Thanks for the PARTIAL GeForce OpenGL Quad-buffer support... but not on Zalman etc...
1 / 3
Pleased that many of you can now game in 3D OpenGL with the latest drivers on your (not-so) cheap cards, thank you Nvidia, it's only taken 5 years of asking.
Now if you could possibly remember to switch it on for customers that bought hitherto-supported Zalman displays (line-interleaved) and for the curious using 3DDiscover anaglyph, that would be just super.
Pleased that many of you can now game in 3D OpenGL with the latest drivers on your (not-so) cheap cards, thank you Nvidia, it's only taken 5 years of asking.
Now if you could possibly remember to switch it on for customers that bought hitherto-supported Zalman displays (line-interleaved) and for the curious using 3DDiscover anaglyph, that would be just super.
I'm having trouble with quad-buffered OpenGL support as well, just not on a Zalman. It works fine if I plug my DVI>HDMI cable directly into my Mitsubishi DLP but if I'm going through my Onkyo RCVR I lose it. So at this point it seems like I'll have to either choose between good 3D audio and 2D visuals, or crappy 2D audio and 3D visuals until I sort something out.
I'm having trouble with quad-buffered OpenGL support as well, just not on a Zalman. It works fine if I plug my DVI>HDMI cable directly into my Mitsubishi DLP but if I'm going through my Onkyo RCVR I lose it. So at this point it seems like I'll have to either choose between good 3D audio and 2D visuals, or crappy 2D audio and 3D visuals until I sort something out.
When did they add support? Which driver revision?
Also, what games have you tried?
This is good news.
Very interested if anyone has tried this.
http://www.gog.com/gamecard/dyad
I also haven't head of OpenGL 3D support being included in any driver. If it's true,maybe we can try to run RAGE in 3D (although I thought that game pretty much sucked and haven't played it for more than a couple of hours since it's release but it would be nice to see how it looks in 3D)?
I also haven't head of OpenGL 3D support being included in any driver. If it's true,maybe we can try to run RAGE in 3D (although I thought that game pretty much sucked and haven't played it for more than a couple of hours since it's release but it would be nice to see how it looks in 3D)?
Intel i5 2500K @ 4.5GHz
Asus P8P67 PRO
Corsair XMS3 DDR3 8GB
nVidia GTX 660 SLI + nVidia 3D Vision
Asus Xonar Essence ST with AKG K601/Sennheiser HD 595
Corsair Force GT 120GB SSD + 5TB HDD Storage
Corsair AX 850 PSU
Coolermaster HAF 932 Case
Doom 3 BFG Edition is OpenGl and works with driver 306.97 and up via it's native support.
It's my understanding after reading a few post by Andrew Fear that it's not possible to play an OpenGl game in 3D unless it has it's own renderer/native support.
[quote="andrewf@nvidia"]Hi
OpenGL stereo + 3D Vision is supported on these Quadro boards: http://www.nvidia.com/object/quadro_pro_graphics_boards.html
On OpenGL the applications need to be written to take advantage of stereo (something called Quad Buffered OpenGL). Games don’t normally do this.[/quote]
[quote="andrewf@nvidia said"]Hi All
Let me end this thread right now.
Currently there is no 3D Vision support for Rage. Our driver automatically converts DirectX games into 3D. Rage is OpenGL.
We are investigating with the Rage developers if its possible to add support for 3D in a patch, but I want to caution everyone there there is no confirmation or no news that a patch is coming with 3D support.[/quote]
[quote="andrewf@nvidia"]Hi
A few comments
- We have supported Quad buffered in our driver for two years allowing game developers to use it in their game. Avatar and Crysis 2 both used it. Just last week AMD finally released their support. Developers can use both modes if they want to get the same effect on each GPU. Some choose to do it, some don't for whatever reason.
- We have supported converting existing games automatically into 3D using our software for alomost 3 years, while our competition doesn't. We think this is a good feature for users. I don't have any information why AMD doesn't support this.
