Regarding parallax - yeah, I know :) Not blaming you [b]in any way[/b]. Perhaps I should give it a go for entire evening and see if I'll adjust to it :)
Regarding parallax - yeah, I know :) Not blaming you in any way. Perhaps I should give it a go for entire evening and see if I'll adjust to it :)
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
[quote="Seregin"]Regarding parallax - yeah, I know :) Not blaming you [b]in any way[/b]. Perhaps I should give it a go for entire evening and see if I'll adjust to it :)[/quote]
I know;)) the thing is that technically I am supposed to duplicate the framebuffers/render targets as well...but the way OpenGL works (in comparison to DirectX) this is a very hard task and almost impossible to make something that will work on every single engine/game out there.
I tried it though and got some limited success with it;)) And when it works... well it works like in DirectX:) but I had zero success with ID Tech 5 engines. Because it also uses deferred rendering and drawing a lot to textures I need to duplicate the textures & bindings and so on and so on... Very very time consuming to do this...:(
Seregin said:Regarding parallax - yeah, I know :) Not blaming you in any way. Perhaps I should give it a go for entire evening and see if I'll adjust to it :)
I know;)) the thing is that technically I am supposed to duplicate the framebuffers/render targets as well...but the way OpenGL works (in comparison to DirectX) this is a very hard task and almost impossible to make something that will work on every single engine/game out there.
I tried it though and got some limited success with it;)) And when it works... well it works like in DirectX:) but I had zero success with ID Tech 5 engines. Because it also uses deferred rendering and drawing a lot to textures I need to duplicate the textures & bindings and so on and so on... Very very time consuming to do this...:(
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
Thanks for the fix Helifax, the game looks f@#$ing amazing in 3D! :) ... I'm having a few odd issues with the fix though, for the most part it runs smooth as butter on my GTX 670 but there's a few instances that are causing major lagging(?).
All the movies seem to lag a bit, not sure if it has to do with refresh rate or not. I can't set it to 120Hz at all anywhere on my Checkerboard/DLP setup, only 60Hz in 2D and then it automatically switches in 3D(?).
Blood/Decals introduce major game breaking lag, the more I look at them the worse it gets and when not looking at them it can take a good solid 5 seconds to finally smooth back out. First I thought it was just the blood but then I stood against the wall and fired the automatic shotgun just once and it does the same thing.
... and I can't for the life of me get the low convergence setting to work on my controller, I set it up using RMB and it works perfectly. I hold the button down it lowers convergence, release it and it restores convergence ... then I tried I switching it to a few different controller buttons/codes and none of them seem to trigger it at all. Once it was working I was hoping to be able to set it for the Left Trigger but I didn't see it's code listed.
Thanks for the fix Helifax, the game looks f@#$ing amazing in 3D! :) ... I'm having a few odd issues with the fix though, for the most part it runs smooth as butter on my GTX 670 but there's a few instances that are causing major lagging(?).
All the movies seem to lag a bit, not sure if it has to do with refresh rate or not. I can't set it to 120Hz at all anywhere on my Checkerboard/DLP setup, only 60Hz in 2D and then it automatically switches in 3D(?).
Blood/Decals introduce major game breaking lag, the more I look at them the worse it gets and when not looking at them it can take a good solid 5 seconds to finally smooth back out. First I thought it was just the blood but then I stood against the wall and fired the automatic shotgun just once and it does the same thing.
... and I can't for the life of me get the low convergence setting to work on my controller, I set it up using RMB and it works perfectly. I hold the button down it lowers convergence, release it and it restores convergence ... then I tried I switching it to a few different controller buttons/codes and none of them seem to trigger it at all. Once it was working I was hoping to be able to set it for the Left Trigger but I didn't see it's code listed.
Glad that you really like it;)
Yes the dacals and blood will hit your FPS real hard. That is because I decided to use DOUBLE Precision FLOATS in the matrix calculations.
If I use Single Precision FLOATS the effects will be correctly positioned in Stereo BUT it will SHAKE / FLICKER.
