Hello!
I'm optimizing [b]Rememoried[/b] for NVIDIA 3D Vision.
[b]Screenshots:[/b] [url]https://flickr.com/photos/rememoried[/url]
[b]Videos:[/b] [url]https://vimeo.com/rememoried/videos[/url]
Rememoried is an independent video game, a virtual place where memories change to dreams and the only possible way is forgetting, which becomes a mechanism for proceeding to the next layer of dreams.
[i]“You count the stars above your head just like the one who pointed a finger at you from the unknown. The closer you get to infinity, the more you get lost in the numbers created to describe the real world, and your eyelids become curtains that hide unexpected discoveries beyond the borders, reached by only the strongest thoughts. This exciting play for one spectator is a reward for everyday gifts of the mind.”[/i]
The Surrealist hardcore explorative first-person adventure game for PC, Mac & Linux from an independent one-person game studio Hangonit.
Rememoried is an independent video game, a virtual place where memories change to dreams and the only possible way is forgetting, which becomes a mechanism for proceeding to the next layer of dreams.
“You count the stars above your head just like the one who pointed a finger at you from the unknown. The closer you get to infinity, the more you get lost in the numbers created to describe the real world, and your eyelids become curtains that hide unexpected discoveries beyond the borders, reached by only the strongest thoughts. This exciting play for one spectator is a reward for everyday gifts of the mind.”
The Surrealist hardcore explorative first-person adventure game for PC, Mac & Linux from an independent one-person game studio Hangonit.
Nice to hear that you are making a 3d ready game :)
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
Definitely interested, what engine are you using? Maybe some of our more experienced ShaderHackers could give you some pointers if you needed ... I think one of the bigger issues devs run into is that they only test/work on the game using the 3D Vision defaults, 15% Depth and no/default Convergence, and things break or are more noticeable when we crank up Depth to 100% and/or tweak Convergence to our liking.
Definitely interested, what engine are you using? Maybe some of our more experienced ShaderHackers could give you some pointers if you needed ... I think one of the bigger issues devs run into is that they only test/work on the game using the 3D Vision defaults, 15% Depth and no/default Convergence, and things break or are more noticeable when we crank up Depth to 100% and/or tweak Convergence to our liking.
[quote=""]Hello!
I'm optimizing Rememoried for NVIDIA 3D Vision.
[/quote]
My God is that refreshing to See/Read/Hear!
From one stereoscopically enhanced '2-eye'd' likeminded person to another, I (we) thank you, oh kind uni-dev, for (unlike MOST dev's) starting out your venture with an understanding in basic human physiology as opposed to the majority of human gamers with their ignorant 'cyclopian's' view of the world.
So there's no going back now, by outing yourself as a pure creator/gamer that would like to make sure his 'art' is conceived, built & finally rendered with the best resources/tech available to him, you have all but thrown away your chances of working for some of the 'big boy Dev's,'
Shining examples such as 'WB' & 'Ubisoft' won't even glance at your portfolio. Yup, you are, from here on out, and for better or worse, a castaway to them and their cyclopian ways.
So, on behalf of us all here in the forums and from the rest of the 'Cycloptically Challanged' around the world, Welcome!
I'm Nutz, Nice to Meet You!
From one stereoscopically enhanced '2-eye'd' likeminded person to another, I (we) thank you, oh kind uni-dev, for (unlike MOST dev's) starting out your venture with an understanding in basic human physiology as opposed to the majority of human gamers with their ignorant 'cyclopian's' view of the world.
So there's no going back now, by outing yourself as a pure creator/gamer that would like to make sure his 'art' is conceived, built & finally rendered with the best resources/tech available to him, you have all but thrown away your chances of working for some of the 'big boy Dev's,'
Shining examples such as 'WB' & 'Ubisoft' won't even glance at your portfolio. Yup, you are, from here on out, and for better or worse, a castaway to them and their cyclopian ways.
So, on behalf of us all here in the forums and from the rest of the 'Cycloptically Challanged' around the world, Welcome!
[quote="Rememoried"]Thank you! I'm using Unity 4. You're right, it needs a lot of testing… The depth of NVIDIA 3D Vision is amazing![/quote]
Are you using 3D Vision automatic, the plugin from the asset store (which seemed a bit... odd... when I tried the demo), or rolling your own support?
Let me know if you need a hand with anything - I'm the shaderhacker who worked out how to fix Unity 4 deferred shadows independent of the FOV (with 3D Vision automatic).
