Hello everyone,
I think that I'm not the only one that while playing a great game in 3D hopes for many scenarios that convergence was higher or the opposite. 3D Guys creates hot keys to switch between cinematics and gameplay but this problem of convergence is actually present in gameplay as well, I think it's coming generally from the distance of the camera and the person we are playing with. Do you think that is possible to create a dynamic convergence based on this distance (not FOV I guess but something similar)?
It's just a suggestion as I'm not a programmer but I said maybe it's something possible to make it real by this 3D skilled community that still let us enjoy latest games in 3D :)
I think that I'm not the only one that while playing a great game in 3D hopes for many scenarios that convergence was higher or the opposite. 3D Guys creates hot keys to switch between cinematics and gameplay but this problem of convergence is actually present in gameplay as well, I think it's coming generally from the distance of the camera and the person we are playing with. Do you think that is possible to create a dynamic convergence based on this distance (not FOV I guess but something similar)?
It's just a suggestion as I'm not a programmer but I said maybe it's something possible to make it real by this 3D skilled community that still let us enjoy latest games in 3D :)
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16Gb RAM CL16 2800Mhz
+RTX 2080 Ti x Kraken G12
+LG OLED E6
It's possible with 3DMigoto. DarkStarSword has implemented a dynamic/auto convergence custom shader in his Life is Strange: Before the Storm fix. It is, however, quite difficult to replicate. I've tried to do so in a couple of my fixes and have never gotten it fully working, and I'm pretty sure no other shaderhacker has successfully done so either.
It's possible with 3DMigoto. DarkStarSword has implemented a dynamic/auto convergence custom shader in his Life is Strange: Before the Storm fix. It is, however, quite difficult to replicate. I've tried to do so in a couple of my fixes and have never gotten it fully working, and I'm pretty sure no other shaderhacker has successfully done so either.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
BTW, the release announcement for that feature can be found here
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5273129/#5273129[/url]
Tis one of the many wonderful features of 3Dmigoto brought to us by DSS, bo3b, Chiri, elbarterino, Flugan and all other 3Dmigoto coders that contributed into making it the awesome wrapper that it is today.
Tis one of the many wonderful features of 3Dmigoto brought to us by DSS, bo3b, Chiri, elbarterino, Flugan and all other 3Dmigoto coders that contributed into making it the awesome wrapper that it is today.
Seems complicated to implement it for every 3D fix actually, is there any particular reason why this feature worked only in Life is Strange BTS? I'm just asking to know if there will any hope that this feature will be something usual included in the future fixes ^^
Seems complicated to implement it for every 3D fix actually, is there any particular reason why this feature worked only in Life is Strange BTS? I'm just asking to know if there will any hope that this feature will be something usual included in the future fixes ^^
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16Gb RAM CL16 2800Mhz
+RTX 2080 Ti x Kraken G12
+LG OLED E6
With unlocked advanced settings Tridef has 3 types of focus: Scene, Gun, Sky. It can be set to auto and it works OK. Sometimes it can be strange when convergence changes as the differences can be quite big, especially with GUN, but it does work.
With unlocked advanced settings Tridef has 3 types of focus: Scene, Gun, Sky. It can be set to auto and it works OK. Sometimes it can be strange when convergence changes as the differences can be quite big, especially with GUN, but it does work.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Avegant Glyph
Windows 10 64bits
[quote="SAproX1"]is there any particular reason why this feature worked only in Life is Strange BTS?[/quote]Who said that was the only game? Google it, there's another.
And why? Umm because DarkStarSword made the shader and did the fix for that particular game as well as the other.
[quote="SAproX1"]I'm just asking to know if there will any hope that this feature will be something usual included in the future fixes ^^[/quote]
As DJ-RK pointed out, it's hard to replicate the implementation. If you are so interested, read the notes by DSS on the helixblog fixes and on his repository, as well as git hub.
SAproX1 said:is there any particular reason why this feature worked only in Life is Strange BTS?
Who said that was the only game? Google it, there's another.
And why? Umm because DarkStarSword made the shader and did the fix for that particular game as well as the other.
