[OpenGL] 3D Vision Wrapper - Enabling 3D Vision in OpenGL apps

What game should I fix next ?

The Chronicles of Riddick: Assault on Dark Athena & Escape from Butcher Bay
Neverwinter Nights
Penumbra: Requiem
Penumbra: Overture
Penumbra: Black Plague
Return to Castle Wolfenstein
Rage
Star Wars Knights of the Old Republic (Kotor 1 & 2)
Half Life 1 (Series)
  42 / 92    
Hi Helifax. Thanks for the detailed and fast reply. Your mission is a rather lonely one, as few people with the necessary technical knowledge seem to be involved in the 3D gaming business (for free, that is). And when they are, they seem to not care much (see the abismal 3D Vision implementation in virtually ALL games). Your expertise in the field and the fact that your wrapper works are the very reasons people come to you with all the stupid questions. :) In other words, you are part of a very select group dealing with these issues. And you appear in public, so are exposed to the silliness. It comes with the territory, unfortunately. Here is another small correction: both Rage installers ask for the Amnesia Steam folder instead of that of Rage. In the meantime, I will try the shadow trick. However, the 2D lights are still driving me crazy (sun/lens flare, Tombstones projection bot in Wellspring, ceiling neon in the bar, various lights in the Wasted Garage and other places etc.). With a high level of convergence, they move out of the screen (applies to shadows as well), but all elements of the HUD become very unpleasant to watch. Is there any way to disable/change convergence on these shaders as well? I could not find a way to disable these light effects via cfg. I would like to "hunt" the shaders and fix them, but I have little idea how. :) Also, is there any way to increase depth? Ctrl + F3/F4 does not work and the registry trick involving the monitor size has no effect.
Hi Helifax. Thanks for the detailed and fast reply. Your mission is a rather lonely one, as few people with the necessary technical knowledge seem to be involved in the 3D gaming business (for free, that is). And when they are, they seem to not care much (see the abismal 3D Vision implementation in virtually ALL games). Your expertise in the field and the fact that your wrapper works are the very reasons people come to you with all the stupid questions. :) In other words, you are part of a very select group dealing with these issues. And you appear in public, so are exposed to the silliness. It comes with the territory, unfortunately.

Here is another small correction: both Rage installers ask for the Amnesia Steam folder instead of that of Rage.

In the meantime, I will try the shadow trick. However, the 2D lights are still driving me crazy (sun/lens flare, Tombstones projection bot in Wellspring, ceiling neon in the bar, various lights in the Wasted Garage and other places etc.). With a high level of convergence, they move out of the screen (applies to shadows as well), but all elements of the HUD become very unpleasant to watch.

Is there any way to disable/change convergence on these shaders as well? I could not find a way to disable these light effects via cfg. I would like to "hunt" the shaders and fix them, but I have little idea how. :)

Also, is there any way to increase depth? Ctrl + F3/F4 does not work and the registry trick involving the monitor size has no effect.

Posted 06/15/2014 08:52 PM   
[quote="mstegaru"] Here is another small correction: both Rage installers ask for the Amnesia Steam folder instead of that of Rage. [/quote] I could swear I fixed those...Hmm... [quote="mstegaru"] However, the 2D lights are still driving me crazy (sun/lens flare, Tombstones projection bot in Wellspring, ceiling neon in the bar, various lights in the Wasted Garage and other places etc.). With a high level of convergence, they move out of the screen (applies to shadows as well), but all elements of the HUD become very unpleasant to watch. [/quote] Hmm... Are you using different convergence setting then the one from the profile? If you do, can you send me a savegame + export your current profile (nvInspector) so I can take a look and see what is wrong? [quote="mstegaru"] Also, is there any way to increase depth? Ctrl + F3/F4 does not work and the registry trick involving the monitor size has no effect. [/quote] That is very very strange... The "depth" information is read from NVAPI (nvidia driver) and you can increase/decrease convergence + depth on the fly like in any other game. Isn't increasing/decreasing the depth working ? (using the shortcut keys? how about the analogue wheel on the emitter? ) Edit: nvm, now that you mention it...I see is not working anymore...damn... need to see why;) Thx for the catch;)) Edit2: Found it, there was a change in my code... "last minute change" that broke it. I will re-release the wrappers tomorrow (RAGE x86/x64 + WOLF). Thx again for the find. I can implement an override in the ini file that will basically allow any "depth" vale from 0 to whatever you want. Is this the case ?
mstegaru said:

