Unity 5 DX11 stereo mode - does it work?
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[quote="RagingSimian"]A bit late to the conversation[/quote]Welcome. The information you posted is useful, but off topic for this particular thread. You might want to check out this page which has some of the info we know about the driver settings (ooh, that reminds me, I have new confirmed info from nvidia about compute shaders and StereoFlagsDX10 - I should update this): http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings Please update that page with any other observations you find. And of course be sure to grab my CustomSettingNames_en-EN.xml file for use with nvidia inspector that reveals all the options: https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/CustomSettingNames_en-EN.xml As you noted there are certain settings that can only be set with Geforce 3D Profile Manager - specifically, the internal setting flag, which is required for some options. For the experiment in this particular thread it is important that we find a Unity 5.1, 5.2 or 5.3 game that already uses exclusive mode full screen (normally we would use 3DMigoto to force exclusive mode full screen on a DX11 Unity game, but we had to deny access to certain interfaces to avoid crashes, but those interfaces are necessary for this experiment to work), and either already uses DX11, or works with -force-d3d11. It is also necessary to use Windows 8.0 or later as this experiment is about using DirectX stereo support, which is not supported in Windows 7 (even with the platform update). If this worked it would be a compelling reason to migrate to Windows 10, solve the crashes in 3DMigoto and re-enable the newer interfaces, but if it doesn't (and it seems like it doesn't)... screw that :-p
RagingSimian said:A bit late to the conversation
Welcome. The information you posted is useful, but off topic for this particular thread.

You might want to check out this page which has some of the info we know about the driver settings (ooh, that reminds me, I have new confirmed info from nvidia about compute shaders and StereoFlagsDX10 - I should update this):

http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings

Please update that page with any other observations you find.

And of course be sure to grab my CustomSettingNames_en-EN.xml file for use with nvidia inspector that reveals all the options:

https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/CustomSettingNames_en-EN.xml

As you noted there are certain settings that can only be set with Geforce 3D Profile Manager - specifically, the internal setting flag, which is required for some options.


For the experiment in this particular thread it is important that we find a Unity 5.1, 5.2 or 5.3 game that already uses exclusive mode full screen (normally we would use 3DMigoto to force exclusive mode full screen on a DX11 Unity game, but we had to deny access to certain interfaces to avoid crashes, but those interfaces are necessary for this experiment to work), and either already uses DX11, or works with -force-d3d11. It is also necessary to use Windows 8.0 or later as this experiment is about using DirectX stereo support, which is not supported in Windows 7 (even with the platform update).

If this worked it would be a compelling reason to migrate to Windows 10, solve the crashes in 3DMigoto and re-enable the newer interfaces, but if it doesn't (and it seems like it doesn't)... screw that :-p

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
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#16
Posted 01/05/2016 06:56 AM   
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