[quote name='Xerion404' date='22 May 2012 - 02:26 AM' timestamp='1337621181' post='1411138']
About perceived depth: I still think in most games the distance between objects and the size of objects are scaled wrong.[/quote]
Perhaps this problem is better addressed with convergence. Leave the most distant objects at 6.5 cm apart and expand the relative distance between objects by increasing convergence.
[quote name='Xerion404' date='22 May 2012 - 02:26 AM' timestamp='1337621181' post='1411138']
About perceived depth: I still think in most games the distance between objects and the size of objects are scaled wrong.
Perhaps this problem is better addressed with convergence. Leave the most distant objects at 6.5 cm apart and expand the relative distance between objects by increasing convergence.
[quote name='Flugan' date='22 May 2012 - 10:03 AM' timestamp='1337648593' post='1411342']The depth perception with 3D glasses does not work well at long distances. Everything is stuck at maximum separation.[/quote]
Isn't this the same with real world stereoscopic vision? The further away an object is, the less a difference there is between what your left and right eyes see. Stereo vision works up to 200 yards away, beyond which there are no stereo depth cues (other the perception that what you are looking at is at least 200 yards away). We can still judge depth beyond that but with visual clues other than stereo.
I think maybe some people are expecting stereoscopic 3D to do more in games than what we really get out of it in real life. There's nothing wrong with that of course, I just think we should call it hyperstereo (as you do) and not realistic.
[quote name='Flugan' date='22 May 2012 - 10:03 AM' timestamp='1337648593' post='1411342']The depth perception with 3D glasses does not work well at long distances. Everything is stuck at maximum separation.
Isn't this the same with real world stereoscopic vision? The further away an object is, the less a difference there is between what your left and right eyes see. Stereo vision works up to 200 yards away, beyond which there are no stereo depth cues (other the perception that what you are looking at is at least 200 yards away). We can still judge depth beyond that but with visual clues other than stereo.
I think maybe some people are expecting stereoscopic 3D to do more in games than what we really get out of it in real life. There's nothing wrong with that of course, I just think we should call it hyperstereo (as you do) and not realistic.
Great find with the scripts Rage, I've had the idea of locking the registry before, but didn't figure using a script to do the trick. I have something to add to the discussion. I use a 50" tv and my monitor size is set at around 139, so the lowest I've gone down is to 40, but this always depends on my sitting distance. For projectors ghosting may not be much of a problem, but on plasma tvs it's still present, so I've ended up sitting half the distance and setting the monitor size to 70-75. I must say that diverging my eyes hasn't been an issue, but sitting closer definitely provides a more satisfactory result, since with 50" sitting farther means that you notice the display borders. Sitting closer and having less extra separation also means less ghosting. That being said, I wonder what it's like looking at a 100" screen :)
Great find with the scripts Rage, I've had the idea of locking the registry before, but didn't figure using a script to do the trick. I have something to add to the discussion. I use a 50" tv and my monitor size is set at around 139, so the lowest I've gone down is to 40, but this always depends on my sitting distance. For projectors ghosting may not be much of a problem, but on plasma tvs it's still present, so I've ended up sitting half the distance and setting the monitor size to 70-75. I must say that diverging my eyes hasn't been an issue, but sitting closer definitely provides a more satisfactory result, since with 50" sitting farther means that you notice the display borders. Sitting closer and having less extra separation also means less ghosting. That being said, I wonder what it's like looking at a 100" screen :)
[quote name='Airion' date='22 May 2012 - 02:19 AM' timestamp='1337645990' post='1411316']
Perhaps this problem is better addressed with convergence. Leave the most distant objects at 6.5 cm apart and expand the relative distance between objects by increasing convergence.
[/quote]
I can only do convergence until the closest objects are slightly apart (inverted from separation of course). Those objects will then pop out a bit. Increasing convergence more leads to eye strain and even more leads to double vision. The only way to increase distance between objects then is to increase separation (depth). The actual distance in the games' 3d world just needs to be made realistic. Of course it will take you much longer to get from A-Z then while still having credible animation :P
[quote name='Airion' date='22 May 2012 - 02:19 AM' timestamp='1337645990' post='1411316']
Perhaps this problem is better addressed with convergence. Leave the most distant objects at 6.5 cm apart and expand the relative distance between objects by increasing convergence.
