FOR NVIDIA SUPPORT: 3D VISION FLICKERING ISSUE Please help us fix this problem.
3 / 16
I have the same problem, it is not just a flicker. I'm using this with a quadro fx 580 in XP professional and if i put the refresh in 100 or 110 it works but it is not good for work. To much eyestrain. When i put the refresh rate in 120 hz the flicker starts and i have a swap of the channels from right to left which is very bad. Maybe it won't happen with a quadro fx top of the line which uses hardware timming to sync the emiter but it is a long way (in $) from the budget i have for every workstation.
I have the same problem, it is not just a flicker. I'm using this with a quadro fx 580 in XP professional and if i put the refresh in 100 or 110 it works but it is not good for work. To much eyestrain. When i put the refresh rate in 120 hz the flicker starts and i have a swap of the channels from right to left which is very bad. Maybe it won't happen with a quadro fx top of the line which uses hardware timming to sync the emiter but it is a long way (in $) from the budget i have for every workstation.
Ok I think I found my problem, tested with Left 4 Dead :
When using only one GPU I' ve no flickering - never never never - (one core of GTX295 = GTX260) (detail set to max + 1680/1050)
When using multi GPU (GTX295 + 8800 GTS) I've got lot off flickering (detail set to max + 1680/1050)
When using multi GPU (GTX295 + 8800 GTS) but setting detail to minimum except vertical synchronisation and 1680/1050) I've no more flickering.
I go to monitor my CPU usage, but I think that my CPU is more used when using multi-GPU, perhaps we can increase priority of synchronisation ... or I will go to try to decrease priority of L4D
Be back in some mins
* EDIT *
CPU usage stay at 70% (max) with or without max detail.
On scene where CPU is used at 30% I've got flickering (in max detail).
Ok I think I found my problem, tested with Left 4 Dead :
When using only one GPU I' ve no flickering - never never never - (one core of GTX295 = GTX260) (detail set to max + 1680/1050)
When using multi GPU (GTX295 + 8800 GTS) I've got lot off flickering (detail set to max + 1680/1050)
When using multi GPU (GTX295 + 8800 GTS) but setting detail to minimum except vertical synchronisation and 1680/1050) I've no more flickering.
I go to monitor my CPU usage, but I think that my CPU is more used when using multi-GPU, perhaps we can increase priority of synchronisation ... or I will go to try to decrease priority of L4D
Be back in some mins
* EDIT *
CPU usage stay at 70% (max) with or without max detail.
On scene where CPU is used at 30% I've got flickering (in max detail).
ASUS M4A78 PRO, GeForce GTX 295 (dual GPU, no SLI), Phenom II x4 940 @ 3.0MHz, 2x2GB DDR2-800, Samsung SyncMaster 2233RZ, Vista x64 Business and finally the Nvidia 3D Vision.
I installed everything like described in the manuals (including the latest drivers for the GTX295, the SyncMaster and the IR-transmitter/3D-Vision glasses), run the 3D-stereoscopic wizzard from the controll panel and got the first flashing glasses at the "Hardware-test"-screen. It was at 120Hz and the blinking of the glasses was like one flash a second (seems to flip the images for the eyes and clear the right side for some short period of time).
So i decided to try the 110Hz and 100Hz setup. At 110Hz the frequency of blinking/flashing got higher like two times a second and at 100Hz it was gone but the whole image got some sort of "blur" effect, irritating my eyes a lot. I guess its cause of the 100Hz (two times 50Hz).
I did a lot of reading the last 2 days and came to the point that i'm not allone with that issue. I already tried a lot of stuff i read (like turn off Multi-GPU, use different USB prots/no hubs, altering the settings in some applications and so on) but i finaly didn't solve the problem @ 120/110Hz.
I'm up to take the whole stuff (Syncmaster and 3D-Vision) back to the store and get my money back ... /pirate.gif' class='bbc_emoticon' alt=':pirate:' /> what do i need a 120Hz LCD for if i'm just able to use 100Hz refreshrate without anoying aberration which make the glasses nearly unuseable.
Hopefully the problem gets solved really quick, otherwise the 3D-Vision is not worth its money. Thats what i think.
ASUS M4A78 PRO, GeForce GTX 295 (dual GPU, no SLI), Phenom II x4 940 @ 3.0MHz, 2x2GB DDR2-800, Samsung SyncMaster 2233RZ, Vista x64 Business and finally the Nvidia 3D Vision.
I installed everything like described in the manuals (including the latest drivers for the GTX295, the SyncMaster and the IR-transmitter/3D-Vision glasses), run the 3D-stereoscopic wizzard from the controll panel and got the first flashing glasses at the "Hardware-test"-screen. It was at 120Hz and the blinking of the glasses was like one flash a second (seems to flip the images for the eyes and clear the right side for some short period of time).
