nVidia 3D Vision breaks support for OpenGL quad buffering with Windows 10 drivers
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I've upgraded to Windows 10. With the newest GeForce drivers, nVidia 3D Vision works in Windows 10 -- but only with DirectX. It doesn't work with OpenGL at all -- not even with OpenGL quad buffering.
nVidia 3D Vision has supported OpenGL quad buffering (in fullscreen exclusive mode) on GeForce GPUs for more than 2 years. It is essential for OpenGL games that have native 3D support. I hope nVidia will fix this, and that they haven't decided to stop supporting OpenGL.
I have been adding native stereoscopic rendering support to old games with OpenGL. I would hate to have to add DirectX support just so they can output with nVidia 3D Vision.
I hope this doesn't lead to a future where only DirectX applications can have wide support for stereoscopic 3D.
I've upgraded to Windows 10. With the newest GeForce drivers, nVidia 3D Vision works in Windows 10 -- but only with DirectX. It doesn't work with OpenGL at all -- not even with OpenGL quad buffering.
nVidia 3D Vision has supported OpenGL quad buffering (in fullscreen exclusive mode) on GeForce GPUs for more than 2 years. It is essential for OpenGL games that have native 3D support. I hope nVidia will fix this, and that they haven't decided to stop supporting OpenGL.
I have been adding native stereoscopic rendering support to old games with OpenGL. I would hate to have to add DirectX support just so they can output with nVidia 3D Vision.
I hope this doesn't lead to a future where only DirectX applications can have wide support for stereoscopic 3D.
Wow, where have you been, Nvidia 3D Vision hasn't supported OpenGL Natively in a LONG time! - Post in Win 10 thread here:
https://forums.geforce.com/default/topic/858123/3d-vision/windows-10-megathread-please-keep-win10-discussions-here/
~Nutz
No Games like Doom 3 BFG had support for 3D Vision so it was there not sure where you been.. OpenGL support long gone but quad buffered was still supposed to work..
No Games like Doom 3 BFG had support for 3D Vision so it was there not sure where you been.. OpenGL support long gone but quad buffered was still supposed to work..
[quote=""]Wow, where have you been, Nvidia 3D Vision hasn't supported OpenGL Natively in a LONG time! - Post in Win 10 thread here:
https://forums.geforce.com/default/topic/858123/3d-vision/windows-10-megathread-please-keep-win10-discussions-here/
~Nutz[/quote]
Sorry, I didn't notice that thread until right after I had posted this one.
But in response to what you said here, I should mention that actually, nVidia 3D Vision HAS supported OpenGL quad buffering for a little over two years. It was unlocked in early 2013. See this thread: http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849
I have been using it with applications I've written since I got nVidia 3D Vision 2 last August. I used it in Windows 8.1 shortly before I started the upgrade to Windows 10. It worked perfectly.
It has worked perfectly (in fullscreen exclusive mode) for the past 2 years. But with nVidia's Windows 10 drivers, it is now broken.
Sorry, I didn't notice that thread until right after I had posted this one.
But in response to what you said here, I should mention that actually, nVidia 3D Vision HAS supported OpenGL quad buffering for a little over two years. It was unlocked in early 2013. See this thread: http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849
I have been using it with applications I've written since I got nVidia 3D Vision 2 last August. I used it in Windows 8.1 shortly before I started the upgrade to Windows 10. It worked perfectly.
It has worked perfectly (in fullscreen exclusive mode) for the past 2 years. But with nVidia's Windows 10 drivers, it is now broken.
[quote=""]I have been adding native stereoscopic rendering support to old games with OpenGL. I would hate to have to add DirectX support just so they can output with nVidia 3D Vision.[/quote]
Are you using the wrapper from Helifax?
If not, what games have you added support to and how are you implementing it?
said:I have been adding native stereoscopic rendering support to old games with OpenGL. I would hate to have to add DirectX support just so they can output with nVidia 3D Vision.
Are you using the wrapper from Helifax?
If not, what games have you added support to and how are you implementing it?
[quote=""][quote=""]I have been adding native stereoscopic rendering support to old games with OpenGL. I would hate to have to add DirectX support just so they can output with nVidia 3D Vision.[/quote]
Are you using the wrapper from Helifax?
If not, what games have you added support to and how are you implementing it?[/quote]
No, I'm programming it myself.
I've added native stereoscopic rendering support to [url=http://www.mtbs3d.com/phpBB/viewtopic.php?f=3&t=20093]a modified version of Wolf4SDL[/url] I've made (Wolf4SDL is a fan SDL port of [i]Wolfenstein 3D[/i]).
I've also made [url=http://www.mtbs3d.com/phpBB/viewtopic.php?f=3&t=21112]a modified version of OpenGlide[/url] which allows you to play Glide 2 games in stereoscopic 3D. (This works much, much better than using an automatic mode driver on top of a Glide wrapper.)
With both of these projects, I've made them support quad-buffered OpenGL output. I have used quad-buffered OpenGL a lot over the past year (it actually is mostly what I've used nVidia 3D Vision for). They both work perfectly in fullscreen exclusive OpenGL quad-buffered mode with nVidia 3D Vision, in Windows 8.1 and earlier. But with Windows 10, nVidia 3D Vision doesn't work at all with OpenGL (but these projects still otherwise work).
said:I have been adding native stereoscopic rendering support to old games with OpenGL. I would hate to have to add DirectX support just so they can output with nVidia 3D Vision.
Are you using the wrapper from Helifax?
If not, what games have you added support to and how are you implementing it?
No, I'm programming it myself.
I've added native stereoscopic rendering support to a modified version of Wolf4SDL I've made (Wolf4SDL is a fan SDL port of Wolfenstein 3D).
I've also made a modified version of OpenGlide which allows you to play Glide 2 games in stereoscopic 3D. (This works much, much better than using an automatic mode driver on top of a Glide wrapper.)
With both of these projects, I've made them support quad-buffered OpenGL output. I have used quad-buffered OpenGL a lot over the past year (it actually is mostly what I've used nVidia 3D Vision for). They both work perfectly in fullscreen exclusive OpenGL quad-buffered mode with nVidia 3D Vision, in Windows 8.1 and earlier. But with Windows 10, nVidia 3D Vision doesn't work at all with OpenGL (but these projects still otherwise work).
[quote="Matthew1987"]No, I'm programming it myself.
I've added native stereoscopic rendering support to [url=http://www.mtbs3d.com/phpBB/viewtopic.php?f=3&t=20093]a modified version of Wolf4SDL[/url] I've made (Wolf4SDL is a fan SDL port of [i]Wolfenstein 3D[/i]).
I've also made [url=http://www.mtbs3d.com/phpBB/viewtopic.php?f=3&t=21112]a modified version of OpenGlide[/url] which allows you to play Glide 2 games in stereoscopic 3D. (This works much, much better than using an automatic mode driver on top of a Glide wrapper.)
With both of these projects, I've made them support quad-buffered OpenGL output. I have used quad-buffered OpenGL a lot over the past year (it actually is mostly what I've used nVidia 3D Vision for). They both work perfectly in fullscreen exclusive OpenGL quad-buffered mode with nVidia 3D Vision, in Windows 8.1 and earlier. But with Windows 10, nVidia 3D Vision doesn't work at all with OpenGL (but these projects still otherwise work).[/quote]
That is seriously cool! Good stuff.
I would recommend that you not make any conclusions about Win10 and NVidia right at the moment, because it's a bit of clusterf with the current drivers. Win10 on upgrades is installing a broken driver and breaking systems. IMHO it's not yet ready for prime time.
It's extremely unlikely that they will give up on this technology because QuadBuffered OpenGL is a key part of their professional cards and software.