- All of our new 3D Vision monitors support HDMI 1.4 3D which means you can connect them to an AMD GPU and get HD3D support.[/quote]
Links to qoutes can be found https://forums.geforce.com/default/topic/522080/3d-vision/3d-vision-linux/2/
Doom 3 BFG Edition is OpenGl and works with driver 306.97 and up via it's native support.
It's my understanding after reading a few post by Andrew Fear that it's not possible to play an OpenGl game in 3D unless it has it's own renderer/native support.
On OpenGL the applications need to be written to take advantage of stereo (something called Quad Buffered OpenGL). Games don’t normally do this.
andrewf@nvidia said said:Hi All
Let me end this thread right now.
Currently there is no 3D Vision support for Rage. Our driver automatically converts DirectX games into 3D. Rage is OpenGL.
We are investigating with the Rage developers if its possible to add support for 3D in a patch, but I want to caution everyone there there is no confirmation or no news that a patch is coming with 3D support.
andrewf@nvidia said:Hi
A few comments
- We have supported Quad buffered in our driver for two years allowing game developers to use it in their game. Avatar and Crysis 2 both used it. Just last week AMD finally released their support. Developers can use both modes if they want to get the same effect on each GPU. Some choose to do it, some don't for whatever reason.
- We have supported converting existing games automatically into 3D using our software for alomost 3 years, while our competition doesn't. We think this is a good feature for users. I don't have any information why AMD doesn't support this.
- All of our new 3D Vision monitors support HDMI 1.4 3D which means you can connect them to an AMD GPU and get HD3D support.
There are some older OpenGl games that work via a wrapper.
Minecraft is the only recent game that has a user created wrapper that works with 3D Vision and DX 11. I don't think he ever finished it though! Read here
http://www.minecraftforum.net/topic/186241-modwinrenderer-wrapper-depthanglyph-colsnv-3d-vsnfs/
MessiahAndrw(he wrote the wrapper) says
"I'm working on making a native Direct3D 11 backend that intercepts and bypasses the OpenGL calls so all rendering is done in D3D 11, but progress is slow. I've made a list of all of the OpenGL calls Minecraft makes, they're intercepted by my code, and now I have to fill the replacement code in. I've finished the code that emulate's OpenGL's matrix stack and operations, but there is still a lot more to do before I will get the first thing shown on the screen. At the least I must load the textures, load the array pointers, and render the geometry. To get it looking the same as Minecraft I will have to imitate fog and lighting in the pixel shader, and a bunch of other stuff (too tired to think right now!)..
It's just a lot of work.. :/ But I'll power through and it'll be done before I know!
I'm looking forward to the end result when I can experiment with some nice HLSL shaders! "
"I'm working on making a native Direct3D 11 backend that intercepts and bypasses the OpenGL calls so all rendering is done in D3D 11, but progress is slow. I've made a list of all of the OpenGL calls Minecraft makes, they're intercepted by my code, and now I have to fill the replacement code in. I've finished the code that emulate's OpenGL's matrix stack and operations, but there is still a lot more to do before I will get the first thing shown on the screen. At the least I must load the textures, load the array pointers, and render the geometry. To get it looking the same as Minecraft I will have to imitate fog and lighting in the pixel shader, and a bunch of other stuff (too tired to think right now!)..
It's just a lot of work.. :/ But I'll power through and it'll be done before I know!
I'm looking forward to the end result when I can experiment with some nice HLSL shaders! "
Back in January 2010 Nvidia had a Q & A stickied and they asked
"I would like to ask the community, what are the applications that are driving the demand for this feature?"
in response to "Will we see OpenGl 3DVision support soon?"
[quote="Amorphous"]Kindly use the the 3D Vision QA thread to submit questions to be answered by NVIDIA regarding GeForce 3D Vision: [url="http://forums.nvidia.com/index.php?showtopic=152118"]http://forums.nvidia.com/index.php?showtopic=152118[/url]
Please keep your participation in this thread entirely focused on the responses presented. Off-topic posts will be terminated with extreme prejudice. To better facilitate this dialog please clearly and concisely state your response before filling in every detail. :)
1/18/2010
I'm pleased to post the first set of responses from NVIDIA's 3D Vision Product Manager, Andrew Fear.
[b]1. When will NVIDIA add 3D Vision support for Quad and 3-way SLI?[/b]
In our latest 3D Vision R195 drivers, we do support 3-way and Quad SLI as a beta. We aren't officially claiming support yet since we haven't finished performance tuning it. However, any 3D Vision owner with these SLI configs should absolutely try it and give us your comments.
[b]2. Will we see OpenGl 3DVision support soon?[/b]
Great question. We can't commit to a support schedule yet for OpenGL 3D Vision. We are working on it and many other new features. I would like to ask the community, what are the applications that are driving the demand for this feature?
[b]3. Can we expect that more features will be added to 3D Vision to help with compatibility and user control, such as, shutter sync timing, custom profiles and a power user settings mode?[/b]
This is a really interesting question, and let me take each feature at a time.[list]
[*][b]Shutter sync timing.[/b] This is a feature that shouldn’t be needed. We custom tune all of the timing for each display and it should work properly. If you are having problems, this is a bug and I would like to know what displays are having the problems so we can fix them.
[*][b]Custom profiles.[/b] I would love to hear what features you want since we are always looking for better profiles. What do you want to add?
[/list]
[b]4. Are you going to fix the framerate impact associated with enabling the crosshair while using 3D Vision?[/b]
This problem you are referring to is related to our crosshair solution. The way the crosshair is calculated does take some 3D horsepower. We are pursuing two options: 1) have the game developer fix them (which we are making some progress on) like Borderland’s latest patch, and 2) investigate better techniques for the crosshair. Unfortunately I don’t have a timetable for a fix for users right now.
[b]5. The last two driver releases (1.16 CD beta and 1.17 CD) contain a bug which prevents users with generic CRTs, generic DLP TVs (like Samsungs), and at least some DLP projectors from successfully completing the 3D Vision Setup Wizard. Our displays aren't recognized as 3D Ready (despite the fact that they worked fine with all drivers up to 1.15 CD) and so we're only able to select 3D Vision Discover mode (i.e. anaglyph).[/b]
This problem should be fixed with our latest CD v1.19 on NVIDIA.com [url="http://www.nvidia.com/object/geforce_3D_vision_winvista_win7_CD_1.19.html"]http://www.nvidia.com/object/geforce_3D_vi...n7_CD_1.19.html[/url]. If users are still having problems, please let me know.[/quote]
https://forums.geforce.com/default/topic/457076/3d-vision/geforce-3d-vision-qa-response-latest-1-18-2010/1
Please keep your participation in this thread entirely focused on the responses presented. Off-topic posts will be terminated with extreme prejudice. To better facilitate this dialog please clearly and concisely state your response before filling in every detail. :)
1/18/2010
I'm pleased to post the first set of responses from NVIDIA's 3D Vision Product Manager, Andrew Fear.
1. When will NVIDIA add 3D Vision support for Quad and 3-way SLI?
In our latest 3D Vision R195 drivers, we do support 3-way and Quad SLI as a beta. We aren't officially claiming support yet since we haven't finished performance tuning it. However, any 3D Vision owner with these SLI configs should absolutely try it and give us your comments.
2. Will we see OpenGl 3DVision support soon?
Great question. We can't commit to a support schedule yet for OpenGL 3D Vision. We are working on it and many other new features. I would like to ask the community, what are the applications that are driving the demand for this feature?
3. Can we expect that more features will be added to 3D Vision to help with compatibility and user control, such as, shutter sync timing, custom profiles and a power user settings mode?
This is a really interesting question, and let me take each feature at a time.
Shutter sync timing. This is a feature that shouldn’t be needed. We custom tune all of the timing for each display and it should work properly. If you are having problems, this is a bug and I would like to know what displays are having the problems so we can fix them.
Custom profiles. I would love to hear what features you want since we are always looking for better profiles. What do you want to add?
4. Are you going to fix the framerate impact associated with enabling the crosshair while using 3D Vision?
This problem you are referring to is related to our crosshair solution. The way the crosshair is calculated does take some 3D horsepower. We are pursuing two options: 1) have the game developer fix them (which we are making some progress on) like Borderland’s latest patch, and 2) investigate better techniques for the crosshair. Unfortunately I don’t have a timetable for a fix for users right now.
5. The last two driver releases (1.16 CD beta and 1.17 CD) contain a bug which prevents users with generic CRTs, generic DLP TVs (like Samsungs), and at least some DLP projectors from successfully completing the 3D Vision Setup Wizard. Our displays aren't recognized as 3D Ready (despite the fact that they worked fine with all drivers up to 1.15 CD) and so we're only able to select 3D Vision Discover mode (i.e. anaglyph).
OpenGl support was added in the latest GTX drivers starting from 314.xx betas.
I can indeed say it is working..but your app /game needs to have quadbuffering (rendering to a set of double front/back buffers for each eye)
Besides this currently it is restricted to 1 monitor resolution (so no surround, at least from my tests) and exclusive fullscreen. In window mode it doesn't work.
SlI config works.
OpenGl support was added in the latest GTX drivers starting from 314.xx betas.
I can indeed say it is working..but your app /game needs to have quadbuffering (rendering to a set of double front/back buffers for each eye)
Besides this currently it is restricted to 1 monitor resolution (so no surround, at least from my tests) and exclusive fullscreen. In window mode it doesn't work.
SlI config works.
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
There was a topic about someone using quadbuffer/hardware flipped opengl and using it for 3d vision. I believe he used some IZ3D test application.
[url]http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849[/url]
TBH, Ive really not read to much into it since it seems the application needs to be written with 3D vision in mind and I dont see many people doing it.
I think people are confusing this with 3d vision. 3d vision basically converts mono DX games into stereo.
The opengl which is implemented allows a developer to support 3D but they basically need to build there own renderer/not use 3d vision. This basically just lets the glasses turn on.
[url]http://forums.nvidia.com/index.php?showtopic=152118[/url]
Lol omg, I totally forgot about this. Is it funny that they talk about improving crosshairs [I dont see how without developer intervention]. And they not only don't fix crosshairs but have broken crosshairs in games where its worked since then?
There was a topic about someone using quadbuffer/hardware flipped opengl and using it for 3d vision. I believe he used some IZ3D test application. http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849
TBH, Ive really not read to much into it since it seems the application needs to be written with 3D vision in mind and I dont see many people doing it.
I think people are confusing this with 3d vision. 3d vision basically converts mono DX games into stereo.
The opengl which is implemented allows a developer to support 3D but they basically need to build there own renderer/not use 3d vision. This basically just lets the glasses turn on.
http://forums.nvidia.com/index.php?showtopic=152118
Lol omg, I totally forgot about this. Is it funny that they talk about improving crosshairs [I dont see how without developer intervention]. And they not only don't fix crosshairs but have broken crosshairs in games where its worked since then?
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Yes confirmed it's > v314.07 drivers & full screen only, also seems to be 120Hz atm only ruling out passive and anaglyph.
http://www.mtbs3d.com/phpbb/viewtopic.php?f=105&t=16849
I have the quad buffer support already in the game (a 3rd-party 3D Second Life viewer), and the test app mentioned in the forum also fails at 60Hz @ 1080p.
