Quad-buffered OpenGL on nVida Quadro FX cards
Hi all,

I have an Alienware OptX AW2310 120Hz display, a Quadro FX 4800 graphics card and purchased the 3D Vision Bundle. Unfortunately, I don't have the 3-pin sync cable because it is not included in the European Bundle.

Now my question is whether it is possible to use the glasses without the cable for quad-buffered OpenGL applications. So far I tried the [url="http://www.3dtv.at"]Stereoscopic Player[/url]. However, the images flicker and I feel that there is no synchronization with the shutter glass (though being active). Further I wrote a quad-buffered OpenGL application (using the Java Bindings to be precise) with the same behavior.

Why is it not possible to sync the buffer flipping without the cable using OpenGL? Or do I simply miss some special settings?

Cheers,
Michael
Hi all,



I have an Alienware OptX AW2310 120Hz display, a Quadro FX 4800 graphics card and purchased the 3D Vision Bundle. Unfortunately, I don't have the 3-pin sync cable because it is not included in the European Bundle.



Now my question is whether it is possible to use the glasses without the cable for quad-buffered OpenGL applications. So far I tried the Stereoscopic Player. However, the images flicker and I feel that there is no synchronization with the shutter glass (though being active). Further I wrote a quad-buffered OpenGL application (using the Java Bindings to be precise) with the same behavior.



Why is it not possible to sync the buffer flipping without the cable using OpenGL? Or do I simply miss some special settings?



Cheers,

Michael

#1
Posted 05/31/2010 09:58 AM   
[quote name='Michael Nischt' post='1065177' date='May 31 2010, 10:58 AM']Hi all,

I have an Alienware OptX AW2310 120Hz display, a Quadro FX 4800 graphics card and purchased the 3D Vision Bundle. Unfortunately, I don't have the 3-pin sync cable because it is not included in the European Bundle.

Now my question is whether it is possible to use the glasses without the cable for quad-buffered OpenGL applications. So far I tried the [url="http://www.3dtv.at"]Stereoscopic Player[/url]. However, the images flicker and I feel that there is no synchronization with the shutter glass (though being active). Further I wrote a quad-buffered OpenGL application (using the Java Bindings to be precise) with the same behavior.

Why is it not possible to sync the buffer flipping without the cable using OpenGL? Or do I simply miss some special settings?

Cheers,
Michael[/quote]


you don't really need the mini din 3 cable for quad-buffered OpenGL applications.
just setup your driver to use the usb port ( base settings generic stereo with nvidia emitter)
regards
Bigben
[quote name='Michael Nischt' post='1065177' date='May 31 2010, 10:58 AM']Hi all,



I have an Alienware OptX AW2310 120Hz display, a Quadro FX 4800 graphics card and purchased the 3D Vision Bundle. Unfortunately, I don't have the 3-pin sync cable because it is not included in the European Bundle.



Now my question is whether it is possible to use the glasses without the cable for quad-buffered OpenGL applications. So far I tried the Stereoscopic Player. However, the images flicker and I feel that there is no synchronization with the shutter glass (though being active). Further I wrote a quad-buffered OpenGL application (using the Java Bindings to be precise) with the same behavior.



Why is it not possible to sync the buffer flipping without the cable using OpenGL? Or do I simply miss some special settings?



Cheers,

Michael





you don't really need the mini din 3 cable for quad-buffered OpenGL applications.

just setup your driver to use the usb port ( base settings generic stereo with nvidia emitter)

regards

Bigben

#2
Posted 05/31/2010 10:25 AM   
[quote name='bigben' post='1065185' date='May 31 2010, 12:25 PM']you don't really need the mini din 3 cable for quad-buffered OpenGL applications.
just setup your driver to use the usb port ( base settings generic stereo with nvidia emitter)[/quote]

Thanks for the quick reply!

However, I still doesn't work with the following settings:
In the base profile (and a custom one created for the program) I have set the 'Stereo - Display Mode' to 'Generic Active Stereo (with NIVIDIA IR Emitter)' and 'Stereo - Enable' to 'On'. I also tried with the (Direct3D) stereo driver disable and enabled. Is there more to change?

Further, I noticed that the green light on the glasses turns of after 30sec. The nvidia logo on the emitter is always green.

Any further ideas?

Thanks and regards,
Michael
[quote name='bigben' post='1065185' date='May 31 2010, 12:25 PM']you don't really need the mini din 3 cable for quad-buffered OpenGL applications.

just setup your driver to use the usb port ( base settings generic stereo with nvidia emitter)



Thanks for the quick reply!



However, I still doesn't work with the following settings:

In the base profile (and a custom one created for the program) I have set the 'Stereo - Display Mode' to 'Generic Active Stereo (with NIVIDIA IR Emitter)' and 'Stereo - Enable' to 'On'. I also tried with the (Direct3D) stereo driver disable and enabled. Is there more to change?



Further, I noticed that the green light on the glasses turns of after 30sec. The nvidia logo on the emitter is always green.



Any further ideas?



Thanks and regards,

Michael

#3
Posted 05/31/2010 12:53 PM   
This thread seems to be dead for quite some time... I wanted to post here...as I am facing similar problem with running openGL stereo apps :(
btw,at the same time, the directX stereo is working great...

Right now, I am using Stereoscopic player's quad-buffered OpenGL stereo mode for testing openGL stereo.

What is causing the problem ? :(



[quote name='Michael Nischt' date='31 May 2010 - 06:23 PM' timestamp='1275310392' post='1065234']
Thanks for the quick reply!

However, I still doesn't work with the following settings:
In the base profile (and a custom one created for the program) I have set the 'Stereo - Display Mode' to 'Generic Active Stereo (with NIVIDIA IR Emitter)' and 'Stereo - Enable' to 'On'. I also tried with the (Direct3D) stereo driver disable and enabled. Is there more to change?

Further, I noticed that the green light on the glasses turns of after 30sec. The nvidia logo on the emitter is always green.

Any further ideas?

Thanks and regards,
Michael
[/quote]
This thread seems to be dead for quite some time... I wanted to post here...as I am facing similar problem with running openGL stereo apps :(

btw,at the same time, the directX stereo is working great...



Right now, I am using Stereoscopic player's quad-buffered OpenGL stereo mode for testing openGL stereo.



What is causing the problem ? :(







[quote name='Michael Nischt' date='31 May 2010 - 06:23 PM' timestamp='1275310392' post='1065234']

Thanks for the quick reply!



However, I still doesn't work with the following settings:

In the base profile (and a custom one created for the program) I have set the 'Stereo - Display Mode' to 'Generic Active Stereo (with NIVIDIA IR Emitter)' and 'Stereo - Enable' to 'On'. I also tried with the (Direct3D) stereo driver disable and enabled. Is there more to change?



Further, I noticed that the green light on the glasses turns of after 30sec. The nvidia logo on the emitter is always green.



Any further ideas?



Thanks and regards,

Michael

#4
Posted 12/29/2010 08:23 AM   
Works fine now here /smile.gif' class='bbc_emoticon' alt=':smile:' />

nvidia-settings:

try to disable force GPU scaling to get 120Hz instead of 100Hz
(flat panel options)


Also I'm using the following mode in my xorg.conf
Option “Stereo” “10”

Hope that helps!
Works fine now here /smile.gif' class='bbc_emoticon' alt=':smile:' />



nvidia-settings:



try to disable force GPU scaling to get 120Hz instead of 100Hz

(flat panel options)





Also I'm using the following mode in my xorg.conf

Option “Stereo” “10”



Hope that helps!

#5
Posted 12/29/2010 07:42 PM   
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