As you are programming the wrapper, are you seeing errors from OpenGL calls? What makes you say that it look like quad buffered is no longer supported? Do other OpenGL stereo demos now fail?
I've added native stereoscopic rendering support to a modified version of Wolf4SDL I've made (Wolf4SDL is a fan SDL port of Wolfenstein 3D).
I've also made a modified version of OpenGlide which allows you to play Glide 2 games in stereoscopic 3D. (This works much, much better than using an automatic mode driver on top of a Glide wrapper.)
With both of these projects, I've made them support quad-buffered OpenGL output. I have used quad-buffered OpenGL a lot over the past year (it actually is mostly what I've used nVidia 3D Vision for). They both work perfectly in fullscreen exclusive OpenGL quad-buffered mode with nVidia 3D Vision, in Windows 8.1 and earlier. But with Windows 10, nVidia 3D Vision doesn't work at all with OpenGL (but these projects still otherwise work).
That is seriously cool! Good stuff.
I would recommend that you not make any conclusions about Win10 and NVidia right at the moment, because it's a bit of clusterf with the current drivers. Win10 on upgrades is installing a broken driver and breaking systems. IMHO it's not yet ready for prime time.
It's extremely unlikely that they will give up on this technology because QuadBuffered OpenGL is a key part of their professional cards and software.
As you are programming the wrapper, are you seeing errors from OpenGL calls? What makes you say that it look like quad buffered is no longer supported? Do other OpenGL stereo demos now fail?
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"]It's extremely unlikely that they will give up on this technology because QuadBuffered OpenGL is a key part of their professional cards and software.[/quote]
My concern is about their consumer drivers. Originally, they locked out support for quad buffered OpenGL on their consumer cards. In early 2013, they unlocked it on GeForce GPUs (I suspect that this was in response to AMD unlocking it on Radeon GPUs), but it is very limited. It only works in fullscreen exclusive mode, it only works if the window is set up a certain way, and it only starts working the first time the window is activated (if you switch to another application and then back, it won't work again unless the window is recreated). I've only gotten it to work with code I've written. (I've tried the "Quad Buffered OpenGL" option in Stereoscopic Player; it doesn't work, probably because the window isn't set up in the necessary way.)
This is with Windows 8.1 and earlier. With Windows 10, as I've said, it doesn't work at all.
With Windows 8+, there really is no excuse for it to not have full support, because Windows 8+ has native support in the operating system for stereoscopic rendering. I've read that AMD HD3D supports OpenGL quad buffering in windowed mode on Radeon cards.
[quote="bo3b"]As you are programming the wrapper, are you seeing errors from OpenGL calls? What makes you say that it look like quad buffered is no longer supported?[/quote]
I am not seeing OpenGL errors. With both projects, when stereo mode is enabled, the program runs normally, but nVidia 3D Vision doesn't work.
It does not set the monitor in stereoscopic mode.
It just displays the left eye image and it stalls for a small fraction of a second each time the buffers are swapped, which makes it run extremely slowly. The shutters on the glasses also alternate between shuttering and not shuttering. The screen also "flashes" -- it alternates between black and normal.
This is only with OpenGL quad buffering. With DirectX, nVidia 3D Vision works normally in Windows 10, both with quad buffering and with the automatic mode drivers. I've tried Stereoscopic Player ("NVIDIA 3D Vision" mode, of course) and [i]Black Mesa[/i]; both work without any issues.
bo3b said:It's extremely unlikely that they will give up on this technology because QuadBuffered OpenGL is a key part of their professional cards and software.
My concern is about their consumer drivers. Originally, they locked out support for quad buffered OpenGL on their consumer cards. In early 2013, they unlocked it on GeForce GPUs (I suspect that this was in response to AMD unlocking it on Radeon GPUs), but it is very limited. It only works in fullscreen exclusive mode, it only works if the window is set up a certain way, and it only starts working the first time the window is activated (if you switch to another application and then back, it won't work again unless the window is recreated). I've only gotten it to work with code I've written. (I've tried the "Quad Buffered OpenGL" option in Stereoscopic Player; it doesn't work, probably because the window isn't set up in the necessary way.)