I can only do convergence until the closest objects are slightly apart (inverted from separation of course). Those objects will then pop out a bit. Increasing convergence more leads to eye strain and even more leads to double vision. The only way to increase distance between objects then is to increase separation (depth). The actual distance in the games' 3d world just needs to be made realistic. Of course it will take you much longer to get from A-Z then while still having credible animation :P
I have still to test if my eyes are indeed diverging. The wife is going through a stressful exam period so i can't ask her till the weekend.
As for objects being close together - I believe it is the FOV. Flugan can probably mathematically tell us what to set the FOV to, as in most games it is set too high for the small screens most of us are using. The other problem is that the POV is from the eyes of the protagonist who is standing at screen depth - far more forward than the person viewing the game... this concept is hard to explain, but if you load up an FPS, do a 360, the point where you turn is not where you are sitting. This and high FOV detracts from the 3D a lot I think.
I find convergence the culprit of eye strain more often than separation. I always ensure that the street starts well into the screen when looking straight ahead, (the popout is minimised) but maximise the separation, to get a "real world" feeling with least eye strain - I game in 3D comfortably for 12 hours straight in some games, as time from work allows.
To the person who asked above - Skyrim works beautifully.
Artox - greetings, long time ;-)
Ghostimg makes a huge difference to immersion, I must admit. A ghostless 3D image with a large separation is a wonder to behold in my personal opinion. The only way I can get a ghostless image is on a projector using DLP link glasses, or an HMD.
I sit ~2m away.
The bad side to having a 100" screen in 3D, is of course, the low resolution of 1280x720 - you can see each and every pixel - games without heavy antialiasing kill immersion.
I have still to test if my eyes are indeed diverging. The wife is going through a stressful exam period so i can't ask her till the weekend.
As for objects being close together - I believe it is the FOV. Flugan can probably mathematically tell us what to set the FOV to, as in most games it is set too high for the small screens most of us are using. The other problem is that the POV is from the eyes of the protagonist who is standing at screen depth - far more forward than the person viewing the game... this concept is hard to explain, but if you load up an FPS, do a 360, the point where you turn is not where you are sitting. This and high FOV detracts from the 3D a lot I think.
I find convergence the culprit of eye strain more often than separation. I always ensure that the street starts well into the screen when looking straight ahead, (the popout is minimised) but maximise the separation, to get a "real world" feeling with least eye strain - I game in 3D comfortably for 12 hours straight in some games, as time from work allows.
To the person who asked above - Skyrim works beautifully.
Artox - greetings, long time ;-)
Ghostimg makes a huge difference to immersion, I must admit. A ghostless 3D image with a large separation is a wonder to behold in my personal opinion. The only way I can get a ghostless image is on a projector using DLP link glasses, or an HMD.
I sit ~2m away.
The bad side to having a 100" screen in 3D, is of course, the low resolution of 1280x720 - you can see each and every pixel - games without heavy antialiasing kill immersion.
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.
Completely off topic. I use dlp link glasses and all of a sudden I have crosstalk in my glasses. I can't seem to find a solution to fix this though.
I bought a pair of 3d vision 2 glasses. They have 0 crosstalk/ ghosting.
I'm talking about FPS which have a 4:3 horizontal fov of 90.
I know that quite a few games use a lower fov than this.
The normal way to turn such a game into widescreen 16:9 is to use a horizontal fow of around 106.
To match with reality you would have to sit 19.5cm away from a 16:9 23.6 inch screen.
This translates to viewing the projected 100" inch screen from a distance of about 80cm.
Obviously such short viewing distance is quite extreme.
Many console shooters have lower fov to better suit the bigger viewing distance to a normal TV.
Not sure if it is as low as 70-75 compared to the 106 used above (all TVs are considered 16:9 here).
The fov in third person games are usuall fixed.