SAproX1 said:I'm just asking to know if there will any hope that this feature will be something usual included in the future fixes ^^
As DJ-RK pointed out, it's hard to replicate the implementation. If you are so interested, read the notes by DSS on the helixblog fixes and on his repository, as well as git hub.
From the life is Strange Before the Storm helixmodblog page
[quote="DSS"]
The long awaited support for Unity 5.5 (and higher) in my Unity template has finally arrived!
We're all used to game and engine updates breaking these fixes from time to time and when it happens it ranges from a minor inconvenience requiring just a few minutes or hours to address, to a massive time waste of having to redo an entire fix from scratch, to a major headache where the new version has fundamentally changed in some way requiring a huge amount of new work put in to solve some new problem that didn't exist before. The Unity 5.5 update was of the later variety due to some major changes in the engine's shader format, but I have at last managed to decipher the new format and we can now enjoy modern Unity games in stereo 3D once again, beginning with the prequel to one of my favourite games of all time :)
Auto-Convergence
This fix introduces a brand new feature to automatically adjust the convergence while playing to suit the wide range of camera angles this game has. This feature tries to always maintain a small amount of pop-out to maximise the 3D effect, while preventing excessive popout that could make the scene uncomfortable to view and lowering the convergence when necessary to prevent objects near the camera from obscuring the view of the game.
The auto-convergence feature replaces the traditional meaning of 3D Vision's convergence setting with a "popout" setting, which is similar to convergence, but gives better results with a wider range of camera angles, monitor sizes and viewing distances. The same keys that normally adjust the convergence will adjust the popout instead when auto-convergence is enabled, and the popout value will be displayed on screen while adjusting it.
Occasionally the auto-convergence may start jumping back and forth between high and low convergence. It has countermeasures to automatically detect when this happens and temporarily lock it to the lower convergence to stop it, but if it happens anyway and you find it distracting you can toggle the auto-convergence feature off by pressing ~
This feature has a number of tunable parameters, which can be tweaked by editing the [Constants] section in the d3dx.ini. These tunables include things such as the initial popout, minimum and maximum allowable convergence values, thresholds for how far the convergence is allowed to get away from the target, and threshold for the anti-judder countermeasure.
~: Toggle auto-convergence feature on and off
Ctrl+F5: Reduce popout when auto-convergence is on
Ctrl+F6: Increase popout when auto-convergence is on
[/quote]
So you see? This is why, it is where the feature was introduced. But as I stated, it is not the "only" game using it.
From the life is Strange Before the Storm helixmodblog page
DSS said:
The long awaited support for Unity 5.5 (and higher) in my Unity template has finally arrived!
We're all used to game and engine updates breaking these fixes from time to time and when it happens it ranges from a minor inconvenience requiring just a few minutes or hours to address, to a massive time waste of having to redo an entire fix from scratch, to a major headache where the new version has fundamentally changed in some way requiring a huge amount of new work put in to solve some new problem that didn't exist before. The Unity 5.5 update was of the later variety due to some major changes in the engine's shader format, but I have at last managed to decipher the new format and we can now enjoy modern Unity games in stereo 3D once again, beginning with the prequel to one of my favourite games of all time :)
Auto-Convergence
This fix introduces a brand new feature to automatically adjust the convergence while playing to suit the wide range of camera angles this game has. This feature tries to always maintain a small amount of pop-out to maximise the 3D effect, while preventing excessive popout that could make the scene uncomfortable to view and lowering the convergence when necessary to prevent objects near the camera from obscuring the view of the game.
The auto-convergence feature replaces the traditional meaning of 3D Vision's convergence setting with a "popout" setting, which is similar to convergence, but gives better results with a wider range of camera angles, monitor sizes and viewing distances. The same keys that normally adjust the convergence will adjust the popout instead when auto-convergence is enabled, and the popout value will be displayed on screen while adjusting it.
