I downloaded and installed a new game from Steam called Q.U.B.E. It's a puzzle challenge game with many similarities to Portal. Very inventive and a lot of fun. I'm just now getting into some of the harder challenges and having a blast. It works very well in 3D Vision which really adds a lot to the fun factor. The game is on sale for $12.74 (regularly $14.99). [url="http://store.steampowered.com/app/203730/"]Link to Steam Q.U.B.E. page.[/url]
I downloaded and installed a new game from Steam called Q.U.B.E. It's a puzzle challenge game with many similarities to Portal. Very inventive and a lot of fun. I'm just now getting into some of the harder challenges and having a blast. It works very well in 3D Vision which really adds a lot to the fun factor. The game is on sale for $12.74 (regularly $14.99). Link to Steam Q.U.B.E. page.
I tried the demo with 3DVision drivers and the iZ3D driver/3DVision glasses combination. It was interesting to see that the latter combination suffered obviously less from ghosting caused by the black seams between the white cubes. So there seems to be a post process that causes this kind of "ghosting" (similar to Mirror's Edge) and not the hardware. The iZ3D driver can handle this post effect better than the Nvidia driver (similar to other bloom and fog effects in Unreale Engine games). Using the iZ3D driver I also could see the game's own aiming dot that disappeared when using the Nvidia driver.
Anyway the game also is enjoyable when playing it with the Nvidia driver. I think I will buy the full version of the game...
I tried the demo with 3DVision drivers and the iZ3D driver/3DVision glasses combination. It was interesting to see that the latter combination suffered obviously less from ghosting caused by the black seams between the white cubes. So there seems to be a post process that causes this kind of "ghosting" (similar to Mirror's Edge) and not the hardware. The iZ3D driver can handle this post effect better than the Nvidia driver (similar to other bloom and fog effects in Unreale Engine games). Using the iZ3D driver I also could see the game's own aiming dot that disappeared when using the Nvidia driver.
Anyway the game also is enjoyable when playing it with the Nvidia driver. I think I will buy the full version of the game...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote name='3d4dd' date='18 January 2012 - 08:20 PM' timestamp='1326907230' post='1357561']
I tried the demo with 3DVision drivers and the iZ3D driver/3DVision glasses combination. It was interesting to see that the latter combination suffered obviously less from ghosting caused by the black seams between the white cubes. So there seems to be a post process that causes this kind of "ghosting" (similar to Mirror's Edge) and not the hardware. The iZ3D driver can handle this post effect better than the Nvidia driver (similar to other bloom and fog effects in Unreale Engine games). Using the iZ3D driver I also could see the game's own aiming dot that disappeared when using the Nvidia driver.
Anyway the game also is enjoyable when playing it with the Nvidia driver. I think I will buy the full version of the game...
[/quote]
Hmm, for me the game didn't even start in s-3d with iz3d. The driver failed to hook. Are you using the latest beta, or an earlier version?
[quote name='3d4dd' date='18 January 2012 - 08:20 PM' timestamp='1326907230' post='1357561']
I tried the demo with 3DVision drivers and the iZ3D driver/3DVision glasses combination. It was interesting to see that the latter combination suffered obviously less from ghosting caused by the black seams between the white cubes. So there seems to be a post process that causes this kind of "ghosting" (similar to Mirror's Edge) and not the hardware. The iZ3D driver can handle this post effect better than the Nvidia driver (similar to other bloom and fog effects in Unreale Engine games). Using the iZ3D driver I also could see the game's own aiming dot that disappeared when using the Nvidia driver.
Anyway the game also is enjoyable when playing it with the Nvidia driver. I think I will buy the full version of the game...
Hmm, for me the game didn't even start in s-3d with iz3d. The driver failed to hook. Are you using the latest beta, or an earlier version?
I wanted to try the demo, but I couldn't get the keyboard assignments to work. Seemed to be stuck on default, couldn't remap.
How can I remap the controls?
I didn't bother changing it since the defaults were fine for me. However some testing indicates it's here: "C:\Program Files (x86)\Steam\steamapps\common\qube\UDKGame\Config\DefaultInput.ini". Find the way to "; Primary default bindings" and change at wish.
I didn't bother changing it since the defaults were fine for me. However some testing indicates it's here: "C:\Program Files (x86)\Steam\steamapps\common\qube\UDKGame\Config\DefaultInput.ini". Find the way to "; Primary default bindings" and change at wish.
I also use 1.13(5443)and QUBE without problems. There are some other games that don't work with iZ3D but they use to crash when iZ3D is enabled. iZ3D starting in 2D didn't happen to me yet. Did You also try the anaglyph settings?