This is with Windows 8.1 and earlier. With Windows 10, as I've said, it doesn't work at all.
With Windows 8+, there really is no excuse for it to not have full support, because Windows 8+ has native support in the operating system for stereoscopic rendering. I've read that AMD HD3D supports OpenGL quad buffering in windowed mode on Radeon cards.
bo3b said:As you are programming the wrapper, are you seeing errors from OpenGL calls? What makes you say that it look like quad buffered is no longer supported?
I am not seeing OpenGL errors. With both projects, when stereo mode is enabled, the program runs normally, but nVidia 3D Vision doesn't work.
It does not set the monitor in stereoscopic mode.
It just displays the left eye image and it stalls for a small fraction of a second each time the buffers are swapped, which makes it run extremely slowly. The shutters on the glasses also alternate between shuttering and not shuttering. The screen also "flashes" -- it alternates between black and normal.
This is only with OpenGL quad buffering. With DirectX, nVidia 3D Vision works normally in Windows 10, both with quad buffering and with the automatic mode drivers. I've tried Stereoscopic Player ("NVIDIA 3D Vision" mode, of course) and Black Mesa; both work without any issues.
You should report this in the driver feedback thread and also open a support ticket.
https://forums.geforce.com/default/board/33/geforce-drivers/
http://nvidia.custhelp.com/app/utils/login_form/redirect/ask
I do humbly apologize, this is obviously something you know very much about. Between that and in light of the fact that I didn't pick up on the Qd-Bfr'd part, I shall admit defeat and bow out .. a little wiser.
~Nutz
I do humbly apologize, this is obviously something you know very much about. Between that and in light of the fact that I didn't pick up on the Qd-Bfr'd part, I shall admit defeat and bow out .. a little wiser.
I just upgraded to the new GeForce drivers that were released 5 days ago (355.60). That fixed the problem.
I don't know if the problem occurred because of a bug in the driver, or because the driver wasn't installed correctly when I upgraded to Windows 10.
Quad-buffered OpenGL still has the same limitations it does in previous versions of Windows. But it now works.
Again, it doesn't work with Stereoscopic Player, but does work with the applications I've written, because I've programmed them in the right way.
Nice to hear a newer Win 10 driver did something [b]right[/b] in this front.
I'm curious if you ever added quad buffering to any of the older BioWare OpenGl games: KoToR 1 & 2, NWN's?
I'm mainly just curious if it can be done.
Interesting;)
I am personally looking forward to see if a true Quad Buffering wrapper can/will be done...but I SERIOUSLY doubt it....
Like the OP said, he implemented the QUAD Buffering in his apps (where he had the source code of the apps) rather than a generic wrapper...
Still, I would LOVE to see that I'm wrong and a general formula can be applied/found;))
I am personally looking forward to see if a true Quad Buffering wrapper can/will be done...but I SERIOUSLY doubt it....
Like the OP said, he implemented the QUAD Buffering in his apps (where he had the source code of the apps) rather than a generic wrapper...
Still, I would LOVE to see that I'm wrong and a general formula can be applied/found;))
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
[quote=""]
I'm curious if you ever added quad buffering to any of the older BioWare OpenGl games: KoToR 1 & 2, NWN's?
[/quote]
In regards to Kotor1 and Kotor2... I already have fixes for 3D Vision in place:
[url=http://3dsurroundgaming.com/OpenGL3DVisionGames.html]3D Vision OpenGL Fixed Games[/url].
Maybe you missed them? Or you don't like them ?
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
[quote=""]Interesting;)
I am personally looking forward to see if a true Quad Buffering wrapper can/will be done...but I SERIOUSLY doubt it....