Weirdly I didn't realise the Mac doesn't have the previous Quadro only restriction - probably never did - and the OSX version of the game triggers page-flipping just fine (even in windowed mode!) - only problem is of course there's no OSX support for the 3d vision dongle driver (or anything else!) *even* if I had the active googles & screen.
Pretty categorical proof that our Windows 7/8 OpenGL driver was crippled-by-design all along and now they're just loosening the leg-irons a little...
I have the quad buffer support already in the game (a 3rd-party 3D Second Life viewer), and the test app mentioned in the forum also fails at 60Hz @ 1080p.
Weirdly I didn't realise the Mac doesn't have the previous Quadro only restriction - probably never did - and the OSX version of the game triggers page-flipping just fine (even in windowed mode!) - only problem is of course there's no OSX support for the 3d vision dongle driver (or anything else!) *even* if I had the active googles & screen.
Pretty categorical proof that our Windows 7/8 OpenGL driver was crippled-by-design all along and now they're just loosening the leg-irons a little...
Sure Eqzitara:
http://ctrlaltstudio.com/viewer/releases
Full screen & either switch shaders off in it's graphic prefs, or put on more or less EVERYTHING depending on your card's muscle.
It seems he wants it for Second Life
http://community.secondlife.com/t5/Second-Life-Viewer/stereoscopic-3D/td-p/1480493
According to the last post, it works with 3D Vision shutterglasses.
Dalek should e-mail David Rowe to add line interleaved support.
http://ctrlaltstudio.com/about
The master list of 3D support that Quadro (and I'm guessing all NVIDIA cards) has can be seen on:
http://us.download.nvidia.com/XFree86/Linux-x86/325.08/README/xconfigoptions.html
Looks like they only support for #10 "NVIDIA 3D Vision mode for use with NVIDIA 3D Vision glasses. The NVIDIA 3D Vision infrared emitter must be connected to a USB port of your computer..." was added to the GeForce Windows driver. Too bad they didn't add Windowed mode, though the Radeon cards also only support full screen QBS.
I wonder if QBS is available for GeForce on Linux now as well.
Also curious about support for #12 (HDMI 3D mode for use with HDMI 3D compatible display devices with their own stereo emitters.)
Looks like they only support for #10 "NVIDIA 3D Vision mode for use with NVIDIA 3D Vision glasses. The NVIDIA 3D Vision infrared emitter must be connected to a USB port of your computer..." was added to the GeForce Windows driver. Too bad they didn't add Windowed mode, though the Radeon cards also only support full screen QBS.
I wonder if QBS is available for GeForce on Linux now as well.
Also curious about support for #12 (HDMI 3D mode for use with HDMI 3D compatible display devices with their own stereo emitters.)
Kit 4K (Database of 4K Displays), Kit 8K (Database of 8K Displays), Kit Display (General Display Information)
Now if you could possibly remember to switch it on for customers that bought hitherto-supported Zalman displays (line-interleaved) and for the curious using 3DDiscover anaglyph, that would be just super.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Also, what games have you tried?
This is good news.
Very interested if anyone has tried this.
http://www.gog.com/gamecard/dyad
Intel i5 2500K @ 4.5GHz
Asus P8P67 PRO
Corsair XMS3 DDR3 8GB
nVidia GTX 660 SLI + nVidia 3D Vision
Asus Xonar Essence ST with AKG K601/Sennheiser HD 595
Corsair Force GT 120GB SSD + 5TB HDD Storage
Corsair AX 850 PSU
Coolermaster HAF 932 Case
HELIX MOD - A must for any 3D Vision gamer
It's my understanding after reading a few post by Andrew Fear that it's not possible to play an OpenGl game in 3D unless it has it's own renderer/native support.