This happens due to the loss of precision when dividing / multiplying the values.
I thought it was REALLY bad with that flickering and thus I switched to Double precision floats but since the GTX cards is limited in double precision float units (except Titans) and hence the performance impact.
What I can do is make another version where the shaders are corrected with the single precision floats. Then people can chose which one to use;) The one that corrects the problem properly, but might be slower or the one with performance but with flicker;)
Regarding the controller input:
From the ini file:
[code]
; Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
; 0x70 = F1;
; 0x71 = F2;
; 0x72 = F3;
; Mouse:
; Left mouse btn :0x01
; Right mouse btn :0x02
; Middle mouse btn :0x04
;
; For xbox controller use the codes from the following:
; XINPUT_GAMEPAD_DPAD_UP 0x0001
; XINPUT_GAMEPAD_DPAD_DOWN 0x0002
; XINPUT_GAMEPAD_DPAD_LEFT 0x0004
; XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
; XINPUT_GAMEPAD_START 0x0010
; XINPUT_GAMEPAD_BACK 0x0020
; XINPUT_GAMEPAD_LEFT_THUMB 0x0040
; XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
; XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
; XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
; XINPUT_GAMEPAD_A 0x1000
; XINPUT_GAMEPAD_B 0x2000
; XINPUT_GAMEPAD_X 0x4000
; XINPUT_GAMEPAD_Y 0x8000
[/code]
So, if you want to add a key on Right trigger hold you should add something like this:
[code]
; XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
NewKeyShortcut;(0x0100, -1.0, 1.5271265, false)
[/code]
The above code should work;) Let me know if it doesn't ;)
Glad that you really like it;)
Yes the dacals and blood will hit your FPS real hard. That is because I decided to use DOUBLE Precision FLOATS in the matrix calculations.
If I use Single Precision FLOATS the effects will be correctly positioned in Stereo BUT it will SHAKE / FLICKER.
This happens due to the loss of precision when dividing / multiplying the values.
I thought it was REALLY bad with that flickering and thus I switched to Double precision floats but since the GTX cards is limited in double precision float units (except Titans) and hence the performance impact.
What I can do is make another version where the shaders are corrected with the single precision floats. Then people can chose which one to use;) The one that corrects the problem properly, but might be slower or the one with performance but with flicker;)
Regarding the controller input:
From the ini file:
; Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
; 0x70 = F1;
; 0x71 = F2;
; 0x72 = F3;
; Mouse:
; Left mouse btn :0x01
; Right mouse btn :0x02
; Middle mouse btn :0x04
;
; For xbox controller use the codes from the following:
; XINPUT_GAMEPAD_DPAD_UP 0x0001
; XINPUT_GAMEPAD_DPAD_DOWN 0x0002
; XINPUT_GAMEPAD_DPAD_LEFT 0x0004
; XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
; XINPUT_GAMEPAD_START 0x0010
; XINPUT_GAMEPAD_BACK 0x0020
; XINPUT_GAMEPAD_LEFT_THUMB 0x0040
; XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
; XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
; XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
; XINPUT_GAMEPAD_A 0x1000
; XINPUT_GAMEPAD_B 0x2000
; XINPUT_GAMEPAD_X 0x4000
; XINPUT_GAMEPAD_Y 0x8000
So, if you want to add a key on Right trigger hold you should add something like this:
The above code should work;) Let me know if it doesn't ;)
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
Thanks again, yeah that's what I had tried, 0x0100, but by the label, XINPUT_GAMEPAD_LEFT_SHOULDER, I thought it was the Shoulder Button, not the Trigger... either way it's not working for either of them. I tried mapping it to a few of the other Controller Codes but none of them seem to work, I even tried using the latest Wrapper in place of the one in the fix.
The funny thing is the following Mapping should work as Dpad Up(0x0001) on the Controller but it just winds up working as LMB(0x01) instead... the same with all the < 0x080 Controller Codes, they wind up being the M/K VK Codes.
