DOOM (2016) - 3D Vision Fix
  37 / 40    
Yes I tried the latest fix and updated the videodriver. After driver update i even can not run Quake 4 in 3D (with old driver Q4 and Rage worked well), it starts in 2D. What version of videodriver do you have?
Yes I tried the latest fix and updated the videodriver. After driver update i even can not run Quake 4 in 3D (with old driver Q4 and Rage worked well), it starts in 2D. What version of videodriver do you have?

Posted 04/30/2018 01:05 PM   
I'm still using 388.71 - I only update if something doesn't work. I also still use Windows 7.
I'm still using 388.71 - I only update if something doesn't work. I also still use Windows 7.

Posted 04/30/2018 01:40 PM   
Sorry for the false alert. It was working RTSS to blame. Need to switch it off for this game with 3D fix.
Sorry for the false alert. It was working RTSS to blame. Need to switch it off for this game with 3D fix.

Posted 04/30/2018 07:47 PM   
Hi all, and hi @helifax im try use helixmod fix for play on Bigscreen HMD with geometry3d, on the new nvidia3dvision warpper v.6.12 or later when i put CTRL+T the image isn't SBS a difference from 4.19.19. Is there any chance to get SBS on Opengl3dvision warpper 6.12 or 7.19 to play on HMDÇ???. My nvidia 3d vision screen is older and a little broken after a lot of years. Now I choose participate on kickstarter PIMAX 8k ¬ 8kx, i am learning how to put games on 3d with bigscreen and HMD. Thanks you. PD: Even if it is the first post I have been following you for years and using your fixes of which I am very grateful. Sorry for my english.
Hi all, and hi @helifax im try use helixmod fix for play on Bigscreen HMD with geometry3d, on the new nvidia3dvision warpper v.6.12 or later when i put CTRL+T the image isn't SBS a difference from 4.19.19.

Is there any chance to get SBS on Opengl3dvision warpper 6.12 or 7.19 to play on HMDÇ???.

My nvidia 3d vision screen is older and a little broken after a lot of years. Now I choose participate on kickstarter PIMAX 8k ¬ 8kx, i am learning how to put games on 3d with bigscreen and HMD.


Thanks you.
PD: Even if it is the first post I have been following you for years and using your fixes of which I am very grateful.

Sorry for my english.

Posted 06/10/2018 02:13 PM   
Working on the Depth3D implementation on my wrapper, I had to try DOOM. I think it looks pretty sweet!!!! (And ofc no issues with eye synchronisation). I bet some of you really are looking forward to this:P :) A few screenshots: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75557/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75559/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75560/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75563/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75564/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75561/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75562/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75558/[/img] I actually plan on updating quite a few games with this method!
Working on the Depth3D implementation on my wrapper, I had to try DOOM.
I think it looks pretty sweet!!!!
(And ofc no issues with eye synchronisation).

I bet some of you really are looking forward to this:P :)

A few screenshots:
Image
Image
Image
Image
Image
Image
Image
Image

I actually plan on updating quite a few games with this method!

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 08/01/2018 10:21 PM   
Helifax !!!!!!!!!!!!!!!!!!!!
Helifax !!!!!!!!!!!!!!!!!!!!

Posted 08/01/2018 10:33 PM   
Nice Work and Welcome Back Helifax.
Nice Work and Welcome Back Helifax.

Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55

Posted 08/01/2018 11:12 PM   
AMAZING news Helifax, can't wait to hear more about your updated wrapper !!!!!!!!!!!! Those pics looks sooo nice :)
AMAZING news Helifax, can't wait to hear more about your updated wrapper !!!!!!!!!!!!

Those pics looks sooo nice :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

Posted 08/02/2018 03:48 PM   
The magician returns. Hail Helifax ! That is awsome news. Eyesynch whiners like myself could finally try out doom in 3d.
The magician returns. Hail Helifax !
That is awsome news. Eyesynch whiners like myself could finally try out doom in 3d.

CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@4.7
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele

Posted 08/02/2018 07:34 PM   
[quote="fuckingloginshit"][quote="Helifax"]Working on the Depth3D implementation on my wrapper, I had to try DOOM. I think it looks pretty sweet!!!! (And ofc no issues with eye synchronisation). I bet some of you really are looking forward to this:P :) I actually plan on updating quite a few games with this method![/quote] Does this mean 3D SBS mode will finally be available for Doom (and the other games you are working on)? I'm really looking forward to playing Doom on my Oculus, please make it a reality! :)[/quote] I can look into adding SBS mode. Does this require 3D Vision to be active? Or is just a "plain" Side-by-Side view mode (meaning making the game render in SBS on a normal monitor)? I am still on holiday this week and I plan to continue working next week on this :)
fuckingloginshit said:
Helifax said:Working on the Depth3D implementation on my wrapper, I had to try DOOM.
I think it looks pretty sweet!!!!
(And ofc no issues with eye synchronisation).

I bet some of you really are looking forward to this:P :)


I actually plan on updating quite a few games with this method!


Does this mean 3D SBS mode will finally be available for Doom (and the other games you are working on)? I'm really looking forward to playing Doom on my Oculus, please make it a reality! :)


I can look into adding SBS mode. Does this require 3D Vision to be active? Or is just a "plain" Side-by-Side view mode (meaning making the game render in SBS on a normal monitor)?

I am still on holiday this week and I plan to continue working next week on this :)

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 09/04/2018 06:36 PM   
[quote="fuckingloginshit"][quote="Helifax"]Working on the Depth3D implementation on my wrapper, I had to try DOOM. I think it looks pretty sweet!!!! (And ofc no issues with eye synchronisation). I bet some of you really are looking forward to this:P :) I actually plan on updating quite a few games with this method![/quote] Does this mean 3D SBS mode will finally be available for Doom (and the other games you are working on)? I'm really looking forward to playing Doom on my Oculus, please make it a reality! :)[/quote] @fuckingloginshit Side by Side is already available in SuperDepth3D & ReShade with Weapon Hand Support. If you don't want to wait, this does with most VR headsets even DIY headsets. @Helifax if you planning on adding SbS make sure you add TnB since it's almost the same code. Since it helps me when testing it since I don't Use a 3D vision monitor to view 3D, please.
fuckingloginshit said:
Helifax said:Working on the Depth3D implementation on my wrapper, I had to try DOOM.
I think it looks pretty sweet!!!!
(And ofc no issues with eye synchronisation).

I bet some of you really are looking forward to this:P :)


I actually plan on updating quite a few games with this method!


Does this mean 3D SBS mode will finally be available for Doom (and the other games you are working on)? I'm really looking forward to playing Doom on my Oculus, please make it a reality! :)



@fuckingloginshit Side by Side is already available in SuperDepth3D & ReShade with Weapon Hand Support. If you don't want to wait, this does with most VR headsets even DIY headsets.

@Helifax if you planning on adding SbS make sure you add TnB since it's almost the same code. Since it helps me when testing it since I don't Use a 3D vision monitor to view 3D, please.

Posted 09/05/2018 06:04 AM   
Adding Left-Right & Right-Left as SBS or TopBottom as a simple StretchRect is not the real problem. The real problem is that the wrapper is coded around NVAPI: - The separation + convergence I take from the driver and for them to be valid, 3D Vision needs to be enabled. I think I can emulate them. - It will only work on NVIDIA cards where NVAPI and the Nvidia driver is present (OpenGL-DirectX interoop is also needed). Is that acceptable? I never planed to make the wrapper to be used outside of 3DVision, but since people are asking about SBS and TB, I can add that, but you will still be required to run a NVIDIA GPU. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75868/[/img] Is this what you would expect? I can't test this viewing method as I don't have hardware that uses this output... In the above image I render both L and R to full resolution and then I blit into the backbuffer at W/2 for L and R. As a result we get that squashed image and big loss in quality of the text... (Obviously the UI wouldn't need to be SBS, but I did it like this to see the loss of resolution). Effectively: I render 1920x1080 for L and 1920x1080 for R, but I present in 1920x1080 resolution and everything looks squished with a wrong AR. I believe if you want to send that data to a device, I read that it will stretch back to 1920x1080 each image from the SBS format?
Adding Left-Right & Right-Left as SBS or TopBottom as a simple StretchRect is not the real problem.

The real problem is that the wrapper is coded around NVAPI:
- The separation + convergence I take from the driver and for them to be valid, 3D Vision needs to be enabled. I think I can emulate them.
- It will only work on NVIDIA cards where NVAPI and the Nvidia driver is present (OpenGL-DirectX interoop is also needed).