Here is another small correction: both Rage installers ask for the Amnesia Steam folder instead of that of Rage.


I could swear I fixed those...Hmm...

mstegaru said:
However, the 2D lights are still driving me crazy (sun/lens flare, Tombstones projection bot in Wellspring, ceiling neon in the bar, various lights in the Wasted Garage and other places etc.). With a high level of convergence, they move out of the screen (applies to shadows as well), but all elements of the HUD become very unpleasant to watch.


Hmm... Are you using different convergence setting then the one from the profile? If you do, can you send me a savegame + export your current profile (nvInspector) so I can take a look and see what is wrong?

mstegaru said:
Also, is there any way to increase depth? Ctrl + F3/F4 does not work and the registry trick involving the monitor size has no effect.


That is very very strange... The "depth" information is read from NVAPI (nvidia driver) and you can increase/decrease convergence + depth on the fly like in any other game. Isn't increasing/decreasing the depth working ? (using the shortcut keys? how about the analogue wheel on the emitter? )

Edit: nvm, now that you mention it...I see is not working anymore...damn... need to see why;) Thx for the catch;))

Edit2: Found it, there was a change in my code... "last minute change" that broke it. I will re-release the wrappers tomorrow (RAGE x86/x64 + WOLF). Thx again for the find.


I can implement an override in the ini file that will basically allow any "depth" vale from 0 to whatever you want. Is this the case ?

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)

Posted 06/15/2014 10:48 PM   
Helixfax, I would also encourage to you keep on forging ahead with your incredible OpenGL wrapper, there is nothing else like it. As a fellow programmer, I know first hand how it's annoying to spend time giving support. For me, I accept it as a necessary cost of getting fixes into more hands. e.g. That arbitrary problem with Win8.1 not working, and the number of people who swallowed the marketing campaign gave me a LOT of extra work. I'm booked up with 3Dmigoto at the moment, but at some point I can get this in decent shape, and I'd be happy to help where I can with OpenGL games. I can possibly help with KOTOR given that it's an assembly style code, and I've done a LOT of ASM bug fixes for the Decompiler. If you need an assembler, Flugan could no doubt create one. In any case, even if you decide to give it all up- Thanks man, really appreciate your efforts.
Helixfax, I would also encourage to you keep on forging ahead with your incredible OpenGL wrapper, there is nothing else like it.

As a fellow programmer, I know first hand how it's annoying to spend time giving support. For me, I accept it as a necessary cost of getting fixes into more hands. e.g. That arbitrary problem with Win8.1 not working, and the number of people who swallowed the marketing campaign gave me a LOT of extra work.

I'm booked up with 3Dmigoto at the moment, but at some point I can get this in decent shape, and I'd be happy to help where I can with OpenGL games. I can possibly help with KOTOR given that it's an assembly style code, and I've done a LOT of ASM bug fixes for the Decompiler. If you need an assembler, Flugan could no doubt create one.


In any case, even if you decide to give it all up- Thanks man, really appreciate your efforts.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 06/16/2014 01:42 AM   
You've done some outstanding work for this community. While I hope you reconsider your decision to stop releasing new fixes, I want to say thanks once again for everything you've done so far.
You've done some outstanding work for this community. While I hope you reconsider your decision to stop releasing new fixes, I want to say thanks once again for everything you've done so far.