I also use 1.13(5443)and QUBE without problems. There are some other games that don't work with iZ3D but they use to crash when iZ3D is enabled. iZ3D starting in 2D didn't happen to me yet. Did You also try the anaglyph settings?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I use dual projectors and/or the iz3d-monitor and it works fine with that. Have no idea what the problem could be. Does the iz3d-driver work for other games? Steamcommunity is known to be incompatible with iz3d so try disable that.
I use dual projectors and/or the iz3d-monitor and it works fine with that. Have no idea what the problem could be. Does the iz3d-driver work for other games? Steamcommunity is known to be incompatible with iz3d so try disable that.
I tried anaglyph and over/under both don't work. Other games are fine. I have no idea what's wrong...I guess I'll be sticking to 3dvision(3dtvplay). The only thing I disable with 3dvision is the AO, the stereo is fine with it off. Does ambient occlusion work ok with iz3d?
I tried anaglyph and over/under both don't work. Other games are fine. I have no idea what's wrong...I guess I'll be sticking to 3dvision(3dtvplay). The only thing I disable with 3dvision is the AO, the stereo is fine with it off. Does ambient occlusion work ok with iz3d?
Looks fine i think. All options enabled. Resolution at 1280x960.
[URL=http://img543.imageshack.us/i/qube1.jpg/][IMG]http://img543.imageshack.us/img543/2820/qube1.th.jpg[/IMG][/URL] [URL=http://img17.imageshack.us/i/qube2.jpg/][IMG]http://img17.imageshack.us/img17/9840/qube2.th.jpg[/IMG][/URL]
I disabled dynamic shadows (anyhow until now I could see them only in the first "cutscene" under the player's arms)and AO (nothing wrong with it but doesn't look good to me).
I think I have to correct my impression that iZ3D causes less ghosting because it can better handle "certain post effects" of the game. The reason why ghosting seemed to be less visible using iZ3D was the fact that I used auto convergence and lower separation with iZ3D. This reduced ghosting - not better handling of post effects...
I disabled dynamic shadows (anyhow until now I could see them only in the first "cutscene" under the player's arms)and AO (nothing wrong with it but doesn't look good to me).
I think I have to correct my impression that iZ3D causes less ghosting because it can better handle "certain post effects" of the game. The reason why ghosting seemed to be less visible using iZ3D was the fact that I used auto convergence and lower separation with iZ3D. This reduced ghosting - not better handling of post effects...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Iz3d and 3dvision process the scene differently. Iz3d uses the same multiplier for the convergence for the whole scene, meaning that both closest and the farthest object in the scene (and everything in between)receive a convergence treatment all the same. 3dvision uses a different method depending on the scene, with the farthest objects not getting any convergence, but only depth. (this is at least the conclusion I've arrived at). Generally this has a couple pros and cons for both solutions.
With 3dvision you can get much better depth, since the farthest objects get only depth and the closest don't diverge that much to achieve this. The con is that you get much more ghosting with the farthest objects, since they are really split. (great for fps games if you prefer depth over pop-out)
With iz3d you can get a much more pop-out for all objects in the scene, meaning you can set the separation low and get the farthest objects to pop-out just fine(with 3dvision the farthest objects would seem flat with only convergence and low separation). Essentially this allows for really low levels of ghosting, with convincing stereo effect as far as depth and an artificially enlarging your screen aren't your cup of tea. Iz3d can be fully appreciated in 3rd person games where you set the convergence on the character. But what happens when you go for more depth in a shooter with iz3d - your weapon gets split and you still can't go deep enough. With 3dvision you can get much more depth in a scene without having the weapon become unbearably separated.
There you have it, this is why iz3d has less ghosting than 3dvision, the farthest objects simply generate less ghosting. However you shouldn't forget that increasing separation reduces the scene's width an you lose from your fov, so as great as 3dvision is for achieving more depth you have to counter it by increasing the fov.
BTW Tridef also uses a similar method to 3dvision's, so you shouldn't expect different results, however with DDD the autofocus is very well implemented, especially when using it with low to moderate separation in 3rd person games.
I've tested it in games rich on particles (before my trial ended) and having particles come out of the screen is really impressive. With DDD's autofocus you can pretty much have the best pop-out possible, since there won't ever be a scene where the closest objects are splitting from negative depth, they will be always coming out of the screen just right :).
Iz3d and 3dvision process the scene differently. Iz3d uses the same multiplier for the convergence for the whole scene, meaning that both closest and the farthest object in the scene (and everything in between)receive a convergence treatment all the same. 3dvision uses a different method depending on the scene, with the farthest objects not getting any convergence, but only depth. (this is at least the conclusion I've arrived at). Generally this has a couple pros and cons for both solutions.