Links to qoutes can be found https://forums.geforce.com/default/topic/522080/3d-vision/3d-vision-linux/2/
Minecraft is the only recent game that has a user created wrapper that works with 3D Vision and DX 11. I don't think he ever finished it though! Read here
http://www.minecraftforum.net/topic/186241-modwinrenderer-wrapper-depthanglyph-colsnv-3d-vsnfs/
MessiahAndrw(he wrote the wrapper) says
"I'm working on making a native Direct3D 11 backend that intercepts and bypasses the OpenGL calls so all rendering is done in D3D 11, but progress is slow. I've made a list of all of the OpenGL calls Minecraft makes, they're intercepted by my code, and now I have to fill the replacement code in. I've finished the code that emulate's OpenGL's matrix stack and operations, but there is still a lot more to do before I will get the first thing shown on the screen. At the least I must load the textures, load the array pointers, and render the geometry. To get it looking the same as Minecraft I will have to imitate fog and lighting in the pixel shader, and a bunch of other stuff (too tired to think right now!)..
It's just a lot of work.. :/ But I'll power through and it'll be done before I know!
I'm looking forward to the end result when I can experiment with some nice HLSL shaders! "
"I would like to ask the community, what are the applications that are driving the demand for this feature?"
in response to "Will we see OpenGl 3DVision support soon?"
https://forums.geforce.com/default/topic/457076/3d-vision/geforce-3d-vision-qa-response-latest-1-18-2010/1
I can indeed say it is working..but your app /game needs to have quadbuffering (rendering to a set of double front/back buffers for each eye)
Besides this currently it is restricted to 1 monitor resolution (so no surround, at least from my tests) and exclusive fullscreen. In window mode it doesn't work.
SlI config works.
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)
http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849
TBH, Ive really not read to much into it since it seems the application needs to be written with 3D vision in mind and I dont see many people doing it.
I think people are confusing this with 3d vision. 3d vision basically converts mono DX games into stereo.
The opengl which is implemented allows a developer to support 3D but they basically need to build there own renderer/not use 3d vision. This basically just lets the glasses turn on.
http://forums.nvidia.com/index.php?showtopic=152118
Lol omg, I totally forgot about this. Is it funny that they talk about improving crosshairs [I dont see how without developer intervention]. And they not only don't fix crosshairs but have broken crosshairs in games where its worked since then?
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
http://www.mtbs3d.com/phpbb/viewtopic.php?f=105&t=16849
I have the quad buffer support already in the game (a 3rd-party 3D Second Life viewer), and the test app mentioned in the forum also fails at 60Hz @ 1080p.
Weirdly I didn't realise the Mac doesn't have the previous Quadro only restriction - probably never did - and the OSX version of the game triggers page-flipping just fine (even in windowed mode!) - only problem is of course there's no OSX support for the 3d vision dongle driver (or anything else!) *even* if I had the active googles & screen.
Pretty categorical proof that our Windows 7/8 OpenGL driver was crippled-by-design all along and now they're just loosening the leg-irons a little...
I have a 120hz display.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
http://ctrlaltstudio.com/viewer/releases
Full screen & either switch shaders off in it's graphic prefs, or put on more or less EVERYTHING depending on your card's muscle.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
http://community.secondlife.com/t5/Second-Life-Viewer/stereoscopic-3D/td-p/1480493
According to the last post, it works with 3D Vision shutterglasses.
Dalek should e-mail David Rowe to add line interleaved support.
http://ctrlaltstudio.com/about
http://us.download.nvidia.com/XFree86/Linux-x86/325.08/README/xconfigoptions.html
Looks like they only support for #10 "NVIDIA 3D Vision mode for use with NVIDIA 3D Vision glasses. The NVIDIA 3D Vision infrared emitter must be connected to a USB port of your computer..." was added to the GeForce Windows driver. Too bad they didn't add Windowed mode, though the Radeon cards also only support full screen QBS.
I wonder if QBS is available for GeForce on Linux now as well.
Also curious about support for #12 (HDMI 3D mode for use with HDMI 3D compatible display devices with their own stereo emitters.)
Kit 4K (Database of 4K Displays), Kit 8K (Database of 8K Displays), Kit Display (General Display Information)