Posted 06/16/2014 03:16 AM   
@Helifax Yo, if the tool works well and isn't impossible to figure out, I'd love to try it out once you release the SDK. I've been dying to see Fez running in 3D and knowing you're busy, I'd be glad to give it a shot myself if I can wrap my head around the tools. You've done some incredible stuff, and are doing fantastic things for the community. You're great dude!
@Helifax

Yo, if the tool works well and isn't impossible to figure out, I'd love to try it out once you release the SDK.

I've been dying to see Fez running in 3D and knowing you're busy, I'd be glad to give it a shot myself if I can wrap my head around the tools.

You've done some incredible stuff, and are doing fantastic things for the community. You're great dude!

Posted 06/16/2014 04:01 AM   
@Helifax I guess I have not been paying attention, but I did not realise that your wrapper was usable by the rest of us, I thought it was still something only you could use right now. If it is available for general use, I'll have a go with it, see if I can get Minecraft running (though that is a Java based game so not sure at all how to do it yet...).
@Helifax

I guess I have not been paying attention, but I did not realise that your wrapper was usable by the rest of us, I thought it was still something only you could use right now. If it is available for general use, I'll have a go with it, see if I can get Minecraft running (though that is a Java based game so not sure at all how to do it yet...).

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 06/16/2014 02:33 PM   
[quote="Alo81"]I've been dying to see Fez running in 3D and knowing you're busy, I'd be glad to give it a shot myself if I can wrap my head around the tools.[/quote] Fez in 3D would be awesome to see! I wonder if it would work... Something positive for Phil Fish too. His photo on Wiki suggests he's interested in 3D. :)
Alo81 said:I've been dying to see Fez running in 3D and knowing you're busy, I'd be glad to give it a shot myself if I can wrap my head around the tools.


Fez in 3D would be awesome to see! I wonder if it would work...

Something positive for Phil Fish too. His photo on Wiki suggests he's interested in 3D. :)

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes

Posted 06/16/2014 03:05 PM   
@Helixfax and bo3b You guys are doing outstanding work and we all support you 100%. What you are doing is very important for the future of truly immersive, interactive entertainment. Someone from Oculus VR has recently stated that the focus should not be on adapting existing games to VR. Rather all games should be designed a priori as VR experiences. This may be a good long term goal. However, there are thousands of hours of existing 3D game content that looks, feels, plays entirely differently when displayed as stereo 3D. Perceptually, the greatest single factor enhancing immersion is stereoscopy. Head tracking is second. They combine synergistically to create immersion. Head tracking support can always be added to a game without too much trouble. However it is much harder to add stereoscopic rendering support if the devs have not used correct rendering/shadowing/lighting methods that naturally support true 2-image stereoscopy. Remarkably, the Helixmod community has developed the methods which will save use from the devs lazy and retro coding methods. Your work makes many outstanding games playable in stereo 3D, and perhaps on HMD systems as well. -baragon
@Helixfax and bo3b

You guys are doing outstanding work and we all support you 100%.


What you are doing is very important for the future of truly immersive, interactive entertainment.

Someone from Oculus VR has recently stated that the focus should not be on adapting existing games to VR. Rather all games should be designed a priori as VR experiences.

This may be a good long term goal. However, there are thousands of hours of existing 3D game content that looks, feels, plays entirely differently when displayed as stereo 3D.

Perceptually, the greatest single factor enhancing immersion is stereoscopy. Head tracking is second. They combine synergistically to create immersion.

Head tracking support can always be added to a game without too much trouble.

However it is much harder to add stereoscopic rendering support if the devs have not used correct rendering/shadowing/lighting methods that naturally support true 2-image stereoscopy.

Remarkably, the Helixmod community has developed the methods which will save use from the devs lazy and retro coding methods.

Your work makes many outstanding games playable in stereo 3D, and perhaps on HMD systems as well.

