3d pc games on a smartphone? - TRINUS VR
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so I finally got to test this and well Im mostly disappointed. Lets start with that the tridef route was a no-go for me. I never had any luck with tridef working and all of the games I've tried here either crashed or didnt worked at all for me. I only managed to test old-ass games like HL2 that somewhat worked although I couldnt really make myself to actually play it, the other one was doom 3 BFG that does have native SBS rendering which also worked. The first thing I noticed was the low-res, yeah I know its a piece of paper and a phone but still if you ever decide to try it out prepare yourself to see a lot of pixels. Second thing was the depth perception that was really weak. Not sure why is that but it felt way low as if the convergence/separation was set at very low level with no way I know of to adjust those. Third thing was that my phone quickly turned into an oven (HTC M8) and after a while things become really unresponsive it never actually hang out but things get to a point of being unplayable.
so I finally got to test this and well Im mostly disappointed. Lets start with that the tridef route was a no-go for me. I never had any luck with tridef working and all of the games I've tried here either crashed or didnt worked at all for me. I only managed to test old-ass games like HL2 that somewhat worked although I couldnt really make myself to actually play it, the other one was doom 3 BFG that does have native SBS rendering which also worked.

The first thing I noticed was the low-res, yeah I know its a piece of paper and a phone but still if you ever decide to try it out prepare yourself to see a lot of pixels.

Second thing was the depth perception that was really weak. Not sure why is that but it felt way low as if the convergence/separation was set at very low level with no way I know of to adjust those.

Third thing was that my phone quickly turned into an oven (HTC M8) and after a while things become really unresponsive it never actually hang out but things get to a point of being unplayable.

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#16
Posted 01/19/2016 10:02 AM   
Since we have SBS and TB mode support through 3Dmigoto (Thanks a lot for this feature DSS!!!): [url]https://forums.geforce.com/default/topic/912552/3d-vision/modifying-3d-vision-to-support-sbs/[/url] I decide to post this for people who want to try and test. This need a lot of experimentation. Also i put this in this thread, because the other one is about the output mode feature, not VR or Trinus I will post some instructions using the following things: - TrinusVR - Android Phone (i use a Samsung one) - Original Samsung/brand USB cable - Samsung/brand USB drivers (important!!) - VR Headmount (i have one with 98° FOV) - 3Dmigoto for SBS Mode [u]Steps:[/u] 1) If you are using a Samsung phone, install the official USB driver. 2) Install TrinusVR server in the PC *Make sure to setup the correct Head Mount model (combo box or you can setup a custom one) *For sensor output you can use: Mouse, TrackIR, etc... (also a combo box with different options) *Image Size: Ultra or Very High (i use Very high) *Image Quality: Highest *Make sure Fake3D is disabled *In Max FPS put "90" instead the default "60"....this seems to improve fps in the phone 3) Connect the PC and the phone with the USB cable. In the phone enable "USB Tethering" and disable mobile internet and wifi. 4) Install TrinusVR app in the phone * Enable compensation motion 5) Press ON in TrinusVR app in the phone and ON in the TrinusVR server. Now you will streaming your desktop or windows in to the phone with the lens distortion (the one you select in the Head Mount Model) 6) Start a game in WINDOWS MODE using 3Dmigoto SBS option (test the SBS and inverted SBS....in my case i use the inverted SBS mode in 3Dmigoto). If you run the game in fullscreen you will see a black screen in the phone. 7) Tweak the FOV in the game to match the Headmount FOV. In my case 98°. For example in Dying Light is easy because you can change the FOV in the option menu. In others games you may need to edit some .ini or .cfg file. [u]Observations:[/u] - Using 1080 SBS mode in game, i have 30fps in the streaming with a few downs to 20...is not fluid. - Using 720 SBS mode in game, i have 45 - 50 fps...also with a few downs....but more fluid - Also when you ALT-TAB and go to the TrinusVR server and change some values to test and go back to the game...the streaming in the phone goes wrong....you have to check/uncheck a few times the "Centred" option in the video tab to correct the position in the phone. - I think TrinusVR need to improve the streaming....using USB should works well.....BUT needs more work from Trinus team in this department - Streaming at 720 in the phone looks horrible....so if the USB streaming goes better we can actually stream at a higher resolution and higher fps - DON'T USE WIFI / ROUTER streaming....the performance is s**t!!! Hopes this help to guide a little. Please share your results: fps streaming, better settings, lens distortions, etc...
Since we have SBS and TB mode support through 3Dmigoto (Thanks a lot for this feature DSS!!!):

https://forums.geforce.com/default/topic/912552/3d-vision/modifying-3d-vision-to-support-sbs/


I decide to post this for people who want to try and test. This need a lot of experimentation.
Also i put this in this thread, because the other one is about the output mode feature, not VR or Trinus

I will post some instructions using the following things:
- TrinusVR
- Android Phone (i use a Samsung one)
- Original Samsung/brand USB cable
- Samsung/brand USB drivers (important!!)
- VR Headmount (i have one with 98° FOV)
- 3Dmigoto for SBS Mode


Steps:
1) If you are using a Samsung phone, install the official USB driver.

