Question: unity steamvr(vive) how to work with 3d vision?
I'm developing an unity+steamVR+vive app.now,i want to make my game output have 3D projection function(through NVidia 3D vision and projector that use the DLP-LINK tech).when without steamVR ,my app project worked.but when with the steamvr ,active shutter glass have only one side frame,the other side is black.And cause the issure:"close oculus/steamvr and relaunch game to engage stereoscopic-3d ".even though i new a virtual camera without scripts to use for game view output.it failed.
I'm developing an unity+steamVR+vive app.now,i want to make my game output have 3D projection function(through NVidia 3D vision and projector that use the DLP-LINK tech).when without steamVR ,my app project worked.but when with the steamvr ,active shutter glass have only one side frame,the other side is black.And cause the issure:"close oculus/steamvr and relaunch game to engage stereoscopic-3d ".even though i new a virtual camera without scripts to use for game view output.it failed.
Not real sure how this would hook up. I did some looking at SteamVR in Unity awhile back, and it seems pretty OK. But there is no real SBS output, so I think you'll need to roll your own for this output.
You probably don't want 3D Vision Automatic for this, because you are already handling both eyes, and just need the output.
I've been looking recently at 3D Vision Direct, which is probably what you need. In this case, you take both your eye buffers, and write them to the properly setup backbuffer, and when you Present() 3D Vision will display the 3D image.
Take a look at my open-source project for this:
https://github.com/bo3b/3D-Vision-Direct
I know that there is no direct C++ interface in Unity, but you can make wrappers for the small handful of nvapi functions needed here.
Good luck.
Not real sure how this would hook up. I did some looking at SteamVR in Unity awhile back, and it seems pretty OK. But there is no real SBS output, so I think you'll need to roll your own for this output.
You probably don't want 3D Vision Automatic for this, because you are already handling both eyes, and just need the output.
I've been looking recently at 3D Vision Direct, which is probably what you need. In this case, you take both your eye buffers, and write them to the properly setup backbuffer, and when you Present() 3D Vision will display the 3D image.
Zch, I'm responding here instead of the pm in case someone runs into a similar issue.
If I'm understanding you correctly you have a Unity project that you created and added SteamVR support to it. You now want to add 3d Vision support but there seems to be some sort of conflict between the two.
To get SteamVr working in unity you not only need to add the necessary scripts but also enable VR support in the player. So even if you disabled or removed any SteamVR prefabs you still need to disable VR support. Go to the Edit menu -> project settings -> Player, then uncheck the virtual reality supported box.
That being said you're still going to run into rendering issues with unity and 3dVision. automatic mode doesn't work out of the box for it. I've gotten 3dVision to work in my Unity projects but that's because i wrote all my shaders from the ground up.
As Bo3b mentioned a 3dVision plugin is being worked on so check back on these forums.
Zch, I'm responding here instead of the pm in case someone runs into a similar issue.
If I'm understanding you correctly you have a Unity project that you created and added SteamVR support to it. You now want to add 3d Vision support but there seems to be some sort of conflict between the two.
To get SteamVr working in unity you not only need to add the necessary scripts but also enable VR support in the player. So even if you disabled or removed any SteamVR prefabs you still need to disable VR support. Go to the Edit menu -> project settings -> Player, then uncheck the virtual reality supported box.
That being said you're still going to run into rendering issues with unity and 3dVision. automatic mode doesn't work out of the box for it. I've gotten 3dVision to work in my Unity projects but that's because i wrote all my shaders from the ground up.
As Bo3b mentioned a 3dVision plugin is being worked on so check back on these forums.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
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You probably don't want 3D Vision Automatic for this, because you are already handling both eyes, and just need the output.
I've been looking recently at 3D Vision Direct, which is probably what you need. In this case, you take both your eye buffers, and write them to the properly setup backbuffer, and when you Present() 3D Vision will display the 3D image.
Take a look at my open-source project for this:
https://github.com/bo3b/3D-Vision-Direct
I know that there is no direct C++ interface in Unity, but you can make wrappers for the small handful of nvapi functions needed here.
Good luck.
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If I'm understanding you correctly you have a Unity project that you created and added SteamVR support to it. You now want to add 3d Vision support but there seems to be some sort of conflict between the two.
To get SteamVr working in unity you not only need to add the necessary scripts but also enable VR support in the player. So even if you disabled or removed any SteamVR prefabs you still need to disable VR support. Go to the Edit menu -> project settings -> Player, then uncheck the virtual reality supported box.
That being said you're still going to run into rendering issues with unity and 3dVision. automatic mode doesn't work out of the box for it. I've gotten 3dVision to work in my Unity projects but that's because i wrote all my shaders from the ground up.
As Bo3b mentioned a 3dVision plugin is being worked on so check back on these forums.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z