty sure the Deux Ex image is a half-SBS, so it'll probably be low quality. But, I don't think I understand all the details here.
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
Thanks for your suggestions!
RoTR actually has an option to show SbS even without 3d vision enabled, so I tried:
Disabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose SBS in RoTR settings. Then F11 works, but all SbS modes produce view where each screen contains already double sbs image (4 images on screen)
Enabled 3d vision in Nvidia control panel (but set autostart stereo to off in registry), choose SBS in RoTR settings. Then 3d migoto shows overlay "Stereo disabled", F11 key is not doing anything.
Enabled 3d vision in Nvidia control panel, choose On in RoTR settings (that just uses 3dvision), and used force_no_nvapi=1 in ini file. It seems game still toggles on 3dvision and I get same double image for each eye.
So basically nothing works unfortunately :( Maybe there is some setting that would allow 3dmigoto to work even when 3dvision is disabled?
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)
And I tried hunting all ps/vs shaders but found none responsible for producing native game SbS view.
Instead the rendering loop is called by the game 2 times for each eye, or the draw calls are executed 2 times when 3D is enabled.
You will not be able to disable this using 3DMigoto.
The only thing that will work, is to use 3D Vision Automatic and our Community Patch. Then use 3DMigoto to make the output Top/Bottom.
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)
Yes I know about that and would prefer playing using community patch for sure, since it is superior in quality over native game's implementation, its just awkward performance of game+3dvision. Even on my TitanX Pascal + 6700k everything overclocked/watercooled I'm unable to get smooth performance in Geothermal Valley (fps dips to 25) which is complete nonsense. And completely smooth performance with native sbs even when using higher resolution!
Interesting result, thanks for trying that.
This suggests that we have a bug in 3Dmigoto, that it will not engage the SBS support unless stereo is enabled. We are probably incorrectly tieing the SBS shader to 3D Vision Automatic, and can possibly loosen that restriction. I'll add an Issue for 3Dmigoto, but can't make any promises.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Cool, would be super awesome to get that TaB mode for Nixxes games for us projector/interlaced 3d TV users
What you want to do should be possible, but would need a couple of small changes. In the d3dx.ini, change:
to:
Then remove some of the code from the vertex shader that checks if 3D Vision is enabled. In 3dvision2sbsvs.hlsl, change:
to:
I don't have RoTTR installed right now, so can't test this - let me know how it goes.
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just 3d vision direct (anaglyth mode)
then 3dvision with 3dmigoto TaB mode activated
Image quite distorted
I took screenshots above with 3d vision shortcut (alt+f1) and then grabbed from 3dvision viewer, but they look exactly how I see it in game.
I also took normal 2d screenshot with afterburner:
So from how it looks it seems there is some difference with how game uses 3dvision direct from normal 3dvision and the same technique is not working :(
Then I have tried disabling 3dvision in CP and using game's native SBS mode with 3dmigoto:
same here - and it actually looks very similar to 3dvision direct mode when taking screenshot with afterburner.
I hope you can make something out of this images :) Is it some wrong back buffer demensions or incorrect texture to copy from? It would actually be great to use this technique for playing new Deus Ex, since tomb raider have excellent Helifax' fix which can be used with Tab mode.
So only playing around 3d vision direct makes sense.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
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My thought was that it was likely that the SBS backbuffer is 2x wider than desired, unlike the nvidia 3D backbuffer which lies about its actual size.
I tried this on Deus Ex using it's SBS mode instead of 3D Vision, and it gives the T/B like I'd expect. I don't have any SBS or TB hardware though, so I'm not sure this is right.
Give this a try and see if it does what you want. You still need to remove the stereo2mono in d3dx.ini.
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
What I would like to achieve is playing in native TaB mode, which is of superior quality to SbS on projectors - I think all projector owners will agree on that now :)
So the question is - if backbuffer actually contains full images (1080p) for each eye, which can actually be transformed to proper TaB? Or does backbuffer contain half size (960x1080) images for each eye, that would have to be stretched?
Yeah, pretty sure the Deux Ex image is a half-SBS, so it'll probably be low quality. But, I don't think I understand all the details here.
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