It's called convergence. Look in the nVidia control panel under "Set up Stereoscopic 3D", "Set Keyboard Shortcuts", and enable advanced settings. You can then use a shortcut to adjust this.
It works in the vast majority of games, but not all of them.
It's called convergence. Look in the nVidia control panel under "Set up Stereoscopic 3D", "Set Keyboard Shortcuts", and enable advanced settings. You can then use a shortcut to adjust this.
It works in the vast majority of games, but not all of them.
No not that. When adjusted in tridef, it determines whether or not you want the 3D to pop out or pop in. At default, 3D pops out and pops in (screen line is right down the middle). Convergence is separate from it. RHWAtScreenMore is an old registry entry for a past hotkey that adjusted the frontplane to be at the screenplane instead of beyond the screenplane (out of the screen ~ toward you). This adjustment fixed eye burning because if a 3D object is halfway off the screen, it burns. But making the 3D 'pop in' instead fixes that.
Convergeance controls the depth effect more inside of the front/back plane but 'Percent in Front' controls where you want the 3D effects to start and/or end in relation to the screenplane.
Think of a tennis court. The net is the screen (screenplane). Frontplane is where you are serving the ball and the backplane is where your opponent is. Making 'PIF' 0 will make it so that the 3D effects only happen on your opponent's side instead of your side. Depth is how long you or your opponents side (court) will be and convergeance is how 'fat' or volumized your opponent is. So when the ball is coming toward you and you are still looking at your opponent instead of the ball, the ball will double (just like objects that come to your side and are halfway off the screen) and will cause discomfort. Setting this setting to view the 'opponent's court only' will alleviate that discomfort.
So that RHWAtScreenMore setting was a hotkey. Where is the registry entry that shows the actual values of the percent you want it to be at that the hotkey controlled?
No not that. When adjusted in tridef, it determines whether or not you want the 3D to pop out or pop in. At default, 3D pops out and pops in (screen line is right down the middle). Convergence is separate from it. RHWAtScreenMore is an old registry entry for a past hotkey that adjusted the frontplane to be at the screenplane instead of beyond the screenplane (out of the screen ~ toward you). This adjustment fixed eye burning because if a 3D object is halfway off the screen, it burns. But making the 3D 'pop in' instead fixes that.
Convergeance controls the depth effect more inside of the front/back plane but 'Percent in Front' controls where you want the 3D effects to start and/or end in relation to the screenplane.
Think of a tennis court. The net is the screen (screenplane). Frontplane is where you are serving the ball and the backplane is where your opponent is. Making 'PIF' 0 will make it so that the 3D effects only happen on your opponent's side instead of your side. Depth is how long you or your opponents side (court) will be and convergeance is how 'fat' or volumized your opponent is. So when the ball is coming toward you and you are still looking at your opponent instead of the ball, the ball will double (just like objects that come to your side and are halfway off the screen) and will cause discomfort. Setting this setting to view the 'opponent's court only' will alleviate that discomfort.
So that RHWAtScreenMore setting was a hotkey. Where is the registry entry that shows the actual values of the percent you want it to be at that the hotkey controlled?
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
I think he's describing perhaps a maximum limit to convergence? That would be pretty handy - plenty of games look great at highish convergence 80% of the time, but then sometimes you'll get a camera angle that forces you to adjust it down.
I think he's describing perhaps a maximum limit to convergence? That would be pretty handy - plenty of games look great at highish convergence 80% of the time, but then sometimes you'll get a camera angle that forces you to adjust it down.
Yeah, I think he's describing something similar to what Eqzitara or somebody else was mentioning at some point on these forums.
To my knowledge, this does not exist as a 'setting' in 3D Vision, but some games/engines have it internally.
For example, in games based on the Unreal engine, like Borderlands, when you change the convergence, it is not applied starting directly with the foreground. Or maybe it was hardcoded to not apply to the gun.
Probably because some developers realised high convergence was not easy on the eyes on shooter games, due to the gun "sticking out" too much.
Unfortunately this setting does not exist in 3D Vision, and it could help some games, shooters definitely.
Yeah, I think he's describing something similar to what Eqzitara or somebody else was mentioning at some point on these forums.
To my knowledge, this does not exist as a 'setting' in 3D Vision, but some games/engines have it internally.
For example, in games based on the Unreal engine, like Borderlands, when you change the convergence, it is not applied starting directly with the foreground. Or maybe it was hardcoded to not apply to the gun.
Probably because some developers realised high convergence was not easy on the eyes on shooter games, due to the gun "sticking out" too much.
Unfortunately this setting does not exist in 3D Vision, and it could help some games, shooters definitely.
@Shinra358....No, nvidia don't have that option.
Tridef "Scene depth" = Nvidia "Depth"
Tridef "Focus Scene" = Nvidia "Convergence"
"Percent in front" is only available with Tridef.
It looks like a setting they had when 3Dvision first came out. But yeah, I see that it helps ALOT in fighting games too. Pretty much in all games for me because it makes my eyes feel better when playing. Nvidia took out alot of good features. I wonder why? This seems like something that will help alot because I know it does in tridef. I was about to make a script for it but if it doesn't exist anymore, I guess I'm SOL lol.
It looks like a setting they had when 3Dvision first came out. But yeah, I see that it helps ALOT in fighting games too. Pretty much in all games for me because it makes my eyes feel better when playing. Nvidia took out alot of good features. I wonder why? This seems like something that will help alot because I know it does in tridef. I was about to make a script for it but if it doesn't exist anymore, I guess I'm SOL lol.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
It works in the vast majority of games, but not all of them.
Convergeance controls the depth effect more inside of the front/back plane but 'Percent in Front' controls where you want the 3D effects to start and/or end in relation to the screenplane.
Think of a tennis court. The net is the screen (screenplane). Frontplane is where you are serving the ball and the backplane is where your opponent is. Making 'PIF' 0 will make it so that the 3D effects only happen on your opponent's side instead of your side. Depth is how long you or your opponents side (court) will be and convergeance is how 'fat' or volumized your opponent is. So when the ball is coming toward you and you are still looking at your opponent instead of the ball, the ball will double (just like objects that come to your side and are halfway off the screen) and will cause discomfort. Setting this setting to view the 'opponent's court only' will alleviate that discomfort.
So that RHWAtScreenMore setting was a hotkey. Where is the registry entry that shows the actual values of the percent you want it to be at that the hotkey controlled?
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
To my knowledge, this does not exist as a 'setting' in 3D Vision, but some games/engines have it internally.
For example, in games based on the Unreal engine, like Borderlands, when you change the convergence, it is not applied starting directly with the foreground. Or maybe it was hardcoded to not apply to the gun.
Probably because some developers realised high convergence was not easy on the eyes on shooter games, due to the gun "sticking out" too much.
Unfortunately this setting does not exist in 3D Vision, and it could help some games, shooters definitely.
Tridef "Scene depth" = Nvidia "Depth"
Tridef "Focus Scene" = Nvidia "Convergence"
"Percent in front" is only available with Tridef.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate