I don't even know if HDMI supports a mode that provides
1080p full resolution.
I think the alternate frame solution is a pretty good solution to have giving you lower frames but full resolution. 30fps is not that bad. Many console games run at 30fps and they are fine.
I don't even know if HDMI supports a mode that provides
1080p full resolution.
I think the alternate frame solution is a pretty good solution to have giving you lower frames but full resolution. 30fps is not that bad. Many console games run at 30fps and they are fine.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
@DarkStarSword
Since today you are my personal hero!!
This works perfect [u]without[/u] the 720p LIMITATION!!!! I just tested also in Dying Light and i can use SBS or TB in 1080p /60hz.....that looks way better than 720p FP.
Steps:
1) For 3DTV Play users, select "CHECKERBOARD" option instead 3DTV Play...this remove the stupid 720p limitation.
2) Use the hlsl files and tweak the ini. Use 3Dmigoto 1.2.31
3) Press F11 to select SBS or TB
THANKS A LOT!!!
I tested in my 3DTV
@DarkStarSword
Since today you are my personal hero!!
This works perfect without the 720p LIMITATION!!!! I just tested also in Dying Light and i can use SBS or TB in 1080p /60hz.....that looks way better than 720p FP.
Steps:
1) For 3DTV Play users, select "CHECKERBOARD" option instead 3DTV Play...this remove the stupid 720p limitation.
2) Use the hlsl files and tweak the ini. Use 3Dmigoto 1.2.31
3) Press F11 to select SBS or TB
Ohh, I don't think that my projector will have the drop down menu for Checkerboard.
I'm going to give this a try later today, I might be able to use the EDID from my LG 3D HDTV.
@D-Man11
You don't need the checkerboard for the output in your projector.....just select in the nvidia menu to eliminate the 720p limitation. Then press F11 and you will get SBS or TB image....manually select in your TV/Projector the SBS or TB output.
You don't need the checkerboard for the output in your projector.....just select in the nvidia menu to eliminate the 720p limitation. Then press F11 and you will get SBS or TB image....manually select in your TV/Projector the SBS or TB output.
Oh wow, I actually wasn't sure if this was going to work in practice on a TV or projector - I tried briefly on mine, but I didn't try checkerboard :)
This might be worth just adding to the 3DMigoto repository so all new 3DMigoto releases come with these shaders and key binding ready to go (I do need to stop it breaking when 3D is disabled, but that's a small detail).
Oh wow, I actually wasn't sure if this was going to work in practice on a TV or projector - I tried briefly on mine, but I didn't try checkerboard :)
This might be worth just adding to the 3DMigoto repository so all new 3DMigoto releases come with these shaders and key binding ready to go (I do need to stop it breaking when 3D is disabled, but that's a small detail).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
I'm just wondering is it useful for projector. Currently 720p resolution is 921600 pixels, 1080p/2 is 1036800. Is it really visible difference? And the rendering should be quite a bit slower since game will render 1080p instead of 720p, so this small increase in pixel count comes at the expense of performance.
I'm just wondering is it useful for projector. Currently 720p resolution is 921600 pixels, 1080p/2 is 1036800. Is it really visible difference? And the rendering should be quite a bit slower since game will render 1080p instead of 720p, so this small increase in pixel count comes at the expense of performance.
I've added an item on my TODO list to get this into 3DMigoto - there's a few things I want to make sure work universally (or at least don't break any game if they don't) before actually adding it to 3DMigoto. In the meantime, please continue testing this on more games / TVs / projectors and report the results :)
I've added an item on my TODO list to get this into 3DMigoto - there's a few things I want to make sure work universally (or at least don't break any game if they don't) before actually adding it to 3DMigoto. In the meantime, please continue testing this on more games / TVs / projectors and report the results :)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Great work DarkStarSword.
Is there anything you can do about helixmod games?
Some dx9 game fixes could probably use my dx9 wrapper and with this integrated we have even better support.
Also I should stop differentiating between mine and ours.
My dx9 wrapper should obviously be part of 3DMigoto.
I'm sure one of you can restructure it so it's less messy and more structured.
You did a great job on the 3DMigoto codebase.
You have mentioned that we don't need a dx9 wrapper but how much does that matter when it already exists.
The same goes for the DX10 wrapper.
I don't think my DX11 wrapper offers any benefit over 3DMigoto so it probably don't need to be added.