So i decided to try the 110Hz and 100Hz setup. At 110Hz the frequency of blinking/flashing got higher like two times a second and at 100Hz it was gone but the whole image got some sort of "blur" effect, irritating my eyes a lot. I guess its cause of the 100Hz (two times 50Hz).
I did a lot of reading the last 2 days and came to the point that i'm not allone with that issue. I already tried a lot of stuff i read (like turn off Multi-GPU, use different USB prots/no hubs, altering the settings in some applications and so on) but i finaly didn't solve the problem @ 120/110Hz.
I'm up to take the whole stuff (Syncmaster and 3D-Vision) back to the store and get my money back ... /pirate.gif' class='bbc_emoticon' alt=':pirate:' /> what do i need a 120Hz LCD for if i'm just able to use 100Hz refreshrate without anoying aberration which make the glasses nearly unuseable.
Hopefully the problem gets solved really quick, otherwise the 3D-Vision is not worth its money. Thats what i think.
I was using Windows 7 RC, no flickering. installed Windows 7 RTM and wopping flickering.
1) So I set poweroptions to Performance, and in advance settigns for the poweroptions I disabled the usb power save. That got rid of most of the flickering. However I still had some on.
2) I was using gadgets in Windows 7, some to tell me my gpu temps some to tell me how much of my processor I'm using and one to tell me about my hard drive space. I disabled them all, no more gadgets and the flickering has almost ceased. (sometimes I'm not sure if it's happening anymore)
In the old Drivers (pre 8000 series) I know the Auto Negotiate on the NIC card use to casue flickering so if I set it to one specific option that got rid of the flickering. I can't do that here since I don't see and option for 1Gbps full in the options.
I was using Windows 7 RC, no flickering. installed Windows 7 RTM and wopping flickering.
1) So I set poweroptions to Performance, and in advance settigns for the poweroptions I disabled the usb power save. That got rid of most of the flickering. However I still had some on.
2) I was using gadgets in Windows 7, some to tell me my gpu temps some to tell me how much of my processor I'm using and one to tell me about my hard drive space. I disabled them all, no more gadgets and the flickering has almost ceased. (sometimes I'm not sure if it's happening anymore)
In the old Drivers (pre 8000 series) I know the Auto Negotiate on the NIC card use to casue flickering so if I set it to one specific option that got rid of the flickering. I can't do that here since I don't see and option for 1Gbps full in the options.
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
[b]Ok, here what I've tryed under L4D2 (with cl_showfps 1):[/b]
1- Remove my 8800 GTS (only GTX 295) : does nothing, FPS counter go to red when I'm getting flickering (less than 40fps)
2- play in lower resolution (1280*800) : no more flickering, FPS counter never go to red
3- underclock my CPU to 1.6Ghz (8x200) and play in lower resolution (1280*800) : flickering
4- disabling multiGPU on the nvidia pannel and play in full resolution max detail : I got more FPS than 1 ! (and no flickering, it's perfect !)
5- remove my 295GTX and play on my 8800GTS I've got less FPS (less than 25fps) but no flickering
So for me :
- Nvidia driver suck for GTX295 (with 3d vision)
or
- My cpu sucks for the GTX295, /confused.gif' class='bbc_emoticon' alt=':confused:' /> Actually it's used to only 70% but 1 core is used nearly 100% ... My CPU isn't stable at 3.4Ghz and I've no money for the moment, I'll see after christmas erhmmm ...
CPU : Intel core 2 Quad Q6600 rev G0 @ 3.2Ghz (8x400mhz, default is 9x266)
GPU : GF 295 GTX on pci Express 16x 1.0
PPU : GF 8800 GTS on pci express 4x 1.0
RAM : 4x1Go DDRII Corsair 5-5-5
Ok, here what I've tryed under L4D2 (with cl_showfps 1):
1- Remove my 8800 GTS (only GTX 295) : does nothing, FPS counter go to red when I'm getting flickering (less than 40fps)
2- play in lower resolution (1280*800) : no more flickering, FPS counter never go to red
3- underclock my CPU to 1.6Ghz (8x200) and play in lower resolution (1280*800) : flickering
4- disabling multiGPU on the nvidia pannel and play in full resolution max detail : I got more FPS than 1 ! (and no flickering, it's perfect !)
5- remove my 295GTX and play on my 8800GTS I've got less FPS (less than 25fps) but no flickering
So for me :
- Nvidia driver suck for GTX295 (with 3d vision)
or
- My cpu sucks for the GTX295, /confused.gif' class='bbc_emoticon' alt=':confused:' /> Actually it's used to only 70% but 1 core is used nearly 100% ... My CPU isn't stable at 3.4Ghz and I've no money for the moment, I'll see after christmas erhmmm ...
