OpenGL3DVision Wrapper v.3.19 Public Release (Beta)
8 / 10
Those are some interesting questions and very valid, that I haven't thought to explain;))
I will answer them one by one;))
1. Is there just two categories that games fall into using your wrapper, either Legacy or Current?
- Quick answer : YES. See next question/answer to understand why.
2. Is Legacy considered pre OpenGL 2.0 or pre 3.0?
- "Legacy" Mode is considered before OpenGL 3.0. The main difference between Pre OGL 3.0 and After OGL 3.0 is the rendering Pipeline. Before OGL 3.x the pipeline was FIXED! Meaning you could still use some shaders but most of the MATH was done in the CPU. After OGL 3.0 we have the programable pipeline which relays on shaders to render stuff. Now you send the matrices and so on via variables to the shader and do the "rendering" inside the shader. Previously you just load the matrix on the OpenGL stack and draw. (Shaders were optional and GLSL wasn't invented).
3. Does the wrapper automatically detect and hook Legacy or Current, or is this something that has to be done manually via the ini.
- The wrapper automatically hooks Current OpenGl functions. If you want to enable Legacy mode in the ini, it will them hook both Current and Legacy. However, you will not find a game/engine that uses BOTH modes as explained above. However for Older games you will need to have the Legacy option enabled. (Kotor1/2, Doom3, etc).
4. Can it be determined if a game is using Legacy mode by the hook point that it uses? Or is there any way at all to tell if a game is using old OpenGL?
- The hook points there are a "legacy" from my initial version;)) I should remove them altogether as they aren't required anymore, unless you want to play around;))
The automatic mode, which has 2 flags, is automatically finding the correct point. All you need to specify is how to present it (By copying what is in FBO0 / screen) or by letting it run natively (on the swap buffers command). Sometimes you need to specify explicitly to use what is in FBO0.
The best way to find out if a game is in Legacy mode or Current is to enable the Shader dumper. If Shaders are dumped (GLSL) then is using Current Mode. If no shaders are generated then is using Legacy Mode (where shaders weren't used to render the whole scene).
I hope this elucidates the mystery;)) If you have any other questions please let me know;))
Those are some interesting questions and very valid, that I haven't thought to explain;))
I will answer them one by one;))
1. Is there just two categories that games fall into using your wrapper, either Legacy or Current?
- Quick answer : YES. See next question/answer to understand why.
2. Is Legacy considered pre OpenGL 2.0 or pre 3.0?
- "Legacy" Mode is considered before OpenGL 3.0. The main difference between Pre OGL 3.0 and After OGL 3.0 is the rendering Pipeline. Before OGL 3.x the pipeline was FIXED! Meaning you could still use some shaders but most of the MATH was done in the CPU. After OGL 3.0 we have the programable pipeline which relays on shaders to render stuff. Now you send the matrices and so on via variables to the shader and do the "rendering" inside the shader. Previously you just load the matrix on the OpenGL stack and draw. (Shaders were optional and GLSL wasn't invented).
3. Does the wrapper automatically detect and hook Legacy or Current, or is this something that has to be done manually via the ini.
- The wrapper automatically hooks Current OpenGl functions. If you want to enable Legacy mode in the ini, it will them hook both Current and Legacy. However, you will not find a game/engine that uses BOTH modes as explained above. However for Older games you will need to have the Legacy option enabled. (Kotor1/2, Doom3, etc).
4. Can it be determined if a game is using Legacy mode by the hook point that it uses? Or is there any way at all to tell if a game is using old OpenGL?
- The hook points there are a "legacy" from my initial version;)) I should remove them altogether as they aren't required anymore, unless you want to play around;))
The automatic mode, which has 2 flags, is automatically finding the correct point. All you need to specify is how to present it (By copying what is in FBO0 / screen) or by letting it run natively (on the swap buffers command). Sometimes you need to specify explicitly to use what is in FBO0.
The best way to find out if a game is in Legacy mode or Current is to enable the Shader dumper. If Shaders are dumped (GLSL) then is using Current Mode. If no shaders are generated then is using Legacy Mode (where shaders weren't used to render the whole scene).
I hope this elucidates the mystery;)) If you have any other questions please let me know;))
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
Thanks for your answers.
I guess that now, I just need to figure out the elevated permission issues I seem to be having.
The image changes into side by side, so something is happening. I just can't seem to get it to display full frames for my 120Hz monitor. I recall bo3b having this issue, I'll try to hunt down his post.
I guess that now, I just need to figure out the elevated permission issues I seem to be having.
The image changes into side by side, so something is happening. I just can't seem to get it to display full frames for my 120Hz monitor. I recall bo3b having this issue, I'll try to hunt down his post.
Hmm. Run the game with Administrator Rights (Run as Admin). It should fix the problem;))
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
So that worked to get the game to launch in a single image on one screen, instead of side by side. But it seemed that the second frame was off screen, so I had to navigate the menu blindly because my cursor seemed to be bound to the frame off screen. So the game started up in 3D and the intro looked ok in stereo, but as soon as it ended it was borked. It seemed that my cursor was now stuck in the middle of the screen with the camera seemingly zoomed in and bound to it.
The game is Darkest of Days, it had decent reviews and has the player using time travel to make certain that battles from the past have the correct outcomes.
https://www.youtube.com/watch?v=i04qe2guqVc
So that worked to get the game to launch in a single image on one screen, instead of side by side. But it seemed that the second frame was off screen, so I had to navigate the menu blindly because my cursor seemed to be bound to the frame off screen. So the game started up in 3D and the intro looked ok in stereo, but as soon as it ended it was borked. It seemed that my cursor was now stuck in the middle of the screen with the camera seemingly zoomed in and bound to it.
The game is Darkest of Days, it had decent reviews and has the player using time travel to make certain that battles from the past have the correct outcomes.
Hahah! You always find the most interesting OpenGL games around;)) that I never heard of :))
(Which is a good thing) since a couple of weeks ago I was looking for OpenGL games that might be interesting so I can fix them:))
I haven't played the game;)) but if you are interested in fixing it, perhaps next weekend we can both look at it and I can give you direct feedback on the game on what I/we need to do to fix it;)) If you are up for the task ofc;))
Hahah! You always find the most interesting OpenGL games around;)) that I never heard of :))
(Which is a good thing) since a couple of weeks ago I was looking for OpenGL games that might be interesting so I can fix them:))
I haven't played the game;)) but if you are interested in fixing it, perhaps next weekend we can both look at it and I can give you direct feedback on the game on what I/we need to do to fix it;)) If you are up for the task ofc;))
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
Yah, this is from 2009 and uses the Marmoset Engine according to Wikipedia.
I think this is the only game that these guys made and I've yet to play it, so no idea how well it will work in 3D. But the game does seem interesting.
I'm up for it, though I don't bring much to the table. I have it on Disc and I've patched the game with DoD_patch_105_PC Darkest of Days patch 1.05 from Gamershell.
I just checked Steam and it's available there if anyone else is interested in it.
http://store.steampowered.com/app/37700/
EDIT: the problems with this game might be related to having to install one of Nvidia's legacy PhysX drivers or else it will not launch.
http://www.nvidia.com/object/physx-9.13.0604-driver.html
EDIT 2:
I reverted drivers from 344 something to 332.21. It works somewhat in 3D, I can at least move around since my cursor is unbound. Still can't see/access the options menu. Frame rate is pretty low though,in 2D I can run the in game benchmark and get 150FPS with full settings @1080P, 250 @720P. But I get 30-40 with the wrapper.
Yah, this is from 2009 and uses the Marmoset Engine according to Wikipedia.
I think this is the only game that these guys made and I've yet to play it, so no idea how well it will work in 3D. But the game does seem interesting.
I'm up for it, though I don't bring much to the table. I have it on Disc and I've patched the game with DoD_patch_105_PC Darkest of Days patch 1.05 from Gamershell.
EDIT 2:
I reverted drivers from 344 something to 332.21. It works somewhat in 3D, I can at least move around since my cursor is unbound. Still can't see/access the options menu. Frame rate is pretty low though,in 2D I can run the in game benchmark and get 150FPS with full settings @1080P, 250 @720P. But I get 30-40 with the wrapper.
[quote="helifax"]Hahah! You always find the most interesting OpenGL games around;)) that I never heard of :))
(Which is a good thing) since a couple of weeks ago I was looking for OpenGL games that might be interesting so I can fix them:))[/quote]
So have you heard of Zack Zero? It's currently $0.99 on sale at Steam.
https://www.youtube.com/watch?v=jP5aHW3MUQg
helifax said:Hahah! You always find the most interesting OpenGL games around;)) that I never heard of :))
(Which is a good thing) since a couple of weeks ago I was looking for OpenGL games that might be interesting so I can fix them:))
So have you heard of Zack Zero? It's currently $0.99 on sale at Steam.
Helifax,
Nice work! I'm not into too many games since I spend all my time on iRacing but I've had 3D glasses since sometime in the 90's (eDimensional) and can't live without them! nVidia now, of course.
I am having a difficult time getting x-plane 10 to work. Once I get past the start up screen which displays an info box in the lower left, it eventually attempts to render both eyes but that info box is flipped vertically so I see a mirror image in the upper left! At that point it should put me in the cockpit and it eventually shows me the DEMO Warning screen. When I click on the button I get a vertically flipped image of that at which point I'm stuck. It never goes to the cockpit and I have to exit.
