An old thread, but worthy of revival since it's so interesting.
Depth represents the maximum depth that you can see given your screen size. 6.5cm physical separation on your screen between left/right objects which should be distant, or whatever the distance is between your eyes, should be the maximum. This is why the depth setting is universal across all games you play. Once you have this set right, there is never a need to adjust it.
(Except in a game like Tomb Raider which uses it's own 3D rendering.)
With that maximum set, convergence determines minimum depth. Increase convergence, and you stretch everything forward as if they were tied between a rubber band between you and infinity. The right setting for this varies by game, which is why it is saved per game.
An old thread, but worthy of revival since it's so interesting.
Depth represents the maximum depth that you can see given your screen size. 6.5cm physical separation on your screen between left/right objects which should be distant, or whatever the distance is between your eyes, should be the maximum. This is why the depth setting is universal across all games you play. Once you have this set right, there is never a need to adjust it.
(Except in a game like Tomb Raider which uses it's own 3D rendering.)
With that maximum set, convergence determines minimum depth. Increase convergence, and you stretch everything forward as if they were tied between a rubber band between you and infinity. The right setting for this varies by game, which is why it is saved per game.
The following link is Nvidias description:
[url]http://www.nvidia.com/content/PDF/GDC2011/Stereoscopy.pdf[/url]
Page 23 onwards. This slide deck is a very good summary overall (and easy to read), with the different projection matrices and stereo corrections that are used in the Helix fixes (including a description of Unprojection). Also explains how Starcraft 2 implemented 3D "after the fact".
The following link is Nvidias description: http://www.nvidia.com/content/PDF/GDC2011/Stereoscopy.pdf
Page 23 onwards. This slide deck is a very good summary overall (and easy to read), with the different projection matrices and stereo corrections that are used in the Helix fixes (including a description of Unprojection). Also explains how Starcraft 2 implemented 3D "after the fact".
Rise of the Tomb Raider allows extreme amounts of depth and convergence which are too much for 3D Vision monitors. Does anyone know how many notches on the depth slider is equal to 100% depth in the nVidia Control Panel?
Rise of the Tomb Raider allows extreme amounts of depth and convergence which are too much for 3D Vision monitors. Does anyone know how many notches on the depth slider is equal to 100% depth in the nVidia Control Panel?
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[quote="LocutusEstBorg"]Rise of the Tomb Raider allows extreme amounts of depth and convergence which are too much for 3D Vision monitors. Does anyone know how many notches on the depth slider is equal to 100% depth in the nVidia Control Panel?[/quote]
You are talking about the official fix?
That uses 3D Vision Direct and not Automatic, that most of the games rely on. So, no one can answer that.
Experiment away or use the community fix... which is still better than the official one...go figure that...
LocutusEstBorg said:Rise of the Tomb Raider allows extreme amounts of depth and convergence which are too much for 3D Vision monitors. Does anyone know how many notches on the depth slider is equal to 100% depth in the nVidia Control Panel?
You are talking about the official fix?
That uses 3D Vision Direct and not Automatic, that most of the games rely on. So, no one can answer that.
Experiment away or use the community fix... which is still better than the official one...go figure that...
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
I did some maths to estimate what they were using *for my screen size*, but it will be buried somewhere deep in the Tomb Raider thread and it definitely be faster to just get a ruler to measure the peaks of a distant mountain and adjust the slider until they are about 6.5cm - 7cm apart (or just under whatever your IPD is). We also don't think they are handling different screen sizes correctly, so any answer we give for our setups will likely be wrong for yours.
I did some maths to estimate what they were using *for my screen size*, but it will be buried somewhere deep in the Tomb Raider thread and it definitely be faster to just get a ruler to measure the peaks of a distant mountain and adjust the slider until they are about 6.5cm - 7cm apart (or just under whatever your IPD is). We also don't think they are handling different screen sizes correctly, so any answer we give for our setups will likely be wrong for yours.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
What is a good app / game to set the correct depth in the nVidia Control Panel for my IPD? Is the background tiled nVidia logo in the test app at infinity?
What is a good app / game to set the correct depth in the nVidia Control Panel for my IPD? Is the background tiled nVidia logo in the test app at infinity?
Inno3D RTX 2080 Ti iChill Black (330W Power Limit / +50 MHz Core / +750 MHz Memory)
Intel Core i9-9900X (4.6 GHz Core / 3.0 GHz Mesh)
Corsair Vengeance LPX 32 GB (4 x 8 GB) DDR4 CMK32GX4M4Z3200C16 (4000 MHz 18-20-20-40-1T)
MSI MEG X299 Creation
Asus ROG Swift PG27VQ / Dell S2417DG / 3D Vision 2 / Oculus Rift / Marantz SR6012 / LG OLED55B7T
Intel Optane 900P 280 GB / Tiered Storage Space (Samsung 950 PRO 512 GB / Seagate IronWolf Pro 10 TB)
Windows 10 Pro 64-bit
bo3b had a very interesting discussion in one forum topic recently (see [url]https://forums.geforce.com/default/topic/1041002/3d-vision/i-am-the-new-one-spending-3000-euro-on-3d-rig-need-help/post/5307979/#5307979[/url]), highlighting the importance of vergence (versus convergence) in our perception of 3D (and our preferred 3D setups). It appears that Oculus may be attempting to address the importance of vergence in their new high-end VR prototype (see [url]https://uploadvr.com/display-week-half-dome-facebook/[/url] and [url]https://www.roadtovr.com/oculus-half-dome-prototype-dont-expect-see-everything-product-anytime-soon/[/url]). I wonder what the Half Dome's reliability will be, with a new (sophisticated) mechanical element - primarily to support viewing close objects?
Depth represents the maximum depth that you can see given your screen size. 6.5cm physical separation on your screen between left/right objects which should be distant, or whatever the distance is between your eyes, should be the maximum. This is why the depth setting is universal across all games you play. Once you have this set right, there is never a need to adjust it.
(Except in a game like Tomb Raider which uses it's own 3D rendering.)
With that maximum set, convergence determines minimum depth. Increase convergence, and you stretch everything forward as if they were tied between a rubber band between you and infinity. The right setting for this varies by game, which is why it is saved per game.
http://www.nvidia.com/content/PDF/GDC2011/Stereoscopy.pdf
Page 23 onwards. This slide deck is a very good summary overall (and easy to read), with the different projection matrices and stereo corrections that are used in the Helix fixes (including a description of Unprojection). Also explains how Starcraft 2 implemented 3D "after the fact".
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Inno3D RTX 2080 Ti iChill Black (330W Power Limit / +50 MHz Core / +750 MHz Memory)
Intel Core i9-9900X (4.6 GHz Core / 3.0 GHz Mesh)
Corsair Vengeance LPX 32 GB (4 x 8 GB) DDR4 CMK32GX4M4Z3200C16 (4000 MHz 18-20-20-40-1T)
MSI MEG X299 Creation
Asus ROG Swift PG27VQ / Dell S2417DG / 3D Vision 2 / Oculus Rift / Marantz SR6012 / LG OLED55B7T
Intel Optane 900P 280 GB / Tiered Storage Space (Samsung 950 PRO 512 GB / Seagate IronWolf Pro 10 TB)
Windows 10 Pro 64-bit
You are talking about the official fix?
That uses 3D Vision Direct and not Automatic, that most of the games rely on. So, no one can answer that.
Experiment away or use the community fix... which is still better than the official one...go figure that...
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)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
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Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Inno3D RTX 2080 Ti iChill Black (330W Power Limit / +50 MHz Core / +750 MHz Memory)
Intel Core i9-9900X (4.6 GHz Core / 3.0 GHz Mesh)
Corsair Vengeance LPX 32 GB (4 x 8 GB) DDR4 CMK32GX4M4Z3200C16 (4000 MHz 18-20-20-40-1T)
MSI MEG X299 Creation
Asus ROG Swift PG27VQ / Dell S2417DG / 3D Vision 2 / Oculus Rift / Marantz SR6012 / LG OLED55B7T
Intel Optane 900P 280 GB / Tiered Storage Space (Samsung 950 PRO 512 GB / Seagate IronWolf Pro 10 TB)
Windows 10 Pro 64-bit