[OpenGL] 3D Vision Wrapper - Enabling 3D Vision in OpenGL apps

What game should I fix next ?

The Chronicles of Riddick: Assault on Dark Athena & Escape from Butcher Bay
Neverwinter Nights
Penumbra: Requiem
Penumbra: Overture
Penumbra: Black Plague
Return to Castle Wolfenstein
Rage
Star Wars Knights of the Old Republic (Kotor 1 & 2)
Half Life 1 (Series)
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[quote="helifax"]Yeah, I also wasn't able to find more info on this:( It sux that I still have no clue on how they tackled the "Duplication of the Framebuffers/aka render targets". I know how to do it if I would have access to a certain game source code and is not hard... The hard part is reverse engineer that... If I would be able to get rid of the "eye-sync" issue and render two frames from 2 perspectives instead of 2 consecutive frames from different perspectives I would be the most happiest person ^_^. Problem is I can't find anything related to this in OpenGL... :([/quote] [quote="D-Man11"]Wait, maybe I'm misunderstanding. Rereading that, I now think that you are saying that you can not let OpenGL create that second frame, because if it does, then it becomes Quad Buffered. And if it becomes Quad Buffered, it will not work because Direct X has no use for it. So you want to convert the first frame to DirectX and have Nvida create the stereoized/offset sister frame. Whereas currently your wrapper creates the sister frames and not Nvidia or OpenGL.[/quote] [quote="helifax"]Yupp;) That is correct. What I need to do is what 3D Vision Automatic in DirectX does. I cannot enable Quad Buffering in OpenGL since the drivers are very restrictive (doesn't work in SUrround or SLI at all). Plus in order to enable 3D Vision Hardware I need to insert the MAGIC Stereo FLAG in the Buffer creation;) The Quad Buffering isn't anything special actually. Just enabling it would not solve the issue. The way Quad Buffering works: - Activate Left - Draw full frame or part - Activate Right - Draw full frame or part Swap (aka Present) This is EXACTLY what I do with my buffers as well (have 1 for left and one for right which are hooked into OpenGL via the interoop layer) Now notice something important: BOTH Draws are issued from the CPU and the "Time doesn't modify", thus you get the same frame from different perspectives. In normal drawing you have: Activate Back buffer - Draw full frame or part Swap/Present Advance Time See where the problem is ? Since I render sequential the TIME gets updated between consecutive frames (only if a couple of milliseconds) The rapid the movement (Rotation) the bigger the offset between individual frames. What I also tried is to hook all the Windows Tick and Performance Counter functions and try to stop the time between calls. However this doesn't work since the 3D Vision driver also relies on these functions and much more so when you stop you get instant freeze across the game;)) Now 3D Vision AUtomatic says: - Duplicate all the Framebuffers - Duplicate all the draw calls So the rendering would be like this: - Activate Left - Draw PART OF FRAME - Activate Right - Draw PART OF FRAME (Same instruction repeated but with other perspective) - Draw PART OF FRAME - Activate Right - Draw PART OF FRAME (Same instruction repeated but with other perspective) - Draw PART OF FRAME - Activate Right - Draw PART OF FRAME (Same instruction repeated but with other perspective) - SWAP/Present the "Single" Frame. By single I mean OpenGL still thinks is rendering a mono-frame. I can do the duplication of draw calls. Problem is... I can't duplicate the FBOS to get an exact copy of it. To date I have more than 200+ hours spent of this with no result whatsoever, except for the games where only ONE FBO is used (which is the main FBO and is the simplest form). This explains while you don;t get any problems when moving forwards, backwards, strafe left, strafe right, but the moment a ROTATION takes place you get the eye-sync issue;)[/quote] What about this for timing implementation....? Nvidia states: "Thus, timing the GPU work accurately can be difficult. NVIDIA provides extensions that allow GL to start a timer in the GL stream of commands, stop the timer in the stream of commands, and then (later) query the time between those two calls in the GPU." [url]http://docs.nvidia.com/gameworks/index.html#gameworkslibrary/graphicssamples/opengl_samples/optimizationsample.htm[/url] Or this for duplicating the FBO....? Nvidia states:" instancing techniques can be used to speed up drawing operations for scenes that consist of many copies of the same object rendered with slight differences. The key message here is if your scene is CPU/driver limited by the sheer volume of draw calls and/or uniform updates, using hardware instancing is the easiest way to overcome those performance bottlenecks." So...If you or the game engine are not using instancing, could you maybe offload the first FBO there, modify the image/stereo offset and pull it over to the subsequent FBO ready to go? [url]http://docs.nvidia.com/gameworks/index.html#gameworkslibrary/graphicssamples/opengl_samples/instancingsample.htm[/url] I'm clueless about this, so you can laugh at me if you want, lol. But hey, it sounds good to me :P
helifax said:Yeah, I also wasn't able to find more info on this:( It sux that I still have no clue on how they tackled the "Duplication of the Framebuffers/aka render targets".
I know how to do it if I would have access to a certain game source code and is not hard... The hard part is reverse engineer that...

If I would be able to get rid of the "eye-sync" issue and render two frames from 2 perspectives instead of 2 consecutive frames from different perspectives I would be the most happiest person ^_^.

Problem is I can't find anything related to this in OpenGL... :(


D-Man11 said:Wait, maybe I'm misunderstanding.

Rereading that, I now think that you are saying that you can not let OpenGL create that second frame, because if it does, then it becomes Quad Buffered. And if it becomes Quad Buffered, it will not work because Direct X has no use for it.

So you want to convert the first frame to DirectX and have Nvida create the stereoized/offset sister frame.

Whereas currently your wrapper creates the sister frames and not Nvidia or OpenGL.


helifax said:Yupp;) That is correct.
What I need to do is what 3D Vision Automatic in DirectX does.
I cannot enable Quad Buffering in OpenGL since the drivers are very restrictive (doesn't work in SUrround or SLI at all).
Plus in order to enable 3D Vision Hardware I need to insert the MAGIC Stereo FLAG in the Buffer creation;)

The Quad Buffering isn't anything special actually. Just enabling it would not solve the issue.

The way Quad Buffering works:
- Activate Left
- Draw full frame or part
- Activate Right
- Draw full frame or part
Swap (aka Present)

This is EXACTLY what I do with my buffers as well (have 1 for left and one for right which are hooked into OpenGL via the interoop layer)

Now notice something important: BOTH Draws are issued from the CPU and the "Time doesn't modify", thus you get the same frame from different perspectives.

In normal drawing you have:

Activate Back buffer
- Draw full frame or part
Swap/Present
Advance Time

See where the problem is ? Since I render sequential the TIME gets updated between consecutive frames (only if a couple of milliseconds) The rapid the movement (Rotation) the bigger the offset between individual frames.

What I also tried is to hook all the Windows Tick and Performance Counter functions and try to stop the time between calls. However this doesn't work since the 3D Vision driver also relies on these functions and much more so when you stop you get instant freeze across the game;))

Now 3D Vision AUtomatic says:
- Duplicate all the Framebuffers
- Duplicate all the draw calls


So the rendering would be like this:

- Activate Left
- Draw PART OF FRAME
- Activate Right
- Draw PART OF FRAME (Same instruction repeated but with other perspective)
- Draw PART OF FRAME
- Activate Right
- Draw PART OF FRAME (Same instruction repeated but with other perspective)
- Draw PART OF FRAME
- Activate Right
- Draw PART OF FRAME (Same instruction repeated but with other perspective)
- SWAP/Present the "Single" Frame. By single I mean OpenGL still thinks is rendering a mono-frame.

I can do the duplication of draw calls. Problem is... I can't duplicate the FBOS to get an exact copy of it. To date I have more than 200+ hours spent of this with no result whatsoever, except for the games where only ONE FBO is used (which is the main FBO and is the simplest form).

This explains while you don;t get any problems when moving forwards, backwards, strafe left, strafe right, but the moment a ROTATION takes place you get the eye-sync issue;)


What about this for timing implementation....?

Nvidia states: "Thus, timing the GPU work accurately can be difficult. NVIDIA provides extensions that allow GL to start a timer in the GL stream of commands, stop the timer in the stream of commands, and then (later) query the time between those two calls in the GPU."

http://docs.nvidia.com/gameworks/index.html#gameworkslibrary/graphicssamples/opengl_samples/optimizationsample.htm

Or this for duplicating the FBO....?

Nvidia states:" instancing techniques can be used to speed up drawing operations for scenes that consist of many copies of the same object rendered with slight differences. The key message here is if your scene is CPU/driver limited by the sheer volume of draw calls and/or uniform updates, using hardware instancing is the easiest way to overcome those performance bottlenecks."

So...If you or the game engine are not using instancing, could you maybe offload the first FBO there, modify the image/stereo offset and pull it over to the subsequent FBO ready to go?

http://docs.nvidia.com/gameworks/index.html#gameworkslibrary/graphicssamples/opengl_samples/instancingsample.htm

I'm clueless about this, so you can laugh at me if you want, lol.
But hey, it sounds good to me :P

Posted 11/25/2015 03:42 PM   
[quote="Alien-Grey"][quote="helifax"]Big thx! I'll add them tomorrow;)[/quote] That's great. I'm going to remove the files from DropBox because they're no longer needed if you add them to the website. There's something that I noticed with the Wing Commander - Prophecy files on your website. The folder with the logo isn't added to the archive. I don't know if it's an issue or not but it's enabled in the ini to show the logo.[/quote] Not an issue;) The folder with the logo contains just a template;) The wrapper will look for logo.bmp in the game folder. If not found it will use the internal one ;)
Alien-Grey said:
helifax said:Big thx! I'll add them tomorrow;)


That's great. I'm going to remove the files from DropBox because they're no longer needed if you add them to the website.

There's something that I noticed with the Wing Commander - Prophecy files on your website. The folder with the logo isn't added to the archive. I don't know if it's an issue or not but it's enabled in the ini to show the logo.


Not an issue;) The folder with the logo contains just a template;)
The wrapper will look for logo.bmp in the game folder. If not found it will use the internal one ;)

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)

Posted 11/25/2015 06:50 PM   
@ D-Man11: I used instancing before and is working very nice;) However, I can't see how I can use it here:-s The timing one looks interesting though;) and I already can see quite a few scenarios where that might help me;) (but not in the wrapper case, unfortunately) :( I am still thinking about how to duplicate the FBOs or prevent the "time" to advance;) but currently I have no new ideas... I need to look some more in the DX stuff to see how the render targets are duplicated there;) Maybe it gives me a better idea;)
@ D-Man11:

I used instancing before and is working very nice;) However, I can't see how I can use it here:-s
The timing one looks interesting though;) and I already can see quite a few scenarios where that might help me;) (but not in the wrapper case, unfortunately) :(

I am still thinking about how to duplicate the FBOs or prevent the "time" to advance;) but currently I have no new ideas... I need to look some more in the DX stuff to see how the render targets are duplicated there;) Maybe it gives me a better idea;)

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)

Posted 11/25/2015 06:57 PM   
[quote="D-Man11"]Nice, I'll have to give this another go using the wrapper and mods. I played some of it before using r_stereo=1 to enable 3D. But this game was odd, it was always tricky to get the stereo to kick in, unlike Jedi Academy and other games on idTech 3. I wonder if American McGees Alice would work with Helifax's wrapper without crashing during the game saves, like it does with r_stereo=1 method.[/quote] Confirmed that Jedi Knight: Academy & Jedi Knights II: Outcast work great pretty much out of the box with Helifax's 4.19 wrapper. I have tried many things with American McGee's Alice without success. Splash screen does not come up and appears it is not hooking. Both these Jedi games are surprisingly fluid and are fun games play in 3D. I've binded to keys to toggle on/off gun models and the HUD which adds to the immersion. Cranking up convergence gives a great illusion of depth. See below for my autoexec.cfg tweaks. I am using this texture mod for Jedi Academy with no issues. [url]http://www.moddb.com/mods/the-jedi-academy-texture-overhaul/downloads[/url] I have used the r_stereo=1 command in the past on the Jedi games and found it did not work very well with all kinds of glitches. Helifax's wrapper works great! My 3DVisionWrapper.ini settings [code] [General] EnableSplashScreen = true | Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not. EnableLog = false | Enables Logging of wrapper internal information EnableShaderDump = false | Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE! EnableScrBfrCallTracer = false | Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).ONLY IN DEV MODE! EnableDevMode = false | Enable developer MODE. (Shader hunting/dumping/selecting, etc). [3D_Vision_Global_Settings] Enable3DVision = true | Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D). SyncToMonitorRefreshRate = true | Should we sync to monitor Refresh rate? Or leave it run "Wild"? Try this setting to see if you get "less eye-sync" problems. AlternateFramesRendering = false | Default value: OFF. Frames are rendered: 1/2->show; 3/4->show; 5/6->show. If ON, frames are rendered: 1/2->show; 2/3->show; 3/4->show. Setting to ON MIGHT improve eye-sync on some systems or decrease on others. ForceFullScreen = false | Flag used only in SLI configurations. Forces the DX Device to be created in FullScreen Mode. ForceWindowModeSupport = false | Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it. FullScreenDetection = false | Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled. DepthMultiplicationFactor = 3 | Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%. DefaultConvergence = 0x428D4A02 | The default convergence value 0x40828F42 that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file. ForceNVProfileLoad = true | This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect! 3DVisionRating = 3.0 | Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended | This flag controls how the wrapper works internally. | LegacyMode is for old applications (OpenGL prior to version v.3.x) [Legacy_OpenGL_Calls] LegacyMode = true | Currently used in older games like: Star Wars: Knights of the Old Republic 1&2 LegacyHUDSeparation = 0.0 | 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI; | Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed. | Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons | 0x70 = F1; | 0x71 = F2; | 0x72 = F3; | Mouse: | Left mouse btn :0x01 | Right mouse btn :0x02 | Middle mouse btn :0x04 | | For xbox controller use the codes from the following: | XINPUT_GAMEPAD_DPAD_UP 0x0001 | XINPUT_GAMEPAD_DPAD_DOWN 0x0002 | XINPUT_GAMEPAD_DPAD_LEFT 0x0004 | XINPUT_GAMEPAD_DPAD_RIGHT 0x0008 | XINPUT_GAMEPAD_START 0x0010 | XINPUT_GAMEPAD_BACK 0x0020 | XINPUT_GAMEPAD_LEFT_THUMB 0x0040 | XINPUT_GAMEPAD_RIGHT_THUMB 0x0080 | XINPUT_GAMEPAD_LEFT_SHOULDER x0100 | INPUT_GAMEPAD_RIGHT_SHOULDER0x0200 | XINPUT_GAMEPAD_A 0x1000 | XINPUT_GAMEPAD_B 0x2000 | XINPUT_GAMEPAD_X 0x4000 | XINPUT_GAMEPAD_Y 0x8000 | Params: (Key Code, separation, convergence, toggle?) [Alternative_3D_Settings] NewKeyShortcut|(0x04, -1.0, 0.80, true) [End] [Shader_Stereo_Injection] Enable = false | Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D). EnableUnity5 = false | Unity 5 Game Engine Mode. Legacy Mode must be enabled. Unity 5 Engine uses both Legacy + Shaders and is a hybrid engine. EmbedProgramIdInCRC32 = false | IS the ProgramNumber embedded in the CRC value? This is used for some ID5 engines to get a better granularity in shaders!! LEAVE disabled unless you know what you are doing! VertexAutoStereoInjectionInfo = false | If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted. ONLY IN DEV MODE! | Part of a STRING that is FOUND in all the VERTEX and PIXEL shaders. The Uniforms (required by "Stereo String") will be inserted after this line. UniformInjection1 = "#version" UniformInjection2 = "NULL" UniformInjection3 = "NULL" UniformInjection4 = "NULL" | Part of a STRING that is FOUND in all the VERTEX SHADERS. VertexInjectionPoint1 = "gl_Position =" VertexInjectionPoint2 = "NULL" VertexInjectionPoint3 = "NULL" VertexInjectionPoint4 = "NULL" VertexInjectionPoint5 = "NULL" VertexInjectionPoint6 = "NULL" VertexInjectionPoint7 = "NULL" VertexInjectionPoint8 = "NULL" VertexInjectionPoint9 = "NULL" VertexInjectionPoint10 = "NULL" VertexStereoString1 = "gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n" VertexStereoString2 = "" VertexStereoString3 = "" VertexStereoString4 = "" VertexStereoString5 = "" VertexStereoString6 = "" VertexStereoString7 = "" VertexStereoString8 = "" VertexStereoString9 = "" VertexStereoString10 = "" | insert: Will insert the "VertexStereoString1" after all matches for "VertexInjectionPoint1". "replace": Will replace the string in "VertexInjectionPoint1" with "VertexStereoString1". VertexOperation1 = insert VertexOperation2 = insert VertexOperation3 = insert VertexOperation4 = insert VertexOperation5 = insert VertexOperation6 = insert VertexOperation7 = insert VertexOperation8 = insert VertexOperation9 = insert VertexOperation10 = insert | Part of a STRING that is FOUND in all the PIXEL SHADERS. PixelInjectionPoint1 = "gl_FragData[0] =" PixelInjectionPoint2 = "NULL" PixelInjectionPoint3 = "NULL" PixelInjectionPoint4 = "NULL" PixelInjectionPoint5 = "NULL" PixelInjectionPoint6 = "NULL" PixelInjectionPoint7 = "NULL" PixelInjectionPoint8 = "NULL" PixelInjectionPoint9 = "NULL" PixelInjectionPoint10 = "NULL" PixelStereoString1 = "tmpvar_1.x -= g_eye * g_eye_separation *(tmpvar_1.z - g_convergence) / gl_ProjectionMatrix[0].x;\n" PixelStereoString2 = "" PixelStereoString3 = "" PixelStereoString4 = "" PixelStereoString5 = "" PixelStereoString6 = "" PixelStereoString7 = "" PixelStereoString8 = "" PixelStereoString9 = "" PixelStereoString10 = "" | insert: Will insert the "PixelStereoString1" after all matches for "PixelInjectionPoint1". "replace": Will replace the string in "PixelInjectionPoint1" with "PixelInjectionPoint1". PixelOperation1 = insert PixelOperation2 = insert PixelOperation3 = insert PixelOperation4 = insert PixelOperation5 = insert PixelOperation6 = insert PixelOperation7 = insert PixelOperation8 = insert PixelOperation9 = insert PixelOperation10 = insert ShaderSwapIsContinous = true | Stop after one shader have been found and swapped? or look for more identical shaders and swap them as well ShaderPairSwapIsContinous = false | Stop after one PAIR shader(Must match CRC of Vertex + Pixel) have been found and swapped? or look for more identical shaders and swap them as well. | The Disable Code will be appended AFTER VertexInjectionPoint1 & PixelInjectionPoint1 points ONLY!!! VertexDisableString = "\n if(g_vertexEnabled < 1.0)\n{gl_Position = vec4(0.0);}\n" PixelDisableString = "\n if(g_pixelEnabled < 1.0)\n{gl_FragData[0] = vec4(0.0);}\n" //////////////////////////////////DEVELOPER ONLY OPTIONS/////////////////////////////////// ///////////////////// PRESS F11 to reload this section on the fly////////////////////////// [Shader_Compiler_Options] | ONLY IN DEV MODE! EnableCompilerOptions = true | Enable or Disable the Shader Compiler. The shaders in this range will be displayed in 2D (No Stereo will be applied). Good for looking for shaders. DisableExceptShaderInterval = false | Disable or not the shaders between Star and End indexes specified below. A disabled shader will not be rendered. ExceptStartShader = -1 | Start Vertex Shader Index. ExceptEndShader = -1 | End Vertex Shader Index. DisableCurrentShaders = false | Disable the current selected vertex shader or pixel shader? A disabled shader will not be rendered. ShaderCompilerStartIndex = -1 | Specify the Program_Id from where the Shader Compiler will start the Shader List. | Custom 3D params sent to shaders: (ProgId, x, y, z, w). | If progId = -1 values are sent to all shaders. | For UNITY 5 Engine these params are sent to glMatrix(). x= separation; y = convergence; [Stereo_Custom_Params] ShaderProgram(0, 1, 1, 1, 1) [End] [/code] autoexec.cfg files go into the base directory. Example in my case the path is S:\My Steam\SteamApps\common\Jedi Outcast\GameData\Base my Jedi Academy autoexec.cfg (do google search on console commands to configure to your preferences) [code] bind g toggle cg_drawgun bind h toggle cg_draw2d seta r_customwidth "1280" seta r_customheight "720" seta r_fullscreen "1" seta r_mode "-1" seta r_fastsky "1" seta cg_fov "102" seta cg_thirdpersoncameradamp "0.18" seta g_dismemberment "3" seta g_dismemberprobabilities "100" seta g_saberPickuppableDroppedSabers "0" seta g_sabermorerealistic "2" [/code] my Jedi Outcast autoexec.cfg [code] devmapall "1" bind g toggle cg_drawgun bind h toggle cg_draw2d seta r_customwidth "1280" seta r_customheight "720" seta r_fullscreen "1" seta r_mode "-1" seta r_fastsky "1" seta cg_fov "102" seta cg_thirdpersoncameradamp "0.18" seta g_sabermorerealistic "2" seta g_dismemberprobabilities "100" seta g_dismemberment "3" seta g_saberrealisticcombat "15" [/code]
D-Man11 said:Nice, I'll have to give this another go using the wrapper and mods.

I played some of it before using r_stereo=1 to enable 3D. But this game was odd, it was always tricky to get the stereo to kick in, unlike Jedi Academy and other games on idTech 3.

I wonder if American McGees Alice would work with Helifax's wrapper without crashing during the game saves, like it does with r_stereo=1 method.


Confirmed that Jedi Knight: Academy & Jedi Knights II: Outcast work great pretty much out of the box with Helifax's 4.19 wrapper. I have tried many things with American McGee's Alice without success. Splash screen does not come up and appears it is not hooking.

Both these Jedi games are surprisingly fluid and are fun games play in 3D. I've binded to keys to toggle on/off gun models and the HUD which adds to the immersion. Cranking up convergence gives a great illusion of depth. See below for my autoexec.cfg tweaks. I am using this texture mod for Jedi Academy with no issues.

http://www.moddb.com/mods/the-jedi-academy-texture-overhaul/downloads

I have used the r_stereo=1 command in the past on the Jedi games and found it did not work very well with all kinds of glitches. Helifax's wrapper works great!

My 3DVisionWrapper.ini settings

[General]

EnableSplashScreen = true | Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not.
EnableLog = false | Enables Logging of wrapper internal information
EnableShaderDump = false | Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE!
EnableScrBfrCallTracer = false | Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).ONLY IN DEV MODE!
EnableDevMode = false | Enable developer MODE. (Shader hunting/dumping/selecting, etc).


[3D_Vision_Global_Settings]

Enable3DVision = true | Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D).
SyncToMonitorRefreshRate = true | Should we sync to monitor Refresh rate? Or leave it run "Wild"? Try this setting to see if you get "less eye-sync" problems.
AlternateFramesRendering = false | Default value: OFF. Frames are rendered: 1/2->show; 3/4->show; 5/6->show. If ON, frames are rendered: 1/2->show; 2/3->show; 3/4->show. Setting to ON MIGHT improve eye-sync on some systems or decrease on others.
ForceFullScreen = false | Flag used only in SLI configurations. Forces the DX Device to be created in FullScreen Mode.
ForceWindowModeSupport = false | Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it.
FullScreenDetection = false | Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled.
DepthMultiplicationFactor = 3 | Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%.
DefaultConvergence = 0x428D4A02 | The default convergence value 0x40828F42 that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file.
ForceNVProfileLoad = true | This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect!
3DVisionRating = 3.0 | Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended

| This flag controls how the wrapper works internally.
| LegacyMode is for old applications (OpenGL prior to version v.3.x)
[Legacy_OpenGL_Calls]

LegacyMode = true | Currently used in older games like: Star Wars: Knights of the Old Republic 1&2
LegacyHUDSeparation = 0.0 | 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI;



| Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed.
| Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
| 0x70 = F1;
| 0x71 = F2;
| 0x72 = F3;
| Mouse:
| Left mouse btn :0x01
| Right mouse btn :0x02
| Middle mouse btn :0x04
|
| For xbox controller use the codes from the following:
| XINPUT_GAMEPAD_DPAD_UP 0x0001
| XINPUT_GAMEPAD_DPAD_DOWN 0x0002
| XINPUT_GAMEPAD_DPAD_LEFT 0x0004
| XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
| XINPUT_GAMEPAD_START 0x0010
| XINPUT_GAMEPAD_BACK 0x0020
| XINPUT_GAMEPAD_LEFT_THUMB 0x0040
| XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
| XINPUT_GAMEPAD_LEFT_SHOULDER x0100
| INPUT_GAMEPAD_RIGHT_SHOULDER0x0200
| XINPUT_GAMEPAD_A 0x1000
| XINPUT_GAMEPAD_B 0x2000
| XINPUT_GAMEPAD_X 0x4000
| XINPUT_GAMEPAD_Y 0x8000

| Params: (Key Code, separation, convergence, toggle?)
[Alternative_3D_Settings]

NewKeyShortcut|(0x04, -1.0, 0.80, true)

[End]


[Shader_Stereo_Injection]

Enable = false | Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
EnableUnity5 = false | Unity 5 Game Engine Mode. Legacy Mode must be enabled. Unity 5 Engine uses both Legacy + Shaders and is a hybrid engine.
EmbedProgramIdInCRC32 = false | IS the ProgramNumber embedded in the CRC value? This is used for some ID5 engines to get a better granularity in shaders!! LEAVE disabled unless you know what you are doing!
VertexAutoStereoInjectionInfo = false | If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted. ONLY IN DEV MODE!

| Part of a STRING that is FOUND in all the VERTEX and PIXEL shaders. The Uniforms (required by "Stereo String") will be inserted after this line.
UniformInjection1 = "#version"
UniformInjection2 = "NULL"
UniformInjection3 = "NULL"
UniformInjection4 = "NULL"

| Part of a STRING that is FOUND in all the VERTEX SHADERS.
VertexInjectionPoint1 = "gl_Position ="
VertexInjectionPoint2 = "NULL"
VertexInjectionPoint3 = "NULL"
VertexInjectionPoint4 = "NULL"
VertexInjectionPoint5 = "NULL"
VertexInjectionPoint6 = "NULL"
VertexInjectionPoint7 = "NULL"
VertexInjectionPoint8 = "NULL"
VertexInjectionPoint9 = "NULL"
VertexInjectionPoint10 = "NULL"
VertexStereoString1 = "gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n"
VertexStereoString2 = ""
VertexStereoString3 = ""
VertexStereoString4 = ""
VertexStereoString5 = ""
VertexStereoString6 = ""
VertexStereoString7 = ""
VertexStereoString8 = ""
VertexStereoString9 = ""
VertexStereoString10 = ""

| insert: Will insert the "VertexStereoString1" after all matches for "VertexInjectionPoint1". "replace": Will replace the string in "VertexInjectionPoint1" with "VertexStereoString1".
VertexOperation1 = insert
VertexOperation2 = insert
VertexOperation3 = insert
VertexOperation4 = insert
VertexOperation5 = insert
VertexOperation6 = insert
VertexOperation7 = insert
VertexOperation8 = insert
VertexOperation9 = insert
VertexOperation10 = insert

| Part of a STRING that is FOUND in all the PIXEL SHADERS.
PixelInjectionPoint1 = "gl_FragData[0] ="
PixelInjectionPoint2 = "NULL"
PixelInjectionPoint3 = "NULL"
PixelInjectionPoint4 = "NULL"
PixelInjectionPoint5 = "NULL"
PixelInjectionPoint6 = "NULL"
PixelInjectionPoint7 = "NULL"
PixelInjectionPoint8 = "NULL"
PixelInjectionPoint9 = "NULL"
PixelInjectionPoint10 = "NULL"
PixelStereoString1 = "tmpvar_1.x -= g_eye * g_eye_separation *(tmpvar_1.z - g_convergence) / gl_ProjectionMatrix[0].x;\n"
PixelStereoString2 = ""
PixelStereoString3 = ""
PixelStereoString4 = ""
PixelStereoString5 = ""
PixelStereoString6 = ""
PixelStereoString7 = ""
PixelStereoString8 = ""
PixelStereoString9 = ""
PixelStereoString10 = ""

| insert: Will insert the "PixelStereoString1" after all matches for "PixelInjectionPoint1". "replace": Will replace the string in "PixelInjectionPoint1" with "PixelInjectionPoint1".
PixelOperation1 = insert
PixelOperation2 = insert
PixelOperation3 = insert
PixelOperation4 = insert
PixelOperation5 = insert
PixelOperation6 = insert
PixelOperation7 = insert
PixelOperation8 = insert
PixelOperation9 = insert
PixelOperation10 = insert

ShaderSwapIsContinous = true | Stop after one shader have been found and swapped? or look for more identical shaders and swap them as well
ShaderPairSwapIsContinous = false | Stop after one PAIR shader(Must match CRC of Vertex + Pixel) have been found and swapped? or look for more identical shaders and swap them as well.

| The Disable Code will be appended AFTER VertexInjectionPoint1 & PixelInjectionPoint1 points ONLY!!!
VertexDisableString = "\n if(g_vertexEnabled < 1.0)\n{gl_Position = vec4(0.0);}\n"
PixelDisableString = "\n if(g_pixelEnabled < 1.0)\n{gl_FragData[0] = vec4(0.0);}\n"



//////////////////////////////////DEVELOPER ONLY OPTIONS///////////////////////////////////
///////////////////// PRESS F11 to reload this section on the fly//////////////////////////


[Shader_Compiler_Options] | ONLY IN DEV MODE!

EnableCompilerOptions = true | Enable or Disable the Shader Compiler. The shaders in this range will be displayed in 2D (No Stereo will be applied). Good for looking for shaders.
DisableExceptShaderInterval = false | Disable or not the shaders between Star and End indexes specified below. A disabled shader will not be rendered.
ExceptStartShader = -1 | Start Vertex Shader Index.
ExceptEndShader = -1 | End Vertex Shader Index.
DisableCurrentShaders = false | Disable the current selected vertex shader or pixel shader? A disabled shader will not be rendered.
ShaderCompilerStartIndex = -1 | Specify the Program_Id from where the Shader Compiler will start the Shader List.



| Custom 3D params sent to shaders: (ProgId, x, y, z, w).
| If progId = -1 values are sent to all shaders.
| For UNITY 5 Engine these params are sent to glMatrix(). x= separation; y = convergence;

[Stereo_Custom_Params]

ShaderProgram(0, 1, 1, 1, 1)

[End]


autoexec.cfg files go into the base directory. Example in my case the path is

S:\My Steam\SteamApps\common\Jedi Outcast\GameData\Base

my Jedi Academy autoexec.cfg (do google search on console commands to configure to your preferences)

bind g toggle cg_drawgun
bind h toggle cg_draw2d
seta r_customwidth "1280"
seta r_customheight "720"
seta r_fullscreen "1"
seta r_mode "-1"
seta r_fastsky "1"
seta cg_fov "102"
seta cg_thirdpersoncameradamp "0.18"
seta g_dismemberment "3"
seta g_dismemberprobabilities "100"
seta g_saberPickuppableDroppedSabers "0"
seta g_sabermorerealistic "2"


my Jedi Outcast autoexec.cfg

devmapall "1"
bind g toggle cg_drawgun
bind h toggle cg_draw2d
seta r_customwidth "1280"
seta r_customheight "720"
seta r_fullscreen "1"
seta r_mode "-1"
seta r_fastsky "1"
seta cg_fov "102"
seta cg_thirdpersoncameradamp "0.18"
seta g_sabermorerealistic "2"
seta g_dismemberprobabilities "100"
seta g_dismemberment "3"
seta g_saberrealisticcombat "15"

Posted 11/26/2015 06:18 PM   
[b][u]Neverwinter Nights *Update*[/u][/b] While Helifax's 4.19 wrapper works perfectly, there had been one annoying texture surrounding torches, lamps and just about any textures involving flames. Any convergence adjustment made for the toyification effect would result in displacement of the ambient light source.Since flames are heavily used, a fix had to be made because it was far too distracting in these scenes. After a week of determination to fix this problem, I can finally claim an actual fix....LOL After painstaking research, I found the culprit that was responsible for this. I've attached a modified texture that simply gets placed in the Neverwinter Nights root directory in the override folder. I used Gimp to modify the texture's with contrast and brightness. It is a tga file and I found that this file type will take priority when placed in the override folder over anything else in the game engine. You can try this with and without and adjust convergence and you'll see what I mean. Download the attachment and rename the file to fxpa_flare.tga and put into override folder and you are good to go! This game goes from good to excellent with this fix. Shadows work fine, but you can see small texture imperfections which is no biggy. I've turned off environmental shadows in game options since it really doesn't add much and fixes this. @Helifax, can you include this updated information to your website so this fix is included? Thanks kindly for putting the original link and information on your website. I have spent the last couple of weeks using your 4.19 wrapper and the results have been great. I have other games in mind to keep checking on.
Neverwinter Nights *Update*

While Helifax's 4.19 wrapper works perfectly, there had been one annoying texture surrounding torches, lamps and just about any textures involving flames. Any convergence adjustment made for the toyification effect would result in displacement of the ambient light source.Since flames are heavily used, a fix had to be made because it was far too distracting in these scenes.

After a week of determination to fix this problem, I can finally claim an actual fix....LOL

After painstaking research, I found the culprit that was responsible for this. I've attached a modified texture that simply gets placed in the Neverwinter Nights root directory in the override folder. I used Gimp to modify the texture's with contrast and brightness. It is a tga file and I found that this file type will take priority when placed in the override folder over anything else in the game engine. You can try this with and without and adjust convergence and you'll see what I mean.

Download the attachment and rename the file to fxpa_flare.tga and put into override folder and you are good to go! This game goes from good to excellent with this fix. Shadows work fine, but you can see small texture imperfections which is no biggy. I've turned off environmental shadows in game options since it really doesn't add much and fixes this.

@Helifax, can you include this updated information to your website so this fix is included? Thanks kindly for putting the original link and information on your website. I have spent the last couple of weeks using your 4.19 wrapper and the results have been great. I have other games in mind to keep checking on.
Attachments

fxpa_flare.jps

Posted 11/28/2015 06:49 PM   
[quote="Stryker_66"][b][u]Neverwinter Nights *Update*[/u][/b] While Helifax's 4.19 wrapper works perfectly, there had been one annoying texture surrounding torches, lamps and just about any textures involving flames. Any convergence adjustment made for the toyification effect would result in displacement of the ambient light source.Since flames are heavily used, a fix had to be made because it was far too distracting in these scenes. After a week of determination to fix this problem, I can finally claim an actual fix....LOL After painstaking research, I found the culprit that was responsible for this. I've attached a modified texture that simply gets placed in the Neverwinter Nights root directory in the override folder. I used Gimp to modify the texture's with contrast and brightness. It is a tga file and I found that this file type will take priority when placed in the override folder over anything else in the game engine. You can try this with and without and adjust convergence and you'll see what I mean. Download the attachment and rename the file to fxpa_flare.tga and put into override folder and you are good to go! This game goes from good to excellent with this fix. Shadows work fine, but you can see small texture imperfections which is no biggy. I've turned off environmental shadows in game options since it really doesn't add much and fixes this. @Helifax, can you include this updated information to your website so this fix is included? Thanks kindly for putting the original link and information on your website. I have spent the last couple of weeks using your 4.19 wrapper and the results have been great. I have other games in mind to keep checking on. [/quote] BIG THANKS my friend! I will definitely update the fix on the site;) Sound really awesome and I will definitely pick the game to play at some point AGAIN! Oh the memories;)) Thank you again for looking into this game!!!!!
Stryker_66 said:Neverwinter Nights *Update*

While Helifax's 4.19 wrapper works perfectly, there had been one annoying texture surrounding torches, lamps and just about any textures involving flames. Any convergence adjustment made for the toyification effect would result in displacement of the ambient light source.Since flames are heavily used, a fix had to be made because it was far too distracting in these scenes.

After a week of determination to fix this problem, I can finally claim an actual fix....LOL

After painstaking research, I found the culprit that was responsible for this. I've attached a modified texture that simply gets placed in the Neverwinter Nights root directory in the override folder. I used Gimp to modify the texture's with contrast and brightness. It is a tga file and I found that this file type will take priority when placed in the override folder over anything else in the game engine. You can try this with and without and adjust convergence and you'll see what I mean.

Download the attachment and rename the file to fxpa_flare.tga and put into override folder and you are good to go! This game goes from good to excellent with this fix. Shadows work fine, but you can see small texture imperfections which is no biggy. I've turned off environmental shadows in game options since it really doesn't add much and fixes this.

@Helifax, can you include this updated information to your website so this fix is included? Thanks kindly for putting the original link and information on your website. I have spent the last couple of weeks using your 4.19 wrapper and the results have been great. I have other games in mind to keep checking on.



BIG THANKS my friend!
I will definitely update the fix on the site;)
Sound really awesome and I will definitely pick the game to play at some point AGAIN! Oh the memories;))

Thank you again for looking into this 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


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)

Posted 11/28/2015 07:38 PM   
[quote="helifax"]I will definitely update the fix on the site;) Sound really awesome and I will definitely pick the game to play at some point AGAIN! Oh the memories;))[/quote] Awesome, I've never played this original when it came out and I bought the diamond edition from GOG over a year ago. I was disappointed at the time to find out that I could not play in 3D. Now that I can, I have say this game has a charm and I've been having a blast in 3D and just reminds me of table top D&D. Just as a FYI, I have been using Project Q which enhances the graphics and sharpness significantly from vanilla. You can download the files from here. [url]http://neverwintervault.org/project/nwn1/hakpak/combined/project-q[/url] You'll the need the Q campaign files for the original campaign and expansions from here. [url]http://neverwintervault.org/project/nwn1/module/q-campaigns[/url] Using these mods along with my file fix, the game looks pretty dam good. I like it more than Neverwinter Nights II and that also works pretty good in 3D. NWN 2 Uses Directx so no need for any wrappers. Anyway, both NWN 1 & 2 are must haves for fans of the table top style D&D games and playing in 3D with the toyification effect is excellent.
helifax said:I will definitely update the fix on the site;)
Sound really awesome and I will definitely pick the game to play at some point AGAIN! Oh the memories;))


Awesome, I've never played this original when it came out and I bought the diamond edition from GOG over a year ago. I was disappointed at the time to find out that I could not play in 3D. Now that I can, I have say this game has a charm and I've been having a blast in 3D and just reminds me of table top D&D.

Just as a FYI, I have been using Project Q which enhances the graphics and sharpness significantly from vanilla. You can download the files from here.

http://neverwintervault.org/project/nwn1/hakpak/combined/project-q

You'll the need the Q campaign files for the original campaign and expansions from here.

http://neverwintervault.org/project/nwn1/module/q-campaigns

Using these mods along with my file fix, the game looks pretty dam good. I like it more than Neverwinter Nights II and that also works pretty good in 3D. NWN 2 Uses Directx so no need for any wrappers.

Anyway, both NWN 1 & 2 are must haves for fans of the table top style D&D games and playing in 3D with the toyification effect is excellent.

Posted 11/29/2015 01:36 AM   
[b]Star Wars Jedi Knight II - Jedi Outcast [/b] https://www.youtube.com/watch?v=C2rRNdLb2cU Needs LegacyMode = true [b]Quake 3 Arena[/b] [IMG]http://i431.photobucket.com/albums/qq32/Alien-Grey/Quake%203%20-%20Arena%20-%203D%20Vision%20Wrapper_zpskuyuw5v5.jpg[/IMG] No ShadowPlay video and no NVIDIA 3D screenshots but works excellent in 3D with the wrapper. I've tried to make a video with ShadowPlay but it doesn't work with Quake 3 Arena. ShadowPlay crashes when launching Quake 3 Arena. I also tried to make NVIDIA 3D screenshots but that also doesn't work with Quake 3 Arena. This game needs LegacyMode = true and you can also try LegacyHUDSeparation = -0.03. Forgot to mention that you've got to rename the quake3.exe or delete the NVIDIA Quake 3 Arena profile to get it to work.
Star Wars Jedi Knight II - Jedi Outcast





Needs LegacyMode = true



Quake 3 Arena


Image


No ShadowPlay video and no NVIDIA 3D screenshots but works excellent in 3D with the wrapper. I've tried to make a video with ShadowPlay but it doesn't work with Quake 3 Arena. ShadowPlay crashes when launching Quake 3 Arena. I also tried to make NVIDIA 3D screenshots but that also doesn't work with Quake 3 Arena.

This game needs LegacyMode = true and you can also try LegacyHUDSeparation = -0.03.


Forgot to mention that you've got to rename the quake3.exe or delete the NVIDIA Quake 3 Arena profile to get it to work.

Posted 11/29/2015 02:11 PM   
========================== Anachronox - GOG Version ========================== I picked this game up yesterday on the GOG sale for $1.49 and got it working in 3D using Helifax's 4.19 wrapper. Interesting game with a wide variety in an interesting world and the camera has real interesting moments in true 3D. It took a bit of trial an error but it works like a charm providing you follow this guide. 1.) Install game and run once to get all config files 2.) Download this widescreen patch and pick the files for your resolution. I suggest backing up the two original files in case you want to change to a different resolution or simply revert to stock install. [url]http://www.wsgf.org/dr/anachronox/en[/url] 3.) You have to start the game with the following parameters to the executable. The GOG version install already created one in the root directory called "anox_1280gl.bat" Here is the contents of the batch file. [code]anox.exe +set gl_driver opengl32 +set vid_fullscreen 1 +set u_vid_fullscreen 1 +set gl_mode 8 +set u_gl_mode 8 %1 %2 %3 %4 %5 %6 %7 %8 %8[/code] That is it. Since it uses the Quake II engine, there are console commands you can play around with tweak to your preference. I did access the console and ran the fov to 110 for a wider field of view. Keep in mind that there are sliders in game settings to control the distance of camera both in explore and interactive mode. You may not need to use the fov command since the in game camera settings are flexible. For $1.49 you really can't go wrong with this classic. I thought the intro in true 3D was quite interesting an immersive and some of the camera work does work well for 3D. Last but not least, I did set AA an Anistropic to x16 in Nvidia control panel. My 3DVisionWrapper.ini [code][General] EnableSplashScreen = true | Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not. EnableLog = false | Enables Logging of wrapper internal information EnableShaderDump = false | Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE! EnableScrBfrCallTracer = false | Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).ONLY IN DEV MODE! EnableDevMode = false | Enable developer MODE. (Shader hunting/dumping/selecting, etc). [3D_Vision_Global_Settings] Enable3DVision = true | Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D). SyncToMonitorRefreshRate = true | Should we sync to monitor Refresh rate? Or leave it run "Wild"? Try this setting to see if you get "less eye-sync" problems. AlternateFramesRendering = false | Default value: OFF. Frames are rendered: 1/2->show; 3/4->show; 5/6->show. If ON, frames are rendered: 1/2->show; 2/3->show; 3/4->show. Setting to ON MIGHT improve eye-sync on some systems or decrease on others. ForceFullScreen = false | Flag used only in SLI configurations. Forces the DX Device to be created in FullScreen Mode. ForceWindowModeSupport = false | Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it. FullScreenDetection = false | Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled. DepthMultiplicationFactor = 2.8 | Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%. DefaultConvergence = 0x428D4A02 | The default convergence value 0x40828F42 that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file. ForceNVProfileLoad = true | This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect! 3DVisionRating = 1.0 | Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended | This flag controls how the wrapper works internally. | LegacyMode is for old applications (OpenGL prior to version v.3.x) [Legacy_OpenGL_Calls] LegacyMode = true | Currently used in older games like: Star Wars: Knights of the Old Republic 1&2 LegacyHUDSeparation = 0.0 | 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI; | Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed. | Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons | 0x70 = F1; | 0x71 = F2; | 0x72 = F3; | Mouse: | Left mouse btn :0x01 | Right mouse btn :0x02 | Middle mouse btn :0x04 | | For xbox controller use the codes from the following: | XINPUT_GAMEPAD_DPAD_UP 0x0001 | XINPUT_GAMEPAD_DPAD_DOWN 0x0002 | XINPUT_GAMEPAD_DPAD_LEFT 0x0004 | XINPUT_GAMEPAD_DPAD_RIGHT 0x0008 | XINPUT_GAMEPAD_START 0x0010 | XINPUT_GAMEPAD_BACK 0x0020 | XINPUT_GAMEPAD_LEFT_THUMB 0x0040 | XINPUT_GAMEPAD_RIGHT_THUMB 0x0080 | XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100 | XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200 | XINPUT_GAMEPAD_A 0x1000 | XINPUT_GAMEPAD_B 0x2000 | XINPUT_GAMEPAD_X 0x4000 | XINPUT_GAMEPAD_Y 0x8000 | Params: (Key Code, separation, convergence, toggle?) [Alternative_3D_Settings] NewKeyShortcut|(0x55, -1.0, 0.5, true) [End] [Shader_Stereo_Injection] Enable = false | Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D). EnableUnity5 = false | Unity 5 Game Engine Mode. Legacy Mode must be enabled. Unity 5 Engine uses both Legacy + Shaders and is a hybrid engine. EmbedProgramIdInCRC32 = false | IS the ProgramNumber embedded in the CRC value? This is used for some ID5 engines to get a better granularity in shaders!! LEAVE disabled unless you know what you are doing! VertexAutoStereoInjectionInfo = false | If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted. ONLY IN DEV MODE! | Part of a STRING that is FOUND in all the VERTEX and PIXEL shaders. The Uniforms (required by "Stereo String") will be inserted after this line. UniformInjection1 = "#version" UniformInjection2 = "NULL" UniformInjection3 = "NULL" UniformInjection4 = "NULL" | Part of a STRING that is FOUND in all the VERTEX SHADERS. VertexInjectionPoint1 = "gl_Position =" VertexInjectionPoint2 = "NULL" VertexInjectionPoint3 = "NULL" VertexInjectionPoint4 = "NULL" VertexInjectionPoint5 = "NULL" VertexInjectionPoint6 = "NULL" VertexInjectionPoint7 = "NULL" VertexInjectionPoint8 = "NULL" VertexInjectionPoint9 = "NULL" VertexInjectionPoint10 = "NULL" VertexStereoString1 = "gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n" VertexStereoString2 = "" VertexStereoString3 = "" VertexStereoString4 = "" VertexStereoString5 = "" VertexStereoString6 = "" VertexStereoString7 = "" VertexStereoString8 = "" VertexStereoString9 = "" VertexStereoString10 = "" | insert: Will insert the "VertexStereoString1" after all matches for "VertexInjectionPoint1". "replace": Will replace the string in "VertexInjectionPoint1" with "VertexStereoString1". VertexOperation1 = insert VertexOperation2 = insert VertexOperation3 = insert VertexOperation4 = insert VertexOperation5 = insert VertexOperation6 = insert VertexOperation7 = insert VertexOperation8 = insert VertexOperation9 = insert VertexOperation10 = insert | Part of a STRING that is FOUND in all the PIXEL SHADERS. PixelInjectionPoint1 = "gl_FragData[0] =" PixelInjectionPoint2 = "NULL" PixelInjectionPoint3 = "NULL" PixelInjectionPoint4 = "NULL" PixelInjectionPoint5 = "NULL" PixelInjectionPoint6 = "NULL" PixelInjectionPoint7 = "NULL" PixelInjectionPoint8 = "NULL" PixelInjectionPoint9 = "NULL" PixelInjectionPoint10 = "NULL" PixelStereoString1 = "tmpvar_1.x -= g_eye * g_eye_separation *(tmpvar_1.z - g_convergence) / gl_ProjectionMatrix[0].x;\n" PixelStereoString2 = "" PixelStereoString3 = "" PixelStereoString4 = "" PixelStereoString5 = "" PixelStereoString6 = "" PixelStereoString7 = "" PixelStereoString8 = "" PixelStereoString9 = "" PixelStereoString10 = "" | insert: Will insert the "PixelStereoString1" after all matches for "PixelInjectionPoint1". "replace": Will replace the string in "PixelInjectionPoint1" with "PixelInjectionPoint1". PixelOperation1 = insert PixelOperation2 = insert PixelOperation3 = insert PixelOperation4 = insert PixelOperation5 = insert PixelOperation6 = insert PixelOperation7 = insert PixelOperation8 = insert PixelOperation9 = insert PixelOperation10 = insert ShaderSwapIsContinous = true | Stop after one shader have been found and swapped? or look for more identical shaders and swap them as well ShaderPairSwapIsContinous = false | Stop after one PAIR shader(Must match CRC of Vertex + Pixel) have been found and swapped? or look for more identical shaders and swap them as well. | The Disable Code will be appended AFTER VertexInjectionPoint1 & PixelInjectionPoint1 points ONLY!!! VertexDisableString = "\n if(g_vertexEnabled < 1.0)\n{gl_Position = vec4(0.0);}\n" PixelDisableString = "\n if(g_pixelEnabled < 1.0)\n{gl_FragData[0] = vec4(0.0);}\n" //////////////////////////////////DEVELOPER ONLY OPTIONS/////////////////////////////////// ///////////////////// PRESS F11 to reload this section on the fly////////////////////////// [Shader_Compiler_Options] | ONLY IN DEV MODE! EnableCompilerOptions = true | Enable or Disable the Shader Compiler. The shaders in this range will be displayed in 2D (No Stereo will be applied). Good for looking for shaders. DisableExceptShaderInterval = false | Disable or not the shaders between Star and End indexes specified below. A disabled shader will not be rendered. ExceptStartShader = -1 | Start Vertex Shader Index. ExceptEndShader = -1 | End Vertex Shader Index. DisableCurrentShaders = false | Disable the current selected vertex shader or pixel shader? A disabled shader will not be rendered. ShaderCompilerStartIndex = -1 | Specify the Program_Id from where the Shader Compiler will start the Shader List. | Custom 3D params sent to shaders: (ProgId, x, y, z, w). | If progId = -1 values are sent to all shaders. | For UNITY 5 Engine these params are sent to glMatrix(). x= separation; y = convergence; [Stereo_Custom_Params] ShaderProgram(0, 1, 1, 1, 1) [End] [/code]
==========================
Anachronox - GOG Version
==========================

I picked this game up yesterday on the GOG sale for $1.49 and got it working in 3D using Helifax's 4.19 wrapper. Interesting game with a wide variety in an interesting world and the camera has real interesting moments in true 3D.

It took a bit of trial an error but it works like a charm providing you follow this guide.

1.) Install game and run once to get all config files
2.) Download this widescreen patch and pick the files for your resolution. I suggest backing up the two original files in case you want to change to a different resolution or simply revert to stock install.

http://www.wsgf.org/dr/anachronox/en

3.) You have to start the game with the following parameters to the executable. The GOG version install already created one in the root directory called "anox_1280gl.bat"

Here is the contents of the batch file.

anox.exe +set gl_driver opengl32 +set vid_fullscreen 1 +set u_vid_fullscreen 1 +set gl_mode 8 +set u_gl_mode 8 %1 %2 %3 %4 %5 %6 %7 %8 %8


That is it. Since it uses the Quake II engine, there are console commands you can play around with tweak to your preference. I did access the console and ran the fov to 110 for a wider field of view. Keep in mind that there are sliders in game settings to control the distance of camera both in explore and interactive mode. You may not need to use the fov command since the in game camera settings are flexible.

For $1.49 you really can't go wrong with this classic. I thought the intro in true 3D was quite interesting an immersive and some of the camera work does work well for 3D.

Last but not least, I did set AA an Anistropic to x16 in Nvidia control panel.

My 3DVisionWrapper.ini

[General]

EnableSplashScreen = true | Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not.
EnableLog = false | Enables Logging of wrapper internal information
EnableShaderDump = false | Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE!
EnableScrBfrCallTracer = false | Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).ONLY IN DEV MODE!
EnableDevMode = false | Enable developer MODE. (Shader hunting/dumping/selecting, etc).


[3D_Vision_Global_Settings]

Enable3DVision = true | Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D).
SyncToMonitorRefreshRate = true | Should we sync to monitor Refresh rate? Or leave it run "Wild"? Try this setting to see if you get "less eye-sync" problems.
AlternateFramesRendering = false | Default value: OFF. Frames are rendered: 1/2->show; 3/4->show; 5/6->show. If ON, frames are rendered: 1/2->show; 2/3->show; 3/4->show. Setting to ON MIGHT improve eye-sync on some systems or decrease on others.
ForceFullScreen = false | Flag used only in SLI configurations. Forces the DX Device to be created in FullScreen Mode.
ForceWindowModeSupport = false | Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it.
FullScreenDetection = false | Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled.
DepthMultiplicationFactor = 2.8 | Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%.
DefaultConvergence = 0x428D4A02 | The default convergence value 0x40828F42 that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file.
ForceNVProfileLoad = true | This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect!
3DVisionRating = 1.0 | Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended

| This flag controls how the wrapper works internally.
| LegacyMode is for old applications (OpenGL prior to version v.3.x)
[Legacy_OpenGL_Calls]

LegacyMode = true | Currently used in older games like: Star Wars: Knights of the Old Republic 1&2
LegacyHUDSeparation = 0.0 | 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI;



| Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed.
| Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
| 0x70 = F1;
| 0x71 = F2;
| 0x72 = F3;
| Mouse:
| Left mouse btn :0x01
| Right mouse btn :0x02
| Middle mouse btn :0x04
|
| For xbox controller use the codes from the following:
| XINPUT_GAMEPAD_DPAD_UP 0x0001
| XINPUT_GAMEPAD_DPAD_DOWN 0x0002
| XINPUT_GAMEPAD_DPAD_LEFT 0x0004
| XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
| XINPUT_GAMEPAD_START 0x0010
| XINPUT_GAMEPAD_BACK 0x0020
| XINPUT_GAMEPAD_LEFT_THUMB 0x0040
| XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
| XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
| XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
| XINPUT_GAMEPAD_A 0x1000
| XINPUT_GAMEPAD_B 0x2000
| XINPUT_GAMEPAD_X 0x4000
| XINPUT_GAMEPAD_Y 0x8000

| Params: (Key Code, separation, convergence, toggle?)
[Alternative_3D_Settings]

NewKeyShortcut|(0x55, -1.0, 0.5, true)

[End]


[Shader_Stereo_Injection]

Enable = false | Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
EnableUnity5 = false | Unity 5 Game Engine Mode. Legacy Mode must be enabled. Unity 5 Engine uses both Legacy + Shaders and is a hybrid engine.
EmbedProgramIdInCRC32 = false | IS the ProgramNumber embedded in the CRC value? This is used for some ID5 engines to get a better granularity in shaders!! LEAVE disabled unless you know what you are doing!
VertexAutoStereoInjectionInfo = false | If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted. ONLY IN DEV MODE!

| Part of a STRING that is FOUND in all the VERTEX and PIXEL shaders. The Uniforms (required by "Stereo String") will be inserted after this line.
UniformInjection1 = "#version"
UniformInjection2 = "NULL"
UniformInjection3 = "NULL"
UniformInjection4 = "NULL"

| Part of a STRING that is FOUND in all the VERTEX SHADERS.
VertexInjectionPoint1 = "gl_Position ="
VertexInjectionPoint2 = "NULL"
VertexInjectionPoint3 = "NULL"
VertexInjectionPoint4 = "NULL"
VertexInjectionPoint5 = "NULL"
VertexInjectionPoint6 = "NULL"
VertexInjectionPoint7 = "NULL"
VertexInjectionPoint8 = "NULL"
VertexInjectionPoint9 = "NULL"
VertexInjectionPoint10 = "NULL"
VertexStereoString1 = "gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n"
VertexStereoString2 = ""
VertexStereoString3 = ""
VertexStereoString4 = ""
VertexStereoString5 = ""
VertexStereoString6 = ""
VertexStereoString7 = ""
VertexStereoString8 = ""
VertexStereoString9 = ""
VertexStereoString10 = ""

| insert: Will insert the "VertexStereoString1" after all matches for "VertexInjectionPoint1". "replace": Will replace the string in "VertexInjectionPoint1" with "VertexStereoString1".
VertexOperation1 = insert
VertexOperation2 = insert
VertexOperation3 = insert
VertexOperation4 = insert
VertexOperation5 = insert
VertexOperation6 = insert
VertexOperation7 = insert
VertexOperation8 = insert
VertexOperation9 = insert
VertexOperation10 = insert

| Part of a STRING that is FOUND in all the PIXEL SHADERS.
PixelInjectionPoint1 = "gl_FragData[0] ="
PixelInjectionPoint2 = "NULL"
PixelInjectionPoint3 = "NULL"
PixelInjectionPoint4 = "NULL"
PixelInjectionPoint5 = "NULL"
PixelInjectionPoint6 = "NULL"
PixelInjectionPoint7 = "NULL"
PixelInjectionPoint8 = "NULL"
PixelInjectionPoint9 = "NULL"
PixelInjectionPoint10 = "NULL"
PixelStereoString1 = "tmpvar_1.x -= g_eye * g_eye_separation *(tmpvar_1.z - g_convergence) / gl_ProjectionMatrix[0].x;\n"
PixelStereoString2 = ""
PixelStereoString3 = ""
PixelStereoString4 = ""
PixelStereoString5 = ""
PixelStereoString6 = ""
PixelStereoString7 = ""
PixelStereoString8 = ""
PixelStereoString9 = ""
PixelStereoString10 = ""

| insert: Will insert the "PixelStereoString1" after all matches for "PixelInjectionPoint1". "replace": Will replace the string in "PixelInjectionPoint1" with "PixelInjectionPoint1".
PixelOperation1 = insert
PixelOperation2 = insert
PixelOperation3 = insert
PixelOperation4 = insert
PixelOperation5 = insert
PixelOperation6 = insert
PixelOperation7 = insert
PixelOperation8 = insert
PixelOperation9 = insert
PixelOperation10 = insert

ShaderSwapIsContinous = true | Stop after one shader have been found and swapped? or look for more identical shaders and swap them as well
ShaderPairSwapIsContinous = false | Stop after one PAIR shader(Must match CRC of Vertex + Pixel) have been found and swapped? or look for more identical shaders and swap them as well.

| The Disable Code will be appended AFTER VertexInjectionPoint1 & PixelInjectionPoint1 points ONLY!!!
VertexDisableString = "\n if(g_vertexEnabled < 1.0)\n{gl_Position = vec4(0.0);}\n"
PixelDisableString = "\n if(g_pixelEnabled < 1.0)\n{gl_FragData[0] = vec4(0.0);}\n"



//////////////////////////////////DEVELOPER ONLY OPTIONS///////////////////////////////////
///////////////////// PRESS F11 to reload this section on the fly//////////////////////////


[Shader_Compiler_Options] | ONLY IN DEV MODE!

EnableCompilerOptions = true | Enable or Disable the Shader Compiler. The shaders in this range will be displayed in 2D (No Stereo will be applied). Good for looking for shaders.
DisableExceptShaderInterval = false | Disable or not the shaders between Star and End indexes specified below. A disabled shader will not be rendered.
ExceptStartShader = -1 | Start Vertex Shader Index.
ExceptEndShader = -1 | End Vertex Shader Index.
DisableCurrentShaders = false | Disable the current selected vertex shader or pixel shader? A disabled shader will not be rendered.
ShaderCompilerStartIndex = -1 | Specify the Program_Id from where the Shader Compiler will start the Shader List.



| Custom 3D params sent to shaders: (ProgId, x, y, z, w).
| If progId = -1 values are sent to all shaders.
| For UNITY 5 Engine these params are sent to glMatrix(). x= separation; y = convergence;

[Stereo_Custom_Params]

ShaderProgram(0, 1, 1, 1, 1)

[End]

Posted 12/04/2015 07:59 AM   
I know some of you asked me about the new DOOM :) I was able to launch the Alpha (closed beta) version of the game. While no servers exists it was enough to see what engine it works on. I can say it works on OPENGL and in the menu I wasn't LOCKED at 60 FPS but at 120FPS (which means maybe they got RID OF THE STUPID 60 FPS LOCK?!?!) Since no server exists I wasn't able to actually try a game and see "inside" the game what the FPS was like;) Hopefully they removed the lock there as well;) In any case, if they don't change the RENDERER to some DX11 interoop stuff it will be fixable;)) Just wanted to share this;)
I know some of you asked me about the new DOOM :)

I was able to launch the Alpha (closed beta) version of the game. While no servers exists it was enough to see what engine it works on.

I can say it works on OPENGL and in the menu I wasn't LOCKED at 60 FPS but at 120FPS (which means maybe they got RID OF THE STUPID 60 FPS LOCK?!?!)

Since no server exists I wasn't able to actually try a game and see "inside" the game what the FPS was like;)
Hopefully they removed the lock there as well;)

In any case, if they don't change the RENDERER to some DX11 interoop stuff it will be fixable;))

Just wanted to share this;)

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)

Posted 12/11/2015 09:41 PM   
That's good news, I was afraid it would be a mess like "The Evil Within", let's hope it stays that way. The screenshots and trailers on Steam Store page look awesome. http://store.steampowered.com/app/379720/ General discussions after being up for only 24 hrs are already filling up with garbage, lol
That's good news, I was afraid it would be a mess like "The Evil Within", let's hope it stays that way.

The screenshots and trailers on Steam Store page look awesome.

http://store.steampowered.com/app/379720/


General discussions after being up for only 24 hrs are already filling up with garbage, lol

Posted 12/11/2015 11:10 PM   
[quote="D-Man11"]That's good news, I was afraid it would be a mess like "The Evil Within", let's hope it stays that way. The screenshots and trailers on Steam Store page look awesome. http://store.steampowered.com/app/379720/ General discussions after being up for only 24 hrs are already filling up with garbage, lol[/quote] Heh;)) people always like to argue and trash things;)) Yes, the trailer looks awesome though;)
D-Man11 said:That's good news, I was afraid it would be a mess like "The Evil Within", let's hope it stays that way.

The screenshots and trailers on Steam Store page look awesome.

http://store.steampowered.com/app/379720/


General discussions after being up for only 24 hrs are already filling up with garbage, lol


Heh;)) people always like to argue and trash things;))
Yes, the trailer looks awesome though;)

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)

Posted 12/11/2015 11:26 PM   
Hi helifax ! amazing job you did on those games :O I have a question about dark athena : Is the fix is not working or it's me who have a problem? I set refresh rate to 120 before installing the wrapper for the first time. When i launch the game, the 3d emmiter stay off but the screen is darkest like when 3d is on but no 3d. I tried alt + tab and lot of the other things i read in the readme but i'm not able to have the game in 3D. I may be lose something but it's not easy for me cos english is not my first language and it's hard to understand some technical words :/ I'm using 3d vision with a gtx 980 Ti poseidon, asus vg278he and last drivers 359.06
Hi helifax !

amazing job you did on those games :O

I have a question about dark athena :

Is the fix is not working or it's me who have a problem?

I set refresh rate to 120 before installing the wrapper for the first time.

When i launch the game, the 3d emmiter stay off but the screen is darkest like when 3d is on but no 3d.

I tried alt + tab and lot of the other things i read in the readme but i'm not able to have the game in 3D.

I may be lose something but it's not easy for me cos english is not my first language and it's hard to understand some technical words :/

I'm using 3d vision with a gtx 980 Ti poseidon, asus vg278he and last drivers 359.06

Posted 12/13/2015 06:30 PM   
[quote="Neo™"]Hi helifax ! amazing job you did on those games :O I have a question about dark athena : Is the fix is not working or it's me who have a problem? I set refresh rate to 120 before installing the wrapper for the first time. When i launch the game, the 3d emmiter stay off but the screen is darkest like when 3d is on but no 3d. I tried alt + tab and lot of the other things i read in the readme but i'm not able to have the game in 3D. I may be lose something but it's not easy for me cos english is not my first language and it's hard to understand some technical words :/ I'm using 3d vision with a gtx 980 Ti poseidon, asus vg278he and last drivers 359.06[/quote] Hi, That fix is pretty old;)) I kept saying I will come back to it and redo-it completely;)) but never had the time;) Did you try to run the game As Administrator? (even on administrator account)?
[quote="Neo™"]Hi helifax !

amazing job you did on those games :O

I have a question about dark athena :

Is the fix is not working or it's me who have a problem?

I set refresh rate to 120 before installing the wrapper for the first time.

When i launch the game, the 3d emmiter stay off but the screen is darkest like when 3d is on but no 3d.

I tried alt + tab and lot of the other things i read in the readme but i'm not able to have the game in 3D.

I may be lose something but it's not easy for me cos english is not my first language and it's hard to understand some technical words :/

I'm using 3d vision with a gtx 980 Ti poseidon, asus vg278he and last drivers 359.06

Hi,
That fix is pretty old;)) I kept saying I will come back to it and redo-it completely;)) but never had the time;)

Did you try to run the game As Administrator? (even on administrator account)?

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)

Posted 12/13/2015 09:09 PM   
[quote="helifax"][quote="Neo™"]Hi helifax ! amazing job you did on those games :O I have a question about dark athena : Is the fix is not working or it's me who have a problem? I set refresh rate to 120 before installing the wrapper for the first time. When i launch the game, the 3d emmiter stay off but the screen is darkest like when 3d is on but no 3d. I tried alt + tab and lot of the other things i read in the readme but i'm not able to have the game in 3D. I may be lose something but it's not easy for me cos english is not my first language and it's hard to understand some technical words :/ I'm using 3d vision with a gtx 980 Ti poseidon, asus vg278he and last drivers 359.06[/quote] Hi, That fix is pretty old;)) I kept saying I will come back to it and redo-it completely;)) but never had the time;) Did you try to run the game As Administrator? (even on administrator account)?[/quote] No i haven't tried as admin before, now yes and it's same. I tried lot of things like installing the wrapper from this page http://3dsurroundgaming.com/OGL3DVision.html. I also try to mess with compatibility mod fix with GEFORCE 3d Profil Manager (but i think it's uselesss cos it's opengl) and when i put the line : Setting ID_0x709adada = 0x07f58257 InternalSettingFlag=V0 i had the game in side by side mod. But since that i remove all the things and i'm not able to have this again :/ For the moment i just need to know if it's the wrapper who don't work or it's from my setting to know if i must continue to try to find a solution or if i need to wait a little bit for a fix. I'm not hurry, i know it not easy to do. :)
helifax said:[quote="Neo™"]Hi helifax !

amazing job you did on those games :O

I have a question about dark athena :

Is the fix is not working or it's me who have a problem?

I set refresh rate to 120 before installing the wrapper for the first time.

When i launch the game, the 3d emmiter stay off but the screen is darkest like when 3d is on but no 3d.

I tried alt + tab and lot of the other things i read in the readme but i'm not able to have the game in 3D.

I may be lose something but it's not easy for me cos english is not my first language and it's hard to understand some technical words :/

I'm using 3d vision with a gtx 980 Ti poseidon, asus vg278he and last drivers 359.06


Hi,
That fix is pretty old;)) I kept saying I will come back to it and redo-it completely;)) but never had the time;)

Did you try to run the game As Administrator? (even on administrator account)?

No i haven't tried as admin before, now yes and it's same.
I tried lot of things like installing the wrapper from this page http://3dsurroundgaming.com/OGL3DVision.html.


I also try to mess with compatibility mod fix with GEFORCE 3d Profil Manager (but i think it's uselesss cos it's opengl) and when i put the line : Setting ID_0x709adada = 0x07f58257 InternalSettingFlag=V0 i had the game in side by side mod.

But since that i remove all the things and i'm not able to have this again :/

For the moment i just need to know if it's the wrapper who don't work or it's from my setting to know if i must continue to try to find a solution or if i need to wait a little bit for a fix.

I'm not hurry, i know it not easy to do. :)

Posted 12/14/2015 01:05 AM   
  74 / 92    
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