As far as I can tell the virtual rotation point in a FPS should be at this 20cm distance for my 24" screens and obviously the normally significant deviation from this distance should be easy to feel when rotating.
The game has no setting for sceen size and viewing distance and everyone pretty much can see the same in-game fov regardless of viewing distance.
I'm talking about FPS which have a 4:3 horizontal fov of 90.
I know that quite a few games use a lower fov than this.
The normal way to turn such a game into widescreen 16:9 is to use a horizontal fow of around 106.
To match with reality you would have to sit 19.5cm away from a 16:9 23.6 inch screen.
This translates to viewing the projected 100" inch screen from a distance of about 80cm.
Obviously such short viewing distance is quite extreme.
Many console shooters have lower fov to better suit the bigger viewing distance to a normal TV.
Not sure if it is as low as 70-75 compared to the 106 used above (all TVs are considered 16:9 here).
The fov in third person games are usuall fixed.
As far as I can tell the virtual rotation point in a FPS should be at this 20cm distance for my 24" screens and obviously the normally significant deviation from this distance should be easy to feel when rotating.
The game has no setting for sceen size and viewing distance and everyone pretty much can see the same in-game fov regardless of viewing distance.
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?
1. The allow txt file has 2 monitor size lines, the block txt file has one. Your instructions suggest otherwise - but why half the monitor size? It seems not to work for me - unless I (randomly) put a value of 20! My pj screen is 80 inches.
2. Do you get strange blocky missing bits at the edge of the screen, when in dungeons? It gets worse with higher depth - and shows itself mainly when close to a wall.
Just my two cents - Brilliant discovery though! Should be sticky topic.
1. The allow txt file has 2 monitor size lines, the block txt file has one. Your instructions suggest otherwise - but why half the monitor size? It seems not to work for me - unless I (randomly) put a value of 20! My pj screen is 80 inches.
2. Do you get strange blocky missing bits at the edge of the screen, when in dungeons? It gets worse with higher depth - and shows itself mainly when close to a wall.
Just my two cents - Brilliant discovery though! Should be sticky topic.
So I tried this hack out the other day but didn't have much luck getting it working, every game I'd launch at any value I tried would just flicker endlessly. So I kinda decided to give up for a bit and give it another shot if I really wanted to try and get more depth. I managed to get all my games working normally just by running the allow script and not the block one so it just reset to default however any time I try to play a video in my Stereoscopic Player or the Nvidia video player I get a message saying "Stereoscopic Player is unable to play this file: Floating point division by 0" I tried to find a fix somewhere online but can only find ones related to other problems and what I gather it's from the script interfering, is there any chance you know of a way to fix this so I can actually watch my 3d videos again?
So I tried this hack out the other day but didn't have much luck getting it working, every game I'd launch at any value I tried would just flicker endlessly. So I kinda decided to give up for a bit and give it another shot if I really wanted to try and get more depth. I managed to get all my games working normally just by running the allow script and not the block one so it just reset to default however any time I try to play a video in my Stereoscopic Player or the Nvidia video player I get a message saying "Stereoscopic Player is unable to play this file: Floating point division by 0" I tried to find a fix somewhere online but can only find ones related to other problems and what I gather it's from the script interfering, is there any chance you know of a way to fix this so I can actually watch my 3d videos again?
Just find the Stereo3D registry key, and change the path in allow.txt and block.txt accordingly. It should work.
@Conorhil
It sounds like your registry paths are different than those setup in the txt files. Please check. There shouldn't be a problem in theory.
Sorry for the late replies... I seldom frequent these forums any more.
-- Shahzad
[quote="Conorhil"]So I tried this hack out the other day but didn't have much luck getting it working, every game I'd launch at any value I tried would just flicker endlessly.[/quote]This could be due to your Monitor/DisplayType not matching 'StereoViewerType = REG_DWORD 0x00000001', I know mine doesn't.
[quote="CeeJayII"]Does anyone know what values I need to change to make this work with Windows 8.1[/quote]If you guys are just looking for a way to increase Depth beyond 100%(DepthHack) you can either lock the registry key, write the registry key in a loop, or write the registry key and read it in a loop and write it again when it changes. The way the drivers work they write the MonitorSize every single time you start something in 3D, the read loop I came up with is fast enough to detect it, rewrite it and quit without locking or hammering the registry key.
[url]https://forums.geforce.com/default/topic/673425/3d-vision/some-questions-regarding-acer-h5360-5360bd/post/4100030/#4100030[/url]
But if you want to lock the key, I messed around with this also. On my setup it locked the key perfectly fine but when it came to unlocking the key it had to be run as admin, which couldn't locate the Allow.txt because running as admin changes the working directory. So I rewrote it to work with 32/64 bit OSs and ECHO the txt files into the Temp folder and run them from there, and as RegIni is native in Windows 7/8 all you really need are the bat scripts and HotKeyPlus if desired. I'm only including the MonitorSize if you want to write any of the other Values just add the lines with ECHO before them like MonitorSize is(ECHO MonitorSize = REG_DWORD 0x00000030)
Allow.bat
[code]@ECHO OFF
if EXIST "%PROGRAMFILES(X86)%" SET $WOW=Wow6432Node\
> %TEMP%\Allow.txt (
ECHO \Registry\Machine\SOFTWARE\%$WOW%NVIDIA Corporation\Global\Stereo3D [1 5 7 17]
ECHO MonitorSize = REG_DWORD 0x00000030
)
RegIni "%TEMP%\Allow.txt"[/code]
Block.bat
[code]@ECHO OFF
if EXIST "%PROGRAMFILES(X86)%" SET $WOW=Wow6432Node\
> %TEMP%\Block.txt (
ECHO \Registry\Machine\SOFTWARE\%$WOW%NVIDIA Corporation\Global\Stereo3D [1 5 7 17]
ECHO MonitorSize = REG_DWORD 0x00000030
ECHO \Registry\Machine\SOFTWARE\%$WOW%NVIDIA Corporation\Global\Stereo3D [2 8 19]
)
RegIni "%TEMP%\Block.txt"
[/code]
Conorhil said:So I tried this hack out the other day but didn't have much luck getting it working, every game I'd launch at any value I tried would just flicker endlessly.
This could be due to your Monitor/DisplayType not matching 'StereoViewerType = REG_DWORD 0x00000001', I know mine doesn't.
CeeJayII said:Does anyone know what values I need to change to make this work with Windows 8.1
If you guys are just looking for a way to increase Depth beyond 100%(DepthHack) you can either lock the registry key, write the registry key in a loop, or write the registry key and read it in a loop and write it again when it changes. The way the drivers work they write the MonitorSize every single time you start something in 3D, the read loop I came up with is fast enough to detect it, rewrite it and quit without locking or hammering the registry key.
But if you want to lock the key, I messed around with this also. On my setup it locked the key perfectly fine but when it came to unlocking the key it had to be run as admin, which couldn't locate the Allow.txt because running as admin changes the working directory. So I rewrote it to work with 32/64 bit OSs and ECHO the txt files into the Temp folder and run them from there, and as RegIni is native in Windows 7/8 all you really need are the bat scripts and HotKeyPlus if desired. I'm only including the MonitorSize if you want to write any of the other Values just add the lines with ECHO before them like MonitorSize is(ECHO MonitorSize = REG_DWORD 0x00000030)
Allow.bat
@ECHO OFF
if EXIST "%PROGRAMFILES(X86)%" SET $WOW=Wow6432Node\
> %TEMP%\Allow.txt (
ECHO \Registry\Machine\SOFTWARE\%$WOW%NVIDIA Corporation\Global\Stereo3D [1 5 7 17]
ECHO MonitorSize = REG_DWORD 0x00000030
)
RegIni "%TEMP%\Allow.txt"
[quote="RAGEdemon"]Just find the Stereo3D registry key, and change the path in allow.txt and block.txt accordingly. It should work.
@Conorhil
It sounds like your registry paths are different than those setup in the txt files. Please check. There shouldn't be a problem in theory.
Sorry for the late replies... I seldom frequent these forums any more.