With 3dvision you can get much better depth, since the farthest objects get only depth and the closest don't diverge that much to achieve this. The con is that you get much more ghosting with the farthest objects, since they are really split. (great for fps games if you prefer depth over pop-out)
With iz3d you can get a much more pop-out for all objects in the scene, meaning you can set the separation low and get the farthest objects to pop-out just fine(with 3dvision the farthest objects would seem flat with only convergence and low separation). Essentially this allows for really low levels of ghosting, with convincing stereo effect as far as depth and an artificially enlarging your screen aren't your cup of tea. Iz3d can be fully appreciated in 3rd person games where you set the convergence on the character. But what happens when you go for more depth in a shooter with iz3d - your weapon gets split and you still can't go deep enough. With 3dvision you can get much more depth in a scene without having the weapon become unbearably separated.
There you have it, this is why iz3d has less ghosting than 3dvision, the farthest objects simply generate less ghosting. However you shouldn't forget that increasing separation reduces the scene's width an you lose from your fov, so as great as 3dvision is for achieving more depth you have to counter it by increasing the fov.
BTW Tridef also uses a similar method to 3dvision's, so you shouldn't expect different results, however with DDD the autofocus is very well implemented, especially when using it with low to moderate separation in 3rd person games.
I've tested it in games rich on particles (before my trial ended) and having particles come out of the screen is really impressive. With DDD's autofocus you can pretty much have the best pop-out possible, since there won't ever be a scene where the closest objects are splitting from negative depth, they will be always coming out of the screen just right :).
[quote name='Likay' date='19 January 2012 - 12:09 PM' timestamp='1327000189' post='1357978']
I didn't bother changing it since the defaults were fine for me. However some testing indicates it's here: "C:\Program Files (x86)\Steam\steamapps\common\qube\UDKGame\Config\DefaultInput.ini". Find the way to "; Primary default bindings" and change at wish.
[/quote]
Didn't work.
I tried changing the keyboard controls by manually editing the defaultInput.ini file, but my controls did not change, still stuck on WASD. Did you actually do this or is this just a theory?
[quote name='Likay' date='19 January 2012 - 12:09 PM' timestamp='1327000189' post='1357978']
I didn't bother changing it since the defaults were fine for me. However some testing indicates it's here: "C:\Program Files (x86)\Steam\steamapps\common\qube\UDKGame\Config\DefaultInput.ini". Find the way to "; Primary default bindings" and change at wish.
Didn't work.
I tried changing the keyboard controls by manually editing the defaultInput.ini file, but my controls did not change, still stuck on WASD. Did you actually do this or is this just a theory?
Anyway the game also is enjoyable when playing it with the Nvidia driver. I think I will buy the full version of the game...
Anyway the game also is enjoyable when playing it with the Nvidia driver. I think I will buy the full version of the game...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I tried the demo with 3DVision drivers and the iZ3D driver/3DVision glasses combination. It was interesting to see that the latter combination suffered obviously less from ghosting caused by the black seams between the white cubes. So there seems to be a post process that causes this kind of "ghosting" (similar to Mirror's Edge) and not the hardware. The iZ3D driver can handle this post effect better than the Nvidia driver (similar to other bloom and fog effects in Unreale Engine games). Using the iZ3D driver I also could see the game's own aiming dot that disappeared when using the Nvidia driver.
Anyway the game also is enjoyable when playing it with the Nvidia driver. I think I will buy the full version of the game...
[/quote]
Hmm, for me the game didn't even start in s-3d with iz3d. The driver failed to hook. Are you using the latest beta, or an earlier version?
I tried the demo with 3DVision drivers and the iZ3D driver/3DVision glasses combination. It was interesting to see that the latter combination suffered obviously less from ghosting caused by the black seams between the white cubes. So there seems to be a post process that causes this kind of "ghosting" (similar to Mirror's Edge) and not the hardware. The iZ3D driver can handle this post effect better than the Nvidia driver (similar to other bloom and fog effects in Unreale Engine games). Using the iZ3D driver I also could see the game's own aiming dot that disappeared when using the Nvidia driver.
Anyway the game also is enjoyable when playing it with the Nvidia driver. I think I will buy the full version of the game...
Hmm, for me the game didn't even start in s-3d with iz3d. The driver failed to hook. Are you using the latest beta, or an earlier version?
http://helixmod.blogspot.com/
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
How can I remap the controls?
How can I remap the controls?
