Problems with Unreal Engine 2 apparently reversed stereo perspective
Hi everybody,
I'm working with the Unreal Engine 2 to navigate into a 3d world. When enabling stereo visualization, the result is quite strange: farther objects are rendered with a higher separation, while nearer ones with a smaller separation. Any suggestion?
Thanks
I'm working with the Unreal Engine 2 to navigate into a 3d world. When enabling stereo visualization, the result is quite strange: farther objects are rendered with a higher separation, while nearer ones with a smaller separation. Any suggestion?
Thank you for your suggestion but there seems to be no hint for my problem.
Anyway I forgot to to describe my configuration:
I'm using 2 polarized projectors on WinXp SP2 (on P4 + 1Gb RAM) with quadro FX 3400
The reason you are seeing seperation is because there are two images being displayed, one for each eye. From what you've said, everything is working perfectly as it should be. Now you need to Filter the images so each eye sees only what it is supposed to (i.e. polarized glasses). Also your screen could be depolarizing the light.
If this does not help then restate your problem. Farther objects should have more seperation than closer objects and the closest things like the hud will have no seperation because they are at screen depth.
The reason you are seeing seperation is because there are two images being displayed, one for each eye. From what you've said, everything is working perfectly as it should be. Now you need to Filter the images so each eye sees only what it is supposed to (i.e. polarized glasses). Also your screen could be depolarizing the light.
If this does not help then restate your problem. Farther objects should have more seperation than closer objects and the closest things like the hud will have no seperation because they are at screen depth.
Quadros are not for good gaming. GeForces are the way to go for stereo 3d. At UB, we have Quadro 5600s and they have the occasional graphics glitches. I haven't tested them in stereo 3d (no adminship to install the drivers), but I can imagine that they will have problems of their own.
Oh, and kudos for the dual projector method! In the VR lab we have, we are running dual projectors with polar filters projected on a HUGE Disney Black rear-projection screen for use in making VR worlds and enviornments using Yg and OpenGL. Lots of fun!
Quadros are not for good gaming. GeForces are the way to go for stereo 3d. At UB, we have Quadro 5600s and they have the occasional graphics glitches. I haven't tested them in stereo 3d (no adminship to install the drivers), but I can imagine that they will have problems of their own.
Oh, and kudos for the dual projector method! In the VR lab we have, we are running dual projectors with polar filters projected on a HUGE Disney Black rear-projection screen for use in making VR worlds and enviornments using Yg and OpenGL. Lots of fun!
Intel Quad Core Extreme QX6700
ASUS Striker Extreme motherboard
EVGA GeForce 8800 GTS + ATi Sapphire Radeon X850 XT (yes, in the same computer; nVidia TV out stinks, but ATi rocks with it!!!)
4 GB GSkill DDR800
5x HDDs (three 320GB (RAID5); two 1TB; one IDE 320GB; total 3TB)
2x Cooler Master 6 HDD coolers (primary usage drives)
2x PSU's (primary 600W psu, secondary 350W psu modded solely to power the ATi card)
32-in Samsung HDTV
I'm working with the Unreal Engine 2 to navigate into a 3d world. When enabling stereo visualization, the result is quite strange: farther objects are rendered with a higher separation, while nearer ones with a smaller separation. Any suggestion?
Thanks
I'm working with the Unreal Engine 2 to navigate into a 3d world. When enabling stereo visualization, the result is quite strange: farther objects are rendered with a higher separation, while nearer ones with a smaller separation. Any suggestion?
Thanks
[right][snapback]169169[/snapback][/right]
[/quote]
Thank you for your suggestion but there seems to be no hint for my problem.
Anyway I forgot to to describe my configuration:
I'm using 2 polarized projectors on WinXp SP2 (on P4 + 1Gb RAM) with quadro FX 3400
Thank you for your suggestion but there seems to be no hint for my problem.
Anyway I forgot to to describe my configuration:
I'm using 2 polarized projectors on WinXp SP2 (on P4 + 1Gb RAM) with quadro FX 3400
If this does not help then restate your problem. Farther objects should have more seperation than closer objects and the closest things like the hud will have no seperation because they are at screen depth.
If this does not help then restate your problem. Farther objects should have more seperation than closer objects and the closest things like the hud will have no seperation because they are at screen depth.
Oh, and kudos for the dual projector method! In the VR lab we have, we are running dual projectors with polar filters projected on a HUGE Disney Black rear-projection screen for use in making VR worlds and enviornments using Yg and OpenGL. Lots of fun!
Oh, and kudos for the dual projector method! In the VR lab we have, we are running dual projectors with polar filters projected on a HUGE Disney Black rear-projection screen for use in making VR worlds and enviornments using Yg and OpenGL. Lots of fun!
Intel Quad Core Extreme QX6700
ASUS Striker Extreme motherboard
EVGA GeForce 8800 GTS + ATi Sapphire Radeon X850 XT (yes, in the same computer; nVidia TV out stinks, but ATi rocks with it!!!)
4 GB GSkill DDR800
5x HDDs (three 320GB (RAID5); two 1TB; one IDE 320GB; total 3TB)
2x Cooler Master 6 HDD coolers (primary usage drives)
2x PSU's (primary 600W psu, secondary 350W psu modded solely to power the ATi card)
32-in Samsung HDTV