-baragon

Posted 06/16/2014 06:09 PM   
Hello, again, Helifax. :) As you can see, many of your supporters, including yours truly, have crawled out of the woodwork to desperately attempt to keep you on the project. :))) Maybe threatening to quit was the best PR move you could have made. :)) Now, regarding my petty issues: [quote="helifax"][quote="mstegaru"] Here is another small correction: both Rage installers ask for the Amnesia Steam folder instead of that of Rage. [/quote] I could swear I fixed those...Hmm... [/quote] I should clarify: the installers correctly point to a C:\Steam\steamapps\common\RAGE\ folder, which is just fine as default (although maybe the installer could search for RAGE in x64 - HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\Steam App XXXX x86 - HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App XXXX and automatically provide the real installation folder). In the installer, only the instruction text is wrong: "Select the folder where Amnesia: The Dark Descent is installed !" It should state: "Select the folder where RAGE is installed." You must admit I do have some excellent text checking skills and my registry search ability is unmatched. :)))) In any case, it is a VERY minor issue. Moving on... [quote="helifax"][quote="mstegaru"] However, the 2D lights are still driving me crazy (sun/lens flare, Tombstones projection bot in Wellspring, ceiling neon in the bar, various lights in the Wasted Garage and other places etc.). With a high level of convergence, they move out of the screen (applies to shadows as well), but all elements of the HUD become very unpleasant to watch. [/quote] Hmm... Are you using different convergence setting then the one from the profile? If you do, can you send me a save game + export your current profile (nvInspector) so I can take a look and see what is wrong? [/quote] On starting the game, the convergence level always defaults to your setting. If I mess with it, it goes back to the default setting whenever I restart the game. CTRL + F7 does not seem to save the 3D settings. The nvInspector profile is untouched (the one the Wrapper installer... installs :) ). I have not fiddled with any of the settings there. (I DID try different AA settings once, but as the wrapper would no longer work, I deleted the profile and completely uninstalled / re-installed the Wrapper, which correctly imported your NV profile again. By the way, having a way to implement better AA (such as SGSSAA) than the blurry 16x in the game would be excellent. 720p is full of jaggies at 8x :) !) Returning to our 2D "friends", I have made a series of Quick Saves and uploaded them via WeTransfer (the link below should work until June 25): RAGE x86 QuickSaves on WeTransfer: [url]http://we.tl/v62qU9sBKb[/url] The zip contains the following QuickSaves: RAGE x86 QuickSave - 2D Fan Shadow in Shrouded Bunker RAGE x86 QuickSave - 2D Light Glare in Resistance Hideout in Wellspring RAGE x86 QuickSave - 2D Light Glare in Wasted Garage RAGE x86 QuickSave - 2D Neon Glare in Dead City Central RAGE x86 QuickSave - 2D Neon Glare in Wellspring Bar RAGE x86 QuickSave - 2D Rotating Shadow - Wellspring RAGE x86 QuickSave - 2D Sun - Lens Flare in Wasteland RAGE x86 QuickSave - 2D Tombstones Projection Bot Glare in Wellspring I have centered the view on the broken effect in each save. Maybe "2D" is not the correct term for all these. The shadows are definitely 2D, but the light glares render as individual images for left/right and shine through obstacles (could be an engine limitation?). With CTRL + F5 pressed all the way to obtain minimum convergence, they finally overlap. The same happens with the cross hair at high convergence. Is a 3D cross hair/HUD possible? [quote="helifax"][quote="mstegaru"] Also, is there any way to increase depth? Ctrl + F3/F4 does not work and the registry trick involving the monitor size has no effect. [/quote] That is very very strange... The "depth" information is read from NVAPI (nvidia driver) and you can increase/decrease convergence + depth on the fly like in any other game. Isn't increasing/decreasing the depth working ? (using the shortcut keys? how about the analogue wheel on the emitter? ) Edit: nvm, now that you mention it...I see is not working anymore...damn... need to see why;) Thx for the catch;)) Edit2: Found it, there was a change in my code... "last minute change" that broke it. I will re-release the wrappers tomorrow (RAGE x86/x64 + WOLF). Thx again for the find. I can implement an override in the ini file that will basically allow any "depth" vale from 0 to whatever you want. Is this the case ? [/quote] Either an INI setting or having CTRL + F3/F4 work would be great. Whatever is easier for you. Many thanks, yet again. :)
Hello, again, Helifax. :)