Like the OP said, he implemented the QUAD Buffering in his apps (where he had the source code of the apps) rather than a generic wrapper...
Still, I would LOVE to see that I'm wrong and a general formula can be applied/found;))[/quote]
OpenGlide IS a generic wrapper -- for Glide games.
My modified version of it supports stereoscopic rendering, and is vastly improved (it is modified so it uses OpenGL 3.3 core profile, and is far, far, far faster). It works perfectly with a number of games, including [i]King's Quest: Mask of Eternity[/i] and [i]Recoil[/i].
As far as a generic wrapper for OpenGL games, it is possible, and has been done before. eDimensional had an OpenGL wrapper which outputted in interleaved format (I used it to play Half-Life in stereoscopic 3D). nVidia's legacy drivers supported it as well.
These wrappers are not a substitute for native support, however -- especially not with newer games. Because of how primitive Glide is, my version of OpenGlide generally displays games perfectly in 3D (I've even made it display LFB writes as 3D surfaces at an arbitrary depth that can be set). But with newer games, which use advanced rendering effects, there are often major anomalies.
I think there has been too much focus on "automatic mode" 3D. The focus should instead be on adding native stereoscopic rendering support to games and engines.
If Valve were to add that to the Source engine, for example, that would allow you to play any Source game in native 3D. They have added Oculus Rift support, but not general 3D support.
I am considering adding native stereoscopic rendering support with quad-buffered OpenGL to [url=http://www.moddb.com/engines/xash3d-engine]Xash3D[/url]. This would allow any game that uses the GoldSrc engine, such as [i]Half-Life[/i], [i]Half-Life: Opposing Force[/i], and [i]Half-Life: Blue Shift[/i], to be played in native 3D.
I am personally looking forward to see if a true Quad Buffering wrapper can/will be done...but I SERIOUSLY doubt it....
Like the OP said, he implemented the QUAD Buffering in his apps (where he had the source code of the apps) rather than a generic wrapper...
Still, I would LOVE to see that I'm wrong and a general formula can be applied/found;))
OpenGlide IS a generic wrapper -- for Glide games.
My modified version of it supports stereoscopic rendering, and is vastly improved (it is modified so it uses OpenGL 3.3 core profile, and is far, far, far faster). It works perfectly with a number of games, including King's Quest: Mask of Eternity and Recoil.
As far as a generic wrapper for OpenGL games, it is possible, and has been done before. eDimensional had an OpenGL wrapper which outputted in interleaved format (I used it to play Half-Life in stereoscopic 3D). nVidia's legacy drivers supported it as well.
These wrappers are not a substitute for native support, however -- especially not with newer games. Because of how primitive Glide is, my version of OpenGlide generally displays games perfectly in 3D (I've even made it display LFB writes as 3D surfaces at an arbitrary depth that can be set). But with newer games, which use advanced rendering effects, there are often major anomalies.
I think there has been too much focus on "automatic mode" 3D. The focus should instead be on adding native stereoscopic rendering support to games and engines.
If Valve were to add that to the Source engine, for example, that would allow you to play any Source game in native 3D. They have added Oculus Rift support, but not general 3D support.
I am considering adding native stereoscopic rendering support with quad-buffered OpenGL to Xash3D. This would allow any game that uses the GoldSrc engine, such as Half-Life, Half-Life: Opposing Force, and Half-Life: Blue Shift, to be played in native 3D.
nVidia 3D Vision has supported OpenGL quad buffering (in fullscreen exclusive mode) on GeForce GPUs for more than 2 years. It is essential for OpenGL games that have native 3D support. I hope nVidia will fix this, and that they haven't decided to stop supporting OpenGL.
I have been adding native stereoscopic rendering support to old games with OpenGL. I would hate to have to add DirectX support just so they can output with nVidia 3D Vision.
I hope this doesn't lead to a future where only DirectX applications can have wide support for stereoscopic 3D.
https://forums.geforce.com/default/topic/858123/3d-vision/windows-10-megathread-please-keep-win10-discussions-here/
~Nutz
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Sorry, I didn't notice that thread until right after I had posted this one.
But in response to what you said here, I should mention that actually, nVidia 3D Vision HAS supported OpenGL quad buffering for a little over two years. It was unlocked in early 2013. See this thread: http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849
I have been using it with applications I've written since I got nVidia 3D Vision 2 last August. I used it in Windows 8.1 shortly before I started the upgrade to Windows 10. It worked perfectly.
It has worked perfectly (in fullscreen exclusive mode) for the past 2 years. But with nVidia's Windows 10 drivers, it is now broken.
Are you using the wrapper from Helifax?
If not, what games have you added support to and how are you implementing it?
No, I'm programming it myself.
I've added native stereoscopic rendering support to a modified version of Wolf4SDL I've made (Wolf4SDL is a fan SDL port of Wolfenstein 3D).
I've also made a modified version of OpenGlide which allows you to play Glide 2 games in stereoscopic 3D. (This works much, much better than using an automatic mode driver on top of a Glide wrapper.)
With both of these projects, I've made them support quad-buffered OpenGL output. I have used quad-buffered OpenGL a lot over the past year (it actually is mostly what I've used nVidia 3D Vision for). They both work perfectly in fullscreen exclusive OpenGL quad-buffered mode with nVidia 3D Vision, in Windows 8.1 and earlier. But with Windows 10, nVidia 3D Vision doesn't work at all with OpenGL (but these projects still otherwise work).
That is seriously cool! Good stuff.
I would recommend that you not make any conclusions about Win10 and NVidia right at the moment, because it's a bit of clusterf with the current drivers. Win10 on upgrades is installing a broken driver and breaking systems. IMHO it's not yet ready for prime time.
It's extremely unlikely that they will give up on this technology because QuadBuffered OpenGL is a key part of their professional cards and software.
As you are programming the wrapper, are you seeing errors from OpenGL calls? What makes you say that it look like quad buffered is no longer supported? Do other OpenGL stereo demos now fail?
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
My concern is about their consumer drivers. Originally, they locked out support for quad buffered OpenGL on their consumer cards. In early 2013, they unlocked it on GeForce GPUs (I suspect that this was in response to AMD unlocking it on Radeon GPUs), but it is very limited. It only works in fullscreen exclusive mode, it only works if the window is set up a certain way, and it only starts working the first time the window is activated (if you switch to another application and then back, it won't work again unless the window is recreated). I've only gotten it to work with code I've written. (I've tried the "Quad Buffered OpenGL" option in Stereoscopic Player; it doesn't work, probably because the window isn't set up in the necessary way.)
This is with Windows 8.1 and earlier. With Windows 10, as I've said, it doesn't work at all.
With Windows 8+, there really is no excuse for it to not have full support, because Windows 8+ has native support in the operating system for stereoscopic rendering. I've read that AMD HD3D supports OpenGL quad buffering in windowed mode on Radeon cards.
I am not seeing OpenGL errors. With both projects, when stereo mode is enabled, the program runs normally, but nVidia 3D Vision doesn't work.
It does not set the monitor in stereoscopic mode.
It just displays the left eye image and it stalls for a small fraction of a second each time the buffers are swapped, which makes it run extremely slowly. The shutters on the glasses also alternate between shuttering and not shuttering. The screen also "flashes" -- it alternates between black and normal.