2-GTX670 SLI
3-3D monitors
ver 3.19 of the wrapper
latest version of x-plane just downloaded 5 days ago.
Windows 8.1 :-(
I have tried everything I can think of; SLI, non-SLI, single screen and 3D surround and so far I'm just trying 3D Discover and I get the same results in all configurations. I was showing shader errors and got a lot of injection errors and even had to turn that off since I had so many, I couldn't load the game or I would be clicking boxes all night.
Thanks for doing this for us and I hope you have some idea of what's going on!
Regards,
Scott S.
Nice work! I'm not into too many games since I spend all my time on iRacing but I've had 3D glasses since sometime in the 90's (eDimensional) and can't live without them! nVidia now, of course.
I am having a difficult time getting x-plane 10 to work. Once I get past the start up screen which displays an info box in the lower left, it eventually attempts to render both eyes but that info box is flipped vertically so I see a mirror image in the upper left! At that point it should put me in the cockpit and it eventually shows me the DEMO Warning screen. When I click on the button I get a vertically flipped image of that at which point I'm stuck. It never goes to the cockpit and I have to exit.
2-GTX670 SLI
3-3D monitors
ver 3.19 of the wrapper
latest version of x-plane just downloaded 5 days ago.
Windows 8.1 :-(
I have tried everything I can think of; SLI, non-SLI, single screen and 3D surround and so far I'm just trying 3D Discover and I get the same results in all configurations. I was showing shader errors and got a lot of injection errors and even had to turn that off since I had so many, I couldn't load the game or I would be clicking boxes all night.
Thanks for doing this for us and I hope you have some idea of what's going on!
[quote="srstiers"]Helifax,
Nice work! I'm not into too many games since I spend all my time on iRacing but I've had 3D glasses since sometime in the 90's (eDimensional) and can't live without them! nVidia now, of course.
I am having a difficult time getting x-plane 10 to work. Once I get past the start up screen which displays an info box in the lower left, it eventually attempts to render both eyes but that info box is flipped vertically so I see a mirror image in the upper left! At that point it should put me in the cockpit and it eventually shows me the DEMO Warning screen. When I click on the button I get a vertically flipped image of that at which point I'm stuck. It never goes to the cockpit and I have to exit.
2-GTX670 SLI
3-3D monitors
ver 3.19 of the wrapper
latest version of x-plane just downloaded 5 days ago.
Windows 8.1 :-(
I have tried everything I can think of; SLI, non-SLI, single screen and 3D surround and so far I'm just trying 3D Discover and I get the same results in all configurations. I was showing shader errors and got a lot of injection errors and even had to turn that off since I had so many, I couldn't load the game or I would be clicking boxes all night.
Thanks for doing this for us and I hope you have some idea of what's going on!
Regards,
Scott S.
[/quote]
Hey Scott,
Yes, I know... the wrapper used to work with the older version of the game. Now the wrapper is not "compatible" with it. I know why this happens and I prototyped a bit and found a solution to the problem. The only way to make it working is to make a custom version/branch of the wrapper just for this game, but I didn't had the time to do it yet...
I do plan to update the fix in the future, that's for sure;)) Until then, unfortunately there isn't anything you can do...:( Really sorry:(
Nice work! I'm not into too many games since I spend all my time on iRacing but I've had 3D glasses since sometime in the 90's (eDimensional) and can't live without them! nVidia now, of course.
I am having a difficult time getting x-plane 10 to work. Once I get past the start up screen which displays an info box in the lower left, it eventually attempts to render both eyes but that info box is flipped vertically so I see a mirror image in the upper left! At that point it should put me in the cockpit and it eventually shows me the DEMO Warning screen. When I click on the button I get a vertically flipped image of that at which point I'm stuck. It never goes to the cockpit and I have to exit.
2-GTX670 SLI
3-3D monitors
ver 3.19 of the wrapper
latest version of x-plane just downloaded 5 days ago.
Windows 8.1 :-(
I have tried everything I can think of; SLI, non-SLI, single screen and 3D surround and so far I'm just trying 3D Discover and I get the same results in all configurations. I was showing shader errors and got a lot of injection errors and even had to turn that off since I had so many, I couldn't load the game or I would be clicking boxes all night.
Thanks for doing this for us and I hope you have some idea of what's going on!
Regards,
Scott S.
Hey Scott,
Yes, I know... the wrapper used to work with the older version of the game. Now the wrapper is not "compatible" with it. I know why this happens and I prototyped a bit and found a solution to the problem. The only way to make it working is to make a custom version/branch of the wrapper just for this game, but I didn't had the time to do it yet...
I do plan to update the fix in the future, that's for sure;)) Until then, unfortunately there isn't anything you can do...:( Really sorry:(
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
Thanks for the quick reply. I wanted to test it before I paid for the full version of x-plane so now I'll just wait. I figured it might be something like that because I downloaded your earlier fix for the game and it didn't work either.