As you can see, many of your supporters, including yours truly, have crawled out of the woodwork to desperately attempt to keep you on the project. :))) Maybe threatening to quit was the best PR move you could have made. :)) Now, regarding my petty issues:

helifax said:
mstegaru said:

Here is another small correction: both Rage installers ask for the Amnesia Steam folder instead of that of Rage.


I could swear I fixed those...Hmm...


I should clarify: the installers correctly point to a C:\Steam\steamapps\common\RAGE\ folder, which is just fine as default (although maybe the installer could search for RAGE in

x64 - HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\Steam App XXXX
x86 - HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App XXXX

and automatically provide the real installation folder).

In the installer, only the instruction text is wrong:

"Select the folder where Amnesia: The Dark Descent is installed !"

It should state:
"Select the folder where RAGE is installed."

You must admit I do have some excellent text checking skills and my registry search ability is unmatched. :))))

In any case, it is a VERY minor issue. Moving on...

helifax said:
mstegaru said:
However, the 2D lights are still driving me crazy (sun/lens flare, Tombstones projection bot in Wellspring, ceiling neon in the bar, various lights in the Wasted Garage and other places etc.). With a high level of convergence, they move out of the screen (applies to shadows as well), but all elements of the HUD become very unpleasant to watch.


Hmm... Are you using different convergence setting then the one from the profile? If you do, can you send me a save game + export your current profile (nvInspector) so I can take a look and see what is wrong?


On starting the game, the convergence level always defaults to your setting. If I mess with it, it goes back to the default setting whenever I restart the game. CTRL + F7 does not seem to save the 3D settings.

The nvInspector profile is untouched (the one the Wrapper installer... installs :) ). I have not fiddled with any of the settings there.

(I DID try different AA settings once, but as the wrapper would no longer work, I deleted the profile and completely uninstalled / re-installed the Wrapper, which correctly imported your NV profile again. By the way, having a way to implement better AA (such as SGSSAA) than the blurry 16x in the game would be excellent. 720p is full of jaggies at 8x :) !)

Returning to our 2D "friends", I have made a series of Quick Saves and uploaded them via WeTransfer (the link below should work until June 25):

RAGE x86 QuickSaves on WeTransfer: http://we.tl/v62qU9sBKb

The zip contains the following QuickSaves:

RAGE x86 QuickSave - 2D Fan Shadow in Shrouded Bunker
RAGE x86 QuickSave - 2D Light Glare in Resistance Hideout in Wellspring
RAGE x86 QuickSave - 2D Light Glare in Wasted Garage
RAGE x86 QuickSave - 2D Neon Glare in Dead City Central
RAGE x86 QuickSave - 2D Neon Glare in Wellspring Bar
RAGE x86 QuickSave - 2D Rotating Shadow - Wellspring
RAGE x86 QuickSave - 2D Sun - Lens Flare in Wasteland
RAGE x86 QuickSave - 2D Tombstones Projection Bot Glare in Wellspring

I have centered the view on the broken effect in each save.

Maybe "2D" is not the correct term for all these. The shadows are definitely 2D, but the light glares render as individual images for left/right and shine through obstacles (could be an engine limitation?). With CTRL + F5 pressed all the way to obtain minimum convergence, they finally overlap. The same happens with the cross hair at high convergence. Is a 3D cross hair/HUD possible?

helifax said:
mstegaru said:
Also, is there any way to increase depth? Ctrl + F3/F4 does not work and the registry trick involving the monitor size has no effect.


