[quote="helifax"]@andysonofbob Yes, occasionally eyes get out of sync. I know why that happens and I know how to fix it. Only thing is that is a monumental task in itself and requires a HUGE amount of time to fix that.[/quote]
Ahh, is this an idiosyncrasy of Minecraft or OpenGL wrappers?
Also I notice the screenshots were popout only? However, they were defo 'true' 3D with some areas more popout than others!
helifax said:@andysonofbob Yes, occasionally eyes get out of sync. I know why that happens and I know how to fix it. Only thing is that is a monumental task in itself and requires a HUGE amount of time to fix that.
Ahh, is this an idiosyncrasy of Minecraft or OpenGL wrappers?
Also I notice the screenshots were popout only? However, they were defo 'true' 3D with some areas more popout than others!
Well basically the game was rendering at 2 depths so to speak.
The real game is pushed at some insane value on the Z axis.
The menus and hud were close to the screen.
Increasing convergence broke the UI/HUD very fast without altering the real world.
If you kept on increasing the convergence at some point you would see that the effect on the world as well.
What I had to do was to make the UI/HUD shaders increase less with convergence change than the world:)
What you see there is the real depth information from the geometry rendering.
The results are the same as in 3D Vision automatic. In DX9 there are quite a few games were increasing the convergence would break the UI and the game would still look pushed all the way in the screen. Fixing those shaders makes it work properly:)
Previously I had the impression there wasn't any dept by looking at some shaders. Those were used in some UI elements in the menu, and assumed is the rest for the game:) Guess I was wrong lol:))
Well basically the game was rendering at 2 depths so to speak.
The real game is pushed at some insane value on the Z axis.
The menus and hud were close to the screen.
Increasing convergence broke the UI/HUD very fast without altering the real world.
If you kept on increasing the convergence at some point you would see that the effect on the world as well.
What I had to do was to make the UI/HUD shaders increase less with convergence change than the world:)
What you see there is the real depth information from the geometry rendering.
The results are the same as in 3D Vision automatic. In DX9 there are quite a few games were increasing the convergence would break the UI and the game would still look pushed all the way in the screen. Fixing those shaders makes it work properly:)
Previously I had the impression there wasn't any dept by looking at some shaders. Those were used in some UI elements in the menu, and assumed is the rest for the game:) Guess I was wrong 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
[quote="andysonofbob"][quote="helifax"]@andysonofbob Yes, occasionally eyes get out of sync. I know why that happens and I know how to fix it. Only thing is that is a monumental task in itself and requires a HUGE amount of time to fix that.[/quote]
Ahh, is this an idiosyncrasy of Minecraft or OpenGL wrappers?
Also I notice the screenshots were popout only? However, they were defo 'true' 3D with some areas more popout than others![/quote]
Yes I increase the POP-out to show that is actually rendering in true 3D, not some depth buffer thingy (which I don't even do/look for the depth buffer).
The implementation is done based on the NVIDIA official documentation for 3D Vision (and 3D Vision Automatic) so everything is rendered twice. => Real 3D:)
helifax said:@andysonofbob Yes, occasionally eyes get out of sync. I know why that happens and I know how to fix it. Only thing is that is a monumental task in itself and requires a HUGE amount of time to fix that.
Ahh, is this an idiosyncrasy of Minecraft or OpenGL wrappers?
Also I notice the screenshots were popout only? However, they were defo 'true' 3D with some areas more popout than others!
Yes I increase the POP-out to show that is actually rendering in true 3D, not some depth buffer thingy (which I don't even do/look for the depth buffer).
The implementation is done based on the NVIDIA official documentation for 3D Vision (and 3D Vision Automatic) so everything is rendered twice. => Real 3D:)
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 wrapper currently only works with one GAME. Adding support for other games will not be hard but it will take time. Most likely each game will need a bit different wrapper, unfortunately.[/quote]Excellent stuff! I've held off really playing anything that isn't quad-buffered OpenGL(with 3D support) ... so this is definitely something I've been interested in for a long time, very exciting. :)
Are you planning on eventually releasing a more universal version so other people can take a stab at helping you fix games with it or are you planning on trying to fix them all yourself. :)
I know some games use a borderless window to display fullscreen, is this something that could be done in or with this, or is that specifically something the game itself has to support?
helifax said:The wrapper currently only works with one GAME. Adding support for other games will not be hard but it will take time. Most likely each game will need a bit different wrapper, unfortunately.