This is only with OpenGL quad buffering. With DirectX, nVidia 3D Vision works normally in Windows 10, both with quad buffering and with the automatic mode drivers. I've tried Stereoscopic Player ("NVIDIA 3D Vision" mode, of course) and Black Mesa; both work without any issues.
https://forums.geforce.com/default/board/33/geforce-drivers/
http://nvidia.custhelp.com/app/utils/login_form/redirect/ask
~Nutz
---- Core System Components ----
(MBD) EVGA® Classified™ (x58) E760
(CPU) Intel® i7™ '980x' (OC'd) @ 4.8Ghz
(CPU) Corsair® (CPU) Cooling™ (H50)
(MEM) Corsair® (MEM) Dominator(GT)™ 12GB @ 2000Mhz
(PSU) PC)P&C™ (PSU)'T12W' @ 1200w
(CSE) Cooler Master® Stacker™ (830)
---- (3D) Graphics Sub'Sys ----
(2x) EVGA® GTX'970 (SC) - Nvidia® SLi™
(1x) EVGA® GTX'660 (Ti) - Nvidia® PhysX™
(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™
(1x) ASUS® (VG) 248(QE) - Nvidia® 3DVision™
(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™
---- Audio & System Control ----
(1x) ASUS® - Xonar™ (HDAV1.3)
(1x) VL'Sys® - MPlay202+ 'GUI' & (RF) Remote
---- Storage (HDD's) & Media (ODD's) PB & REC ----
(1x) (SSD) Samsung® - 850(PRO) '3D'Vertical™
(1x) (2TB) Seagate® - Hybrid Series™
(4x) (2TB) W.Digital® - 'Blacks'™
(2x) (ODD) LG® BluRay™ - 'Play'n'Burn'
---- Nvidia® (WHQL) Drivers (x64) In Use ----
(NV®)DR - v347.88 (WHQL) - Primary (GTA V)
(NV®)DR - v350.12 (WHQL) - Testing (Stable)
(NV®)DR - v353.06 (WHQL) - All Other Titles
I don't know if the problem occurred because of a bug in the driver, or because the driver wasn't installed correctly when I upgraded to Windows 10.
Quad-buffered OpenGL still has the same limitations it does in previous versions of Windows. But it now works.
Again, it doesn't work with Stereoscopic Player, but does work with the applications I've written, because I've programmed them in the right way.
I'm curious if you ever added quad buffering to any of the older BioWare OpenGl games: KoToR 1 & 2, NWN's?
I'm mainly just curious if it can be done.
I am personally looking forward to see if a true Quad Buffering wrapper can/will be done...but I SERIOUSLY doubt it....
Like the OP said, he implemented the QUAD Buffering in his apps (where he had the source code of the apps) rather than a generic wrapper...
Still, I would LOVE to see that I'm wrong and a general formula can be applied/found;))
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)
In regards to Kotor1 and Kotor2... I already have fixes for 3D Vision in place:
3D Vision OpenGL Fixed Games.
Maybe you missed them? Or you don't like them ?
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)
OpenGlide IS a generic wrapper -- for Glide games.
My modified version of it supports stereoscopic rendering, and is vastly improved (it is modified so it uses OpenGL 3.3 core profile, and is far, far, far faster). It works perfectly with a number of games, including King's Quest: Mask of Eternity and Recoil.
As far as a generic wrapper for OpenGL games, it is possible, and has been done before. eDimensional had an OpenGL wrapper which outputted in interleaved format (I used it to play Half-Life in stereoscopic 3D). nVidia's legacy drivers supported it as well.
These wrappers are not a substitute for native support, however -- especially not with newer games. Because of how primitive Glide is, my version of OpenGlide generally displays games perfectly in 3D (I've even made it display LFB writes as 3D surfaces at an arbitrary depth that can be set). But with newer games, which use advanced rendering effects, there are often major anomalies.
I think there has been too much focus on "automatic mode" 3D. The focus should instead be on adding native stereoscopic rendering support to games and engines.
If Valve were to add that to the Source engine, for example, that would allow you to play any Source game in native 3D. They have added Oculus Rift support, but not general 3D support.
I am considering adding native stereoscopic rendering support with quad-buffered OpenGL to Xash3D. This would allow any game that uses the GoldSrc engine, such as Half-Life, Half-Life: Opposing Force, and Half-Life: Blue Shift, to be played in native 3D.