That is very very strange... The "depth" information is read from NVAPI (nvidia driver) and you can increase/decrease convergence + depth on the fly like in any other game. Isn't increasing/decreasing the depth working ? (using the shortcut keys? how about the analogue wheel on the emitter? )

Edit: nvm, now that you mention it...I see is not working anymore...damn... need to see why;) Thx for the catch;))

Edit2: Found it, there was a change in my code... "last minute change" that broke it. I will re-release the wrappers tomorrow (RAGE x86/x64 + WOLF). Thx again for the find.


I can implement an override in the ini file that will basically allow any "depth" vale from 0 to whatever you want. Is this the case ?


Either an INI setting or having CTRL + F3/F4 work would be great. Whatever is easier for you.

Many thanks, yet again. :)

Posted 06/16/2014 08:42 PM   
Thank you all for the interest:) @Libertine: Unfortunately The Penumbra games (at least episode I) is not using [url=http://en.wikipedia.org/wiki/OpenGL_Shading_Language]GLSL[/url] but rather [url=http://en.wikipedia.org/wiki/ARB_assembly_language]ARB Shaders[/url] like Star Wars: Knights of the Old Republic I & II. At the moment my wrapper has 0% code for handling this type of shaders for various reasons: - Only old engines uses this. - I have zero (0) experience in doing with ARB shaders - Are different than [url=http://msdn.microsoft.com/en-gb/library/windows/desktop/hh447232(v=vs.85).aspx]HLSL assembly[/url] language and [url=http://en.wikipedia.org/wiki/X86_assembly_language]X86/x64 Assembly Language.[/url] If somebody here reads this and is willing to help with the implementation (Shader creation, compiling linking etc - OpenGL wise) + shader change, PLEASE LET ME KNOW!!!! @Alo81: - I gave FEZ a look yesterday and today and it looks possible to make it render in 3D Vision. @mike_ar69: - I didn't had the time to try MineCraft yet.. but chances are it will not work if the game is running in a Java environment and not using opengl32.dll directly (native code) but I might be wrong. @mstegaru: - Big thanks for all those savegames and information. I will use it as soon as possible. I also have to re-release the fixes where you can change the depth. I hope I can do it tonight. If not, please be a bit patient;)) - Also, big thanks for the registry path. I didn't knew Steam creates that ^_^ hehehe Thx!!! @Everyone: - At the moment I am working on cleaning the wrapper as much as possible, expanding the Debug/SDK functions as much as possible in all the ways I can think of so it will be a "complete" suite. What I want to say is that when it is done you should be able to fix a game without using any other tools. - The probability that it will NOT work on ALL the games/apps will still exist, so don't expect that it will run on everything that is out (since OGL is not as "closed-loop" as DX and developers like to do weird stuff behind scenes ^_^) - So far I have extended the wrapper quite a bit in the last few days in the shader debugging / swapping section. - I thought I should make a comprehensive tutorial to release with the SDK rather than plain text (as I see not many people read text anyway ^_^ ). I also try to make the wrapper as user-friendly as possible and a video showing all of it's features I think is best. What do you guys think?
Thank you all for the interest:)

@Libertine:
Unfortunately The Penumbra games (at least episode I) is not using GLSL but rather ARB Shaders like Star Wars: Knights of the Old Republic I & II.

At the moment my wrapper has 0% code for handling this type of shaders for various reasons:
- Only old engines uses this.
- I have zero (0) experience in doing with ARB shaders
- Are different than HLSL assembly language and X86/x64 Assembly Language.

If somebody here reads this and is willing to help with the implementation (Shader creation, compiling linking etc - OpenGL wise) + shader change, PLEASE LET ME KNOW!!!!

@Alo81:
- I gave FEZ a look yesterday and today and it looks possible to make it render in 3D Vision.

