3D Vision working with qbs in opengl software using geforce
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There are some indications online that opengl and qbs support for geforce have been introduced with the latest nvidia drivers. Does this mean opengl software with qbs support can be used in 3d with 3d vision and a geforce card? I am using a gtx285m at the moment and I can't test this, but I'm looking to upgrade and if this is true getting a system with 3d vision would be worth while.
The free software I use is pymol has/can anyone test whether this runs in 3d using 3d vision and a geforce card in either windows or linux?
There are some indications online that opengl and qbs support for geforce have been introduced with the latest nvidia drivers. Does this mean opengl software with qbs support can be used in 3d with 3d vision and a geforce card? I am using a gtx285m at the moment and I can't test this, but I'm looking to upgrade and if this is true getting a system with 3d vision would be worth while.
The free software I use is pymol has/can anyone test whether this runs in 3d using 3d vision and a geforce card in either windows or linux?
These questions have been addressed before on a different topic here on the forums. I suggest you try to search among them;))
Quick answer : Yes for Windows (with limitations)
Not officially supported under Linux on GTX cards but if you code your app you can make it work under Linux. Depends what lib you are using for creating the opengl context. I have tried it with QTOpengl (part of QT) and It doesn't work. But GLUT is working.
These questions have been addressed before on a different topic here on the forums. I suggest you try to search among them;))
Quick answer : Yes for Windows (with limitations)
Not officially supported under Linux on GTX cards but if you code your app you can make it work under Linux. Depends what lib you are using for creating the opengl context. I have tried it with QTOpengl (part of QT) and It doesn't work. But GLUT is 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
I have seen the discussions regarding a few example games and it sounds promising. However, it's still unclear to me whether the support is consistent across any program/game written for opengl whith qbs support. It seems like some games have worked while others haven't.
I don't really mind if it has the limitation of only working in full screen on one monitor, just as long as it works. Up till now using Pymol in 3D has meant investing in a quadro card which is beyond my means. However, if all it would require was getting a 120hz monitor with 3D vision that would be great and have application to a lot of people working with molecular modeling (and probably other forms of 3D modeling too). I'm still too hesitant to make the leap and invest in a 3D system without conformation that this would actually work though.
I have seen the discussions regarding a few example games and it sounds promising. However, it's still unclear to me whether the support is consistent across any program/game written for opengl whith qbs support. It seems like some games have worked while others haven't.
I don't really mind if it has the limitation of only working in full screen on one monitor, just as long as it works. Up till now using Pymol in 3D has meant investing in a quadro card which is beyond my means. However, if all it would require was getting a 120hz monitor with 3D vision that would be great and have application to a lot of people working with molecular modeling (and probably other forms of 3D modeling too). I'm still too hesitant to make the leap and invest in a 3D system without conformation that this would actually work though.
To answer your question: YES
Any OpenGL app written specificly with Quad Buffering option (GL_BACK_LEFT) & (GL_BACK_RIGHT) works!
It works only in fullscreen mode. Exiting the fullscreen will make the emitter disable and revert to monoscopic rendering although the CONTEXT is still created as Stereo3D. Going back from window mode to fullscreen will start rendering in SBS again.
I have an app that I wrote part of a project that utilizes this. At the moment is still in development and I haven't released a build yet but I plan to do it soon and get some feedback on the stereo implementation.
Under Linux it also works for apps that are coded in a specific way. To be blunt, just rendering in left and right will not cut it as the stereo opengl context is not created (by the drivers)
However, you can do the following (tested and working only when using GLUT as QTOpengl fails):
[url=http://users.csc.calpoly.edu/~zwood/teaching/csc572/final11/rsomers/]http://users.csc.calpoly.edu/~zwood/teaching/csc572/final11/rsomers/[/url]
It also works in 3D Surround in both fullscreen and window mode (thanks to metamodes that is not available to GTX under Windows).
Also I managed to find another interesting project that claims it enables Quad Buffering for any app written with stereo Support: [url=https://github.com/magestik/glQuadBufferEmu]https://github.com/magestik/glQuadBufferEmu[/url]
However for me only glxgears -stereo worked and mplay -vo gl:stereo=3 BUT the frames are not in sync with the monitor and the glasses even if the emitter and glasses turn on.