I tried this with Mad Max fix, but whilst SBS/TAB kicked in with F11, the shader fixes seemed corrupted. Ori gave black screen with "stereo disabled" message. Divine Divinity EE had half the screen working but only the lower left diagonal half. This showed perfect SBS/TAB picture but upper left diagonal was unchanged. Wierd.
There is a chance I cocked something up, but I tripple checked each one.
I tried this with Mad Max fix, but whilst SBS/TAB kicked in with F11, the shader fixes seemed corrupted. Ori gave black screen with "stereo disabled" message. Divine Divinity EE had half the screen working but only the lower left diagonal half. This showed perfect SBS/TAB picture but upper left diagonal was unchanged. Wierd.
There is a chance I cocked something up, but I tripple checked each one.
[quote="Flugan"]Great work DarkStarSword.
Is there anything you can do about helixmod games?[/quote]Yes if we proxy to another d3d9.dll or otherwise hook the necessary calls the same technique should work there as well. Off the top of my head we will need:
- Implement the reverse stereo blit, which will use a different call than DX11, but it's documented in nvapi so should be quite straight forward (the DX11 version was not documented - I guessed the correct call when I implemented it).
- Hook or wrap the present call to inject custom shaders similar to these (not exactly the same - SV_VertexID does not exist in DX9 so we would use a vertex buffer instead or just go fixed pipeline) and perform the equivelent operations to the command list defined here. Edit: The pixel shader would also be slightly different since there is no .Load() in DX9 and samplers use a 0-1 coordinate system, but again that should be fairly straight forward to adjust.
There is no need to port the full command list to DX9 for this since it only uses a few operations that we can easily write as a dedicated routine. I used it here since I had implemented it for other purposes and it happened to be flexible enough to do this as well.
There might be a few small differences in setting up the state to run the custom shader, but they should be minor. If memory serves the back buffer is accessed a little differently in DX9, but as long as we can read from it that should not be a problem.
An input subsystem would be nice to change modes on the fly, but we can just as easily load the settings from a configuration file, so that doesn't really matter - and most people will probably prefer to use a configuration file anyway.
[quote]Some dx9 game fixes could probably use my dx9 wrapper and with this integrated we have even better support.
Also I should stop differentiating between mine and ours.
My dx9 wrapper should obviously be part of 3DMigoto.
I'm sure one of you can restructure it so it's less messy and more structured.
You did a great job on the 3DMigoto codebase.
You have mentioned that we don't need a dx9 wrapper but how much does that matter when it already exists.
The same goes for the DX10 wrapper.[/quote]If you release the source code on github I'm sure we can use these. I don't think it really matters if they are part of the 3DMigoto repository or in a separate repository that you manage, but at least for me to consider contributing to them it is important that their source code is on github and that development happens publicly as much as possible. I also can't promise that I actually will contribute to them or how much I would do so since my priority is on the DX11 version of 3DMigoto and various game fixes, but at least doing a DX9 version of this SBS support does seem worthwhile.
Is there anything you can do about helixmod games?
Yes if we proxy to another d3d9.dll or otherwise hook the necessary calls the same technique should work there as well. Off the top of my head we will need:
- Implement the reverse stereo blit, which will use a different call than DX11, but it's documented in nvapi so should be quite straight forward (the DX11 version was not documented - I guessed the correct call when I implemented it).
- Hook or wrap the present call to inject custom shaders similar to these (not exactly the same - SV_VertexID does not exist in DX9 so we would use a vertex buffer instead or just go fixed pipeline) and perform the equivelent operations to the command list defined here. Edit: The pixel shader would also be slightly different since there is no .Load() in DX9 and samplers use a 0-1 coordinate system, but again that should be fairly straight forward to adjust.
There is no need to port the full command list to DX9 for this since it only uses a few operations that we can easily write as a dedicated routine. I used it here since I had implemented it for other purposes and it happened to be flexible enough to do this as well.
There might be a few small differences in setting up the state to run the custom shader, but they should be minor. If memory serves the back buffer is accessed a little differently in DX9, but as long as we can read from it that should not be a problem.
An input subsystem would be nice to change modes on the fly, but we can just as easily load the settings from a configuration file, so that doesn't really matter - and most people will probably prefer to use a configuration file anyway.
Some dx9 game fixes could probably use my dx9 wrapper and with this integrated we have even better support.
Also I should stop differentiating between mine and ours.
My dx9 wrapper should obviously be part of 3DMigoto.
I'm sure one of you can restructure it so it's less messy and more structured.
You did a great job on the 3DMigoto codebase.
You have mentioned that we don't need a dx9 wrapper but how much does that matter when it already exists.
The same goes for the DX10 wrapper.
If you release the source code on github I'm sure we can use these. I don't think it really matters if they are part of the 3DMigoto repository or in a separate repository that you manage, but at least for me to consider contributing to them it is important that their source code is on github and that development happens publicly as much as possible. I also can't promise that I actually will contribute to them or how much I would do so since my priority is on the DX11 version of 3DMigoto and various game fixes, but at least doing a DX9 version of this SBS support does seem worthwhile.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
1080p full resolution.
I think the alternate frame solution is a pretty good solution to have giving you lower frames but full resolution. 30fps is not that bad. Many console games run at 30fps and they are fine.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Until now I Only tested on the Projector. But it shouldn't be a problem ...I think.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Avegant Glyph
Windows 10 64bits
Since today you are my personal hero!!
This works perfect without the 720p LIMITATION!!!! I just tested also in Dying Light and i can use SBS or TB in 1080p /60hz.....that looks way better than 720p FP.
Steps:
1) For 3DTV Play users, select "CHECKERBOARD" option instead 3DTV Play...this remove the stupid 720p limitation.
2) Use the hlsl files and tweak the ini. Use 3Dmigoto 1.2.31
3) Press F11 to select SBS or TB
THANKS A LOT!!!
I tested in my 3DTV
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I'm going to give this a try later today, I might be able to use the EDID from my LG 3D HDTV.
You don't need the checkerboard for the output in your projector.....just select in the nvidia menu to eliminate the 720p limitation. Then press F11 and you will get SBS or TB image....manually select in your TV/Projector the SBS or TB output.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
This might be worth just adding to the 3DMigoto repository so all new 3DMigoto releases come with these shaders and key binding ready to go (I do need to stop it breaking when 3D is disabled, but that's a small detail).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Soooo happy right now.
Thank you Darkstarsword!!
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Avegant Glyph
Windows 10 64bits
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Is there anything you can do about helixmod games?
Some dx9 game fixes could probably use my dx9 wrapper and with this integrated we have even better support.
Also I should stop differentiating between mine and ours.
My dx9 wrapper should obviously be part of 3DMigoto.
I'm sure one of you can restructure it so it's less messy and more structured.
You did a great job on the 3DMigoto codebase.
You have mentioned that we don't need a dx9 wrapper but how much does that matter when it already exists.
The same goes for the DX10 wrapper.
I don't think my DX11 wrapper offers any benefit over 3DMigoto so it probably don't need to be added.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
There is a chance I cocked something up, but I tripple checked each one.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Avegant Glyph
Windows 10 64bits
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
- Implement the reverse stereo blit, which will use a different call than DX11, but it's documented in nvapi so should be quite straight forward (the DX11 version was not documented - I guessed the correct call when I implemented it).
- Hook or wrap the present call to inject custom shaders similar to these (not exactly the same - SV_VertexID does not exist in DX9 so we would use a vertex buffer instead or just go fixed pipeline) and perform the equivelent operations to the command list defined here. Edit: The pixel shader would also be slightly different since there is no .Load() in DX9 and samplers use a 0-1 coordinate system, but again that should be fairly straight forward to adjust.
There is no need to port the full command list to DX9 for this since it only uses a few operations that we can easily write as a dedicated routine. I used it here since I had implemented it for other purposes and it happened to be flexible enough to do this as well.
There might be a few small differences in setting up the state to run the custom shader, but they should be minor. If memory serves the back buffer is accessed a little differently in DX9, but as long as we can read from it that should not be a problem.
An input subsystem would be nice to change modes on the fly, but we can just as easily load the settings from a configuration file, so that doesn't really matter - and most people will probably prefer to use a configuration file anyway.
If you release the source code on github I'm sure we can use these. I don't think it really matters if they are part of the 3DMigoto repository or in a separate repository that you manage, but at least for me to consider contributing to them it is important that their source code is on github and that development happens publicly as much as possible. I also can't promise that I actually will contribute to them or how much I would do so since my priority is on the DX11 version of 3DMigoto and various game fixes, but at least doing a DX9 version of this SBS support does seem worthwhile.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword