GeForce 3D Vision QA Response Latest: 1/18/2010
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Looking at the hardware requirements there seems to be conflicting information. Under the blue-ray 3d playback it lists the GT 240 as the only 200 series supported card. Under the 3D Gaming and Applications sections it lists the GTS 240 but not the GT.

Which is the error, that the GTS 240 was no added to blue-ray 3d supported hardware list or that the GT 240 wasn't added to the other lists... or both?


Additionally, do all 3D ready displays work with blue ray 3d, specifically, does the acer h5630 work?
Looking at the hardware requirements there seems to be conflicting information. Under the blue-ray 3d playback it lists the GT 240 as the only 200 series supported card. Under the 3D Gaming and Applications sections it lists the GTS 240 but not the GT.



Which is the error, that the GTS 240 was no added to blue-ray 3d supported hardware list or that the GT 240 wasn't added to the other lists... or both?





Additionally, do all 3D ready displays work with blue ray 3d, specifically, does the acer h5630 work?

#46
Posted 04/25/2010 04:07 PM   
We've heard many of you asking about this, so here's the lastest info regarding the 3D Vision Surround Driver launch timeline:
[url="http://blogs.nvidia.com/ntersect/2010/05/3d-vision-surround-driver-launch-timeline.html"]http://blogs.nvidia.com/ntersect/2010/05/3...h-timeline.html[/url]
We've heard many of you asking about this, so here's the lastest info regarding the 3D Vision Surround Driver launch timeline:

http://blogs.nvidia.com/ntersect/2010/05/3...h-timeline.html

#47
Posted 05/19/2010 08:21 PM   
what is with Nvidia 3dtv play timeline? "sometimes in summer" is not very encouraging :(
what is with Nvidia 3dtv play timeline? "sometimes in summer" is not very encouraging :(

#48
Posted 05/21/2010 08:18 AM   
I'm chiming in for OpenGL stereo support as well. We have a lot of OpenGL code and am now adding 3D support (scientific / robotics / medical) and was disappointed that the new dual GeForce 480 setup I just got for development doesn't support OpenGL stereo. Quadro is ok but we'd like to support the more popular GeForce systems that are out there as well.
I'm chiming in for OpenGL stereo support as well. We have a lot of OpenGL code and am now adding 3D support (scientific / robotics / medical) and was disappointed that the new dual GeForce 480 setup I just got for development doesn't support OpenGL stereo. Quadro is ok but we'd like to support the more popular GeForce systems that are out there as well.

#49
Posted 07/08/2010 01:39 AM   
[quote]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?[/quote]
City of Heroes!
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?


City of Heroes!

#50
Posted 07/26/2010 01:33 AM   
This should enable 3D stereo for the following setups
- Two projectors using polarized filters and polarized glasses (basically what movie theaters do right now)
- Two identical monitors and a mirror (more info [url="http://www.crystalcanyons.net/abouts/3dc9_DualMonitorComplete.shtm)"]http://www.crystalcanyons.net/abouts/3dc9_...rComplete.shtm)[/url]

Don't bother with 3D Vision for that. Simply run the desktop as an extended monitor. The right and left projectors are display 1 and display 2. Put a Y connector on display 1 and run a convention monitor when the projectors are not in use.

3D Vison has been a disappointment. The driver conflicts are insufferable.

Nvidia seems to only care about gaming and little for science or art. The Zalman 1080p does not require fast cards or half baked drivers.
This should enable 3D stereo for the following setups

- Two projectors using polarized filters and polarized glasses (basically what movie theaters do right now)

- Two identical monitors and a mirror (more info http://www.crystalcanyons.net/abouts/3dc9_...rComplete.shtm)



Don't bother with 3D Vision for that. Simply run the desktop as an extended monitor. The right and left projectors are display 1 and display 2. Put a Y connector on display 1 and run a convention monitor when the projectors are not in use.



3D Vison has been a disappointment. The driver conflicts are insufferable.



Nvidia seems to only care about gaming and little for science or art. The Zalman 1080p does not require fast cards or half baked drivers.

#51
Posted 07/27/2010 08:02 PM   
Im going to show this link [url="http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf"]http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf[/url] ,[url="http://igm.univ-mlv.fr/~biri/mlaa-gpu/"](source code is here)[/url] -to people in the 3d vision surround threads, because they are the ones who need this at most, with that insane pixelcount theres no room for MSAA , and this would make sense in a lot of games, in fact , the better ones. We can't let this go unnoticed, with all those unreal3.5 homebrew games around the corner.
Im going to show this link http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf ,(source code is here) -to people in the 3d vision surround threads, because they are the ones who need this at most, with that insane pixelcount theres no room for MSAA , and this would make sense in a lot of games, in fact , the better ones. We can't let this go unnoticed, with all those unreal3.5 homebrew games around the corner.

#52
Posted 08/01/2010 04:59 AM   
>OpenGL support
How difficult would it be to add simple openGL support so I simply rendered our product's openGL scene to a left/right image texture and then sent them to the display as images - jsut as if playing a video.
Then use the stereo functions in the NVAPI to generate the 3D?
>OpenGL support

How difficult would it be to add simple openGL support so I simply rendered our product's openGL scene to a left/right image texture and then sent them to the display as images - jsut as if playing a video.

Then use the stereo functions in the NVAPI to generate the 3D?

#53
Posted 08/11/2010 07:00 PM   
>OpenGL support
How difficult would it be to add simple openGL support so I simply rendered our product's openGL scene to a left/right image texture and then sent them to the display as images - jsut as if playing a video.
Then use the stereo functions in the NVAPI to generate the 3D?
>OpenGL support

How difficult would it be to add simple openGL support so I simply rendered our product's openGL scene to a left/right image texture and then sent them to the display as images - jsut as if playing a video.

Then use the stereo functions in the NVAPI to generate the 3D?

#54
Posted 08/11/2010 07:00 PM   
OpenGL Stereo would be nice for supporting pro compositing software for visual effects. Stereoscopic movies are all the rage now, and it's quite difficult working on them without getting really high-end, expensive stereo viewing set ups, or baking out the renders to test on consumer hardware as just straight video playback. specifically we use nuke, fusion and maya (a little lightwave and blender too)

also what about mac/os x support? pending we can get 3dV working on our PC's I'd love to be able to use it with Nuke running in OS X, and i'm sure the other 200 artist we employ would also like that. working in anaglyph is quite painful after a while.
OpenGL Stereo would be nice for supporting pro compositing software for visual effects. Stereoscopic movies are all the rage now, and it's quite difficult working on them without getting really high-end, expensive stereo viewing set ups, or baking out the renders to test on consumer hardware as just straight video playback. specifically we use nuke, fusion and maya (a little lightwave and blender too)



also what about mac/os x support? pending we can get 3dV working on our PC's I'd love to be able to use it with Nuke running in OS X, and i'm sure the other 200 artist we employ would also like that. working in anaglyph is quite painful after a while.

#55
Posted 09/27/2010 04:11 AM   
OpenGL Stereo would be nice for supporting pro compositing software for visual effects. Stereoscopic movies are all the rage now, and it's quite difficult working on them without getting really high-end, expensive stereo viewing set ups, or baking out the renders to test on consumer hardware as just straight video playback. specifically we use nuke, fusion and maya (a little lightwave and blender too)

also what about mac/os x support? pending we can get 3dV working on our PC's I'd love to be able to use it with Nuke running in OS X, and i'm sure the other 200 artist we employ would also like that. working in anaglyph is quite painful after a while.
OpenGL Stereo would be nice for supporting pro compositing software for visual effects. Stereoscopic movies are all the rage now, and it's quite difficult working on them without getting really high-end, expensive stereo viewing set ups, or baking out the renders to test on consumer hardware as just straight video playback. specifically we use nuke, fusion and maya (a little lightwave and blender too)



also what about mac/os x support? pending we can get 3dV working on our PC's I'd love to be able to use it with Nuke running in OS X, and i'm sure the other 200 artist we employ would also like that. working in anaglyph is quite painful after a while.

#56
Posted 09/27/2010 04:11 AM   
OpenGL Stereo would be nice for supporting pro compositing software for visual effects. Stereoscopic movies are all the rage now, and it's quite difficult working on them without getting really high-end, expensive stereo viewing set ups, or baking out the renders to test on consumer hardware as just straight video playback. specifically we use nuke, fusion and maya (a little lightwave and blender too)

also what about mac/os x support? pending we can get 3dV working on our PC's I'd love to be able to use it with Nuke running in OS X, and i'm sure the other 200 artist we employ would also like that. working in anaglyph is quite painful after a while.
OpenGL Stereo would be nice for supporting pro compositing software for visual effects. Stereoscopic movies are all the rage now, and it's quite difficult working on them without getting really high-end, expensive stereo viewing set ups, or baking out the renders to test on consumer hardware as just straight video playback. specifically we use nuke, fusion and maya (a little lightwave and blender too)



also what about mac/os x support? pending we can get 3dV working on our PC's I'd love to be able to use it with Nuke running in OS X, and i'm sure the other 200 artist we employ would also like that. working in anaglyph is quite painful after a while.

#57
Posted 09/27/2010 04:11 AM   
[quote name='tritosine' post='1097087' date='Aug 1 2010, 04:59 AM']Im going to show this link [url="http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf"]http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf[/url] ,[url="http://igm.univ-mlv.fr/~biri/mlaa-gpu/"](source code is here)[/url] -to people in the 3d vision surround threads, because they are the ones who need this at most, with that insane pixelcount theres no room for MSAA , and this would make sense in a lot of games, in fact , the better ones. We can't let this go unnoticed, with all those unreal3.5 homebrew games around the corner.[/quote]

Dear Geforce Company. I ask you, and AMD responds ? [img]http://gbxforums.gearboxsoftware.com/images/dukesmilies/dukecigar.gif[/img]

[img]http://prohardver.hu/dl/upc/2010-10/7035_sl04_10.jpg[/img]

The genie is out of the bottle now, but who got BALLS of STEEL besides DUKE?? /nuke.gif' class='bbc_emoticon' alt=':nuke:' />
[quote name='tritosine' post='1097087' date='Aug 1 2010, 04:59 AM']Im going to show this link http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf ,(source code is here) -to people in the 3d vision surround threads, because they are the ones who need this at most, with that insane pixelcount theres no room for MSAA , and this would make sense in a lot of games, in fact , the better ones. We can't let this go unnoticed, with all those unreal3.5 homebrew games around the corner.



Dear Geforce Company. I ask you, and AMD responds ? Image



Image



The genie is out of the bottle now, but who got BALLS of STEEL besides DUKE?? /nuke.gif' class='bbc_emoticon' alt=':nuke:' />

#58
Posted 10/19/2010 08:20 PM   
[quote name='tritosine' post='1097087' date='Aug 1 2010, 04:59 AM']Im going to show this link [url="http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf"]http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf[/url] ,[url="http://igm.univ-mlv.fr/~biri/mlaa-gpu/"](source code is here)[/url] -to people in the 3d vision surround threads, because they are the ones who need this at most, with that insane pixelcount theres no room for MSAA , and this would make sense in a lot of games, in fact , the better ones. We can't let this go unnoticed, with all those unreal3.5 homebrew games around the corner.[/quote]

Dear Geforce Company. I ask you, and AMD responds ? [img]http://gbxforums.gearboxsoftware.com/images/dukesmilies/dukecigar.gif[/img]

[img]http://prohardver.hu/dl/upc/2010-10/7035_sl04_10.jpg[/img]

The genie is out of the bottle now, but who got BALLS of STEEL besides DUKE?? /nuke.gif' class='bbc_emoticon' alt=':nuke:' />
[quote name='tritosine' post='1097087' date='Aug 1 2010, 04:59 AM']Im going to show this link http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf ,(source code is here) -to people in the 3d vision surround threads, because they are the ones who need this at most, with that insane pixelcount theres no room for MSAA , and this would make sense in a lot of games, in fact , the better ones. We can't let this go unnoticed, with all those unreal3.5 homebrew games around the corner.



Dear Geforce Company. I ask you, and AMD responds ? Image



Image



The genie is out of the bottle now, but who got BALLS of STEEL besides DUKE?? /nuke.gif' class='bbc_emoticon' alt=':nuke:' />

#59
Posted 10/19/2010 08:20 PM   
Fix top screen ghosting! please!!!!
Fix top screen ghosting! please!!!!

#60
Posted 11/06/2010 08:55 PM   
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