-- Shahzad[/quote]
They registry key is in the same place on Win 8, so unfortunately there must be another problem. Thanks for the suggestion though. I'm gonna try TsaebahT's technique and see if I have any luck. I really hate Windows 8.1, not because of the interface, but it's such a pain in the ass with 3D.
RAGEdemon said:Just find the Stereo3D registry key, and change the path in allow.txt and block.txt accordingly. It should work.
@Conorhil
It sounds like your registry paths are different than those setup in the txt files. Please check. There shouldn't be a problem in theory.
Sorry for the late replies... I seldom frequent these forums any more.
-- Shahzad
They registry key is in the same place on Win 8, so unfortunately there must be another problem. Thanks for the suggestion though. I'm gonna try TsaebahT's technique and see if I have any luck. I really hate Windows 8.1, not because of the interface, but it's such a pain in the ass with 3D.
Gigabyte Gaming 5 Z170X, i7-6700K @ 4.4ghz, Asus GTX 2080 ti Strix OC , 16gb DDR4 Corsair Vengence 2666, LG 60uh8500 and 49ub8500 passive 4K 3D EDID, Dell S2716DG.
About perceived depth: I still think in most games the distance between objects and the size of objects are scaled wrong.[/quote]
Perhaps this problem is better addressed with convergence. Leave the most distant objects at 6.5 cm apart and expand the relative distance between objects by increasing convergence.
About perceived depth: I still think in most games the distance between objects and the size of objects are scaled wrong.
Perhaps this problem is better addressed with convergence. Leave the most distant objects at 6.5 cm apart and expand the relative distance between objects by increasing convergence.
It is quite cool actually with hyperstereo and gives a sense of depth to what would normally be flat.
The depth perception with 3D glasses does not work well at long distances. Everything is stuck at maximum separation.
Edit: forgot to submit file
It is quite cool actually with hyperstereo and gives a sense of depth to what would normally be flat.
The depth perception with 3D glasses does not work well at long distances. Everything is stuck at maximum separation.
Edit: forgot to submit file
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
Isn't this the same with real world stereoscopic vision? The further away an object is, the less a difference there is between what your left and right eyes see. Stereo vision works up to 200 yards away, beyond which there are no stereo depth cues (other the perception that what you are looking at is at least 200 yards away). We can still judge depth beyond that but with visual clues other than stereo.
I think maybe some people are expecting stereoscopic 3D to do more in games than what we really get out of it in real life. There's nothing wrong with that of course, I just think we should call it hyperstereo (as you do) and not realistic.
Isn't this the same with real world stereoscopic vision? The further away an object is, the less a difference there is between what your left and right eyes see. Stereo vision works up to 200 yards away, beyond which there are no stereo depth cues (other the perception that what you are looking at is at least 200 yards away). We can still judge depth beyond that but with visual clues other than stereo.
I think maybe some people are expecting stereoscopic 3D to do more in games than what we really get out of it in real life. There's nothing wrong with that of course, I just think we should call it hyperstereo (as you do) and not realistic.
http://helixmod.blogspot.com/
Perhaps this problem is better addressed with convergence. Leave the most distant objects at 6.5 cm apart and expand the relative distance between objects by increasing convergence.
[/quote]
I can only do convergence until the closest objects are slightly apart (inverted from separation of course). Those objects will then pop out a bit. Increasing convergence more leads to eye strain and even more leads to double vision. The only way to increase distance between objects then is to increase separation (depth). The actual distance in the games' 3d world just needs to be made realistic. Of course it will take you much longer to get from A-Z then while still having credible animation :P
Perhaps this problem is better addressed with convergence. Leave the most distant objects at 6.5 cm apart and expand the relative distance between objects by increasing convergence.
I can only do convergence until the closest objects are slightly apart (inverted from separation of course). Those objects will then pop out a bit. Increasing convergence more leads to eye strain and even more leads to double vision. The only way to increase distance between objects then is to increase separation (depth). The actual distance in the games' 3d world just needs to be made realistic. Of course it will take you much longer to get from A-Z then while still having credible animation :P
Current Rig: |Intel Core i7 920 @ 3.6GHz, EVGA X58 Classified 4-way SLI, 6 GB ram, Geforce GTX670| -> |Acer H5360 + Nvidia 3D Vision|
I have still to test if my eyes are indeed diverging. The wife is going through a stressful exam period so i can't ask her till the weekend.