[b]Ok, here what I've tryed under L4D2 (with cl_showfps 1):[/b]
1- Remove my 8800 GTS (only GTX 295) : does nothing, FPS counter go to red when I'm getting flickering (less than 40fps)
2- play in lower resolution (1280*800) : no more flickering, FPS counter never go to red
3- underclock my CPU to 1.6Ghz (8x200) and play in lower resolution (1280*800) : flickering
4- disabling multiGPU on the nvidia pannel and play in full resolution max detail : I got more FPS than 1 ! (and no flickering, it's perfect !)
5- remove my 295GTX and play on my 8800GTS I've got less FPS (less than 25fps) but no flickering
So for me :
- Nvidia driver suck for GTX295 (with 3d vision)
or
- My cpu sucks for the GTX295, /confused.gif' class='bbc_emoticon' alt=':confused:' /> Actually it's used to only 70% but 1 core is used nearly 100% ... My CPU isn't stable at 3.4Ghz and I've no money for the moment, I'll see after christmas erhmmm ...[/quote]
The only time i have flickering is if I have too much ambiant light in the room.. i turn off the light behind my chairs and presto - no flickering.
CPU : Intel core 2 Quad Q6600 rev G0 @ 3.2Ghz (8x400mhz, default is 9x266)
GPU : GF 295 GTX on pci Express 16x 1.0
PPU : GF 8800 GTS on pci express 4x 1.0
RAM : 4x1Go DDRII Corsair 5-5-5
Ok, here what I've tryed under L4D2 (with cl_showfps 1):
1- Remove my 8800 GTS (only GTX 295) : does nothing, FPS counter go to red when I'm getting flickering (less than 40fps)
2- play in lower resolution (1280*800) : no more flickering, FPS counter never go to red
3- underclock my CPU to 1.6Ghz (8x200) and play in lower resolution (1280*800) : flickering
4- disabling multiGPU on the nvidia pannel and play in full resolution max detail : I got more FPS than 1 ! (and no flickering, it's perfect !)
5- remove my 295GTX and play on my 8800GTS I've got less FPS (less than 25fps) but no flickering
So for me :
- Nvidia driver suck for GTX295 (with 3d vision)
or
- My cpu sucks for the GTX295, /confused.gif' class='bbc_emoticon' alt=':confused:' /> Actually it's used to only 70% but 1 core is used nearly 100% ... My CPU isn't stable at 3.4Ghz and I've no money for the moment, I'll see after christmas erhmmm ...
The only time i have flickering is if I have too much ambiant light in the room.. i turn off the light behind my chairs and presto - no flickering.
[quote name='shdwknt' post='960817' date='Dec 7 2009, 04:16 AM']The only time i have flickering is if I have too much ambiant light in the room.. i turn off the light behind my chairs and presto - no flickering.[/quote]
The main problem isn't some flickering ambient light; I got some flicker with my second screen active while using the glasses too but the problem is the symptom shown in this video from ragefactory : [url="http://www.youtube.com/watch?v=MJcZRAbECR4"]http://www.youtube.com/watch?v=MJcZRAbECR4[/url]
I got exactly the same heavily blinking right, and less blinking left side (more steady as seen in the video, about one flash a second) and there was no difference whether looking at the "3D"-screen or just looking out of the window. Yes, i did try it with all lights and additional screens turned off.
That is no ambient flicker caused by some lights or screens operated near the glasses. I think that is a problem based on the refreshrate of the glasses or the synchronization between the glasses and the screen.
As mentioned before, it was gone at 100Hz operating mode but the picture on the screen wasn't good for the eyes anymore.
[quote name='shdwknt' post='960817' date='Dec 7 2009, 04:16 AM']The only time i have flickering is if I have too much ambiant light in the room.. i turn off the light behind my chairs and presto - no flickering.
The main problem isn't some flickering ambient light; I got some flicker with my second screen active while using the glasses too but the problem is the symptom shown in this video from ragefactory : " rel="nofollow" target = "_blank">
I got exactly the same heavily blinking right, and less blinking left side (more steady as seen in the video, about one flash a second) and there was no difference whether looking at the "3D"-screen or just looking out of the window. Yes, i did try it with all lights and additional screens turned off.
That is no ambient flicker caused by some lights or screens operated near the glasses. I think that is a problem based on the refreshrate of the glasses or the synchronization between the glasses and the screen.
As mentioned before, it was gone at 100Hz operating mode but the picture on the screen wasn't good for the eyes anymore.
To be clear this "flickering" is more a drop of synchronicity between IR emitter and glasses than the usual use of term for low refresh rate (it is said that with frequencies above 85Hz no flicker is visible at all). But I will go on with this naming.