It doesn't look like you are using shadows, but here's a few notes I made on the subject which may be of interest:
https://github.com/DarkStarSword/3d-fixes/tree/master/Unity
Rememoried said:Thank you! I'm using Unity 4. You're right, it needs a lot of testing… The depth of NVIDIA 3D Vision is amazing!
Are you using 3D Vision automatic, the plugin from the asset store (which seemed a bit... odd... when I tried the demo), or rolling your own support?
Let me know if you need a hand with anything - I'm the shaderhacker who worked out how to fix Unity 4 deferred shadows independent of the FOV (with 3D Vision automatic).
[quote="Rememoried"]Thank you! I'm using Unity 4. You're right, it needs a lot of testing… The depth of NVIDIA 3D Vision is amazing![/quote]I'm not exactly sure how Unity works from a development perspective, if you can create Stereoscopic Shaders or if you're stuck using predefined Shaders. That said, DarkStarSword and 4everAwake have fixed a lot of Unity games using HelixMod and DarkStarSword has been working on Python Scripts to fix certain issues, although I haven't looked into how to use them but maybe you could have a look at his [url=https://github.com/DarkStarSword/3d-fixes]GitHub [/url]to learn a bit more about it and Unity fixes.
Edit:Lol. Ninja'd by the man himself. :)
Rememoried said:Thank you! I'm using Unity 4. You're right, it needs a lot of testing… The depth of NVIDIA 3D Vision is amazing!
I'm not exactly sure how Unity works from a development perspective, if you can create Stereoscopic Shaders or if you're stuck using predefined Shaders. That said, DarkStarSword and 4everAwake have fixed a lot of Unity games using HelixMod and DarkStarSword has been working on Python Scripts to fix certain issues, although I haven't looked into how to use them but maybe you could have a look at his GitHub to learn a bit more about it and Unity fixes.
[quote="Rememoried "]Thank you for your help and tips! I'm rolling my own support, because there is not too much trouble. The biggest problem are lens flares…[/quote]
Awesome to see you adding 3D support, very much appreciated.
For lens flares- one of the things that we often do is to just push them in to depth a little. Lens flare are a strictly 2D effect by definition, so we mostly try to do an approximation that looks OK, rather than try to find something that makes full sense (like god-rays for example).
For a lot of games that abuse lens flares too much, we will sometimes disable them altogether as something that doesn't work well in 3D. I did this in the Alien game fix.
As a general idea though, you can probably get them to look OK as long as they are in the screen, and don't reach all the way to screen depth. This is our most common technique for fixing lens flare in 3D. I think you can see an example of this in GTA5.
Rememoried said:Thank you for your help and tips! I'm rolling my own support, because there is not too much trouble. The biggest problem are lens flares…
Awesome to see you adding 3D support, very much appreciated.
For lens flares- one of the things that we often do is to just push them in to depth a little. Lens flare are a strictly 2D effect by definition, so we mostly try to do an approximation that looks OK, rather than try to find something that makes full sense (like god-rays for example).
For a lot of games that abuse lens flares too much, we will sometimes disable them altogether as something that doesn't work well in 3D. I did this in the Alien game fix.
As a general idea though, you can probably get them to look OK as long as they are in the screen, and don't reach all the way to screen depth. This is our most common technique for fixing lens flare in 3D. I think you can see an example of this in GTA5.
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
Any chance of uploading some 3D WIP screenshots? [url]http://3dvision-blog.com/83-how-to-take-in-game-3d-stereo-screenshots-in-jps-format/[/url] explains how to capture them and where they're stored and the first comment explains how to get better quality using registry settings.
You can attach them to a post after it's created by clicking the paperclip icon, selecting and uploading them. You can also embed them into the post by copying each attachment's link and surrounding it with img tags, [img][/img] ... which, if everything goes right, should result in cross-eye view-able 3D images. x)
You can attach them to a post after it's created by clicking the paperclip icon, selecting and uploading them. You can also embed them into the post by copying each attachment's link and surrounding it with img tags, [img][/img] ... which, if everything goes right, should result in cross-eye view-able 3D images. x)
Helix Mod by 4everAwake
[url]http://helixmod.blogspot.cz/2015/11/rememoried.html[/url]
for Rememoried
[url]http://store.steampowered.com/app/368450[/url]
I'm optimizing Rememoried for NVIDIA 3D Vision.
Screenshots: https://flickr.com/photos/rememoried
Videos: https://vimeo.com/rememoried/videos
Rememoried is an independent video game, a virtual place where memories change to dreams and the only possible way is forgetting, which becomes a mechanism for proceeding to the next layer of dreams.
