So, I'm trying to use 3D Vision with GZ3Doom. It is programmed to use 3D Vision via Opengl quadbuffering. I have the game set to run in full-screen, I manually run it as an admin, have my computer's desktop and the game set to run at 120htz, but the quadbuffering seems to be failing to start.
If I have quadbuffering turned on when I boot the game, I get a "R_OPENGL: No valid pixel formats found. Retrying in compatibility mode" message in the logfile. I will also get this if I switch resolutions in game (with quadbuffering on).
If quadbuffering is disabled, I get no error messages.
This seems to be an issue with my computer, as I have also tried to run the modified 3D Vision compatible version of Wolf4SDL, which also uses Opengl quadbuffering, and I get a similar error message when using it in 3d vision mode.
My computer
Win 7 Ultimate 64
i3-4340
GTX770 2gb
8gb DDR3
Latest Nivida drivers
Any ideas?
Thanks
So, I'm trying to use 3D Vision with GZ3Doom. It is programmed to use 3D Vision via Opengl quadbuffering. I have the game set to run in full-screen, I manually run it as an admin, have my computer's desktop and the game set to run at 120htz, but the quadbuffering seems to be failing to start.
If I have quadbuffering turned on when I boot the game, I get a "R_OPENGL: No valid pixel formats found. Retrying in compatibility mode" message in the logfile. I will also get this if I switch resolutions in game (with quadbuffering on).
If quadbuffering is disabled, I get no error messages.
This seems to be an issue with my computer, as I have also tried to run the modified 3D Vision compatible version of Wolf4SDL, which also uses Opengl quadbuffering, and I get a similar error message when using it in 3d vision mode.
Eizo Foris FG2421 DVI-D Dual Link. I know it's not an officially supported 3D Vision monitor, but with 3D Vision set to CRT mode, everything else works.
Eizo Foris FG2421 DVI-D Dual Link. I know it's not an officially supported 3D Vision monitor, but with 3D Vision set to CRT mode, everything else works.
Are you setting your desktop to 120Hz prior to launching the game?
Does the game launch in Fullscreen?
If you have more than one display connected, try removing the others.
What driver version?
Tis nice to know that generic CRT is working :)
Desktop is set to 120hz
Game launches in fullscreen
Drivers:
3D Vision Controller 364.44
3D Vision 364.72
Geforce Experience 2.11.2.55
Graphics Driver 364.72
Nvidia HD Audio 1.3.34.4
PhysX 9.15.0428
I'm currently on 361.91 and OpenGL is working fine in Jedi Academy. W7 64 VG278HE DVI Dual Link
You might try the hotfix driver for 364.72
https://forums.geforce.com/default/topic/930978/geforce-drivers/announcing-geforce-hot-fix-driver-364-96/
hmm, while SW: JKJA worked just fine (excluding the letterbox issue) on my 1920x1080@120Hz non G-Sync monitor via Dual Link DVI (VG278HE) , it would lose sync on my 2560x1440@120Hz G-Sync capable monitor connected via Display Port (S2716DG).
Sometimes just swapping the eyes, in which case I could flip the glasses or sometimes the sync would be completely off for a little bit. Hopefully it's a driver issues and not related to the Display Port connection or G-Sync.
hmm, while SW: JKJA worked just fine (excluding the letterbox issue) on my 1920x1080@120Hz non G-Sync monitor via Dual Link DVI (VG278HE) , it would lose sync on my 2560x1440@120Hz G-Sync capable monitor connected via Display Port (S2716DG).
Sometimes just swapping the eyes, in which case I could flip the glasses or sometimes the sync would be completely off for a little bit. Hopefully it's a driver issues and not related to the Display Port connection or G-Sync.
Ok did a clean install of 361.91, and didn't make a difference.
As for my issue, I'm not even certain this is a 3D Vision issue anymore.
I've been in email contact with the creator of GZ3Doom, and how it works, is first you tell the game to turn on quadbuffering, then you turn on 3D Vision.
With quadbuffer on and 3D Vision off, I still get the error, and the game switches to software rendering.
With quadbuffer off, GZ3Doom does render in opengl as it should.
Anyone have a clue as to why opengl quadbuffer refuses to work? Afaik, it should work fine as long as game is running in exclusive full-screen and admin mode.
Ok did a clean install of 361.91, and didn't make a difference.
As for my issue, I'm not even certain this is a 3D Vision issue anymore.
I've been in email contact with the creator of GZ3Doom, and how it works, is first you tell the game to turn on quadbuffering, then you turn on 3D Vision.
With quadbuffer on and 3D Vision off, I still get the error, and the game switches to software rendering.
With quadbuffer off, GZ3Doom does render in opengl as it should.
Anyone have a clue as to why opengl quadbuffer refuses to work? Afaik, it should work fine as long as game is running in exclusive full-screen and admin mode.
I'm confused, admin mode has nothing to do with quad buffer.
It's required if you are using the wrapper from helifax so that his custom profile is executed properly.
If you are trying to use his wrapper and the game renderer from this guy/ GZ3Doom....there's your problem!!!
If your not mixing methods, try this, make a text file in the base folder or wherever the config folder is located and name it AutoExec.cfg
Put this in it
r_mode -1
r_customHeight 1080
r_customWidth 1920
com_maxfps 120
You might also try adding
r_stereo 1
edit: on the github for GZ3Doom I see "•In GZ3Doom 1.8.10e or later, "vr_enabled_quadbuffer = true" in the console, then restart GZ3Doom", perhaps this is your problem.
edit: on the github for GZ3Doom I see "•In GZ3Doom 1.8.10e or later, "vr_enabled_quadbuffer = true" in the console, then restart GZ3Doom", perhaps this is your problem.
Sorry if I wasn't clear, admin mode is just something I tend to include as Win 7 will do odd things at times without it. Thank you so much for all the help by the way. I really do appreciate it.
Anyway with GZ3Doom, if quadbuffer = true, I always get "R_OPENGL: No valid pixel formats found. Retrying in compatibility mode" in the logfile.
With quadbuffer = false, I do not get this error.
Can anyone confirm if Opengl Quadbuffer actually works on a GTX770?
Sorry if I wasn't clear, admin mode is just something I tend to include as Win 7 will do odd things at times without it. Thank you so much for all the help by the way. I really do appreciate it.
Anyway with GZ3Doom, if quadbuffer = true, I always get "R_OPENGL: No valid pixel formats found. Retrying in compatibility mode" in the logfile.
With quadbuffer = false, I do not get this error.
Can anyone confirm if Opengl Quadbuffer actually works on a GTX770?
failed to find an appropriate PIXELFORMAT
I get this error in SW:JKJA if my monitor is set to 3D Vision Discover instead of "Asus 120Hz 3D LCD"
or if my desktop is set to 60Hz instead of 120Hz or if 3D Vision is disabled in the control panel.
The only issue that I can think of, if it's not one of these three problems is that Nvidia is not allowing quad buffered OpenGL when using Generic CRT.
I get this error in SW:JKJA if my monitor is set to 3D Vision Discover instead of "Asus 120Hz 3D LCD"
or if my desktop is set to 60Hz instead of 120Hz or if 3D Vision is disabled in the control panel.
The only issue that I can think of, if it's not one of these three problems is that Nvidia is not allowing quad buffered OpenGL when using Generic CRT.
Actually thinking about it now, wasn't there a time where Generic CRT mode was completely removed? Good chance when Nvidia brought it back, they never bothered to update it to support quad buffered. Did some more searching, and it seems that Doom 3 BFG supports 3D Vision via quad buffer as well. Think I'll try that, and if it also doesn't work, then I think it will be time to give up on this one.
Actually thinking about it now, wasn't there a time where Generic CRT mode was completely removed? Good chance when Nvidia brought it back, they never bothered to update it to support quad buffered. Did some more searching, and it seems that Doom 3 BFG supports 3D Vision via quad buffer as well. Think I'll try that, and if it also doesn't work, then I think it will be time to give up on this one.
I didn't have any problem running gz3doom in 3D. Go to "Display Options" -> "Stereo 3D VR" and select "3D Vision". In older versions, you had to set "vr_mode 7" in the console, IIRC.
In your .ini, set "vr_ipd=0.18" to have a normal eye separation (equivalent to 100% depth in my XL2411Z approximately).
Here is my ini if you want to try it, but delete paths that point to mods (from version 1.8.10_a, I didn't upgrade yet to 1.8.10_e):
# This file was generated by GZDoom 1.8.10-241-ge7b204f on Mon May 02 10:32:43 2016
# These are the directories to automatically search for IWADs.
# Each directory should be on a separate line, preceded by Path=
[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=$HOME
Path=$PROGDIR
# These are the directories to search for wads added with the -file
# command line parameter, if they cannot be found with the path
# as-is. Layout is the same as for IWADSearch.Directories
[FileSearch.Directories]
Path=$PROGDIR
Path=$DOOMWADDIR
# Files to automatically execute when running the corresponding game.
# Each file should be on its own line, preceded by Path=
[Doom.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Heretic.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Hexen.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Strife.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Chex.AutoExec]
Path=$PROGDIR/autoexec.cfg
# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
# Wad files to automatically load depending on the game and IWAD you are
# playing. You may have have files that are loaded for all similar IWADs
# (the game) and files that are only loaded for particular IWADs. For example,
# any files listed under Doom.Autoload will be loaded for any version of Doom,
# but files listed under Doom2.Autoload will only load when you are
# playing Doom 2.
Alright, I finally got a final answer from Nvidia Customer Care:
"Unfortunately, OpenGL Quadbuffering is not suported with 3D Vision Generic CRT mode."