As for objects being close together - I believe it is the FOV. Flugan can probably mathematically tell us what to set the FOV to, as in most games it is set too high for the small screens most of us are using. The other problem is that the POV is from the eyes of the protagonist who is standing at screen depth - far more forward than the person viewing the game... this concept is hard to explain, but if you load up an FPS, do a 360, the point where you turn is not where you are sitting. This and high FOV detracts from the 3D a lot I think.
I find convergence the culprit of eye strain more often than separation. I always ensure that the street starts well into the screen when looking straight ahead, (the popout is minimised) but maximise the separation, to get a "real world" feeling with least eye strain - I game in 3D comfortably for 12 hours straight in some games, as time from work allows.
To the person who asked above - Skyrim works beautifully.
Artox - greetings, long time ;-)
Ghostimg makes a huge difference to immersion, I must admit. A ghostless 3D image with a large separation is a wonder to behold in my personal opinion. The only way I can get a ghostless image is on a projector using DLP link glasses, or an HMD.
I sit ~2m away.
The bad side to having a 100" screen in 3D, is of course, the low resolution of 1280x720 - you can see each and every pixel - games without heavy antialiasing kill immersion.
I have still to test if my eyes are indeed diverging. The wife is going through a stressful exam period so i can't ask her till the weekend.
As for objects being close together - I believe it is the FOV. Flugan can probably mathematically tell us what to set the FOV to, as in most games it is set too high for the small screens most of us are using. The other problem is that the POV is from the eyes of the protagonist who is standing at screen depth - far more forward than the person viewing the game... this concept is hard to explain, but if you load up an FPS, do a 360, the point where you turn is not where you are sitting. This and high FOV detracts from the 3D a lot I think.
I find convergence the culprit of eye strain more often than separation. I always ensure that the street starts well into the screen when looking straight ahead, (the popout is minimised) but maximise the separation, to get a "real world" feeling with least eye strain - I game in 3D comfortably for 12 hours straight in some games, as time from work allows.
To the person who asked above - Skyrim works beautifully.
Artox - greetings, long time ;-)
Ghostimg makes a huge difference to immersion, I must admit. A ghostless 3D image with a large separation is a wonder to behold in my personal opinion. The only way I can get a ghostless image is on a projector using DLP link glasses, or an HMD.
I sit ~2m away.
The bad side to having a 100" screen in 3D, is of course, the low resolution of 1280x720 - you can see each and every pixel - games without heavy antialiasing kill immersion.
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.
I bought a pair of 3d vision 2 glasses. They have 0 crosstalk/ ghosting.
I bought a pair of 3d vision 2 glasses. They have 0 crosstalk/ ghosting.
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
3D Vision glasses definitely give me ghosting.
DLP Link glasses only give me ghosting when 1. they are running low on batteries. 2. They are tilted at an angle compared to the screen.
I use Viewsonic PGD-150 glasses with a Viewsonic 6531w projector. Perhaps a difference between the brands?
3D Vision glasses definitely give me ghosting.
DLP Link glasses only give me ghosting when 1. they are running low on batteries. 2. They are tilted at an angle compared to the screen.
I use Viewsonic PGD-150 glasses with a Viewsonic 6531w projector. Perhaps a difference between the brands?
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.
I know that quite a few games use a lower fov than this.
The normal way to turn such a game into widescreen 16:9 is to use a horizontal fow of around 106.
To match with reality you would have to sit 19.5cm away from a 16:9 23.6 inch screen.
This translates to viewing the projected 100" inch screen from a distance of about 80cm.
Obviously such short viewing distance is quite extreme.
Many console shooters have lower fov to better suit the bigger viewing distance to a normal TV.
Not sure if it is as low as 70-75 compared to the 106 used above (all TVs are considered 16:9 here).
The fov in third person games are usuall fixed.