Currently your safest bet is to code the app with native QuadBuffering support and using Windows rather than Linux.
Hope it helps
PS: Under Windows there is no OpenGL Automatic mode. This means that your OpenGL app must be coded in stereo.
Any OpenGL app written specificly with Quad Buffering option (GL_BACK_LEFT) & (GL_BACK_RIGHT) works!
It works only in fullscreen mode. Exiting the fullscreen will make the emitter disable and revert to monoscopic rendering although the CONTEXT is still created as Stereo3D. Going back from window mode to fullscreen will start rendering in SBS again.
I have an app that I wrote part of a project that utilizes this. At the moment is still in development and I haven't released a build yet but I plan to do it soon and get some feedback on the stereo implementation.
Under Linux it also works for apps that are coded in a specific way. To be blunt, just rendering in left and right will not cut it as the stereo opengl context is not created (by the drivers)
It also works in 3D Surround in both fullscreen and window mode (thanks to metamodes that is not available to GTX under Windows).
Also I managed to find another interesting project that claims it enables Quad Buffering for any app written with stereo Support: https://github.com/magestik/glQuadBufferEmu
However for me only glxgears -stereo worked and mplay -vo gl:stereo=3 BUT the frames are not in sync with the monitor and the glasses even if the emitter and glasses turn on.
Currently your safest bet is to code the app with native QuadBuffering support and using Windows rather than Linux.
Hope it helps
PS: Under Windows there is no OpenGL Automatic mode. This means that your OpenGL app must be coded in stereo.
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
[quote="Pirateguybrush"]I can't find a fully compiled and ready-to-go version to test with.[/quote]
One second;)) and I will provide a small app to test. Not written BY ME, I just played with it and recompiled it to test a couple of things.
Edit: Here you go: [url=http://www.mediafire.com/?8jxqa7jd73g5b0c]OpenGL Stereo Test[/url]
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
That sounds very promising. It sounds like it should work for Pymol then too as they have integrated quad buffered stereo.
There is a (slightly older) precompiled Pymol version available here for instance: http://download.cnet.com/PyMOL/3000-2054_4-10914845.html
A file to test Pymol can be found here for instance:
http://www.pdb.org/pdb/download/downloadFile.do?fileFormat=pdb&compression=NO&structureId=4I15
So much for free, all I'm seeing is ...
"Educational subscriptions are available at no cost to full-time students and educators teaching full-time students."
[url]http://www.pymol.org/educational[/url]
The uncompiled version is still provided for free. The distribution of the compiled version is controlled by Schrodiger. However, version 1.1 (and older) is provided in compiled form for free.
The newest version isn't needed for quad buffered stereo as this was integrated in 0.99 or earlier, so the version on download should be fine for testing.
However if you're into molecules, by all means get the python version for the latest functions ;)
The uncompiled version is still provided for free. The distribution of the compiled version is controlled by Schrodiger. However, version 1.1 (and older) is provided in compiled form for free.
The newest version isn't needed for quad buffered stereo as this was integrated in 0.99 or earlier, so the version on download should be fine for testing.
However if you're into molecules, by all means get the python version for the latest functions ;)
Just tried it. My screen flickers when I hit the key to enable 3d, but nothing happens. For a moment it looks like it's trying though.
I also tried setting stereo mode on in the display options, and choosing quad buffer. Also tried opening a normal 3d image to force the display into 3d mode, then trying the same. No luck.
Just tried it. My screen flickers when I hit the key to enable 3d, but nothing happens. For a moment it looks like it's trying though.
I also tried setting stereo mode on in the display options, and choosing quad buffer. Also tried opening a normal 3d image to force the display into 3d mode, then trying the same. No luck.
That's sad to find out... though not as sad as finding out after buying a 120hz monitor. Thank you for testing this.
One thing that might help would be to open a file directly into full screen. To do this open a file and set the stereo on and the stereo mode to quad buffered stereo. Then save the file as a psw (pymol show file). Then open close pymol and open the file from the file browser, selecting pymol as the application to open the file with. This will bring you into full screen mode. It's a long shot, but it might work.