So that's the end of this topic. Thanks to all who helped though.
hmm, that's odd.
I just kind of threw that out there, since I couldn't figure out why it wasn't working for you.
You can still try the wrapper from helifax like your did for Doom 3, since it wraps OpenGL to DirectX
If I have quadbuffering turned on when I boot the game, I get a "R_OPENGL: No valid pixel formats found. Retrying in compatibility mode" message in the logfile. I will also get this if I switch resolutions in game (with quadbuffering on).
If quadbuffering is disabled, I get no error messages.
This seems to be an issue with my computer, as I have also tried to run the modified 3D Vision compatible version of Wolf4SDL, which also uses Opengl quadbuffering, and I get a similar error message when using it in 3d vision mode.
My computer
Win 7 Ultimate 64
i3-4340
GTX770 2gb
8gb DDR3
Latest Nivida drivers
Any ideas?
Thanks
Does the game launch in Fullscreen?
If you have more than one display connected, try removing the others.
What driver version?
Tis nice to know that generic CRT is working :)
Game launches in fullscreen
Drivers:
3D Vision Controller 364.44
3D Vision 364.72
Geforce Experience 2.11.2.55
Graphics Driver 364.72
Nvidia HD Audio 1.3.34.4
PhysX 9.15.0428
You might try the hotfix driver for 364.72
https://forums.geforce.com/default/topic/930978/geforce-drivers/announcing-geforce-hot-fix-driver-364-96/
Sometimes just swapping the eyes, in which case I could flip the glasses or sometimes the sync would be completely off for a little bit. Hopefully it's a driver issues and not related to the Display Port connection or G-Sync.
As for my issue, I'm not even certain this is a 3D Vision issue anymore.
I've been in email contact with the creator of GZ3Doom, and how it works, is first you tell the game to turn on quadbuffering, then you turn on 3D Vision.
With quadbuffer on and 3D Vision off, I still get the error, and the game switches to software rendering.
With quadbuffer off, GZ3Doom does render in opengl as it should.
Anyone have a clue as to why opengl quadbuffer refuses to work? Afaik, it should work fine as long as game is running in exclusive full-screen and admin mode.
It's required if you are using the wrapper from helifax so that his custom profile is executed properly.
If you are trying to use his wrapper and the game renderer from this guy/ GZ3Doom....there's your problem!!!
If your not mixing methods, try this, make a text file in the base folder or wherever the config folder is located and name it AutoExec.cfg
Put this in it
r_mode -1
r_customHeight 1080
r_customWidth 1920
com_maxfps 120
You might also try adding
r_stereo 1
edit: on the github for GZ3Doom I see "•In GZ3Doom 1.8.10e or later, "vr_enabled_quadbuffer = true" in the console, then restart GZ3Doom", perhaps this is your problem.
Anyway with GZ3Doom, if quadbuffer = true, I always get "R_OPENGL: No valid pixel formats found. Retrying in compatibility mode" in the logfile.
With quadbuffer = false, I do not get this error.
Can anyone confirm if Opengl Quadbuffer actually works on a GTX770?
I get this error in SW:JKJA if my monitor is set to 3D Vision Discover instead of "Asus 120Hz 3D LCD"
or if my desktop is set to 60Hz instead of 120Hz or if 3D Vision is disabled in the control panel.
The only issue that I can think of, if it's not one of these three problems is that Nvidia is not allowing quad buffered OpenGL when using Generic CRT.
In your .ini, set "vr_ipd=0.18" to have a normal eye separation (equivalent to 100% depth in my XL2411Z approximately).
Here is my ini if you want to try it, but delete paths that point to mods (from version 1.8.10_a, I didn't upgrade yet to 1.8.10_e):
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
"Unfortunately, OpenGL Quadbuffering is not suported with 3D Vision Generic CRT mode."
So that's the end of this topic. Thanks to all who helped though.
I just kind of threw that out there, since I couldn't figure out why it wasn't working for you.
You can still try the wrapper from helifax like your did for Doom 3, since it wraps OpenGL to DirectX