“You count the stars above your head just like the one who pointed a finger at you from the unknown. The closer you get to infinity, the more you get lost in the numbers created to describe the real world, and your eyelids become curtains that hide unexpected discoveries beyond the borders, reached by only the strongest thoughts. This exciting play for one spectator is a reward for everyday gifts of the mind.”
The Surrealist hardcore explorative first-person adventure game for PC, Mac & Linux from an independent one-person game studio Hangonit.
Nice to hear that you are making a 3d ready game :)
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
My God is that refreshing to See/Read/Hear!
From one stereoscopically enhanced '2-eye'd' likeminded person to another, I (we) thank you, oh kind uni-dev, for (unlike MOST dev's) starting out your venture with an understanding in basic human physiology as opposed to the majority of human gamers with their ignorant 'cyclopian's' view of the world.
So there's no going back now, by outing yourself as a pure creator/gamer that would like to make sure his 'art' is conceived, built & finally rendered with the best resources/tech available to him, you have all but thrown away your chances of working for some of the 'big boy Dev's,'
Shining examples such as 'WB' & 'Ubisoft' won't even glance at your portfolio. Yup, you are, from here on out, and for better or worse, a castaway to them and their cyclopian ways.
So, on behalf of us all here in the forums and from the rest of the 'Cycloptically Challanged' around the world, Welcome!
I'm Nutz, Nice to Meet You!
---- Core System Components ----
(MBD) EVGA® Classified™ (x58) E760
(CPU) Intel® i7™ '980x' (OC'd) @ 4.8Ghz
(CPU) Corsair® (CPU) Cooling™ (H50)
(MEM) Corsair® (MEM) Dominator(GT)™ 12GB @ 2000Mhz
(PSU) PC)P&C™ (PSU)'T12W' @ 1200w
(CSE) Cooler Master® Stacker™ (830)
---- (3D) Graphics Sub'Sys ----
(2x) EVGA® GTX'970 (SC) - Nvidia® SLi™
(1x) EVGA® GTX'660 (Ti) - Nvidia® PhysX™
(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™
(1x) ASUS® (VG) 248(QE) - Nvidia® 3DVision™
(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™
---- Audio & System Control ----
(1x) ASUS® - Xonar™ (HDAV1.3)
(1x) VL'Sys® - MPlay202+ 'GUI' & (RF) Remote
---- Storage (HDD's) & Media (ODD's) PB & REC ----
(1x) (SSD) Samsung® - 850(PRO) '3D'Vertical™
(1x) (2TB) Seagate® - Hybrid Series™
(4x) (2TB) W.Digital® - 'Blacks'™
(2x) (ODD) LG® BluRay™ - 'Play'n'Burn'
---- Nvidia® (WHQL) Drivers (x64) In Use ----
(NV®)DR - v347.88 (WHQL) - Primary (GTA V)
(NV®)DR - v350.12 (WHQL) - Testing (Stable)
(NV®)DR - v353.06 (WHQL) - All Other Titles
Are you using 3D Vision automatic, the plugin from the asset store (which seemed a bit... odd... when I tried the demo), or rolling your own support?
Let me know if you need a hand with anything - I'm the shaderhacker who worked out how to fix Unity 4 deferred shadows independent of the FOV (with 3D Vision automatic).
It doesn't look like you are using shadows, but here's a few notes I made on the subject which may be of interest:
https://github.com/DarkStarSword/3d-fixes/tree/master/Unity
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
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Edit:Lol. Ninja'd by the man himself. :)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Awesome to see you adding 3D support, very much appreciated.
For lens flares- one of the things that we often do is to just push them in to depth a little. Lens flare are a strictly 2D effect by definition, so we mostly try to do an approximation that looks OK, rather than try to find something that makes full sense (like god-rays for example).
For a lot of games that abuse lens flares too much, we will sometimes disable them altogether as something that doesn't work well in 3D. I did this in the Alien game fix.
As a general idea though, you can probably get them to look OK as long as they are in the screen, and don't reach all the way to screen depth. This is our most common technique for fixing lens flare in 3D. I think you can see an example of this in GTA5.
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
You can attach them to a post after it's created by clicking the paperclip icon, selecting and uploading them. You can also embed them into the post by copying each attachment's link and surrounding it with img tags, [img][/img] ... which, if everything goes right, should result in cross-eye view-able 3D images. x)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
http://helixmod.blogspot.cz/2015/11/rememoried.html
for Rememoried
http://store.steampowered.com/app/368450