Is that acceptable? I never planed to make the wrapper to be used outside of 3DVision, but since people are asking about SBS and TB, I can add that, but you will still be required to run a NVIDIA GPU.

Image

Is this what you would expect? I can't test this viewing method as I don't have hardware that uses this output...

In the above image I render both L and R to full resolution and then I blit into the backbuffer at W/2 for L and R. As a result we get that squashed image and big loss in quality of the text... (Obviously the UI wouldn't need to be SBS, but I did it like this to see the loss of resolution).

Effectively: I render 1920x1080 for L and 1920x1080 for R, but I present in 1920x1080 resolution and everything looks squished with a wrong AR. I believe if you want to send that data to a device, I read that it will stretch back to 1920x1080 each image from the SBS format?
Attachments

Untitled.png

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 09/06/2018 01:14 PM   
[quote="Helifax"]Adding Left-Right & Right-Left as SBS or TopBottom as a simple StretchRect is not the real problem. The real problem is that the wrapper is coded around NVAPI: - The separation + convergence I take from the driver and for them to be valid, 3D Vision needs to be enabled. I think I can emulate them. - It will only work on NVIDIA cards where NVAPI and the Nvidia driver is present (OpenGL-DirectX interoop is also needed). Is that acceptable? I never planed to make the wrapper to be used outside of 3DVision, but since people are asking about SBS and TB, I can add that, but you will still be required to run a NVIDIA GPU. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75868/[/img] Is this what you would expect? I can't test this viewing method as I don't have hardware that uses this output... In the above image I render both L and R to full resolution and then I blit into the backbuffer at W/2 for L and R. As a result we get that squashed image and big loss in quality of the text... (Obviously the UI wouldn't need to be SBS, but I did it like this to see the loss of resolution). Effectively: I render 1920x1080 for L and 1920x1080 for R, but I present in 1920x1080 resolution and everything looks squished with a wrong AR. I believe if you want to send that data to a device, I read that it will stretch back to 1920x1080 each image from the SBS format?[/quote] Ya having a hard time resolving the image. I think it just needs a perspective adjustment. For a headset, it would be IPD. Yes, you can render a full screen for each eye and squish it for side by side. The hardware will resize it back for us. Yes, you are correct Aspect Ratio would need to be adjusted for if on an HMD. But, not for a 3D TV. Don't worry too much about text and UI elements.
Helifax said:Adding Left-Right & Right-Left as SBS or TopBottom as a simple StretchRect is not the real problem.

The real problem is that the wrapper is coded around NVAPI:
- The separation + convergence I take from the driver and for them to be valid, 3D Vision needs to be enabled. I think I can emulate them.
- It will only work on NVIDIA cards where NVAPI and the Nvidia driver is present (OpenGL-DirectX interoop is also needed).

Is that acceptable? I never planed to make the wrapper to be used outside of 3DVision, but since people are asking about SBS and TB, I can add that, but you will still be required to run a NVIDIA GPU.

Image

Is this what you would expect? I can't test this viewing method as I don't have hardware that uses this output...

In the above image I render both L and R to full resolution and then I blit into the backbuffer at W/2 for L and R. As a result we get that squashed image and big loss in quality of the text... (Obviously the UI wouldn't need to be SBS, but I did it like this to see the loss of resolution).

Effectively: I render 1920x1080 for L and 1920x1080 for R, but I present in 1920x1080 resolution and everything looks squished with a wrong AR. I believe if you want to send that data to a device, I read that it will stretch back to 1920x1080 each image from the SBS format?


Ya having a hard time resolving the image. I think it just needs a perspective adjustment. For a headset, it would be IPD.

Yes, you can render a full screen for each eye and squish it for side by side. The hardware will resize it back for us. Yes, you are correct Aspect Ratio would need to be adjusted for if on an HMD. But, not for a 3D TV.

Don't worry too much about text and UI elements.

Posted 09/06/2018 08:36 PM   
Awesome! I read about your debate and others on the Reshade forum about the SBS rendering;) Since I can't properly test it and tweak it (the way I love to do) I wasn't sure what to expect;) As for the UI, it now renders in the full size back-buffer(I am not sure if it will be usable for a 3D TV in SBS mode), but the way it is now, is exactly like in Reshade. Basically, I do any post-process and rendering before rendering the UI (which is for developer mode and more on that later ^_^). I can always put it back to render in SBS mode, but the loss in pixel quality will make anything hard to read and understand O_o The IPD or Interaxial was set to 65 millimetres (based on some reading of what is the normal one), but it can be adjusted from the ini params, as well as the depth in % and the convergence value. I had to redo, what 3D Vision does for these numbers :)) Not a very big thing, but I was a bit grrr since I had to override what NVAPI_Stereo does ;)) What would you recommend for a default IPD value in millimetres?
Awesome!
I read about your debate and others on the Reshade forum about the SBS rendering;) Since I can't properly test it and tweak it (the way I love to do) I wasn't sure what to expect;)

As for the UI, it now renders in the full size back-buffer(I am not sure if it will be usable for a 3D TV in SBS mode), but the way it is now, is exactly like in Reshade. Basically, I do any post-process and rendering before rendering the UI (which is for developer mode and more on that later ^_^). I can always put it back to render in SBS mode, but the loss in pixel quality will make anything hard to read and understand O_o

The IPD or Interaxial was set to 65 millimetres (based on some reading of what is the normal one), but it can be adjusted from the ini params, as well as the depth in % and the convergence value. I had to redo, what 3D Vision does for these numbers :)) Not a very big thing, but I was a bit grrr since I had to override what NVAPI_Stereo does ;))

What would you recommend for a default IPD value in millimetres?

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 09/06/2018 09:36 PM   
[quote="Helifax"]Awesome! I read about your debate and others on the Reshade forum about the SBS rendering;) Since I can't properly test it and tweak it (the way I love to do) I wasn't sure what to expect;) As for the UI, it now renders in the full size back-buffer(I am not sure if it will be usable for a 3D TV in SBS mode), but the way it is now, is exactly like in Reshade. Basically, I do any post-process and rendering before rendering the UI (which is for developer mode and more on that later ^_^). I can always put it back to render in SBS mode, but the loss in pixel quality will make anything hard to read and understand O_o The IPD or Interaxial was set to 65 millimetres (based on some reading of what is the normal one), but it can be adjusted from the ini params, as well as the depth in % and the convergence value. I had to redo, what 3D Vision does for these numbers :)) Not a very big thing, but I was a bit grrr since I had to override what NVAPI_Stereo does ;)) What would you recommend for a default IPD value in millimetres?[/quote] I use this calculation for IPD. It should be corrected for mm adjustments. texcoord.x -= IPD * 0.5;// Left IPD texcoord.x += IPD * 0.5;// Right IPD But, ya I had an IPD value of 63. Then I changed my mind about this due to people are going adjust it anyways so it's comfortable to there eyes. So, in the end, I set an IPD Default of Zero and let the user set there own IPD.
Helifax said:Awesome!
I read about your debate and others on the Reshade forum about the SBS rendering;) Since I can't properly test it and tweak it (the way I love to do) I wasn't sure what to expect;)

As for the UI, it now renders in the full size back-buffer(I am not sure if it will be usable for a 3D TV in SBS mode), but the way it is now, is exactly like in Reshade. Basically, I do any post-process and rendering before rendering the UI (which is for developer mode and more on that later ^_^). I can always put it back to render in SBS mode, but the loss in pixel quality will make anything hard to read and understand O_o

The IPD or Interaxial was set to 65 millimetres (based on some reading of what is the normal one), but it can be adjusted from the ini params, as well as the depth in % and the convergence value. I had to redo, what 3D Vision does for these numbers :)) Not a very big thing, but I was a bit grrr since I had to override what NVAPI_Stereo does ;))

What would you recommend for a default IPD value in millimetres?



I use this calculation for IPD. It should be corrected for mm adjustments.

texcoord.x -= IPD * 0.5;// Left IPD

texcoord.x += IPD * 0.5;// Right IPD

But, ya I had an IPD value of 63. Then I changed my mind about this due to people are going adjust it anyways so it's comfortable to there eyes.

So, in the end, I set an IPD Default of Zero and let the user set there own IPD.

Posted 09/07/2018 03:32 AM   
  37 / 40    
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