Wolfenstein: The Old Blood - 3D Vision
  5 / 9    
[quote="helifax"]Unfortunately, I know about the eye-sync:( is not ideal, but because the way OpenGL works is very very very.... hard to duplicate the framebuffers. I did experiment with it quite a bit and got some partial good results... However it proved to be engine dependent (based on what OGL extensions each engine loads) which means I might end up work alot for one engine and other engines be completely broken :([/quote]If you ever did attempt this again one tip from a colleague (we work pretty close to the hardware in our lab, including with NVIDIA GPUs) is for performance reasons it would be best to try to draw each object for the left+right views at the same time as opposed to drawing the whole view for the left eye then repeating it for the right eye... The reason being that if the same object is drawn from a second perspective immediately then all the caches (e.g. texture cache) will still be hot. But of course that doesn't help with the problem of just making it work in the first place...
helifax said:Unfortunately, I know about the eye-sync:( is not ideal, but because the way OpenGL works is very very very.... hard to duplicate the framebuffers. I did experiment with it quite a bit and got some partial good results... However it proved to be engine dependent (based on what OGL extensions each engine loads) which means I might end up work alot for one engine and other engines be completely broken :(
If you ever did attempt this again one tip from a colleague (we work pretty close to the hardware in our lab, including with NVIDIA GPUs) is for performance reasons it would be best to try to draw each object for the left+right views at the same time as opposed to drawing the whole view for the left eye then repeating it for the right eye... The reason being that if the same object is drawn from a second perspective immediately then all the caches (e.g. texture cache) will still be hot.

But of course that doesn't help with the problem of just making it work in the first place...

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#61
Posted 05/17/2015 04:47 AM   
[quote="DarkStarSword"][quote="helifax"]Unfortunately, I know about the eye-sync:( is not ideal, but because the way OpenGL works is very very very.... hard to duplicate the framebuffers. I did experiment with it quite a bit and got some partial good results... However it proved to be engine dependent (based on what OGL extensions each engine loads) which means I might end up work alot for one engine and other engines be completely broken :([/quote]If you ever did attempt this again one tip from a colleague (we work pretty close to the hardware in our lab, including with NVIDIA GPUs) is for performance reasons it would be best to try to draw each object for the left+right views at the same time as opposed to drawing the whole view for the left eye then repeating it for the right eye... The reason being that if the same object is drawn from a second perspective immediately then all the caches (e.g. texture cache) will still be hot. But of course that doesn't help with the problem of just making it work in the first place...[/quote] Yupp that is exactly the way to go: When a draw function is called : - Use current shader. - Pass the left eye perspective projection / shader modification - Run draw call function. - Bind right eye FBO - Pass the right eye perspective projection / shader modification - Run draw call function. - End. I already hooked/detoured all the core API drawing functions. The problem lays in the ability to duplicate an FBO. Most games uses more than one FBO. An OpenGL FBO can have up to 8 Texture units and 1 RenderBuffer attachment. How each texture is created is hard to identify in order to duplicate it and attach it to my generated (right eye FBO). Plus a texture has a dimension which is not always the screen size. Because OpenGL works like a series of C functions to setup the context I either have to duplicate each texture when is created and remember it and then when it is attached to the FBO try to identify the correct texture to attach it to my right eye FBO. OR after a FBO is created to query and try to retrieve all the information from that FBO about all attachments and duplicate them. However it is easier said than done;)) I also looked in creating a generic FBO with generic textures (like a "jack-in all" FBO) but it doesn't work properly :( Then you have certain engines like ID5 that uses special EXT functions (not CORE API). That's why I said it can be done but requires a massive amount of time to implement something like this :( I just wanted to explain things a bit in more detail;))
DarkStarSword said:
helifax said:Unfortunately, I know about the eye-sync:( is not ideal, but because the way OpenGL works is very very very.... hard to duplicate the framebuffers. I did experiment with it quite a bit and got some partial good results... However it proved to be engine dependent (based on what OGL extensions each engine loads) which means I might end up work alot for one engine and other engines be completely broken :(
If you ever did attempt this again one tip from a colleague (we work pretty close to the hardware in our lab, including with NVIDIA GPUs) is for performance reasons it would be best to try to draw each object for the left+right views at the same time as opposed to drawing the whole view for the left eye then repeating it for the right eye... The reason being that if the same object is drawn from a second perspective immediately then all the caches (e.g. texture cache) will still be hot.

