It would be great if it was possible to disable the frontbuffer effects directly from the stereo drivers, so we would be able to turn off some effects in games where there is no such options in the game itself.
It would be great if it was possible to disable the frontbuffer effects directly from the stereo drivers, so we would be able to turn off some effects in games where there is no such options in the game itself.
Yes, this will be great but, forgive me for my ignorance but is it totally imposible to get the post proccesing effects in the 3d mode? i mean that the 3d driver makes two cameras that renders the scene from two different perspectives and if the driver lets the post proccesing to be made in the two of the renders there is no reason for not having it in 3d, what about this?
Yes, this will be great but, forgive me for my ignorance but is it totally imposible to get the post proccesing effects in the 3d mode? i mean that the 3d driver makes two cameras that renders the scene from two different perspectives and if the driver lets the post proccesing to be made in the two of the renders there is no reason for not having it in 3d, what about this?
Actually some are rendered in 3d (for ex. - blur), however, the depth is completely different than the necesarry, so they just screw up the stereo effect leading to twice more the ghosting.
Actually some are rendered in 3d (for ex. - blur), however, the depth is completely different than the necesarry, so they just screw up the stereo effect leading to twice more the ghosting.
are you sure? if you let the engine renderer finish its duty for every image it renders (for any post proccesing effect that adds anything to the image with any method it want to use 'raytracing, anything, the final effect is a 3d aligned combined image, if you take two photos from diferent perspectives for using stereoscopically and then you paint a glowing effect over an object correctly aligned with the object position in the two perspectives; when viewing it in stereo yo will not notice that this effect was never composed of photons at the correct spatial position going out of the object, you in change view a cool glowing going out of the object you photographed early- because this i am thinking that they can do it better than are doing now the 3d driver. It is very posible that there is need of rewriting the stereo drivers from scratch to get it working ok and they are doing minor bugfixes to the drivers they have now because who knows, the tecnology is growing very fast; non sense for working in this for no profit just know, who knows. But absolutely it dont afect if an object have space position bits in it or not if you let the renderer render what is supposed to. (sorry my bad english)
cheers
are you sure? if you let the engine renderer finish its duty for every image it renders (for any post proccesing effect that adds anything to the image with any method it want to use 'raytracing, anything, the final effect is a 3d aligned combined image, if you take two photos from diferent perspectives for using stereoscopically and then you paint a glowing effect over an object correctly aligned with the object position in the two perspectives; when viewing it in stereo yo will not notice that this effect was never composed of photons at the correct spatial position going out of the object, you in change view a cool glowing going out of the object you photographed early- because this i am thinking that they can do it better than are doing now the 3d driver. It is very posible that there is need of rewriting the stereo drivers from scratch to get it working ok and they are doing minor bugfixes to the drivers they have now because who knows, the tecnology is growing very fast; non sense for working in this for no profit just know, who knows. But absolutely it dont afect if an object have space position bits in it or not if you let the renderer render what is supposed to. (sorry my bad english)
i forgot this: in a game with post processing (one of the broking 3d ones) toggle 3d on and look the sccren without glasses, yo will see (with luck, in example MOHAPA the post proccesing occupies the entrire screen) two correct images and the post proccesing rendered only one time; only one image, lurking over the two stereoscopic images- that is the post proccesing may be rendering by raytrace over the screen position, or in other words THE CAMERA¡ MAN- sorry i am getting angry with it... if the stereo driver manages to let the engine renderer finish its job and only make the two camera positions into the game (like it is doing for now) and presents the diferent images provided by the renderer finished render we will have perfect 3d post processing effects- SAVE US NVIDIA :'(
i forgot this: in a game with post processing (one of the broking 3d ones) toggle 3d on and look the sccren without glasses, yo will see (with luck, in example MOHAPA the post proccesing occupies the entrire screen) two correct images and the post proccesing rendered only one time; only one image, lurking over the two stereoscopic images- that is the post proccesing may be rendering by raytrace over the screen position, or in other words THE CAMERA¡ MAN- sorry i am getting angry with it... if the stereo driver manages to let the engine renderer finish its job and only make the two camera positions into the game (like it is doing for now) and presents the diferent images provided by the renderer finished render we will have perfect 3d post processing effects- SAVE US NVIDIA :'(
The problem isn't that it can't be done, its more that it will take alot of effort to do, and unfortunately, that effort is not worth it in nVidia's eyes.
There are a few problems to overcome too. The whole game, driver, and grafix card are streamlined to make a very efficient system. The front buffer is there for a reason: only to process the entire scene at the END once everything has been fully rendered. You can't really expect this buffer to handle 2 different scenes without significant performance loss.
One way to do it would be to perhaps have 2 different buffers, one for each eye, but this would entail needing to have a hardware solution to support this in the first place.
There is hope though, SLI. Each scene can be programmed to be handled by seperate card, hence each frame will have its own GPU and Post Processor.
Unfortunately for us, SLI is barely supported as it is, nevermind this extra stuff.
There have been nothing added to the stereo driver in termeof functionality for years. Support for the most basic of features such as lasersight is still a big problem. I suppose we should be glad there is any support at all.
Yes this is a great idea. So are all the others that have been requested so much over the years: On Screen Display, Auto Stereo Convergence (Dyna-Z), Propper lasersight support, and requests to have support shaders / perminently dissable non-stereo compatible shaders.
Realistically speaking, its a lost cause. We wont get anything till there is more demand for stereo, and there wont be more demand for stereo till these issues are fixed really... catch 22 situation. The best we can really hope for is that nVidia keeps the stereo driver updated and working with the forceware drivers every 6 months or so. I guess that we should be glad they even do that. Infact, the only reason they ever started this stereo driver was because of their very brief partnership with ELSA, which crossed into no-mans land many years ago.