That's sad to find out... though not as sad as finding out after buying a 120hz monitor. Thank you for testing this.
One thing that might help would be to open a file directly into full screen. To do this open a file and set the stereo on and the stereo mode to quad buffered stereo. Then save the file as a psw (pymol show file). Then open close pymol and open the file from the file browser, selecting pymol as the application to open the file with. This will bring you into full screen mode. It's a long shot, but it might work.
The free software I use is pymol has/can anyone test whether this runs in 3d using 3d vision and a geforce card in either windows or linux?
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Quick answer : Yes for Windows (with limitations)
Not officially supported under Linux on GTX cards but if you code your app you can make it work under Linux. Depends what lib you are using for creating the opengl context. I have tried it with QTOpengl (part of QT) and It doesn't work. But GLUT is 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)
I don't really mind if it has the limitation of only working in full screen on one monitor, just as long as it works. Up till now using Pymol in 3D has meant investing in a quadro card which is beyond my means. However, if all it would require was getting a 120hz monitor with 3D vision that would be great and have application to a lot of people working with molecular modeling (and probably other forms of 3D modeling too). I'm still too hesitant to make the leap and invest in a 3D system without conformation that this would actually work though.
Any OpenGL app written specificly with Quad Buffering option (GL_BACK_LEFT) & (GL_BACK_RIGHT) works!
It works only in fullscreen mode. Exiting the fullscreen will make the emitter disable and revert to monoscopic rendering although the CONTEXT is still created as Stereo3D. Going back from window mode to fullscreen will start rendering in SBS again.
I have an app that I wrote part of a project that utilizes this. At the moment is still in development and I haven't released a build yet but I plan to do it soon and get some feedback on the stereo implementation.
Under Linux it also works for apps that are coded in a specific way. To be blunt, just rendering in left and right will not cut it as the stereo opengl context is not created (by the drivers)
However, you can do the following (tested and working only when using GLUT as QTOpengl fails):
http://users.csc.calpoly.edu/~zwood/teaching/csc572/final11/rsomers/
It also works in 3D Surround in both fullscreen and window mode (thanks to metamodes that is not available to GTX under Windows).
Also I managed to find another interesting project that claims it enables Quad Buffering for any app written with stereo Support: https://github.com/magestik/glQuadBufferEmu
However for me only glxgears -stereo worked and mplay -vo gl:stereo=3 BUT the frames are not in sync with the monitor and the glasses even if the emitter and glasses turn on.
Currently your safest bet is to code the app with native QuadBuffering support and using Windows rather than Linux.
Hope it helps
PS: Under Windows there is no OpenGL Automatic mode. This means that your OpenGL app must be coded in stereo.
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)
One second;)) and I will provide a small app to test. Not written BY ME, I just played with it and recompiled it to test a couple of things.
Edit: Here you go: OpenGL Stereo Test
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)
There is a (slightly older) precompiled Pymol version available here for instance: http://download.cnet.com/PyMOL/3000-2054_4-10914845.html
A file to test Pymol can be found here for instance:
http://www.pdb.org/pdb/download/downloadFile.do?fileFormat=pdb&compression=NO&structureId=4I15
"Educational subscriptions are available at no cost to full-time students and educators teaching full-time students."
http://www.pymol.org/educational
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
www.lfd.uci.edu/~gohlke/pythonlibs/#pymol
But you need python installed to install it.
The newest version isn't needed for quad buffered stereo as this was integrated in 0.99 or earlier, so the version on download should be fine for testing.
However if you're into molecules, by all means get the python version for the latest functions ;)
http://download.cnet.com/PyMOL/3000-2054_4-10914845.html
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I also tried setting stereo mode on in the display options, and choosing quad buffer. Also tried opening a normal 3d image to force the display into 3d mode, then trying the same. No luck.
One thing that might help would be to open a file directly into full screen. To do this open a file and set the stereo on and the stereo mode to quad buffered stereo. Then save the file as a psw (pymol show file). Then open close pymol and open the file from the file browser, selecting pymol as the application to open the file with. This will bring you into full screen mode. It's a long shot, but it might work.