But of course that doesn't help with the problem of just making it work in the first place...


Yupp that is exactly the way to go:

When a draw function is called :
- Use current shader.
- Pass the left eye perspective projection / shader modification
- Run draw call function.

- Bind right eye FBO
- Pass the right eye perspective projection / shader modification
- Run draw call function.
- End.

I already hooked/detoured all the core API drawing functions. The problem lays in the ability to duplicate an FBO. Most games uses more than one FBO. An OpenGL FBO can have up to 8 Texture units and 1 RenderBuffer attachment. How each texture is created is hard to identify in order to duplicate it and attach it to my generated (right eye FBO). Plus a texture has a dimension which is not always the screen size.

Because OpenGL works like a series of C functions to setup the context I either have to duplicate each texture when is created and remember it and then when it is attached to the FBO try to identify the correct texture to attach it to my right eye FBO. OR after a FBO is created to query and try to retrieve all the information from that FBO about all attachments and duplicate them.

However it is easier said than done;))

I also looked in creating a generic FBO with generic textures (like a "jack-in all" FBO) but it doesn't work properly :( Then you have certain engines like ID5 that uses special EXT functions (not CORE API).

That's why I said it can be done but requires a massive amount of time to implement something like this :(

I just wanted to explain things a bit in more detail;))

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)

#62
Posted 05/17/2015 10:42 AM   
Yesterday a try the fix..looks great!! ....planning to test (10 min), but end up playing Chapter 1 and 2....really great game, very addictive helifax, what is the shader responsable for the Crosshair? i want to adjust, i play with higher convergence value.
Yesterday a try the fix..looks great!! ....planning to test (10 min), but end up playing Chapter 1 and 2....really great game, very addictive

helifax, what is the shader responsable for the Crosshair? i want to adjust, i play with higher convergence value.

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#63
Posted 05/17/2015 11:39 AM   
[quote="DHR"]Yesterday a try the fix..looks great!! ....planning to test (10 min), but end up playing Chapter 1 and 2....really great game, very addictive helifax, what is the shader responsable for the Crosshair? i want to adjust, i play with higher convergence value. [/quote] Hehe glad you liked it;)) The crosshair unfortunately is part of the HUD. If you want to push the whole HUD into depth this can be done. Look for the shaders that start with 200_ + number. They should have a comment inside that say is UI related. Just change the value 19.xxx in the shader source (19.xxx is the convergence value) to your liking;))
DHR said:Yesterday a try the fix..looks great!! ....planning to test (10 min), but end up playing Chapter 1 and 2....really great game, very addictive

helifax, what is the shader responsable for the Crosshair? i want to adjust, i play with higher convergence value.


Hehe glad you liked it;))

The crosshair unfortunately is part of the HUD. If you want to push the whole HUD into depth this can be done.
Look for the shaders that start with 200_ + number. They should have a comment inside that say is UI related.
Just change the value 19.xxx in the shader source (19.xxx is the convergence value) to your liking;))

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)

#64
Posted 05/17/2015 11:56 AM   
That same guy that wrote the article that bo3b linked earlier also has an interesting article on Uniform buffers vs Texture buffers Like I've said before this is all Latin to me, but perhaps it can shed some insight on your FBOs? Although I do see that the article is GCN/AMD biased. http://www.yosoygames.com.ar/wp/2015/01/uniform-buffers-vs-texture-buffers-the-2015-edition/
That same guy that wrote the article that bo3b linked earlier also has an interesting article on
Uniform buffers vs Texture buffers

Like I've said before this is all Latin to me, but perhaps it can shed some insight on your FBOs?
Although I do see that the article is GCN/AMD biased.


http://www.yosoygames.com.ar/wp/2015/01/uniform-buffers-vs-texture-buffers-the-2015-edition/

#65
Posted 05/17/2015 12:28 PM   
helifax....thanks! I'm using this code (0.5 to adjust the depth). [code]gl_Position.x += -g_eye * g_eye_separation * 0.5;[/code]
helifax....thanks!

I'm using this code (0.5 to adjust the depth).
gl_Position.x += -g_eye * g_eye_separation * 0.5;

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#66
Posted 05/17/2015 03:28 PM   
excellent work helifax a true 3D game god, although im just curious, i thought i read that normal nvidia keys to change convergence and depth should work, which mine have no effect
excellent work helifax a true 3D game god, although im just curious, i thought i read that normal nvidia keys to change convergence and depth should work, which mine have no effect

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#67
Posted 05/17/2015 05:06 PM   
[quote="benji_gtx9800"]excellent work helifax a true 3D game god, although im just curious, i thought i read that normal nvidia keys to change convergence and depth should work, which mine have no effect[/quote] Yupp that is correct:) They should work. However there is an exception: the HUD & Menus are locked. The main game however should change the convergence:) You just need to keep pressing a bit;)) I am glad that you like the fix;))
benji_gtx9800 said:excellent work helifax a true 3D game god, although im just curious, i thought i read that normal nvidia keys to change convergence and depth should work, which mine have no effect


Yupp that is correct:) They should work. However there is an exception: the HUD & Menus are locked. The main game however should change the convergence:) You just need to keep pressing a bit;))

I am glad that you like the fix;))

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)

#68
Posted 05/17/2015 05:33 PM   
Thank you helifax for the fix...I tried it and follow your recommandations and set down the graphics quality but despite this, the game runs to slow on my PC ...Also, I had headpain, wich I never use to have with other 3D games ... Anyway, hat trick for the work !
Thank you helifax for the fix...I tried it and follow your recommandations and set down the graphics quality but despite this, the game runs to slow on my PC ...Also, I had headpain, wich I never use to have with other 3D games ... Anyway, hat trick for the work !

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#69
Posted 05/17/2015 09:01 PM   
[quote="didierh"]Thank you helifax for the fix...I tried it and follow your recommandations and set down the graphics quality but despite this, the game runs to slow on my PC ...Also, I had headpain, wich I never use to have with other 3D games ... Anyway, hat trick for the work ! [/quote] Yupp, I know:( I've documented that in the Readme file. Unfortunately, I have to render sequential frames instead of same one duplicated due to how OpenGL is layed out internally. Really hope things will change wil OpenGL 5 where stuff will be more C++ oriented rather than C.
didierh said:Thank you helifax for the fix...I tried it and follow your recommandations and set down the graphics quality but despite this, the game runs to slow on my PC ...Also, I had headpain, wich I never use to have with other 3D games ... Anyway, hat trick for the work !


Yupp, I know:( I've documented that in the Readme file. Unfortunately, I have to render sequential frames instead of same one duplicated due to how OpenGL is layed out internally.
Really hope things will change wil OpenGL 5 where stuff will be more C++ oriented rather than C.

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)

#70
Posted 05/17/2015 09:41 PM   
[quote="helifax"][quote="benji_gtx9800"]excellent work helifax a true 3D game god, although im just curious, i thought i read that normal nvidia keys to change convergence and depth should work, which mine have no effect[/quote] Yupp that is correct:) They should work. However there is an exception: the HUD & Menus are locked. The main game however should change the convergence:) You just need to keep pressing a bit;)) I am glad that you like the fix;))[/quote] hmm just curious but should i see the green nvidia depth bar when using the keys, because that doesnt show when i do press them.. i did rebind my keys tho, to use ctrl+alt+ (and left right curser keys) could that be the issue.. for this.. im out at mo, so cant test it,, only thing i can think that might be causing the issue if they ar ement to work..
helifax said:
benji_gtx9800 said:excellent work helifax a true 3D game god, although im just curious, i thought i read that normal nvidia keys to change convergence and depth should work, which mine have no effect


Yupp that is correct:) They should work. However there is an exception: the HUD & Menus are locked. The main game however should change the convergence:) You just need to keep pressing a bit;))

I am glad that you like the fix;))


hmm just curious but should i see the green nvidia depth bar when using the keys, because that doesnt show when i do press them.. i did rebind my keys tho, to use ctrl+alt+ (and left right curser keys) could that be the issue.. for this.. im out at mo, so cant test it,, only thing i can think that might be causing the issue if they ar ement to work..

*** ASUS TUF X299 MARK 2 Intel ATX Motherboard ***
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#71
Posted 05/18/2015 08:10 AM   
Last I remember you can see only the depth bar progressing (if you are in SLI mode) You should also see the regular game information (green pop-up) in the right-bottom corner (again only SLI). Convergence changing doesn't have a UI. In any case it should work no matter what key combination you have.
Last I remember you can see only the depth bar progressing (if you are in SLI mode)
You should also see the regular game information (green pop-up) in the right-bottom corner (again only SLI).
Convergence changing doesn't have a UI.

In any case it should work no matter what key combination you have.

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)

#72
Posted 05/18/2015 08:45 AM   
[quote="helifax"]Last I remember you can see only the depth bar progressing (if you are in SLI mode) You should also see the regular game information (green pop-up) in the right-bottom corner (again only SLI). Convergence changing doesn't have a UI. In any case it should work no matter what key combination you have.[/quote] hmm thats weird, i dont see any depth bar on screen, let alone any progression, and i use sli setup..
helifax said:Last I remember you can see only the depth bar progressing (if you are in SLI mode)
You should also see the regular game information (green pop-up) in the right-bottom corner (again only SLI).
Convergence changing doesn't have a UI.

In any case it should work no matter what key combination you have.


hmm thats weird, i dont see any depth bar on screen, let alone any progression, and i use sli setup..

*** ASUS TUF X299 MARK 2 Intel ATX Motherboard ***
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#73
Posted 05/18/2015 10:11 PM   
[quote="benji_gtx9800"][quote="helifax"]Last I remember you can see only the depth bar progressing (if you are in SLI mode) You should also see the regular game information (green pop-up) in the right-bottom corner (again only SLI). Convergence changing doesn't have a UI. In any case it should work no matter what key combination you have.[/quote] hmm thats weird, i dont see any depth bar on screen, let alone any progression, and i use sli setup..[/quote] Are you using 3DTVPlay instead of 3D Vision by any chance?:)
benji_gtx9800 said:
helifax said:Last I remember you can see only the depth bar progressing (if you are in SLI mode)
You should also see the regular game information (green pop-up) in the right-bottom corner (again only SLI).
Convergence changing doesn't have a UI.

In any case it should work no matter what key combination you have.


hmm thats weird, i dont see any depth bar on screen, let alone any progression, and i use sli setup..


Are you using 3DTVPlay instead of 3D Vision by any chance?:)

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)

#74
Posted 05/18/2015 10:36 PM   
I'm using 3DTV Play and there is no green text (info or depth sliders or screenshots message), but all functions are working, also convergence....you have to press CTRL+F6 for about 40 seconds to see some changes.
I'm using 3DTV Play and there is no green text (info or depth sliders or screenshots message), but all functions are working, also convergence....you have to press CTRL+F6 for about 40 seconds to see some changes.

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#75
Posted 05/18/2015 10:48 PM   
  5 / 9    
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