@mike_ar69:
- I didn't had the time to try MineCraft yet.. but chances are it will not work if the game is running in a Java environment and not using opengl32.dll directly (native code) but I might be wrong.

@mstegaru:
- Big thanks for all those savegames and information. I will use it as soon as possible. I also have to re-release the fixes where you can change the depth. I hope I can do it tonight. If not, please be a bit patient;))
- Also, big thanks for the registry path. I didn't knew Steam creates that ^_^ hehehe
Thx!!!

@Everyone:
- At the moment I am working on cleaning the wrapper as much as possible, expanding the Debug/SDK functions as much as possible in all the ways I can think of so it will be a "complete" suite. What I want to say is that when it is done you should be able to fix a game without using any other tools.

- The probability that it will NOT work on ALL the games/apps will still exist, so don't expect that it will run on everything that is out (since OGL is not as "closed-loop" as DX and developers like to do weird stuff behind scenes ^_^)

- So far I have extended the wrapper quite a bit in the last few days in the shader debugging / swapping section.

- I thought I should make a comprehensive tutorial to release with the SDK rather than plain text (as I see not many people read text anyway ^_^ ). I also try to make the wrapper as user-friendly as possible and a video showing all of it's features I think is best. What do you guys think?

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)

Posted 06/17/2014 08:45 PM   
@Helifax Such incredible progress. I had a feeling from our past PMs that you would be the one to make OpenGl games work. Just know that your work is greatly appreciated and may often go without the deserved accolades that it and you deserve. Thank you for your hard work!
@Helifax

Such incredible progress. I had a feeling from our past PMs that you would be the one to make OpenGl games work.

Just know that your work is greatly appreciated and may often go without the deserved accolades that it and you deserve.

Thank you for your hard work!

Posted 06/17/2014 09:23 PM   
@helifax I'd just like to say thank you for all incredible amount of time and mental focus I know it takes to do this, and for all the widescreen plugins you've created also, I truly appreciate it. Without those, I would just have a really expensive word processor... To answer your question, I'll fiddle with whatever tools you make, ...to the best of my ability ;-)
@helifax

I'd just like to say thank you for all incredible amount of time and mental focus I know it takes to do this, and for all the widescreen plugins you've created also, I truly appreciate it. Without those, I would just have a really expensive word processor...

To answer your question, I'll fiddle with whatever tools you make, ...to the best of my ability ;-)

Posted 06/18/2014 02:13 AM   
[quote="helifax"]I thought I should make a comprehensive tutorial to release with the SDK rather than plain text (as I see not many people read text anyway ^_^ ). I also try to make the wrapper as user-friendly as possible and a video showing all of it's features I think is best. What do you guys think?[/quote] I would really like a video. Regardless of how attractive and broken down a text tutorial can be, to some it can still feel like a huge impenetrable wall of scary sounding words. It does to me anyway! I find videos showing and (if you or someone else is brave enough) talking through the process far easier to digest. Visual, auditory and kinesthetic learning styles covered too. All the best!
helifax said:I thought I should make a comprehensive tutorial to release with the SDK rather than plain text (as I see not many people read text anyway ^_^ ). I also try to make the wrapper as user-friendly as possible and a video showing all of it's features I think is best. What do you guys think?
I would really like a video.

Regardless of how attractive and broken down a text tutorial can be, to some it can still feel like a huge impenetrable wall of scary sounding words. It does to me anyway!

I find videos showing and (if you or someone else is brave enough) talking through the process far easier to digest. Visual, auditory and kinesthetic learning styles covered too.

All the best!