As it stands, they have the best grafix cards with the best prices ont he market, and they are the only ones which quazi-support stereo. They really have no reason to do anything else. The only thing we can do is write the occasional email to devs, post on these boards, hold tight, and wait and see what happens >.<
The problem isn't that it can't be done, its more that it will take alot of effort to do, and unfortunately, that effort is not worth it in nVidia's eyes.
There are a few problems to overcome too. The whole game, driver, and grafix card are streamlined to make a very efficient system. The front buffer is there for a reason: only to process the entire scene at the END once everything has been fully rendered. You can't really expect this buffer to handle 2 different scenes without significant performance loss.
One way to do it would be to perhaps have 2 different buffers, one for each eye, but this would entail needing to have a hardware solution to support this in the first place.
There is hope though, SLI. Each scene can be programmed to be handled by seperate card, hence each frame will have its own GPU and Post Processor.
Unfortunately for us, SLI is barely supported as it is, nevermind this extra stuff.
There have been nothing added to the stereo driver in termeof functionality for years. Support for the most basic of features such as lasersight is still a big problem. I suppose we should be glad there is any support at all.
Yes this is a great idea. So are all the others that have been requested so much over the years: On Screen Display, Auto Stereo Convergence (Dyna-Z), Propper lasersight support, and requests to have support shaders / perminently dissable non-stereo compatible shaders.
Realistically speaking, its a lost cause. We wont get anything till there is more demand for stereo, and there wont be more demand for stereo till these issues are fixed really... catch 22 situation. The best we can really hope for is that nVidia keeps the stereo driver updated and working with the forceware drivers every 6 months or so. I guess that we should be glad they even do that. Infact, the only reason they ever started this stereo driver was because of their very brief partnership with ELSA, which crossed into no-mans land many years ago.
As it stands, they have the best grafix cards with the best prices ont he market, and they are the only ones which quazi-support stereo. They really have no reason to do anything else. The only thing we can do is write the occasional email to devs, post on these boards, hold tight, and wait and see what happens >.<
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
http://helixmod.blogspot.com/
http://helixmod.blogspot.com/
cheers
cheers
There are a few problems to overcome too. The whole game, driver, and grafix card are streamlined to make a very efficient system. The front buffer is there for a reason: only to process the entire scene at the END once everything has been fully rendered. You can't really expect this buffer to handle 2 different scenes without significant performance loss.
One way to do it would be to perhaps have 2 different buffers, one for each eye, but this would entail needing to have a hardware solution to support this in the first place.
There is hope though, SLI. Each scene can be programmed to be handled by seperate card, hence each frame will have its own GPU and Post Processor.
Unfortunately for us, SLI is barely supported as it is, nevermind this extra stuff.
There have been nothing added to the stereo driver in termeof functionality for years. Support for the most basic of features such as lasersight is still a big problem. I suppose we should be glad there is any support at all.
Yes this is a great idea. So are all the others that have been requested so much over the years: On Screen Display, Auto Stereo Convergence (Dyna-Z), Propper lasersight support, and requests to have support shaders / perminently dissable non-stereo compatible shaders.
Realistically speaking, its a lost cause. We wont get anything till there is more demand for stereo, and there wont be more demand for stereo till these issues are fixed really... catch 22 situation. The best we can really hope for is that nVidia keeps the stereo driver updated and working with the forceware drivers every 6 months or so. I guess that we should be glad they even do that. Infact, the only reason they ever started this stereo driver was because of their very brief partnership with ELSA, which crossed into no-mans land many years ago.
As it stands, they have the best grafix cards with the best prices ont he market, and they are the only ones which quazi-support stereo. They really have no reason to do anything else. The only thing we can do is write the occasional email to devs, post on these boards, hold tight, and wait and see what happens >.<
There are a few problems to overcome too. The whole game, driver, and grafix card are streamlined to make a very efficient system. The front buffer is there for a reason: only to process the entire scene at the END once everything has been fully rendered. You can't really expect this buffer to handle 2 different scenes without significant performance loss.
One way to do it would be to perhaps have 2 different buffers, one for each eye, but this would entail needing to have a hardware solution to support this in the first place.
There is hope though, SLI. Each scene can be programmed to be handled by seperate card, hence each frame will have its own GPU and Post Processor.
Unfortunately for us, SLI is barely supported as it is, nevermind this extra stuff.
There have been nothing added to the stereo driver in termeof functionality for years. Support for the most basic of features such as lasersight is still a big problem. I suppose we should be glad there is any support at all.
Yes this is a great idea. So are all the others that have been requested so much over the years: On Screen Display, Auto Stereo Convergence (Dyna-Z), Propper lasersight support, and requests to have support shaders / perminently dissable non-stereo compatible shaders.
Realistically speaking, its a lost cause. We wont get anything till there is more demand for stereo, and there wont be more demand for stereo till these issues are fixed really... catch 22 situation. The best we can really hope for is that nVidia keeps the stereo driver updated and working with the forceware drivers every 6 months or so. I guess that we should be glad they even do that. Infact, the only reason they ever started this stereo driver was because of their very brief partnership with ELSA, which crossed into no-mans land many years ago.
As it stands, they have the best grafix cards with the best prices ont he market, and they are the only ones which quazi-support stereo. They really have no reason to do anything else. The only thing we can do is write the occasional email to devs, post on these boards, hold tight, and wait and see what happens >.<
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.