To be more precise, I have gone through the process of flickering, wrote some D3D applications for testing, and made some interesting discoveries:
[list=1]
[*]flickering is not visible in low polygon count scenes (as we would expect)
[*]flickering gets stronger if polygon count or shader complexity is high (increased performance demands)
[*]if you intermit the infrared signal you get the normal 3d vision effect (for some seconds since the glasses keep up the alternation for a while)
[*]flickering is totally independent from vblank freq. (100Hz,110Hz,120Hz) [remark: dark room, no daylight, lights off]
[*]flickering is not affected or introduced by using/not using USB hubs
[/list]
Ad 1. and 2. under load the synch signal from the IR emitter seems to get "corrupted", hence the flickering - or to be more precise the loss of synchronized shutter glasses.
It seems that the IR emitter gets out of sync and sends its signals for left/right eye shut/open in false order and very asynchronous.
This leads to open left or right shutter glasses when the right/left image is shown. Resulting in a double picture for one or both eyes.
I also started nVIDIA's Medusa demo where the loss of synch is very prominent in high polycount scenes and not present in low poly scenes (like in the detail of the map or the close-up of the green gem scenes).
Ad 3. the shutter glasses can run for a few seconds without a guidance signal from the emitter and keep up the alternation - thus if you block the infrared signal you will see individual images for each eye giving you the 3d effect. After a few seconds the shutter glasses stop and go to see-through leading to a double image visible for both eyes.
If you cut the signal at the end of low-poly scenes (hold your hand in front of your glasses IR receiver - on the left side of your glasses) and switch to a "flickering" scene --> you will discover no flickering at all. Remove your hand for a fraction of a second to get an alive signal for your glasses and intercept the signal immediately - so you can go through these scenes without flickering.
(!) [b]Conclusion[/b]: for me it's proven that the IR emitter begins to babble nonsense, esp. mixing the order of or dropping out shutter open/close left/right signals which leads to the unwanted effect. If the timing for the shutter glasses is left to themselves (cut signal) than the shutter open/close left/right alternation is done in the correct order.
I don't know whether latency, loss of signal and/or mixing of order is the failure and whether it stems from USB or GPU issues. However the fact that under heavy GPU load the flickering gets worse and worse, I think that the graphics driver get out of sync with the monitor's refresh rate and is sending false signals to the IR emitter which confuses the shutter glasses and leads to the out of sync situation - remember the glasses can keep the alternation alive for a few seconds without a guidance signal from the emitter thus the emitter seems to send wrong signals (see details to 3rd topic). - nVidia - your turn!
____
Tested on [295GTX - Intel X48 - Intel Core2Quad Q9550 with multi-GPU en-/disabled] and on [8800GTX - nforce 4 ultra - AMD Ahtlon 64 X2 4400+]
To be clear this "flickering" is more a drop of synchronicity between IR emitter and glasses than the usual use of term for low refresh rate (it is said that with frequencies above 85Hz no flicker is visible at all). But I will go on with this naming.
To be more precise, I have gone through the process of flickering, wrote some D3D applications for testing, and made some interesting discoveries:
[list=1]
flickering is not visible in low polygon count scenes (as we would expect)
flickering gets stronger if polygon count or shader complexity is high (increased performance demands)
if you intermit the infrared signal you get the normal 3d vision effect (for some seconds since the glasses keep up the alternation for a while)
flickering is totally independent from vblank freq. (100Hz,110Hz,120Hz) [remark: dark room, no daylight, lights off]
flickering is not affected or introduced by using/not using USB hubs
[/list]
Ad 1. and 2. under load the synch signal from the IR emitter seems to get "corrupted", hence the flickering - or to be more precise the loss of synchronized shutter glasses.
It seems that the IR emitter gets out of sync and sends its signals for left/right eye shut/open in false order and very asynchronous.
This leads to open left or right shutter glasses when the right/left image is shown. Resulting in a double picture for one or both eyes.
I also started nVIDIA's Medusa demo where the loss of synch is very prominent in high polycount scenes and not present in low poly scenes (like in the detail of the map or the close-up of the green gem scenes).
Ad 3. the shutter glasses can run for a few seconds without a guidance signal from the emitter and keep up the alternation - thus if you block the infrared signal you will see individual images for each eye giving you the 3d effect. After a few seconds the shutter glasses stop and go to see-through leading to a double image visible for both eyes.
If you cut the signal at the end of low-poly scenes (hold your hand in front of your glasses IR receiver - on the left side of your glasses) and switch to a "flickering" scene --> you will discover no flickering at all. Remove your hand for a fraction of a second to get an alive signal for your glasses and intercept the signal immediately - so you can go through these scenes without flickering.
(!) Conclusion: for me it's proven that the IR emitter begins to babble nonsense, esp. mixing the order of or dropping out shutter open/close left/right signals which leads to the unwanted effect. If the timing for the shutter glasses is left to themselves (cut signal) than the shutter open/close left/right alternation is done in the correct order.