As far as I can tell the virtual rotation point in a FPS should be at this 20cm distance for my 24" screens and obviously the normally significant deviation from this distance should be easy to feel when rotating.
The game has no setting for sceen size and viewing distance and everyone pretty much can see the same in-game fov regardless of viewing distance.
I know that quite a few games use a lower fov than this.
The normal way to turn such a game into widescreen 16:9 is to use a horizontal fow of around 106.
To match with reality you would have to sit 19.5cm away from a 16:9 23.6 inch screen.
This translates to viewing the projected 100" inch screen from a distance of about 80cm.
Obviously such short viewing distance is quite extreme.
Many console shooters have lower fov to better suit the bigger viewing distance to a normal TV.
Not sure if it is as low as 70-75 compared to the 106 used above (all TVs are considered 16:9 here).
The fov in third person games are usuall fixed.
As far as I can tell the virtual rotation point in a FPS should be at this 20cm distance for my 24" screens and obviously the normally significant deviation from this distance should be easy to feel when rotating.
The game has no setting for sceen size and viewing distance and everyone pretty much can see the same in-game fov regardless of viewing distance.
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
1. The allow txt file has 2 monitor size lines, the block txt file has one. Your instructions suggest otherwise - but why half the monitor size? It seems not to work for me - unless I (randomly) put a value of 20! My pj screen is 80 inches.
2. Do you get strange blocky missing bits at the edge of the screen, when in dungeons? It gets worse with higher depth - and shows itself mainly when close to a wall.
Just my two cents - Brilliant discovery though! Should be sticky topic.
1. The allow txt file has 2 monitor size lines, the block txt file has one. Your instructions suggest otherwise - but why half the monitor size? It seems not to work for me - unless I (randomly) put a value of 20! My pj screen is 80 inches.
2. Do you get strange blocky missing bits at the edge of the screen, when in dungeons? It gets worse with higher depth - and shows itself mainly when close to a wall.
Just my two cents - Brilliant discovery though! Should be sticky topic.
Gigabyte Gaming 5 Z170X, i7-6700K @ 4.4ghz, Asus GTX 2080 ti Strix OC , 16gb DDR4 Corsair Vengence 2666, LG 60uh8500 and 49ub8500 passive 4K 3D EDID, Dell S2716DG.
@Conorhil
It sounds like your registry paths are different than those setup in the txt files. Please check. There shouldn't be a problem in theory.
Sorry for the late replies... I seldom frequent these forums any more.
-- Shahzad
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.
If you guys are just looking for a way to increase Depth beyond 100%(DepthHack) you can either lock the registry key, write the registry key in a loop, or write the registry key and read it in a loop and write it again when it changes. The way the drivers work they write the MonitorSize every single time you start something in 3D, the read loop I came up with is fast enough to detect it, rewrite it and quit without locking or hammering the registry key.
https://forums.geforce.com/default/topic/673425/3d-vision/some-questions-regarding-acer-h5360-5360bd/post/4100030/#4100030
But if you want to lock the key, I messed around with this also. On my setup it locked the key perfectly fine but when it came to unlocking the key it had to be run as admin, which couldn't locate the Allow.txt because running as admin changes the working directory. So I rewrote it to work with 32/64 bit OSs and ECHO the txt files into the Temp folder and run them from there, and as RegIni is native in Windows 7/8 all you really need are the bat scripts and HotKeyPlus if desired. I'm only including the MonitorSize if you want to write any of the other Values just add the lines with ECHO before them like MonitorSize is(ECHO MonitorSize = REG_DWORD 0x00000030)
Allow.bat
Block.bat
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
They registry key is in the same place on Win 8, so unfortunately there must be another problem. Thanks for the suggestion though. I'm gonna try TsaebahT's technique and see if I have any luck. I really hate Windows 8.1, not because of the interface, but it's such a pain in the ass with 3D.
Gigabyte Gaming 5 Z170X, i7-6700K @ 4.4ghz, Asus GTX 2080 ti Strix OC , 16gb DDR4 Corsair Vengence 2666, LG 60uh8500 and 49ub8500 passive 4K 3D EDID, Dell S2716DG.