Occasionally the auto-convergence may start jumping back and forth between high and low convergence. It has countermeasures to automatically detect when this happens and temporarily lock it to the lower convergence to stop it, but if it happens anyway and you find it distracting you can toggle the auto-convergence feature off by pressing ~
This feature has a number of tunable parameters, which can be tweaked by editing the [Constants] section in the d3dx.ini. These tunables include things such as the initial popout, minimum and maximum allowable convergence values, thresholds for how far the convergence is allowed to get away from the target, and threshold for the anti-judder countermeasure.
~: Toggle auto-convergence feature on and off
Ctrl+F5: Reduce popout when auto-convergence is on
Ctrl+F6: Increase popout when auto-convergence is on
So you see? This is why, it is where the feature was introduced. But as I stated, it is not the "only" game using it.
[quote="D-Man11"]From the life is Strange Before the Storm helixmodblog page
[quote="DSS"]
The long awaited support for Unity 5.5 (and higher) in my Unity template has finally arrived!
We're all used to game and engine updates breaking these fixes from time to time and when it happens it ranges from a minor inconvenience requiring just a few minutes or hours to address, to a massive time waste of having to redo an entire fix from scratch, to a major headache where the new version has fundamentally changed in some way requiring a huge amount of new work put in to solve some new problem that didn't exist before. The Unity 5.5 update was of the later variety due to some major changes in the engine's shader format, but I have at last managed to decipher the new format and we can now enjoy modern Unity games in stereo 3D once again, beginning with the prequel to one of my favourite games of all time :)
Auto-Convergence
This fix introduces a brand new feature to automatically adjust the convergence while playing to suit the wide range of camera angles this game has. This feature tries to always maintain a small amount of pop-out to maximise the 3D effect, while preventing excessive popout that could make the scene uncomfortable to view and lowering the convergence when necessary to prevent objects near the camera from obscuring the view of the game.
The auto-convergence feature replaces the traditional meaning of 3D Vision's convergence setting with a "popout" setting, which is similar to convergence, but gives better results with a wider range of camera angles, monitor sizes and viewing distances. The same keys that normally adjust the convergence will adjust the popout instead when auto-convergence is enabled, and the popout value will be displayed on screen while adjusting it.
Occasionally the auto-convergence may start jumping back and forth between high and low convergence. It has countermeasures to automatically detect when this happens and temporarily lock it to the lower convergence to stop it, but if it happens anyway and you find it distracting you can toggle the auto-convergence feature off by pressing ~
This feature has a number of tunable parameters, which can be tweaked by editing the [Constants] section in the d3dx.ini. These tunables include things such as the initial popout, minimum and maximum allowable convergence values, thresholds for how far the convergence is allowed to get away from the target, and threshold for the anti-judder countermeasure.
~: Toggle auto-convergence feature on and off
Ctrl+F5: Reduce popout when auto-convergence is on
Ctrl+F6: Increase popout when auto-convergence is on
[/quote]
So you see? This is why, it is where the feature was introduced. But as I stated, it is not the "only" game using it.[/quote]
Thank you for these informations :)) it's a game changer this feature as the comfort that brings. Hope we gonna see it present more often ^^
D-Man11 said:From the life is Strange Before the Storm helixmodblog page
DSS said:
The long awaited support for Unity 5.5 (and higher) in my Unity template has finally arrived!
We're all used to game and engine updates breaking these fixes from time to time and when it happens it ranges from a minor inconvenience requiring just a few minutes or hours to address, to a massive time waste of having to redo an entire fix from scratch, to a major headache where the new version has fundamentally changed in some way requiring a huge amount of new work put in to solve some new problem that didn't exist before. The Unity 5.5 update was of the later variety due to some major changes in the engine's shader format, but I have at last managed to decipher the new format and we can now enjoy modern Unity games in stereo 3D once again, beginning with the prequel to one of my favourite games of all time :)
Auto-Convergence
This fix introduces a brand new feature to automatically adjust the convergence while playing to suit the wide range of camera angles this game has. This feature tries to always maintain a small amount of pop-out to maximise the 3D effect, while preventing excessive popout that could make the scene uncomfortable to view and lowering the convergence when necessary to prevent objects near the camera from obscuring the view of the game.