I don't know whether latency, loss of signal and/or mixing of order is the failure and whether it stems from USB or GPU issues. However the fact that under heavy GPU load the flickering gets worse and worse, I think that the graphics driver get out of sync with the monitor's refresh rate and is sending false signals to the IR emitter which confuses the shutter glasses and leads to the out of sync situation - remember the glasses can keep the alternation alive for a few seconds without a guidance signal from the emitter thus the emitter seems to send wrong signals (see details to 3rd topic). - nVidia - your turn!
____
Tested on [295GTX - Intel X48 - Intel Core2Quad Q9550 with multi-GPU en-/disabled] and on [8800GTX - nforce 4 ultra - AMD Ahtlon 64 X2 4400+]
[quote name='GemX' post='965365' date='Dec 16 2009, 12:27 AM'][list=1]
[*]flickering is not visible in low polygon count scenes (as we would expect)
[/list][/quote]
I mean not that we would expect flickering but that we expect no flickering if driver and emitter are working correctly.
Help, support, help!
Help, support, help!
When using only one GPU I' ve no flickering - never never never - (one core of GTX295 = GTX260) (detail set to max + 1680/1050)
When using multi GPU (GTX295 + 8800 GTS) I've got lot off flickering (detail set to max + 1680/1050)
When using multi GPU (GTX295 + 8800 GTS) but setting detail to minimum except vertical synchronisation and 1680/1050) I've no more flickering.
I go to monitor my CPU usage, but I think that my CPU is more used when using multi-GPU, perhaps we can increase priority of synchronisation ... or I will go to try to decrease priority of L4D
Be back in some mins
* EDIT *
CPU usage stay at 70% (max) with or without max detail.
On scene where CPU is used at 30% I've got flickering (in max detail).
So it's not that :-(
When using only one GPU I' ve no flickering - never never never - (one core of GTX295 = GTX260) (detail set to max + 1680/1050)
When using multi GPU (GTX295 + 8800 GTS) I've got lot off flickering (detail set to max + 1680/1050)
When using multi GPU (GTX295 + 8800 GTS) but setting detail to minimum except vertical synchronisation and 1680/1050) I've no more flickering.
I go to monitor my CPU usage, but I think that my CPU is more used when using multi-GPU, perhaps we can increase priority of synchronisation ... or I will go to try to decrease priority of L4D
Be back in some mins
* EDIT *
CPU usage stay at 70% (max) with or without max detail.
On scene where CPU is used at 30% I've got flickering (in max detail).
So it's not that :-(
i have the same problem with blinking glasses.
First, my system:
ASUS M4A78 PRO, GeForce GTX 295 (dual GPU, no SLI), Phenom II x4 940 @ 3.0MHz, 2x2GB DDR2-800, Samsung SyncMaster 2233RZ, Vista x64 Business and finally the Nvidia 3D Vision.
I installed everything like described in the manuals (including the latest drivers for the GTX295, the SyncMaster and the IR-transmitter/3D-Vision glasses), run the 3D-stereoscopic wizzard from the controll panel and got the first flashing glasses at the "Hardware-test"-screen. It was at 120Hz and the blinking of the glasses was like one flash a second (seems to flip the images for the eyes and clear the right side for some short period of time).
So i decided to try the 110Hz and 100Hz setup. At 110Hz the frequency of blinking/flashing got higher like two times a second and at 100Hz it was gone but the whole image got some sort of "blur" effect, irritating my eyes a lot. I guess its cause of the 100Hz (two times 50Hz).
I did a lot of reading the last 2 days and came to the point that i'm not allone with that issue. I already tried a lot of stuff i read (like turn off Multi-GPU, use different USB prots/no hubs, altering the settings in some applications and so on) but i finaly didn't solve the problem @ 120/110Hz.
I'm up to take the whole stuff (Syncmaster and 3D-Vision) back to the store and get my money back ...
Hopefully the problem gets solved really quick, otherwise the 3D-Vision is not worth its money. Thats what i think.
Best regards,
6Wing
i have the same problem with blinking glasses.
First, my system:
ASUS M4A78 PRO, GeForce GTX 295 (dual GPU, no SLI), Phenom II x4 940 @ 3.0MHz, 2x2GB DDR2-800, Samsung SyncMaster 2233RZ, Vista x64 Business and finally the Nvidia 3D Vision.
I installed everything like described in the manuals (including the latest drivers for the GTX295, the SyncMaster and the IR-transmitter/3D-Vision glasses), run the 3D-stereoscopic wizzard from the controll panel and got the first flashing glasses at the "Hardware-test"-screen. It was at 120Hz and the blinking of the glasses was like one flash a second (seems to flip the images for the eyes and clear the right side for some short period of time).