Excellent stuff! I've held off really playing anything that isn't quad-buffered OpenGL(with 3D support) ... so this is definitely something I've been interested in for a long time, very exciting. :)
Are you planning on eventually releasing a more universal version so other people can take a stab at helping you fix games with it or are you planning on trying to fix them all yourself. :)
I know some games use a borderless window to display fullscreen, is this something that could be done in or with this, or is that specifically something the game itself has to support?
[quote="TsaebehT"][quote="helifax"]The wrapper currently only works with one GAME. Adding support for other games will not be hard but it will take time. Most likely each game will need a bit different wrapper, unfortunately.[/quote]Excellent stuff! I've held off really playing anything that isn't quad-buffered OpenGL(with 3D support) ... so this is definitely something I've been interested in for a long time, very exciting. :)
Are you planning on eventually releasing a more universal version so other people can take a stab at helping you fix games with it or are you planning on trying to fix them all yourself. :)
I know some games use a borderless window to display fullscreen, is this something that could be done in or with this, or is that specifically something the game itself has to support?[/quote]
Thank you ! I do plan to release a modding version, however at the moment I am still trying to find a way to make that happen. Currently the wrapper works only with Broken Age since it was developed against it. I tried Amnesia a machine for pigs and it crashes. However, once I make the hook differently it works (the 3D vision part, not the shader part). I am thinking, if I should try to make ti universal or just give the source code.. then again if I give the source code, I don't know how many people will actually know how to make a fix using it:(
I will think at this a bit later on:) first I want to finish the development on it;))
Another thing... In openGL there isn't actually an exclusive fullscreen like in DX.. the fullscreen is actually a borderless fullscreen. But that is not a problem;))
helifax said:The wrapper currently only works with one GAME. Adding support for other games will not be hard but it will take time. Most likely each game will need a bit different wrapper, unfortunately.
Excellent stuff! I've held off really playing anything that isn't quad-buffered OpenGL(with 3D support) ... so this is definitely something I've been interested in for a long time, very exciting. :)
Are you planning on eventually releasing a more universal version so other people can take a stab at helping you fix games with it or are you planning on trying to fix them all yourself. :)
I know some games use a borderless window to display fullscreen, is this something that could be done in or with this, or is that specifically something the game itself has to support?
Thank you ! I do plan to release a modding version, however at the moment I am still trying to find a way to make that happen. Currently the wrapper works only with Broken Age since it was developed against it. I tried Amnesia a machine for pigs and it crashes. However, once I make the hook differently it works (the 3D vision part, not the shader part). I am thinking, if I should try to make ti universal or just give the source code.. then again if I give the source code, I don't know how many people will actually know how to make a fix using it:(
I will think at this a bit later on:) first I want to finish the development on it;))
Another thing... In openGL there isn't actually an exclusive fullscreen like in DX.. the fullscreen is actually a borderless fullscreen. But that is not a problem;))
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
- Fixed more shaders.
- Updated the convergence manipulation for the game and UI/HUD/MENUS.
- Fixed various other minor things.
- Will need to add convergence presets as the game tends to jump from a long scene to a short one from time to time:)
I uploaded a couple of screenies here:
http://photos.3dvisionlive.com/helifax/album/52f7a931cb85770017000091/
The wrapper is almost done. Need some cleaning up to do in the code (which might take a bit) and it will be ready for a first game release:)
Now looking back, I can say that this was no easy task:)) but definitely worth it as I said previously making an OpenGL to DX to 3D vision wrapper was on my list to do;))
Hope you enjoy the screenies in the meantime;))
Best Regards,
Helifax
- Fixed more shaders.
- Updated the convergence manipulation for the game and UI/HUD/MENUS.
- Fixed various other minor things.
- Will need to add convergence presets as the game tends to jump from a long scene to a short one from time to time:)
The wrapper is almost done. Need some cleaning up to do in the code (which might take a bit) and it will be ready for a first game release:)
Now looking back, I can say that this was no easy task:)) but definitely worth it as I said previously making an OpenGL to DX to 3D vision wrapper was on my list to do;))
Hope you enjoy the screenies in the meantime;))
Best Regards,
Helifax
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
Great news!!
@helifax, for the "hook" method you can make a .ini file with different method, so we can change.
Shaders can be fixed with Helix wrapper? (OGL --> DX9 --> Helix wrapper)
Thanks!!!!!
[quote="DHR"]Great news!!
@helifax, for the "hook" method you can make a .ini file with different method, so we can change.
[/quote]
Thanks!
This is what I intend to do. However this is not as simple as it sounds... I need to investigate how to make this viable:)
I have a hunch that no ini file will be needed;))
[quote="DHR"]
Shaders can be fixed with Helix wrapper? (OGL --> DX9 --> Helix wrapper)
[/quote]
This is not so simple. The shaders are in GLSL (OpenGL), putting a D3D9.dll file next to OpenGL32.dll will do nothing:) You will not have access to the shaders from outside the wrapper since they are GLSL shaders.
I am investigating how to make this easier and how to make an editor/ini file so we can load up our modified shaders. In the same time I don't want to re-invent the wheel so I am currently researching alot of stuff about this.
There are still a few things to fix/make in the wrapper before I can call it a release. At the moment I could say is an alpha (at the most) since the functionality is fixed (no generic modules) have been created yet.
DHR said:Great news!!
@helifax, for the "hook" method you can make a .ini file with different method, so we can change.
Thanks!
This is what I intend to do. However this is not as simple as it sounds... I need to investigate how to make this viable:)
I have a hunch that no ini file will be needed;))
DHR said:
Shaders can be fixed with Helix wrapper? (OGL --> DX9 --> Helix wrapper)
This is not so simple. The shaders are in GLSL (OpenGL), putting a D3D9.dll file next to OpenGL32.dll will do nothing:) You will not have access to the shaders from outside the wrapper since they are GLSL shaders.
I am investigating how to make this easier and how to make an editor/ini file so we can load up our modified shaders. In the same time I don't want to re-invent the wheel so I am currently researching alot of stuff about this.
There are still a few things to fix/make in the wrapper before I can call it a release. At the moment I could say is an alpha (at the most) since the functionality is fixed (no generic modules) have been created yet.
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
I know it's recent, but you might consider making a branch of 3Dmigoto, where you substitute the d3d11.dll for your opengl.dll wrapper. That would get you all the shader hunting, fixing, loading features pretty fast.
Should be possible to sub out the d3d11 for whatever opengl would need. The crux of 3Dmigoto is patching the CreateVertexShader to save and reload the ones that you want instead. Presumably OpenGL has a similar call.
(not to discount that this is still gonna be hard.)
I know it's recent, but you might consider making a branch of 3Dmigoto, where you substitute the d3d11.dll for your opengl.dll wrapper. That would get you all the shader hunting, fixing, loading features pretty fast.
Should be possible to sub out the d3d11 for whatever opengl would need. The crux of 3Dmigoto is patching the CreateVertexShader to save and reload the ones that you want instead. Presumably OpenGL has a similar call.
(not to discount that this is still gonna be hard.)
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"]I know it's recent, but you might consider making a branch of 3Dmigoto, where you substitute the d3d11.dll for your opengl.dll wrapper. That would get you all the shader hunting, fixing, loading features pretty fast.
Should be possible to sub out the d3d11 for whatever opengl would need. The crux of 3Dmigoto is patching the CreateVertexShader to save and reload the ones that you want instead. Presumably OpenGL has a similar call.
(not to discount that this is still gonna be hard.)[/quote]
Thanks for the suggestion! At the moment I want to keep things under control! (code-wise) but I will take a look.
In OGL creating a shader is basically a series of commands. You create a program, you create a vertex, fragment, geometry etc source shaders. You compile them (so basically you load them on the GPU), you link them with your shader program and from that point onward you use that program. The main advantage is that I have access to the full GLSL (uncompiled and C code). Loading them from an external source it wouldn't be that hard.
bo3b said:I know it's recent, but you might consider making a branch of 3Dmigoto, where you substitute the d3d11.dll for your opengl.dll wrapper. That would get you all the shader hunting, fixing, loading features pretty fast.
Should be possible to sub out the d3d11 for whatever opengl would need. The crux of 3Dmigoto is patching the CreateVertexShader to save and reload the ones that you want instead. Presumably OpenGL has a similar call.
(not to discount that this is still gonna be hard.)
Thanks for the suggestion! At the moment I want to keep things under control! (code-wise) but I will take a look.
In OGL creating a shader is basically a series of commands. You create a program, you create a vertex, fragment, geometry etc source shaders. You compile them (so basically you load them on the GPU), you link them with your shader program and from that point onward you use that program. The main advantage is that I have access to the full GLSL (uncompiled and C code). Loading them from an external source it wouldn't be that hard.
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
Awesome work helifax as I have been dreaming about playing Amnesia in 3d so I hope you will make it work if, when you have the time :)
So many good news about 3d lately, Flugan/Chiri and even from nvidia themself so I might stay nvidia if it will continue like this.
Was almost on giving up about 3d and was looking at AMD for my upcoming gfx card with all the talk about Mantle and Trueaudio but as Mantle for what I have seen so far dident impress and AMD dont seem to care about 3d at all I think I will not abandoned the green team.
Well anyway congrats to your work and good luck, well done Helifax.
Awesome work helifax as I have been dreaming about playing Amnesia in 3d so I hope you will make it work if, when you have the time :)
So many good news about 3d lately, Flugan/Chiri and even from nvidia themself so I might stay nvidia if it will continue like this.
Was almost on giving up about 3d and was looking at AMD for my upcoming gfx card with all the talk about Mantle and Trueaudio but as Mantle for what I have seen so far dident impress and AMD dont seem to care about 3d at all I think I will not abandoned the green team.
Well anyway congrats to your work and good luck, well done Helifax.
For the time being I've frozen the project until I figure it out how to render the same frame the 2nd time (for the right eye). Rendering consecutive frame "kinda" works if your fps is high enough, but still you can detect a mismatch between the eyes...
If anyone has any ideas please do share them;))
For the time being I've frozen the project until I figure it out how to render the same frame the 2nd time (for the right eye). Rendering consecutive frame "kinda" works if your fps is high enough, but still you can detect a mismatch between the eyes...
If anyone has any ideas please do share them;))
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
Great work,
I can't figure out a good way to render the scene twice. You not only have to keep the game from advancing, duplicate all the draw calls etc as well as synchronizing to the monitor. As far as I can tell the project size is about to explode making the final task astronomical.
There could obviously be a simpler way about it but I can't figure it out right now.
I can't figure out a good way to render the scene twice. You not only have to keep the game from advancing, duplicate all the draw calls etc as well as synchronizing to the monitor. As far as I can tell the project size is about to explode making the final task astronomical.
There could obviously be a simpler way about it but I can't figure it out right now.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Talking out my bum here, but would delaying what's displayed on the screen by a frame or two help in any way, perhaps to give you time to render the other frame? Hold it in a buffer while it's partner is generated?
I'd think Broken Age might work okay framerate-wise as it would probably run on a toaster, or is it a problem there too?
Talking out my bum here, but would delaying what's displayed on the screen by a frame or two help in any way, perhaps to give you time to render the other frame? Hold it in a buffer while it's partner is generated?
I'd think Broken Age might work okay framerate-wise as it would probably run on a toaster, or is it a problem there too?
Ahh, is this an idiosyncrasy of Minecraft or OpenGL wrappers?
Also I notice the screenshots were popout only? However, they were defo 'true' 3D with some areas more popout than others!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
The real game is pushed at some insane value on the Z axis.
The menus and hud were close to the screen.
Increasing convergence broke the UI/HUD very fast without altering the real world.
If you kept on increasing the convergence at some point you would see that the effect on the world as well.
What I had to do was to make the UI/HUD shaders increase less with convergence change than the world:)
What you see there is the real depth information from the geometry rendering.
The results are the same as in 3D Vision automatic. In DX9 there are quite a few games were increasing the convergence would break the UI and the game would still look pushed all the way in the screen. Fixing those shaders makes it work properly:)
Previously I had the impression there wasn't any dept by looking at some shaders. Those were used in some UI elements in the menu, and assumed is the rest for the game:) Guess I was wrong 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)
Yes I increase the POP-out to show that is actually rendering in true 3D, not some depth buffer thingy (which I don't even do/look for the depth buffer).
The implementation is done based on the NVIDIA official documentation for 3D Vision (and 3D Vision Automatic) so everything is rendered twice. => Real 3D:)
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)
Are you planning on eventually releasing a more universal version so other people can take a stab at helping you fix games with it or are you planning on trying to fix them all yourself. :)
I know some games use a borderless window to display fullscreen, is this something that could be done in or with this, or is that specifically something the game itself has to support?
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Thank you ! I do plan to release a modding version, however at the moment I am still trying to find a way to make that happen. Currently the wrapper works only with Broken Age since it was developed against it. I tried Amnesia a machine for pigs and it crashes. However, once I make the hook differently it works (the 3D vision part, not the shader part). I am thinking, if I should try to make ti universal or just give the source code.. then again if I give the source code, I don't know how many people will actually know how to make a fix using it:(
I will think at this a bit later on:) first I want to finish the development on it;))
Another thing... In openGL there isn't actually an exclusive fullscreen like in DX.. the fullscreen is actually a borderless fullscreen. But that is not a problem;))
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)
- Updated the convergence manipulation for the game and UI/HUD/MENUS.
- Fixed various other minor things.
- Will need to add convergence presets as the game tends to jump from a long scene to a short one from time to time:)
I uploaded a couple of screenies here:
http://photos.3dvisionlive.com/helifax/album/52f7a931cb85770017000091/
The wrapper is almost done. Need some cleaning up to do in the code (which might take a bit) and it will be ready for a first game release:)
Now looking back, I can say that this was no easy task:)) but definitely worth it as I said previously making an OpenGL to DX to 3D vision wrapper was on my list to do;))
Hope you enjoy the screenies in the meantime;))
Best Regards,
Helifax
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)
@helifax, for the "hook" method you can make a .ini file with different method, so we can change.
Shaders can be fixed with Helix wrapper? (OGL --> DX9 --> Helix wrapper)
Thanks!!!!!
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This is what I intend to do. However this is not as simple as it sounds... I need to investigate how to make this viable:)
I have a hunch that no ini file will be needed;))
This is not so simple. The shaders are in GLSL (OpenGL), putting a D3D9.dll file next to OpenGL32.dll will do nothing:) You will not have access to the shaders from outside the wrapper since they are GLSL shaders.
I am investigating how to make this easier and how to make an editor/ini file so we can load up our modified shaders. In the same time I don't want to re-invent the wheel so I am currently researching alot of stuff about this.
There are still a few things to fix/make in the wrapper before I can call it a release. At the moment I could say is an alpha (at the most) since the functionality is fixed (no generic modules) have been created yet.
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)
Should be possible to sub out the d3d11 for whatever opengl would need. The crux of 3Dmigoto is patching the CreateVertexShader to save and reload the ones that you want instead. Presumably OpenGL has a similar call.
(not to discount that this is still gonna be hard.)
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 the suggestion! At the moment I want to keep things under control! (code-wise) but I will take a look.
In OGL creating a shader is basically a series of commands. You create a program, you create a vertex, fragment, geometry etc source shaders. You compile them (so basically you load them on the GPU), you link them with your shader program and from that point onward you use that program. The main advantage is that I have access to the full GLSL (uncompiled and C code). Loading them from an external source it wouldn't be that hard.
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)
So many good news about 3d lately, Flugan/Chiri and even from nvidia themself so I might stay nvidia if it will continue like this.
Was almost on giving up about 3d and was looking at AMD for my upcoming gfx card with all the talk about Mantle and Trueaudio but as Mantle for what I have seen so far dident impress and AMD dont seem to care about 3d at all I think I will not abandoned the green team.
Well anyway congrats to your work and good luck, well done Helifax.
If anyone has any ideas please do share them;))
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)
I can't figure out a good way to render the scene twice. You not only have to keep the game from advancing, duplicate all the draw calls etc as well as synchronizing to the monitor. As far as I can tell the project size is about to explode making the final task astronomical.
There could obviously be a simpler way about it but I can't figure it out right now.
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I'd think Broken Age might work okay framerate-wise as it would probably run on a toaster, or is it a problem there too?