NewKeyShortcut;(0x0001, 3.5, 0.0, false)
It's not a huge deal, at the end of the day I could probably just use something like JoyToKey/Xpadder to send a Keystroke for the Trigger.
The decal issue wasn't that bad at first, most of the firefights were at a distance so the blood/decals would only introduce the extreme lag whenever I got close to corpses really but then later on the firefights were in closer quarters and down hallways, so the blood/decals really started 'piling' up. :)
Thanks again, yeah that's what I had tried, 0x0100, but by the label, XINPUT_GAMEPAD_LEFT_SHOULDER, I thought it was the Shoulder Button, not the Trigger... either way it's not working for either of them. I tried mapping it to a few of the other Controller Codes but none of them seem to work, I even tried using the latest Wrapper in place of the one in the fix.
The funny thing is the following Mapping should work as Dpad Up(0x0001) on the Controller but it just winds up working as LMB(0x01) instead... the same with all the < 0x080 Controller Codes, they wind up being the M/K VK Codes.
NewKeyShortcut;(0x0001, 3.5, 0.0, false)
It's not a huge deal, at the end of the day I could probably just use something like JoyToKey/Xpadder to send a Keystroke for the Trigger.
The decal issue wasn't that bad at first, most of the firefights were at a distance so the blood/decals would only introduce the extreme lag whenever I got close to corpses really but then later on the firefights were in closer quarters and down hallways, so the blood/decals really started 'piling' up. :)
Very strange... Are you on Windows 10 or Windows 7?
You are using an XBOX 360/One controller or another type?
I know I have a convergence toggle in my SOMA fix (on a pad arrow) and it works under both OSes. I will need to investigate a bit more to see what is happening there...
I think making a version with the single precision floats (to get the performance back) would be a good thing to do. This way users have the choice to use what they want;) (Rendering accuracy vs perfect accuracy with lower performance).
Very strange... Are you on Windows 10 or Windows 7?
You are using an XBOX 360/One controller or another type?
I know I have a convergence toggle in my SOMA fix (on a pad arrow) and it works under both OSes. I will need to investigate a bit more to see what is happening there...
I think making a version with the single precision floats (to get the performance back) would be a good thing to do. This way users have the choice to use what they want;) (Rendering accuracy vs perfect accuracy with lower performance).
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
Just gave it a quick look:
[code]
NewKeyShortcut;(0x0100, -1.0, 1.5271265, true)
[/code]
This one will apply the separation/convergence on the Left Shoulder button. It seems the toggle works, but the HOLD doesn't. I think I broke something when I added XINPUT support... :(
The triggers are a bit more complicated and are not supported currently... based on how the Input Structure works:
https://msdn.microsoft.com/en-[url]us/library/windows/desktop/microsoft.directx_sdk.reference.xinput_gamepad(v=vs.85).aspx[/url]
Can you try the above and see if it works?:)
This one will apply the separation/convergence on the Left Shoulder button. It seems the toggle works, but the HOLD doesn't. I think I broke something when I added XINPUT support... :(
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
Ok,
I have also added the Single Precision Floats Shaders;)
From the Readme.pdf:
[code]
4. DOUBLE vs SINGLE precision BLOOD & DECALS:
- The default fix uses double precision for calculating the Blood and Decal stereo 3D
position. Since MOST GPUs are limited on the double precision calculation units this might
affect performance terrible in some locations.
- The fix comes with SINGLE precision shaders as well. Simply copy the content from
“Single_Precision” folder into the “Shaders” folder. This will give you the Performance BACK,
BUT the blood and decals will SHAKE a bit. This is due to the precision loss when using single
precision floats.
[/code]
This should give the performance back but the decals will "shake" a bit:)
I have also added the Single Precision Floats Shaders;)
From the Readme.pdf:
4. DOUBLE vs SINGLE precision BLOOD & DECALS:
- The default fix uses double precision for calculating the Blood and Decal stereo 3D
position. Since MOST GPUs are limited on the double precision calculation units this might
affect performance terrible in some locations.
