[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)
  80 / 92    
[quote="TsaebehT"][quote="helifax"]Yes. The wrapper by defaults doesn't do any stereorization. WE need to manually inject the shaders in order to do this;) I'll see if I can't pick a version from "somewhere" to give it a look;) Currently I only support GLSL shaders, no ARB stuff... so it is possible this one uses ARB shaders or some weird variant of it which my wrapper doesn't support. Need to see what exactly is happening there;)[/quote]I thought it did for some reason, maybe when I tried it on Prey... I honestly haven't messed around with this enough yet. ;) [quote="D-Man11"]I added the log file that the game generates (not your wrapper log), you can see it above in my last post. lol, only took 3 tries to get it uploaded.[/quote]Lol... I thought I saw 2 at one point. :) *sigh* I see a lot of 'ARB's in that LOG... :([/quote] Managed to get my hands on a Gog copy;) Will see what turns out;) Bear in Mind this is not my TOP priority currently (but could change ^_^) so it might take a bit;)
TsaebehT said:
helifax said:Yes. The wrapper by defaults doesn't do any stereorization. WE need to manually inject the shaders in order to do this;) I'll see if I can't pick a version from "somewhere" to give it a look;)

Currently I only support GLSL shaders, no ARB stuff... so it is possible this one uses ARB shaders or some weird variant of it which my wrapper doesn't support. Need to see what exactly is happening there;)
I thought it did for some reason, maybe when I tried it on Prey... I honestly haven't messed around with this enough yet. ;)

D-Man11 said:I added the log file that the game generates (not your wrapper log), you can see it above in my last post.

lol, only took 3 tries to get it uploaded.
Lol... I thought I saw 2 at one point. :)

*sigh* I see a lot of 'ARB's in that LOG... :(


Managed to get my hands on a Gog copy;) Will see what turns out;) Bear in Mind this is not my TOP priority currently (but could change ^_^) so it might take a bit;)

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 03/10/2016 08:34 PM   
No hurry, all in good time. Thanks
No hurry, all in good time.

Thanks

Posted 03/10/2016 09:01 PM   
Well I give it a quick look and well here it is: [code] glBindProgramARB(GL_VERTEX_PROGRAM_ARB,2) glNamedProgramLocalParameter4fvEXT(2,GL_VERTEX_PROGRAM_ARB,0,03DFF68C) glNamedProgramLocalParameter4fvEXT(2,GL_VERTEX_PROGRAM_ARB,1,03DFF68C) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,13) [/code] Is using an ARB variant of binding shaders that is very old (around 2005 year) and that my wrapper doesn't support:( I am not even sure how this mechanism works...Never even seen it before... This one instead of generating a Program Shader (from a VS + PS combination) is binding them independently... Bad news is that I need to write the whole intercepting + injecting mechanism for this approach... Which might take some time to get to do it:(
Well I give it a quick look and well here it is:

glBindProgramARB(GL_VERTEX_PROGRAM_ARB,2)
glNamedProgramLocalParameter4fvEXT(2,GL_VERTEX_PROGRAM_ARB,0,03DFF68C)
glNamedProgramLocalParameter4fvEXT(2,GL_VERTEX_PROGRAM_ARB,1,03DFF68C)
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,13)


Is using an ARB variant of binding shaders that is very old (around 2005 year) and that my wrapper doesn't support:(

I am not even sure how this mechanism works...Never even seen it before... This one instead of generating a Program Shader (from a VS + PS combination) is binding them independently...
Bad news is that I need to write the whole intercepting + injecting mechanism for this approach... Which might take some time to get to do it:(

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 03/10/2016 09:16 PM   
[quote="helifax"]Are you using Doom3 without mods and the likes ? (Doom3, not Doom3 BFG) What you describe there is very weird and I've never seen anything even remotely to that... No real idea what to say...[/quote] I am using the original retail version of Doom3 patched to version 1.3.1 without mods while having extracted the contents of the "3DVisionFix" folder in the "Doom3_3DVisionOGL.rar" to the Doom3 directory (where the doom3 exe is located). When I launch doom3.exe the doom3 wrapper splash image shows up and I press "OK"
helifax said:Are you using Doom3 without mods and the likes ? (Doom3, not Doom3 BFG)
What you describe there is very weird and I've never seen anything even remotely to that... No real idea what to say...


I am using the original retail version of Doom3 patched to version 1.3.1 without mods while having extracted the contents of the "3DVisionFix" folder in the "Doom3_3DVisionOGL.rar" to the Doom3 directory (where the doom3 exe is located).

When I launch doom3.exe the doom3 wrapper splash image shows up and I press "OK"

I got six little friends and they all run faster than you ;)



Check out our mods at

moddb or the SPS Homepage

Posted 03/10/2016 09:20 PM   
[quote="oneofthe8devilz"][quote="helifax"]Are you using Doom3 without mods and the likes ? (Doom3, not Doom3 BFG) What you describe there is very weird and I've never seen anything even remotely to that... No real idea what to say...[/quote] I am using the original retail version of Doom3 patched to version 1.3.1 without mods while having extracted the contents of the "3DVisionFix" folder in the "Doom3_3DVisionOGL.rar" to the Doom3 directory (where the doom3 exe is located). When I launch doom3.exe the doom3 wrapper splash image shows up and I press "OK"[/quote] I have the version from Steam (no idea what that version is)... Perhaps this is the difference ? and why it behaves different ? In theory it shouldn't so don't know what to say there... Edit: Just tried the game again (Steam Version) and it works perfectly fine on latest drivers 362.51 (Windows 10). Perhaps you should try with newer drivers?
oneofthe8devilz said:
helifax said:Are you using Doom3 without mods and the likes ? (Doom3, not Doom3 BFG)
What you describe there is very weird and I've never seen anything even remotely to that... No real idea what to say...


I am using the original retail version of Doom3 patched to version 1.3.1 without mods while having extracted the contents of the "3DVisionFix" folder in the "Doom3_3DVisionOGL.rar" to the Doom3 directory (where the doom3 exe is located).

When I launch doom3.exe the doom3 wrapper splash image shows up and I press "OK"


I have the version from Steam (no idea what that version is)... Perhaps this is the difference ? and why it behaves different ? In theory it shouldn't so don't know what to say there...

Edit:
Just tried the game again (Steam Version) and it works perfectly fine on latest drivers 362.51 (Windows 10).
Perhaps you should try with newer drivers?

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 03/10/2016 09:49 PM   
This is such a bizarre bug, especially since this happens on my dev machine where every other 3d vision and S3D application works flawless... So I decided to record this with my mobile... the first segments show what happens when I run it at fullscreen, the last segment shows what happens when I run it in windowed mode (where the separation changes dynamically, based on my mouse movement)... https://www.youtube.com/watch?v=OyMsXPs1qQo WTF ?
This is such a bizarre bug, especially since this happens on my dev machine where every other 3d vision and S3D application works flawless...

So I decided to record this with my mobile... the first segments show what happens when I run it at fullscreen, the last segment shows what happens when I run it in windowed mode (where the separation changes dynamically, based on my mouse movement)...



WTF ?

I got six little friends and they all run faster than you ;)



Check out our mods at

moddb or the SPS Homepage

Posted 03/10/2016 10:10 PM   
[quote="oneofthe8devilz"]This is such a bizarre bug, especially since this happens on my dev machine where every other 3d vision and S3D application works flawless... So I decided to record this with my mobile... the first segments show what happens when I run it at fullscreen, the last segment shows what happens when I run it in windowed mode (where the separation changes dynamically, based on my mouse movement)... https://www.youtube.com/watch?v=OyMsXPs1qQo WTF ?[/quote] Right! No idea what the hell is happening there in Fullscreen mode but we can basically tell the wrapper to use the same mechanism in Fullscreen as in Window Mode from the Wrapper's ini file (there is a flag that allows you to force Windowed Mode context always). The second problem is what is called Horizontal Parallax. That is NORMAL since the game is locked at 60FPS and I am rendering sequential frames (this is due to how OpenGL operates and the complexity it introduces on duplicating all the render-targets/frame-buffers, etc). That means 30 FPS per eye... So, if you have read previous posts you would know that;) Unless you tell the game's renderer not to lock the FPS at 60 (Which you can but it also accelerates the game-time) you will have that. Welcome to ID crappy locked-down to FPS engine:) So yeah, don't know about the first problem (but you can override it like I said). The second one is what you normally get when devs decide to lock down an engine to a specific FPS and then DERIVE everything from there...
oneofthe8devilz said:This is such a bizarre bug, especially since this happens on my dev machine where every other 3d vision and S3D application works flawless...