So i decided to try the 110Hz and 100Hz setup. At 110Hz the frequency of blinking/flashing got higher like two times a second and at 100Hz it was gone but the whole image got some sort of "blur" effect, irritating my eyes a lot. I guess its cause of the 100Hz (two times 50Hz).
I did a lot of reading the last 2 days and came to the point that i'm not allone with that issue. I already tried a lot of stuff i read (like turn off Multi-GPU, use different USB prots/no hubs, altering the settings in some applications and so on) but i finaly didn't solve the problem @ 120/110Hz.
I'm up to take the whole stuff (Syncmaster and 3D-Vision) back to the store and get my money back ...
Hopefully the problem gets solved really quick, otherwise the 3D-Vision is not worth its money. Thats what i think.
Best regards,
6Wing
1) So I set poweroptions to Performance, and in advance settigns for the poweroptions I disabled the usb power save. That got rid of most of the flickering. However I still had some on.
2) I was using gadgets in Windows 7, some to tell me my gpu temps some to tell me how much of my processor I'm using and one to tell me about my hard drive space. I disabled them all, no more gadgets and the flickering has almost ceased. (sometimes I'm not sure if it's happening anymore)
In the old Drivers (pre 8000 series) I know the Auto Negotiate on the NIC card use to casue flickering so if I set it to one specific option that got rid of the flickering. I can't do that here since I don't see and option for 1Gbps full in the options.
1) So I set poweroptions to Performance, and in advance settigns for the poweroptions I disabled the usb power save. That got rid of most of the flickering. However I still had some on.
2) I was using gadgets in Windows 7, some to tell me my gpu temps some to tell me how much of my processor I'm using and one to tell me about my hard drive space. I disabled them all, no more gadgets and the flickering has almost ceased. (sometimes I'm not sure if it's happening anymore)
In the old Drivers (pre 8000 series) I know the Auto Negotiate on the NIC card use to casue flickering so if I set it to one specific option that got rid of the flickering. I can't do that here since I don't see and option for 1Gbps full in the options.
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
Motherboard : Gigabyte GA-P35-DS3P Rev 1.1
CPU : Intel core 2 Quad Q6600 rev G0 @ 3.2Ghz (8x400mhz, default is 9x266)
GPU : GF 295 GTX on pci Express 16x 1.0
PPU : GF 8800 GTS on pci express 4x 1.0
RAM : 4x1Go DDRII Corsair 5-5-5
[b]Ok, here what I've tryed under L4D2 (with cl_showfps 1):[/b]
1- Remove my 8800 GTS (only GTX 295) : does nothing, FPS counter go to red when I'm getting flickering (less than 40fps)
2- play in lower resolution (1280*800) : no more flickering, FPS counter never go to red
3- underclock my CPU to 1.6Ghz (8x200) and play in lower resolution (1280*800) : flickering
4- disabling multiGPU on the nvidia pannel and play in full resolution max detail : I got more FPS than 1 ! (and no flickering, it's perfect !)
5- remove my 295GTX and play on my 8800GTS I've got less FPS (less than 25fps) but no flickering
So for me :
- Nvidia driver suck for GTX295 (with 3d vision)
or
- My cpu sucks for the GTX295,
Motherboard : Gigabyte GA-P35-DS3P Rev 1.1
CPU : Intel core 2 Quad Q6600 rev G0 @ 3.2Ghz (8x400mhz, default is 9x266)
GPU : GF 295 GTX on pci Express 16x 1.0
PPU : GF 8800 GTS on pci express 4x 1.0
RAM : 4x1Go DDRII Corsair 5-5-5
Ok, here what I've tryed under L4D2 (with cl_showfps 1):
1- Remove my 8800 GTS (only GTX 295) : does nothing, FPS counter go to red when I'm getting flickering (less than 40fps)
2- play in lower resolution (1280*800) : no more flickering, FPS counter never go to red
3- underclock my CPU to 1.6Ghz (8x200) and play in lower resolution (1280*800) : flickering
4- disabling multiGPU on the nvidia pannel and play in full resolution max detail : I got more FPS than 1 ! (and no flickering, it's perfect !)
5- remove my 295GTX and play on my 8800GTS I've got less FPS (less than 25fps) but no flickering
So for me :
- Nvidia driver suck for GTX295 (with 3d vision)
or
- My cpu sucks for the GTX295,
Motherboard : Gigabyte GA-P35-DS3P Rev 1.1
CPU : Intel core 2 Quad Q6600 rev G0 @ 3.2Ghz (8x400mhz, default is 9x266)
GPU : GF 295 GTX on pci Express 16x 1.0
PPU : GF 8800 GTS on pci express 4x 1.0
RAM : 4x1Go DDRII Corsair 5-5-5
[b]Ok, here what I've tryed under L4D2 (with cl_showfps 1):[/b]
1- Remove my 8800 GTS (only GTX 295) : does nothing, FPS counter go to red when I'm getting flickering (less than 40fps)
2- play in lower resolution (1280*800) : no more flickering, FPS counter never go to red
3- underclock my CPU to 1.6Ghz (8x200) and play in lower resolution (1280*800) : flickering
4- disabling multiGPU on the nvidia pannel and play in full resolution max detail : I got more FPS than 1 ! (and no flickering, it's perfect !)