- The fix comes with SINGLE precision shaders as well. Simply copy the content from
“Single_Precision” folder into the “Shaders” folder. This will give you the Performance BACK,
BUT the blood and decals will SHAKE a bit. This is due to the precision loss when using single
precision floats.
This should give the performance back but the decals will "shake" a bit:)
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
Nice! I tried Single Precision fix... got into this long firefight, that I probably wouldn't have made it through due to the lag before, and I didn't even notice the decals until afterwards, when I noticed the wall next to my head shaking. Lol. :)
I did test the Left Shoulder Button, as well as DPad down(0x0002). They both work as expected when set to true/toggle, but not when set to false/hold... the only problem was they seem to auto-repeat a bit too fast, so sometimes a single Button press results in a toggle on and right back off... and holding it any length of time results in a constant/rapid toggling on/off.
I did try using JoyToKey to map RMB to the LT and it does work, so at least it's an alternative... although I'm sure you'll want to tackle it and sort it out regardless. :)
edit: Win7x64/360 Controller... and thanks again! Game is amazing in 3D even with shaky decals... there's just something about id games/engines. :)
Nice! I tried Single Precision fix... got into this long firefight, that I probably wouldn't have made it through due to the lag before, and I didn't even notice the decals until afterwards, when I noticed the wall next to my head shaking. Lol. :)
I did test the Left Shoulder Button, as well as DPad down(0x0002). They both work as expected when set to true/toggle, but not when set to false/hold... the only problem was they seem to auto-repeat a bit too fast, so sometimes a single Button press results in a toggle on and right back off... and holding it any length of time results in a constant/rapid toggling on/off.
I did try using JoyToKey to map RMB to the LT and it does work, so at least it's an alternative... although I'm sure you'll want to tackle it and sort it out regardless. :)
edit: Win7x64/360 Controller... and thanks again! Game is amazing in 3D even with shaky decals... there's just something about id games/engines. :)
Yeah;)) Will tackle it;) at some point;)
Glad to hear is not that big of an issue;) and that you like it;)
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
First of all, thanks to Helifax for the fix... over the years your fixes have given me so much enjoyment and for that I am extremely grateful.
This is only the second time that I have ever felt the need to ask here for some help, so I hope you'll bear with me.
Unfortunately I am experiencing severe performance issues with the fix installed, right from the very beginning of the game (inside the airplane). I would not consider it playable. I have a GTX 980 ti with the latest drivers installed, and even on low settings it's still really bad. I tweaked the settings in 3DVisionWrapper.ini according to the instructions in the readme, restarted the game about 20 times trying various different combinations of settings (including windowed), but nothing seems to work. The problem persists even if I disable 3D Vision using CTRL-T. If I uninstall the fix, or disable 3D vision in the NVIDIA Control Panel, the game runs smooth as butter.
If anybody has any ideas to help me get it working I would really appreciate it!
First of all, thanks to Helifax for the fix... over the years your fixes have given me so much enjoyment and for that I am extremely grateful.
This is only the second time that I have ever felt the need to ask here for some help, so I hope you'll bear with me.
Unfortunately I am experiencing severe performance issues with the fix installed, right from the very beginning of the game (inside the airplane). I would not consider it playable. I have a GTX 980 ti with the latest drivers installed, and even on low settings it's still really bad. I tweaked the settings in 3DVisionWrapper.ini according to the instructions in the readme, restarted the game about 20 times trying various different combinations of settings (including windowed), but nothing seems to work. The problem persists even if I disable 3D Vision using CTRL-T. If I uninstall the fix, or disable 3D vision in the NVIDIA Control Panel, the game runs smooth as butter.
If anybody has any ideas to help me get it working I would really appreciate it!
Performance issues are translated in "You see 30 FPS max"?
If this is the case...the game is locked at 60 FPS globally. Which gives you 30FPS per eye. (The wrapper renders sequential frames so for 60FPS you need the engine to produce 120FPS)
Nothing that I can do about it sorry:( We need to think ID for their awesome FPS locked engine;)
Performance issues are translated in "You see 30 FPS max"?
If this is the case...the game is locked at 60 FPS globally. Which gives you 30FPS per eye. (The wrapper renders sequential frames so for 60FPS you need the engine to produce 120FPS)
Nothing that I can do about it sorry:( We need to think ID for their awesome FPS locked engine;)
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="helifax"]Performance issues are translated in "You see 30 FPS max"?
If this is the case...the game is locked at 60 FPS globally. Which gives you 30FPS per eye. (The wrapper renders sequential frames so for 60FPS you need the engine to produce 120FPS)
Nothing that I can do about it sorry:( We need to think ID for their awesome FPS locked engine;)[/quote]
Sigh, maybe I've just been spoiled but I really don't enjoy it at 30fps... so much so that I'll probably move on to another game. Thanks for the response anyway, and keep up the good work!
helifax said:Performance issues are translated in "You see 30 FPS max"?
If this is the case...the game is locked at 60 FPS globally. Which gives you 30FPS per eye. (The wrapper renders sequential frames so for 60FPS you need the engine to produce 120FPS)
Nothing that I can do about it sorry:( We need to think ID for their awesome FPS locked engine;)
Sigh, maybe I've just been spoiled but I really don't enjoy it at 30fps... so much so that I'll probably move on to another game. Thanks for the response anyway, and keep up the good work!
One thing I've found that helps alleviate some of the FPS lock induced eye sync is to lower look sensitivity/speed. Personally, I use a controller that usually already has a lower sensitivity and then tweak it from there... I probably couldn't handle it if I was using a M&K with a twitch/reflex look speed. :)
One thing I've found that helps alleviate some of the FPS lock induced eye sync is to lower look sensitivity/speed. Personally, I use a controller that usually already has a lower sensitivity and then tweak it from there... I probably couldn't handle it if I was using a M&K with a twitch/reflex look speed. :)
New version of the fix was released with Depth 3D as well.
See here:
[url]https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4973480/#4973480[/url]
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
ASUS Prime z370-A, i5 8600K, ASUS GTX 1080 Ti Strix, 16 GB DDR4, Corsair AX860i PSU, ASUS VG278HR, 3D Vision 2, Sound Blaster Z, Astro A50 Headphones, Windows 10 64-bit Home
I know;)) the thing is that technically I am supposed to duplicate the framebuffers/render targets as well...but the way OpenGL works (in comparison to DirectX) this is a very hard task and almost impossible to make something that will work on every single engine/game out there.
I tried it though and got some limited success with it;)) And when it works... well it works like in DirectX:) but I had zero success with ID Tech 5 engines. Because it also uses deferred rendering and drawing a lot to textures I need to duplicate the textures & bindings and so on and so on... Very very time consuming to do this...:(
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)
All the movies seem to lag a bit, not sure if it has to do with refresh rate or not. I can't set it to 120Hz at all anywhere on my Checkerboard/DLP setup, only 60Hz in 2D and then it automatically switches in 3D(?).
Blood/Decals introduce major game breaking lag, the more I look at them the worse it gets and when not looking at them it can take a good solid 5 seconds to finally smooth back out. First I thought it was just the blood but then I stood against the wall and fired the automatic shotgun just once and it does the same thing.
... and I can't for the life of me get the low convergence setting to work on my controller, I set it up using RMB and it works perfectly. I hold the button down it lowers convergence, release it and it restores convergence ... then I tried I switching it to a few different controller buttons/codes and none of them seem to trigger it at all. Once it was working I was hoping to be able to set it for the Left Trigger but I didn't see it's code listed.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Yes the dacals and blood will hit your FPS real hard. That is because I decided to use DOUBLE Precision FLOATS in the matrix calculations.
If I use Single Precision FLOATS the effects will be correctly positioned in Stereo BUT it will SHAKE / FLICKER.
This happens due to the loss of precision when dividing / multiplying the values.