So I decided to record this with my mobile... the first segments show what happens when I run it at fullscreen, the last segment shows what happens when I run it in windowed mode (where the separation changes dynamically, based on my mouse movement)...



WTF ?


Right! No idea what the hell is happening there in Fullscreen mode but we can basically tell the wrapper to use the same mechanism in Fullscreen as in Window Mode from the Wrapper's ini file (there is a flag that allows you to force Windowed Mode context always).

The second problem is what is called Horizontal Parallax. That is NORMAL since the game is locked at 60FPS and I am rendering sequential frames (this is due to how OpenGL operates and the complexity it introduces on duplicating all the render-targets/frame-buffers, etc). That means 30 FPS per eye... So, if you have read previous posts you would know that;) Unless you tell the game's renderer not to lock the FPS at 60 (Which you can but it also accelerates the game-time) you will have that. Welcome to ID crappy locked-down to FPS engine:)

So yeah, don't know about the first problem (but you can override it like I said). The second one is what you normally get when devs decide to lock down an engine to a specific FPS and then DERIVE everything from there...

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 03/10/2016 11:00 PM   
[quote="helifax"]Well I give it a quick look and well here it is: [code] glBindProgramARB(GL_VERTEX_PROGRAM_ARB,2) glNamedProgramLocalParameter4fvEXT(2,GL_VERTEX_PROGRAM_ARB,0,03DFF68C) glNamedProgramLocalParameter4fvEXT(2,GL_VERTEX_PROGRAM_ARB,1,03DFF68C) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,13) [/code] Is using an ARB variant of binding shaders that is very old (around 2005 year) and that my wrapper doesn't support:( I am not even sure how this mechanism works...Never even seen it before... This one instead of generating a Program Shader (from a VS + PS combination) is binding them independently... Bad news is that I need to write the whole intercepting + injecting mechanism for this approach... Which might take some time to get to do it:( [/quote] The game was originally released by Oddworld Inhabitants Inc on the Xbox in 2005 with a rating of 87%. Then later in 2010 it was ported to the PC and PS3 by Just Add Water. Character models have increased polygon counts and higher resolution textures, all environments have been given higher resolution textures, all game audio (voice, sound effects and music) have been upgraded to 16-bit 44KHz from 8-bit 11KHz or less! •Support for 5.1, Dolby Digitial and DTS. So being that it's originally from 2005, it's not surprising that it's using old OpenGL stuff. Here's a Dev Diary with a little insight http://www.oddworld.com/2010/10/strangers-wrath-hd-dev-diary-2/
helifax said:Well I give it a quick look and well here it is:

glBindProgramARB(GL_VERTEX_PROGRAM_ARB,2)
glNamedProgramLocalParameter4fvEXT(2,GL_VERTEX_PROGRAM_ARB,0,03DFF68C)
glNamedProgramLocalParameter4fvEXT(2,GL_VERTEX_PROGRAM_ARB,1,03DFF68C)
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,13)


Is using an ARB variant of binding shaders that is very old (around 2005 year) and that my wrapper doesn't support:(

I am not even sure how this mechanism works...Never even seen it before... This one instead of generating a Program Shader (from a VS + PS combination) is binding them independently...
Bad news is that I need to write the whole intercepting + injecting mechanism for this approach... Which might take some time to get to do it:(


The game was originally released by Oddworld Inhabitants Inc on the Xbox in 2005 with a rating of 87%. Then later in 2010 it was ported to the PC and PS3 by Just Add Water. Character models have increased polygon counts and higher resolution textures, all environments have been given higher resolution textures, all game audio (voice, sound effects and music) have been upgraded to 16-bit 44KHz from 8-bit 11KHz or less!
•Support for 5.1, Dolby Digitial and DTS.

So being that it's originally from 2005, it's not surprising that it's using old OpenGL stuff.

Here's a Dev Diary with a little insight
http://www.oddworld.com/2010/10/strangers-wrath-hd-dev-diary-2/

Posted 03/11/2016 04:06 AM   
Finally got it to work with my Mars City Security Co-op Multiplayer Project ! http://photos.3dvisionlive.com/oneofthe8devilz/album/56e2f952e7e564aa14000142/ I am positively surprised by how well this actually works with MCS's custom codebase and a ton of custom sikkmod shaders on top of it... Just played cooperatively online with players in Stereo 3D for the past couple of hours and this is definitely something I could get used to ;) I will later update this post with what I had to do to get this working on my machine without the earlier mentioned bugs...
Finally got it to work with my Mars City Security Co-op Multiplayer Project !

http://photos.3dvisionlive.com/oneofthe8devilz/album/56e2f952e7e564aa14000142/

I am positively surprised by how well this actually works with MCS's custom codebase and a ton of custom sikkmod shaders on top of it...

Just played cooperatively online with players in Stereo 3D for the past couple of hours and this is definitely something I could get used to ;)

I will later update this post with what I had to do to get this working on my machine without the earlier mentioned bugs...

I got six little friends and they all run faster than you ;)



Check out our mods at

moddb or the SPS Homepage

Posted 03/11/2016 05:37 PM   
[quote="oneofthe8devilz"]Finally got it to work with my Mars City Security Co-op Multiplayer Project ! http://photos.3dvisionlive.com/oneofthe8devilz/album/56e2f952e7e564aa14000142/ I am positively surprised by how well this actually works with MCS's custom codebase and a ton of custom sikkmod shaders on top of it... Just played cooperatively online with players in Stereo 3D for the past couple of hours and this is definitely something I could get used to ;) I will later update this post with what I had to do to get this working on my machine without the earlier mentioned bugs...[/quote] Awesome! Some really nice pics there:) Really glad that you managed to get it working;)
oneofthe8devilz said:Finally got it to work with my Mars City Security Co-op Multiplayer Project !


http://photos.3dvisionlive.com/oneofthe8devilz/album/56e2f952e7e564aa14000142/


I am positively surprised by how well this actually works with MCS's custom codebase and a ton of custom sikkmod shaders on top of it...

Just played cooperatively online with players in Stereo 3D for the past couple of hours and this is definitely something I could get used to ;)

I will later update this post with what I had to do to get this working on my machine without the earlier mentioned bugs...


Awesome! Some really nice pics there:) Really glad that you managed to get it working;)

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 03/12/2016 01:38 AM   
Hello everyone.I've found your awesome wrapper tool and this is my first try for Shadowbane, which is an old openGl game to run in 3D. So far it is rendering two images and the 3d emitter gets enabled but the image is flat. The issue I'm having is that the shader folder is not created. Any pointers as to how I should proceed? Here's the log: [url]http://s957.photobucket.com/user/InFeRnuS22/media/log.png.html[/url] Thank you in advance.
Hello everyone.I've found your awesome wrapper tool and this is my first try for Shadowbane, which is an old openGl game to run in 3D. So far it is rendering two images and the 3d emitter gets enabled but the image is flat. The issue I'm having is that the shader folder is not created. Any pointers as to how I should proceed? Here's the log:

http://s957.photobucket.com/user/InFeRnuS22/media/log.png.html

Thank you in advance.

Windows 10 64 bit, i5 6600k 4.6 Ghz , ASUS Z170-P D3, 16GB DDR3 2400Mhz CL 10 , 980 Ti , BenQ XL2411Z 3D Monitor, Optoma UHD 40 DLP 3D Projector , 135 Elite Screens M135UWH2 1.1 gain

Posted 03/13/2016 03:15 PM   
[quote="Dim22"]Hello everyone.I've found your awesome wrapper tool and this is my first try for Shadowbane, which is an old openGl game to run in 3D. So far it is rendering two images and the 3d emitter gets enabled but the image is flat. The issue I'm having is that the shader folder is not created. Any pointers as to how I should proceed? Here's the log: [url]http://s957.photobucket.com/user/InFeRnuS22/media/log.png.html[/url] Thank you in advance.[/quote] Try to enable in the .ini file "Legacy Mode". See if that makes the game render in 3D:) If not, it must use some ARB shader method that my wrapper doesn't support currently.
Dim22 said:Hello everyone.I've found your awesome wrapper tool and this is my first try for Shadowbane, which is an old openGl game to run in 3D. So far it is rendering two images and the 3d emitter gets enabled but the image is flat. The issue I'm having is that the shader folder is not created. Any pointers as to how I should proceed? Here's the log:

http://s957.photobucket.com/user/InFeRnuS22/media/log.png.html

Thank you in advance.