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
http://helixmod.blogspot.com/
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
http://helixmod.blogspot.com/
[URL=http://img543.imageshack.us/i/qube1.jpg/][IMG]http://img543.imageshack.us/img543/2820/qube1.th.jpg[/IMG][/URL] [URL=http://img17.imageshack.us/i/qube2.jpg/][IMG]http://img17.imageshack.us/img17/9840/qube2.th.jpg[/IMG][/URL]
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
I think I have to correct my impression that iZ3D causes less ghosting because it can better handle "certain post effects" of the game. The reason why ghosting seemed to be less visible using iZ3D was the fact that I used auto convergence and lower separation with iZ3D. This reduced ghosting - not better handling of post effects...
I think I have to correct my impression that iZ3D causes less ghosting because it can better handle "certain post effects" of the game. The reason why ghosting seemed to be less visible using iZ3D was the fact that I used auto convergence and lower separation with iZ3D. This reduced ghosting - not better handling of post effects...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
With 3dvision you can get much better depth, since the farthest objects get only depth and the closest don't diverge that much to achieve this. The con is that you get much more ghosting with the farthest objects, since they are really split. (great for fps games if you prefer depth over pop-out)
With iz3d you can get a much more pop-out for all objects in the scene, meaning you can set the separation low and get the farthest objects to pop-out just fine(with 3dvision the farthest objects would seem flat with only convergence and low separation). Essentially this allows for really low levels of ghosting, with convincing stereo effect as far as depth and an artificially enlarging your screen aren't your cup of tea. Iz3d can be fully appreciated in 3rd person games where you set the convergence on the character. But what happens when you go for more depth in a shooter with iz3d - your weapon gets split and you still can't go deep enough. With 3dvision you can get much more depth in a scene without having the weapon become unbearably separated.
There you have it, this is why iz3d has less ghosting than 3dvision, the farthest objects simply generate less ghosting. However you shouldn't forget that increasing separation reduces the scene's width an you lose from your fov, so as great as 3dvision is for achieving more depth you have to counter it by increasing the fov.
BTW Tridef also uses a similar method to 3dvision's, so you shouldn't expect different results, however with DDD the autofocus is very well implemented, especially when using it with low to moderate separation in 3rd person games.
I've tested it in games rich on particles (before my trial ended) and having particles come out of the screen is really impressive. With DDD's autofocus you can pretty much have the best pop-out possible, since there won't ever be a scene where the closest objects are splitting from negative depth, they will be always coming out of the screen just right :).
With 3dvision you can get much better depth, since the farthest objects get only depth and the closest don't diverge that much to achieve this. The con is that you get much more ghosting with the farthest objects, since they are really split. (great for fps games if you prefer depth over pop-out)
With iz3d you can get a much more pop-out for all objects in the scene, meaning you can set the separation low and get the farthest objects to pop-out just fine(with 3dvision the farthest objects would seem flat with only convergence and low separation). Essentially this allows for really low levels of ghosting, with convincing stereo effect as far as depth and an artificially enlarging your screen aren't your cup of tea. Iz3d can be fully appreciated in 3rd person games where you set the convergence on the character. But what happens when you go for more depth in a shooter with iz3d - your weapon gets split and you still can't go deep enough. With 3dvision you can get much more depth in a scene without having the weapon become unbearably separated.
There you have it, this is why iz3d has less ghosting than 3dvision, the farthest objects simply generate less ghosting. However you shouldn't forget that increasing separation reduces the scene's width an you lose from your fov, so as great as 3dvision is for achieving more depth you have to counter it by increasing the fov.
BTW Tridef also uses a similar method to 3dvision's, so you shouldn't expect different results, however with DDD the autofocus is very well implemented, especially when using it with low to moderate separation in 3rd person games.
I've tested it in games rich on particles (before my trial ended) and having particles come out of the screen is really impressive. With DDD's autofocus you can pretty much have the best pop-out possible, since there won't ever be a scene where the closest objects are splitting from negative depth, they will be always coming out of the screen just right :).
http://helixmod.blogspot.com/
I didn't bother changing it since the defaults were fine for me. However some testing indicates it's here: "C:\Program Files (x86)\Steam\steamapps\common\qube\UDKGame\Config\DefaultInput.ini". Find the way to "; Primary default bindings" and change at wish.
[/quote]
Didn't work.
I tried changing the keyboard controls by manually editing the defaultInput.ini file, but my controls did not change, still stuck on WASD. Did you actually do this or is this just a theory?
roller
I didn't bother changing it since the defaults were fine for me. However some testing indicates it's here: "C:\Program Files (x86)\Steam\steamapps\common\qube\UDKGame\Config\DefaultInput.ini". Find the way to "; Primary default bindings" and change at wish.
Didn't work.
I tried changing the keyboard controls by manually editing the defaultInput.ini file, but my controls did not change, still stuck on WASD. Did you actually do this or is this just a theory?
roller