5- remove my 295GTX and play on my 8800GTS I've got less FPS (less than 25fps) but no flickering
So for me :
- Nvidia driver suck for GTX295 (with 3d vision)
or
- My cpu sucks for the GTX295,
The only time i have flickering is if I have too much ambiant light in the room.. i turn off the light behind my chairs and presto - no flickering.
Motherboard : Gigabyte GA-P35-DS3P Rev 1.1
CPU : Intel core 2 Quad Q6600 rev G0 @ 3.2Ghz (8x400mhz, default is 9x266)
GPU : GF 295 GTX on pci Express 16x 1.0
PPU : GF 8800 GTS on pci express 4x 1.0
RAM : 4x1Go DDRII Corsair 5-5-5
Ok, here what I've tryed under L4D2 (with cl_showfps 1):
1- Remove my 8800 GTS (only GTX 295) : does nothing, FPS counter go to red when I'm getting flickering (less than 40fps)
2- play in lower resolution (1280*800) : no more flickering, FPS counter never go to red
3- underclock my CPU to 1.6Ghz (8x200) and play in lower resolution (1280*800) : flickering
4- disabling multiGPU on the nvidia pannel and play in full resolution max detail : I got more FPS than 1 ! (and no flickering, it's perfect !)
5- remove my 295GTX and play on my 8800GTS I've got less FPS (less than 25fps) but no flickering
So for me :
- Nvidia driver suck for GTX295 (with 3d vision)
or
- My cpu sucks for the GTX295,
The only time i have flickering is if I have too much ambiant light in the room.. i turn off the light behind my chairs and presto - no flickering.
The main problem isn't some flickering ambient light; I got some flicker with my second screen active while using the glasses too but the problem is the symptom shown in this video from ragefactory : [url="http://www.youtube.com/watch?v=MJcZRAbECR4"]http://www.youtube.com/watch?v=MJcZRAbECR4[/url]
I got exactly the same heavily blinking right, and less blinking left side (more steady as seen in the video, about one flash a second) and there was no difference whether looking at the "3D"-screen or just looking out of the window. Yes, i did try it with all lights and additional screens turned off.
That is no ambient flicker caused by some lights or screens operated near the glasses. I think that is a problem based on the refreshrate of the glasses or the synchronization between the glasses and the screen.
As mentioned before, it was gone at 100Hz operating mode but the picture on the screen wasn't good for the eyes anymore.
6Wing
The main problem isn't some flickering ambient light; I got some flicker with my second screen active while using the glasses too but the problem is the symptom shown in this video from ragefactory : " rel="nofollow" target = "_blank">
I got exactly the same heavily blinking right, and less blinking left side (more steady as seen in the video, about one flash a second) and there was no difference whether looking at the "3D"-screen or just looking out of the window. Yes, i did try it with all lights and additional screens turned off.
That is no ambient flicker caused by some lights or screens operated near the glasses. I think that is a problem based on the refreshrate of the glasses or the synchronization between the glasses and the screen.
As mentioned before, it was gone at 100Hz operating mode but the picture on the screen wasn't good for the eyes anymore.
6Wing
sorry my bad english
but its solution for mi
i have win7 64bits
close programs : or crtl+alt+surp
slideshow programs
ntune
rivatuner
fraps
everest
and try
solution for my.
sorry my bad english
but its solution for mi
i have win7 64bits
close programs : or crtl+alt+surp
slideshow programs
ntune
rivatuner
fraps
everest
and try
solution for my.
Dell 24" U2410 / Acer H5360 / Viewsonic 22" vx2268wm 120hz / Nvidia 3D Vision / Antec 300 / Intel quad Q6600 @ 3.2ghz 400x8 1.35v Msi p35 / OCZ Plat 1GBX4 DDR2 @ 970MHZ 2.1V / Nvidia GTX260 896MB / Hiper 630W Type-M / Windows 7 64BIT
To be more precise, I have gone through the process of flickering, wrote some D3D applications for testing, and made some interesting discoveries:
[list=1]
[*]flickering is not visible in low polygon count scenes (as we would expect)
[*]flickering gets stronger if polygon count or shader complexity is high (increased performance demands)
[*]if you intermit the infrared signal you get the normal 3d vision effect (for some seconds since the glasses keep up the alternation for a while)
[*]flickering is totally independent from vblank freq. (100Hz,110Hz,120Hz) [remark: dark room, no daylight, lights off]
[*]flickering is not affected or introduced by using/not using USB hubs
[/list]
Ad 1. and 2. under load the synch signal from the IR emitter seems to get "corrupted", hence the flickering - or to be more precise the loss of synchronized shutter glasses.
It seems that the IR emitter gets out of sync and sends its signals for left/right eye shut/open in false order and very asynchronous.
This leads to open left or right shutter glasses when the right/left image is shown. Resulting in a double picture for one or both eyes.
I also started nVIDIA's Medusa demo where the loss of synch is very prominent in high polycount scenes and not present in low poly scenes (like in the detail of the map or the close-up of the green gem scenes).
Ad 3. the shutter glasses can run for a few seconds without a guidance signal from the emitter and keep up the alternation - thus if you block the infrared signal you will see individual images for each eye giving you the 3d effect. After a few seconds the shutter glasses stop and go to see-through leading to a double image visible for both eyes.
If you cut the signal at the end of low-poly scenes (hold your hand in front of your glasses IR receiver - on the left side of your glasses) and switch to a "flickering" scene --> you will discover no flickering at all. Remove your hand for a fraction of a second to get an alive signal for your glasses and intercept the signal immediately - so you can go through these scenes without flickering.
(!) [b]Conclusion[/b]: for me it's proven that the IR emitter begins to babble nonsense, esp. mixing the order of or dropping out shutter open/close left/right signals which leads to the unwanted effect. If the timing for the shutter glasses is left to themselves (cut signal) than the shutter open/close left/right alternation is done in the correct order.
I don't know whether latency, loss of signal and/or mixing of order is the failure and whether it stems from USB or GPU issues. However the fact that under heavy GPU load the flickering gets worse and worse, I think that the graphics driver get out of sync with the monitor's refresh rate and is sending false signals to the IR emitter which confuses the shutter glasses and leads to the out of sync situation - remember the glasses can keep the alternation alive for a few seconds without a guidance signal from the emitter thus the emitter seems to send wrong signals (see details to 3rd topic). - nVidia - your turn!
____
Tested on [295GTX - Intel X48 - Intel Core2Quad Q9550 with multi-GPU en-/disabled] and on [8800GTX - nforce 4 ultra - AMD Ahtlon 64 X2 4400+]
To be more precise, I have gone through the process of flickering, wrote some D3D applications for testing, and made some interesting discoveries:
[list=1]
Ad 1. and 2. under load the synch signal from the IR emitter seems to get "corrupted", hence the flickering - or to be more precise the loss of synchronized shutter glasses.
It seems that the IR emitter gets out of sync and sends its signals for left/right eye shut/open in false order and very asynchronous.
This leads to open left or right shutter glasses when the right/left image is shown. Resulting in a double picture for one or both eyes.
I also started nVIDIA's Medusa demo where the loss of synch is very prominent in high polycount scenes and not present in low poly scenes (like in the detail of the map or the close-up of the green gem scenes).
Ad 3. the shutter glasses can run for a few seconds without a guidance signal from the emitter and keep up the alternation - thus if you block the infrared signal you will see individual images for each eye giving you the 3d effect. After a few seconds the shutter glasses stop and go to see-through leading to a double image visible for both eyes.
If you cut the signal at the end of low-poly scenes (hold your hand in front of your glasses IR receiver - on the left side of your glasses) and switch to a "flickering" scene --> you will discover no flickering at all. Remove your hand for a fraction of a second to get an alive signal for your glasses and intercept the signal immediately - so you can go through these scenes without flickering.
(!) Conclusion: for me it's proven that the IR emitter begins to babble nonsense, esp. mixing the order of or dropping out shutter open/close left/right signals which leads to the unwanted effect. If the timing for the shutter glasses is left to themselves (cut signal) than the shutter open/close left/right alternation is done in the correct order.
I don't know whether latency, loss of signal and/or mixing of order is the failure and whether it stems from USB or GPU issues. However the fact that under heavy GPU load the flickering gets worse and worse, I think that the graphics driver get out of sync with the monitor's refresh rate and is sending false signals to the IR emitter which confuses the shutter glasses and leads to the out of sync situation - remember the glasses can keep the alternation alive for a few seconds without a guidance signal from the emitter thus the emitter seems to send wrong signals (see details to 3rd topic). - nVidia - your turn!
____
Tested on [295GTX - Intel X48 - Intel Core2Quad Q9550 with multi-GPU en-/disabled] and on [8800GTX - nforce 4 ultra - AMD Ahtlon 64 X2 4400+]
[*]flickering is not visible in low polygon count scenes (as we would expect)
[/list][/quote]
I mean not that we would expect flickering but that we expect no flickering if driver and emitter are working correctly.
I mean not that we would expect flickering but that we expect no flickering if driver and emitter are working correctly.