Try to enable in the .ini file "Legacy Mode". See if that makes the game render in 3D:) If not, it must use some ARB shader method that my wrapper doesn't support currently.

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 03/13/2016 03:46 PM   
[quote="helifax"][quote="Dim22"]Hello everyone.I've found your awesome wrapper tool and this is my first try for Shadowbane, which is an old openGl game to run in 3D. So far it is rendering two images and the 3d emitter gets enabled but the image is flat. The issue I'm having is that the shader folder is not created. Any pointers as to how I should proceed? Here's the log: [url]http://s957.photobucket.com/user/InFeRnuS22/media/log.png.html[/url] Thank you in advance.[/quote] Try to enable in the .ini file "Legacy Mode". See if that makes the game render in 3D:) If not, it must use some ARB shader method that my wrapper doesn't support currently.[/quote] It worked! This is so AWESOME. Thank you for your hard work! Time to mess around with the options :)).
helifax said:
Dim22 said:Hello everyone.I've found your awesome wrapper tool and this is my first try for Shadowbane, which is an old openGl game to run in 3D. So far it is rendering two images and the 3d emitter gets enabled but the image is flat. The issue I'm having is that the shader folder is not created. Any pointers as to how I should proceed? Here's the log:

http://s957.photobucket.com/user/InFeRnuS22/media/log.png.html

Thank you in advance.


Try to enable in the .ini file "Legacy Mode". See if that makes the game render in 3D:) If not, it must use some ARB shader method that my wrapper doesn't support currently.


It worked! This is so AWESOME. Thank you for your hard work! Time to mess around with the options :)).

Windows 10 64 bit, i5 6600k 4.6 Ghz , ASUS Z170-P D3, 16GB DDR3 2400Mhz CL 10 , 980 Ti , BenQ XL2411Z 3D Monitor, Optoma UHD 40 DLP 3D Projector , 135 Elite Screens M135UWH2 1.1 gain

Posted 03/13/2016 05:44 PM   
The game renders really good, but there is an issue where the image randomly flickers sometimes a few seconds apart. I tested it with the two images for each eye and both flicker randomly. Will try to find a solution for this and I'm open for ideas :).
The game renders really good, but there is an issue where the image randomly flickers sometimes a few seconds apart. I tested it with the two images for each eye and both flicker randomly. Will try to find a solution for this and I'm open for ideas :).

Windows 10 64 bit, i5 6600k 4.6 Ghz , ASUS Z170-P D3, 16GB DDR3 2400Mhz CL 10 , 980 Ti , BenQ XL2411Z 3D Monitor, Optoma UHD 40 DLP 3D Projector , 135 Elite Screens M135UWH2 1.1 gain

Posted 03/14/2016 09:09 PM   
[quote="Dim22"]The game renders really good, but there is an issue where the image randomly flickers sometimes a few seconds apart. I tested it with the two images for each eye and both flicker randomly. Will try to find a solution for this and I'm open for ideas :).[/quote] Interesting. Flicker like showing a "ghost frame" or like one frame is shown "up-side-down" ? If you are running the game in fullscreen, try to set it in Window Mode and see if you see the same... Somebody else reported this a while ago, yet I wasn't able to reproduce it...:(
Dim22 said:The game renders really good, but there is an issue where the image randomly flickers sometimes a few seconds apart. I tested it with the two images for each eye and both flicker randomly. Will try to find a solution for this and I'm open for ideas :).


Interesting. Flicker like showing a "ghost frame" or like one frame is shown "up-side-down" ?
If you are running the game in fullscreen, try to set it in Window Mode and see if you see the same...
Somebody else reported this a while ago, yet I wasn't able to reproduce it...:(

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 03/14/2016 10:02 PM   
  80 / 92    
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