I thought it was REALLY bad with that flickering and thus I switched to Double precision floats but since the GTX cards is limited in double precision float units (except Titans) and hence the performance impact.
What I can do is make another version where the shaders are corrected with the single precision floats. Then people can chose which one to use;) The one that corrects the problem properly, but might be slower or the one with performance but with flicker;)
Regarding the controller input:
From the ini file:
So, if you want to add a key on Right trigger hold you should add something like this:
The above code should work;) Let me know if it doesn't ;)
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)
The funny thing is the following Mapping should work as Dpad Up(0x0001) on the Controller but it just winds up working as LMB(0x01) instead... the same with all the < 0x080 Controller Codes, they wind up being the M/K VK Codes.
NewKeyShortcut;(0x0001, 3.5, 0.0, false)
It's not a huge deal, at the end of the day I could probably just use something like JoyToKey/Xpadder to send a Keystroke for the Trigger.
The decal issue wasn't that bad at first, most of the firefights were at a distance so the blood/decals would only introduce the extreme lag whenever I got close to corpses really but then later on the firefights were in closer quarters and down hallways, so the blood/decals really started 'piling' up. :)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
You are using an XBOX 360/One controller or another type?
I know I have a convergence toggle in my SOMA fix (on a pad arrow) and it works under both OSes. I will need to investigate a bit more to see what is happening there...
I think making a version with the single precision floats (to get the performance back) would be a good thing to do. This way users have the choice to use what they want;) (Rendering accuracy vs perfect accuracy with lower performance).
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)
This one will apply the separation/convergence on the Left Shoulder button. It seems the toggle works, but the HOLD doesn't. I think I broke something when I added XINPUT support... :(
The triggers are a bit more complicated and are not supported currently... based on how the Input Structure works:
https://msdn.microsoft.com/en-[url]us/library/windows/desktop/microsoft.directx_sdk.reference.xinput_gamepad(v=vs.85).aspx[/url]
Can you try the above and see if it works?:)
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)
I have also added the Single Precision Floats Shaders;)
From the Readme.pdf:
This should give the performance back but the decals will "shake" a bit:)
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)
I did test the Left Shoulder Button, as well as DPad down(0x0002). They both work as expected when set to true/toggle, but not when set to false/hold... the only problem was they seem to auto-repeat a bit too fast, so sometimes a single Button press results in a toggle on and right back off... and holding it any length of time results in a constant/rapid toggling on/off.
I did try using JoyToKey to map RMB to the LT and it does work, so at least it's an alternative... although I'm sure you'll want to tackle it and sort it out regardless. :)
edit: Win7x64/360 Controller... and thanks again! Game is amazing in 3D even with shaky decals... there's just something about id games/engines. :)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Glad to hear is not that big of an issue;) and that you like it;)
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)
This is only the second time that I have ever felt the need to ask here for some help, so I hope you'll bear with me.
Unfortunately I am experiencing severe performance issues with the fix installed, right from the very beginning of the game (inside the airplane). I would not consider it playable. I have a GTX 980 ti with the latest drivers installed, and even on low settings it's still really bad. I tweaked the settings in 3DVisionWrapper.ini according to the instructions in the readme, restarted the game about 20 times trying various different combinations of settings (including windowed), but nothing seems to work. The problem persists even if I disable 3D Vision using CTRL-T. If I uninstall the fix, or disable 3D vision in the NVIDIA Control Panel, the game runs smooth as butter.
If anybody has any ideas to help me get it working I would really appreciate it!
If this is the case...the game is locked at 60 FPS globally. Which gives you 30FPS per eye. (The wrapper renders sequential frames so for 60FPS you need the engine to produce 120FPS)
Nothing that I can do about it sorry:( We need to think ID for their awesome FPS locked engine;)
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)
Sigh, maybe I've just been spoiled but I really don't enjoy it at 30fps... so much so that I'll probably move on to another game. Thanks for the response anyway, and keep up the good work!
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
See here:
https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4973480/#4973480
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)