2) Install TrinusVR server in the PC
*Make sure to setup the correct Head Mount model (combo box or you can setup a custom one)
*For sensor output you can use: Mouse, TrackIR, etc... (also a combo box with different options)
*Image Size: Ultra or Very High (i use Very high)
*Image Quality: Highest
*Make sure Fake3D is disabled
*In Max FPS put "90" instead the default "60"....this seems to improve fps in the phone

3) Connect the PC and the phone with the USB cable. In the phone enable "USB Tethering" and disable mobile internet and wifi.

4) Install TrinusVR app in the phone
* Enable compensation motion

5) Press ON in TrinusVR app in the phone and ON in the TrinusVR server. Now you will streaming your desktop or windows in to the phone with the lens distortion (the one you select in the Head Mount Model)

6) Start a game in WINDOWS MODE using 3Dmigoto SBS option (test the SBS and inverted SBS....in my case i use the inverted SBS mode in 3Dmigoto). If you run the game in fullscreen you will see a black screen in the phone.

7) Tweak the FOV in the game to match the Headmount FOV. In my case 98°. For example in Dying Light is easy because you can change the FOV in the option menu. In others games you may need to edit some .ini or .cfg file.


Observations:
- Using 1080 SBS mode in game, i have 30fps in the streaming with a few downs to 20...is not fluid.
- Using 720 SBS mode in game, i have 45 - 50 fps...also with a few downs....but more fluid
- Also when you ALT-TAB and go to the TrinusVR server and change some values to test and go back to the game...the streaming in the phone goes wrong....you have to check/uncheck a few times the "Centred" option in the video tab to correct the position in the phone.


- I think TrinusVR need to improve the streaming....using USB should works well.....BUT needs more work from Trinus team in this department
- Streaming at 720 in the phone looks horrible....so if the USB streaming goes better we can actually stream at a higher resolution and higher fps
- DON'T USE WIFI / ROUTER streaming....the performance is s**t!!!


Hopes this help to guide a little.
Please share your results: fps streaming, better settings, lens distortions, etc...

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#17
Posted 03/16/2016 11:06 PM   
@tehace: Is not exactly 3D Vision Quality is it ? ^_^ @DHR: Awesome stuff there! I can't test this as I don't have an Android Phone (nor Iphone either...just a nice Older Windows Phone since I use my phone well...for phoning people:)) ), but it looks really awesome and I hope everyone else appreciates you tutorial!
@tehace:
Is not exactly 3D Vision Quality is it ? ^_^

@DHR:
Awesome stuff there! I can't test this as I don't have an Android Phone (nor Iphone either...just a nice Older Windows Phone since I use my phone well...for phoning people:)) ), but it looks really awesome and I hope everyone else appreciates you tutorial!

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)

#18
Posted 03/16/2016 11:44 PM   
[quote="DHR"] really cool stuff [/quote] Thanks for this write up! I will use this to get started and report back some findings in the upcoming days. Thanks again for everyone who made this possible!
DHR said:

really cool stuff



Thanks for this write up! I will use this to get started and report back some findings in the upcoming days.

Thanks again for everyone who made this possible!

3D Vision Surround | Driver 359.00 | Windows 7
GTX 980 SLI | i7 3770K @ 4.2 GHz | 16 GB RAM
3x ASUS VG248QE w/ G-SYNC

#19
Posted 03/17/2016 07:17 PM   
DHR.. what's the resolution of your display and PPI. How would you describe the image, quality and screendor wise. I only have experience with Oculus DK1 which was far far away from my expectations.
DHR.. what's the resolution of your display and PPI.
How would you describe the image, quality and screendor wise.
I only have experience with Oculus DK1 which was far far away from my expectations.

Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits

#20
Posted 03/18/2016 10:15 AM   
[quote="joker18"]DHR.. what's the resolution of your display and PPI. How would you describe the image, quality and screendor wise. I only have experience with Oculus DK1 which was far far away from my expectations. [/quote] Its not good. I just tried this with galaxy s7(1440p) and gear vr with package disabler. You easily see pixels and sde, the image looks much much worse than 720p projector. I need to experiment with this more, i dont get nearly as good scale and 3d compared to native vr games. This wasnt the case with dk2 and vorpx either. VRidge is something i need to try also, this apparently emulates oculus so you can play oculus vr games natively. Supposedly this is much better than trinusvr and actually works pretty well.
joker18 said:DHR.. what's the resolution of your display and PPI.
How would you describe the image, quality and screendor wise.
I only have experience with Oculus DK1 which was far far away from my expectations.


Its not good. I just tried this with galaxy s7(1440p) and gear vr with package disabler. You easily see pixels and sde, the image looks much much worse than 720p projector. I need to experiment with this more, i dont get nearly as good scale and 3d compared to native vr games. This wasnt the case with dk2 and vorpx either. VRidge is something i need to try also, this apparently emulates oculus so you can play oculus vr games natively. Supposedly this is much better than trinusvr and actually works pretty well.

#21
Posted 03/18/2016 10:43 AM   
@joker18 I'm using a Samsung Galaxy S4. 1080p, 441ppi and 5" and like sammy123 (even with the S7, that have better resolution and 557ppi) i see the SDE and the resolution is not good (streaming at 1080) compared to 3Dvision/3DTV Play. Oculus Rift CV1 have a similar resolution to S7 and less ppi, so definitly you will see the SDE also in the CV1. This is related to a physical thing....seen a LCD/LED Panel through a lens (with distortion) will always generate SDE and downgrade the resolution....and if you add that the panel is very close to the eyes, things get worst....i don't know what kind of resolution/ppi you will need to eliminate this. Maybe doing some post processing to the image can improve things....i don't know. I think people that play 3Dvision/3DTV Play at 1080p or higher resolution will be disappointed with current VR tech in this department. The great thing about VR is the headtracking, the freedom to look around with your head. Another thing that i noticed testing TrinusVR, is games actually need a lot more convergence to achieve the same sense of depth than 3DVision/3DTV Play (i always play with high convergence), so here are 3 bad things: - Games using Fake3D for VR, will look 2D (no depth)....So you will using VR only for the Headtracking, no 3D. - With too much convergence you will start to see the toyfication effect, in some games is really cool!, but not in VR....it's like playing the game in a windows. - With high convergence all know what happens with Hands/guns in first person games....this in VR is worst, because of the higher convergence. The points above can be improve if the game is designed with VR in mind, of course. @sammy123 Try to experiment more with the Head Mount Mode, there are already 3 option for the GearVR. In my case i made a custom lens distortion for the best result. At least for me, all option availables in the combo box works very bad. Also use Image Size and Image Quality to the highest, lower thing make resolution and SDE worst.
@joker18
I'm using a Samsung Galaxy S4. 1080p, 441ppi and 5" and like sammy123 (even with the S7, that have better resolution and 557ppi) i see the SDE and the resolution is not good (streaming at 1080) compared to 3Dvision/3DTV Play.

Oculus Rift CV1 have a similar resolution to S7 and less ppi, so definitly you will see the SDE also in the CV1. This is related to a physical thing....seen a LCD/LED Panel through a lens (with distortion) will always generate SDE and downgrade the resolution....and if you add that the panel is very close to the eyes, things get worst....i don't know what kind of resolution/ppi you will need to eliminate this. Maybe doing some post processing to the image can improve things....i don't know.

I think people that play 3Dvision/3DTV Play at 1080p or higher resolution will be disappointed with current VR tech in this department. The great thing about VR is the headtracking, the freedom to look around with your head.

Another thing that i noticed testing TrinusVR, is games actually need a lot more convergence to achieve the same sense of depth than 3DVision/3DTV Play (i always play with high convergence), so here are 3 bad things:
- Games using Fake3D for VR, will look 2D (no depth)....So you will using VR only for the Headtracking, no 3D.
- With too much convergence you will start to see the toyfication effect, in some games is really cool!, but not in VR....it's like playing the game in a windows.
- With high convergence all know what happens with Hands/guns in first person games....this in VR is worst, because of the higher convergence.

The points above can be improve if the game is designed with VR in mind, of course.



@sammy123
Try to experiment more with the Head Mount Mode, there are already 3 option for the GearVR. In my case i made a custom lens distortion for the best result. At least for me, all option availables in the combo box works very bad.

Also use Image Size and Image Quality to the highest, lower thing make resolution and SDE worst.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#22
Posted 03/18/2016 12:17 PM   
I've also just got my S7 and Gear VR and have been running a few tests trying to see what works best. I came across this the other day, but haven't had a chance to try it out yet: Stream Theater: http://sideloadvr.com/detail.php?id=14 It uses Gamestream (Moonlight) and from my initial testing of TrinusVR, the moonlight streaming option works pretty well. Hopefully I'll get some time this weekend to test, as my projector is away for repair right now.
I've also just got my S7 and Gear VR and have been running a few tests trying to see what works best. I came across this the other day, but haven't had a chance to try it out yet:

Stream Theater:
http://sideloadvr.com/detail.php?id=14

It uses Gamestream (Moonlight) and from my initial testing of TrinusVR, the moonlight streaming option works pretty well.

Hopefully I'll get some time this weekend to test, as my projector is away for repair right now.

#23
Posted 03/18/2016 06:41 PM   
NVIDIA VR Viewer - Beta is now available https://play.google.com/store/apps/details?id=com.nvidia.vrviewer&hl=en please post comments for it the VR sub forum https://forums.geforce.com/default/topic/934700/vr-general-discussion/nvidia-vr-viewer-beta-phone-app-is-now-available-/

#24
Posted 05/07/2016 12:22 PM   
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