The meaning of convergence in 3d vision
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Does this feature do the same such as the wheel that exist behind the emmiter only with keyboard shortcuts?

if not - please explain me what i can do with it (CTRL F5 or F6)
Does this feature do the same such as the wheel that exist behind the emmiter only with keyboard shortcuts?



if not - please explain me what i can do with it (CTRL F5 or F6)

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#1
Posted 11/02/2011 07:39 AM   
Easiest explanation I can think of.

Depth affects the Screen and behind affect, convergence affects the screen and in front affects.

See link for more detail. Remember, Google is your friend.

http://www.mtbs3d.com/index.php?option=com_content&view=article&id=6197
Easiest explanation I can think of.



Depth affects the Screen and behind affect, convergence affects the screen and in front affects.



See link for more detail. Remember, Google is your friend.



http://www.mtbs3d.com/index.php?option=com_content&view=article&id=6197

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#2
Posted 11/02/2011 08:52 AM   
Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.

Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.

The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.

Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.

Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.



Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.



The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
#3
Posted 11/02/2011 05:10 PM   
[quote name='ERP' date='02 November 2011 - 12:10 PM' timestamp='1320253848' post='1319310']
Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.
Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.
Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.

Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.

The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth
[/quote]

Good answer!
[quote name='ERP' date='02 November 2011 - 12:10 PM' timestamp='1320253848' post='1319310']

Depth affects the distance between the 2 cameras, convergence affects the angle those cameras are relative to each other and hence the point they converge which results in setting the depth in the scene that appears at screen depth.

Short version is convergence lets you change the amount of pop-out, depth lets you change the apparent depth.

Note they are not independent, so changing convergence can drastically change the amount of depth that you can accomodate in a scene.



Changes in convergence are not always obvious with the glasses on until they get very large, it's often easier to set convergence with the glasses off, set depth to 20% or so, pick a point you want at screen depth, adjust convergence so that items at that depth line up, put the glasses back on and adjust depth to taste.



The primary issue with pop-out on most PC games is that scene elements tend to fight with the UI which is always at screen depth





Good answer!

#4
Posted 11/02/2011 06:01 PM   
Actually, its the opposite way around (at least with Nvidia). Most people don't know this.

Convergence, in fact, controls the distance between the virtual cameras and Depth controls the sheer of the camera, or rather how much of the scene is in front or behind the actual screen. To make it a little more simple, imagine being in a 3D movie theater. In that case, "convergence" effects magnitude of the 3D effect, while "depth" controls how far away the physical movie screen is (or where you choose to sit). This is counter-intuitive, and I'm sure some people will argue against it, but after using the Nvidia driver for 10 years+, that has been my conclusion. Sadly the IZ3D driver and DDD driver are all different from each other, there really is no common terminology (even though they all do essentially similar things).
Actually, its the opposite way around (at least with Nvidia). Most people don't know this.



Convergence, in fact, controls the distance between the virtual cameras and Depth controls the sheer of the camera, or rather how much of the scene is in front or behind the actual screen. To make it a little more simple, imagine being in a 3D movie theater. In that case, "convergence" effects magnitude of the 3D effect, while "depth" controls how far away the physical movie screen is (or where you choose to sit). This is counter-intuitive, and I'm sure some people will argue against it, but after using the Nvidia driver for 10 years+, that has been my conclusion. Sadly the IZ3D driver and DDD driver are all different from each other, there really is no common terminology (even though they all do essentially similar things).
#5
Posted 11/05/2011 01:48 AM   
Thats what i was thinking, since when i go crazy with convergence, the camera sometimes goes off the map.
Thats what i was thinking, since when i go crazy with convergence, the camera sometimes goes off the map.

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#6
Posted 11/05/2011 06:35 AM   
I always thought of it like it's the point at which the two separate viewpoints converge. If that point was behind, or at, your in-game view then it's all in depth and if the point of convergence is in front of your in-game view then everything in front of PoC is pop out and everything behind it is in depth. If the PoC is too far behind your in-game view you're actually losing 'effective depth' because the angle between the two views is closer to being parallel, now if you move that point up to your in-game view then you're getting all the effective depth you can get for your separation without pop out. And obviously if you move it in front of your in-game view then you create pop out.
I always thought of it like it's the point at which the two separate viewpoints converge. If that point was behind, or at, your in-game view then it's all in depth and if the point of convergence is in front of your in-game view then everything in front of PoC is pop out and everything behind it is in depth.

If the PoC is too far behind your in-game view you're actually losing 'effective depth' because the angle between the two views is closer to being parallel, now if you move that point up to your in-game view then you're getting all the effective depth you can get for your separation without pop out. And obviously if you move it in front of your in-game view then you create pop out.
#7
Posted 03/29/2013 07:29 PM   
Basically, if you are getting eyestrain by things appearring up close or "out of" the screen and are experiencing ghosting at the same time, convergeance adusts the 2 overlapping pictures so that you can push the scene away from you so that you don't experience these symptoms.
Basically, if you are getting eyestrain by things appearring up close or "out of" the screen and are experiencing ghosting at the same time, convergeance adusts the 2 overlapping pictures so that you can push the scene away from you so that you don't experience these symptoms.