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes

Posted 06/18/2014 10:05 AM   
I plan to make multiple videos. Rather than a "simple tutorial" I will make a video "documentation". Regarding the actual wrapper: I have finished coding all the features that I deem as "necessary". So the code is currently in: CODE FREEZE. [Features implemented so far]: - Ability to log the wrapper functions. [3D Vision Specific] - Ability to toggle 3D Vision Support ON/OFF (so you don't need to delete the wrapper files) - Ability to trace some of the OpenGL draw functions (Hooking points for the wrapper) - Ability to specify which hooking point to use [3D Vision Automatic Enabling] - Ability to enable or disable the Stereoscopic Shader Injection (equivalent of 3D Vision Automatic) - Ability to specify up to 3 distinct Shader Stereoscopy Injection points and 3 distinct Shader Uniform Injection points - Ability to specify the Stereoscopic Injection function. [Shader Compiler] - Automatic detection of Shader Compilation & Linking errors + full debug information. - Ability to select a pair of shaders between which the Stereocopy will not be applied (for hunting shaders down) - Ability to Change & Compile + Link a shader In real-time (so you can immediately see the difference) - Ability to dump all shaders as soon as they are created. - Ability to load own shaders during shader creation stage. Shader Support: Only GLSL is currently supported. No ARB Shaders support. (Please contact me if you want to help in this section) [Alternative 3D Vision Settings] - Ability to query the current separation (depth) and convergence values that are being applied - Ability to bind a different convergence value to a keyboard key/mouse button (hold to work/ toggle mode) 2 Different versions: - A Development version for creating a FIX. - A Public Release version for using a FIX. Supported Platforms: Windows 7(and above) x86(32 bits) and x64(64 bits). Currently, internal testing and bug fixing before public release.
I plan to make multiple videos. Rather than a "simple tutorial" I will make a video "documentation".

Regarding the actual wrapper:
I have finished coding all the features that I deem as "necessary". So the code is currently in: CODE FREEZE.


[Features implemented so far]:
- Ability to log the wrapper functions.

[3D Vision Specific]
- Ability to toggle 3D Vision Support ON/OFF (so you don't need to delete the wrapper files)
- Ability to trace some of the OpenGL draw functions (Hooking points for the wrapper)
- Ability to specify which hooking point to use

[3D Vision Automatic Enabling]
- Ability to enable or disable the Stereoscopic Shader Injection (equivalent of 3D Vision Automatic)
- Ability to specify up to 3 distinct Shader Stereoscopy Injection points and 3 distinct Shader Uniform Injection points
- Ability to specify the Stereoscopic Injection function.

[Shader Compiler]
- Automatic detection of Shader Compilation & Linking errors + full debug information.
- Ability to select a pair of shaders between which the Stereocopy will not be applied (for hunting shaders down)
- Ability to Change & Compile + Link a shader In real-time (so you can immediately see the difference)
- Ability to dump all shaders as soon as they are created.
- Ability to load own shaders during shader creation stage.

Shader Support: Only GLSL is currently supported. No ARB Shaders support. (Please contact me if you want to help in this section)

[Alternative 3D Vision Settings]
- Ability to query the current separation (depth) and convergence values that are being applied
- Ability to bind a different convergence value to a keyboard key/mouse button (hold to work/ toggle mode)

2 Different versions:
- A Development version for creating a FIX.
- A Public Release version for using a FIX.

Supported Platforms:
Windows 7(and above) x86(32 bits) and x64(64 bits).

Currently, internal testing and bug fixing before public release.

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)

Posted 06/19/2014 07:29 PM   
I haven't been able to get the two games I've been able to try so far to run, or run well(lack of ShadowPlay?) ... and yet I'm still feeling like a 'kid on [url=http://www.snopes.com/holidays/christmas/xmasabbr.asp]Xmas[/url] morning' at that announcement, great job Helifax! I can't wait to try it out in some other indie games. :)
I haven't been able to get the two games I've been able to try so far to run, or run well(lack of ShadowPlay?) ... and yet I'm still feeling like a 'kid on Xmas morning' at that announcement, great job Helifax! I can't wait to try it out in some other indie games. :)
Posted 06/20/2014 06:27 PM   
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