The auto-convergence feature replaces the traditional meaning of 3D Vision's convergence setting with a "popout" setting, which is similar to convergence, but gives better results with a wider range of camera angles, monitor sizes and viewing distances. The same keys that normally adjust the convergence will adjust the popout instead when auto-convergence is enabled, and the popout value will be displayed on screen while adjusting it.
Occasionally the auto-convergence may start jumping back and forth between high and low convergence. It has countermeasures to automatically detect when this happens and temporarily lock it to the lower convergence to stop it, but if it happens anyway and you find it distracting you can toggle the auto-convergence feature off by pressing ~
This feature has a number of tunable parameters, which can be tweaked by editing the [Constants] section in the d3dx.ini. These tunables include things such as the initial popout, minimum and maximum allowable convergence values, thresholds for how far the convergence is allowed to get away from the target, and threshold for the anti-judder countermeasure.
~: Toggle auto-convergence feature on and off
Ctrl+F5: Reduce popout when auto-convergence is on
Ctrl+F6: Increase popout when auto-convergence is on
So you see? This is why, it is where the feature was introduced. But as I stated, it is not the "only" game using it.
Thank you for these informations :)) it's a game changer this feature as the comfort that brings. Hope we gonna see it present more often ^^
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16Gb RAM CL16 2800Mhz
+RTX 2080 Ti x Kraken G12
+LG OLED E6
Obviously, you did not look at the available information and lazily just read what was posted.
You can keep hoping, but you should lower your expectations.
[quote="D-Man11"]Obviously, you did not look at the available information and lazily just read what was posted.
You can keep hoping, but you should lower your expectations.[/quote]
English is not my native langage and I may not understand everything but DJ-RK already said that he tried to implement this feature in his fixes but never worked perfectly.
D-Man11 said:Obviously, you did not look at the available information and lazily just read what was posted.
You can keep hoping, but you should lower your expectations.
English is not my native langage and I may not understand everything but DJ-RK already said that he tried to implement this feature in his fixes but never worked perfectly.
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16Gb RAM CL16 2800Mhz
+RTX 2080 Ti x Kraken G12
+LG OLED E6
I think that I'm not the only one that while playing a great game in 3D hopes for many scenarios that convergence was higher or the opposite. 3D Guys creates hot keys to switch between cinematics and gameplay but this problem of convergence is actually present in gameplay as well, I think it's coming generally from the distance of the camera and the person we are playing with. Do you think that is possible to create a dynamic convergence based on this distance (not FOV I guess but something similar)?
It's just a suggestion as I'm not a programmer but I said maybe it's something possible to make it real by this 3D skilled community that still let us enjoy latest games in 3D :)
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16Gb RAM CL16 2800Mhz
+RTX 2080 Ti x Kraken G12
+LG OLED E6
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5273129/#5273129
Tis one of the many wonderful features of 3Dmigoto brought to us by DSS, bo3b, Chiri, elbarterino, Flugan and all other 3Dmigoto coders that contributed into making it the awesome wrapper that it is today.
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16Gb RAM CL16 2800Mhz
+RTX 2080 Ti x Kraken G12
+LG OLED E6
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Avegant Glyph
Windows 10 64bits
And why? Umm because DarkStarSword made the shader and did the fix for that particular game as well as the other.
As DJ-RK pointed out, it's hard to replicate the implementation. If you are so interested, read the notes by DSS on the helixblog fixes and on his repository, as well as git hub.
So you see? This is why, it is where the feature was introduced. But as I stated, it is not the "only" game using it.
Thank you for these informations :)) it's a game changer this feature as the comfort that brings. Hope we gonna see it present more often ^^
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16Gb RAM CL16 2800Mhz
+RTX 2080 Ti x Kraken G12
+LG OLED E6
You can keep hoping, but you should lower your expectations.
English is not my native langage and I may not understand everything but DJ-RK already said that he tried to implement this feature in his fixes but never worked perfectly.
+ROG MAXIMUS IX HERO
+Intel i7 7700K@4.9Ghz
+2x8 16Gb RAM CL16 2800Mhz
+RTX 2080 Ti x Kraken G12
+LG OLED E6