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#8
Posted 03/29/2013 09:26 PM   
Convergence is litterally the spacing between the virtual in-game camera. If they are very close, the image will appear 2D. If they are very far apart it will simulate your in game head getting bigger, which makes the whole world seems smaller. If you keep on increasing convergence, you can move the cameras so far aparat that they are on opposite sides of a level. Interesting if you want to know how a whale sees ;-)
Convergence is litterally the spacing between the virtual in-game camera. If they are very close, the image will appear 2D. If they are very far apart it will simulate your in game head getting bigger, which makes the whole world seems smaller.

If you keep on increasing convergence, you can move the cameras so far aparat that they are on opposite sides of a level. Interesting if you want to know how a whale sees ;-)

OS: Win 8 CPU: I7 4770k 3.5GZ GPU: GTX 780ti

#9
Posted 03/29/2013 09:28 PM   
As you increase convergence the "stage" comes closer to you. Since the objects don't increase in size like a normal object does as it gets closer to you, you get the illusion that everything is a smaller version of it's self as it's getting closer. Since the distance of the depth stays the same (aka, the farthest thing in the background is just as far back) you also interpret everything as being more spread out, hence the increase in "3D'edness" at the same time things are moving towards beginning to look like miniature toys. edit - Don't take me saying more spread out completely literally. Stretched might be another way of saying it, but neither word exactly conveys what's happening.
As you increase convergence the "stage" comes closer to you. Since the objects don't increase in size like a normal object does as it gets closer to you, you get the illusion that everything is a smaller version of it's self as it's getting closer.

Since the distance of the depth stays the same (aka, the farthest thing in the background is just as far back) you also interpret everything as being more spread out, hence the increase in "3D'edness" at the same time things are moving towards beginning to look like miniature toys.

edit - Don't take me saying more spread out completely literally. Stretched might be another way of saying it, but neither word exactly conveys what's happening.

#10
Posted 03/29/2013 10:39 PM   
Anyone just notice that this post was made a year ago @.@ ?
Anyone just notice that this post was made a year ago @.@ ?

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#11
Posted 03/29/2013 10:56 PM   
D'OH!
D'OH!

#12
Posted 03/29/2013 11:01 PM   
Does my explanation make absolutely no sense to you guys like yours does to me? :D [quote="Shinra358"]Anyone just notice that this post was made a year ago @.@ ?[/quote] Oops. I didn't even notice that it was only a few pages in.
Does my explanation make absolutely no sense to you guys like yours does to me? :D

Shinra358 said:Anyone just notice that this post was made a year ago @.@ ?


Oops. I didn't even notice that it was only a few pages in.
#13
Posted 03/30/2013 02:27 AM   
You can use convergence to wall hack in some games. Fun fact. [Not practical]
You can use convergence to wall hack in some games. Fun fact. [Not practical]

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#14
Posted 03/30/2013 02:56 AM   
[quote="TsaebehT"]Does my explanation make absolutely no sense to you guys like yours does to me? :D [quote="Shinra358"]Anyone just notice that this post was made a year ago @.@ ?[/quote] Oops. I didn't even notice that it was only a few pages in.[/quote] How the hell did you find it TsaebehT? You must have been digging deep? As for your explanation, makes sense, it is adjusting at what point the game convergences (aka two images meet on your screen). So you can move that point forward or back via altering the distance between the two in-game camera points. - Convergence = Move cameras closer together = Convergence point is closer to the foreground. (this means there is less infront of the convergence point = less or no pop out.) + Convergence = Move cameras apart = Convergence point is set closer to the background. (this means there is a lot more infront of the convergence point = more or too much pop-out.)
TsaebehT said:Does my explanation make absolutely no sense to you guys like yours does to me? :D

Shinra358 said:Anyone just notice that this post was made a year ago @.@ ?


Oops. I didn't even notice that it was only a few pages in.


How the hell did you find it TsaebehT? You must have been digging deep?

As for your explanation, makes sense, it is adjusting at what point the game convergences (aka two images meet on your screen). So you can move that point forward or back via altering the distance between the two in-game camera points.

- Convergence = Move cameras closer together = Convergence point is closer to the foreground.
(this means there is less infront of the convergence point = less or no pop out.)

+ Convergence = Move cameras apart = Convergence point is set closer to the background.
(this means there is a lot more infront of the convergence point = more or too much pop-out.)

OS: Win 8 CPU: I7 4770k 3.5GZ GPU: GTX 780ti

#15
Posted 03/30/2013 10:55 AM   
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