Anyway, thanks again for the reply!
Thanks for the quick reply. I wanted to test it before I paid for the full version of x-plane so now I'll just wait. I figured it might be something like that because I downloaded your earlier fix for the game and it didn't work either.
Hey Gang,
Thanks to Helifax and his wrapper, you can play the Darkmod in 3D (free open source) with pretty good results. This is based on the original Thief series of games.
[url]http://www.thedarkmod.com/main/[/url]
All credit goes to Helifax for his fix since the Darkmod is based on the Doom 3 engine. His wrapper does all the heavy lifting. I've tried the 3.19 version and does not hook with the game so use the his fix in this link. I spent the last week tinkering with settings and ini tweaks to get the best results. I am quite satisfied with the results and there are only a couple of minor things to note.
1.) Switching the compass on "V" key by default causes the scene to literally invert upside down. I have done some looking into this and apparently there is a problem with AMD Catalyst drivers. The problem exist for me eventhough I have a Nvidia card. This is actually not an issue since the compass is not even a useful feature that I can tell. I've played 4 missions and I've not used it.
2.) Depending on what mission or level you play with, occassionaly there seems an issue with seams on wall textures. They only appear on certain angles or distances. This seems to be an issue maybe with the editor/engine. This does not impact the overall experience since everything else looks pretty good.
3.) The Darkmod has a built in mission switcher. When a new mission switched, the menu while in 3D loses it's text and menu. What I do is load the game and set up mission that I plan to play, then reload the game and everything is fine again. I am still trying to figure this out. It's a minor pain but this only happens when installing/uninstalling missions while in 3D mode.
Anyway, here is what I did to get this up an running.
1.) Download the Darkmod TDM Updater file from and here and use the this utility to download and install the latest version.
[URL]http://www.thedarkmod.com/download-the-mod/[/URL]
2.) Download the Doom 3 Fix from here and install. This works out of the box so to speak since the Darkmod is based on the Doom 3 engine. See the readme or we have an ancroynym in my line of business that says RTFM....lol
[URL]http://3dsurroundgaming.com/OpenGL3DVisionGames.html#D[/URL]
3.) Optional, I am using the DSR feature in the Nvidia Control panel using DSR - Factor 4.00x and DSR - Smoothing 0%. Works great without any issue and enhances the visuals quite a bit without a frame rate hit on my GTX970. I have included my ini settings for Helixfax's wrapper which you can change to your preferences. Here is also some other ini tweaks for "Darkmod.cfg" file which resides in the game's base directory. If you want to play around with ini tweaks, just google Doom 3 ini tweaks since it is based on the same engine. I also have all in game settings maxed out.
Darkmod.cfg ini tweaks
seta r_customHeight "2160"
seta r_customWidth "3840"
seta r_fullscreen "1"
seta r_mode "-1"
seta g_fov "112"
seta g_showplayershadow "0"
seta r_shadows "0"
seta g_projectilelights "0"
seta r_skipspecular "1"
seta r_skipnewambient "1"
seta r_postprocess "0"
For the field of view, the default is 90. Only change this if you prefer a wider view. All other settings remove distracting effects. The game still has a ton of atmosphere and ambient lighting/shadows in spite of these settings being disabled. You can experiment for your preference.
Hopefully you'll find this another game to your 3D library and if you have any suggestions or tweaks that work better, please post. It's hard to go wrong with this considering it's free and there are already more than a dozen missions.
[url]http://www.thedarkmod.com/missions/[/url]
3DVisionWrapper.ini
[code]
[Log]
EnableSplashScreen = true // Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not.
EnableLog = true // Enables Logging of wrapper internal information
EnableScrBfrCallTracer = false // Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).
[3D_Vision_Global_Settings]
Enable3DVision = true // Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D).
ForceWindowModeSupport = false // Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for context creation. Some applications require it.
FullScreenDetection = false // Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled.
DepthMultiplicationFactor = 2.5 // Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%.
DefaultConvergence = 0x428D4A02 // The default convergence value that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file.
ForceNVProfileLoad = true // This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect!
AutomaticHookPoint = true // If enabled the wrapper automatically tries to hook the app. If disabled use the "Hook Point" option to specify the point where to hook. If the app crashes, disable this option and use the manual mode.
3DVisionRating = 3.0 // Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended
// If Automatic Hook Point is Disabled, this will act as the Hook Point.
// If Automatic Hook Point is Enabled, this will control the buffer flipping.
// Modes In Automatic Mode:
// Use "SCREEN_BUFFER" option to copy what currently exists in the OpenGL Back Buffer (Framebuffer 0) // Required for games like RAGE, Wolfenstein: The New Order(ID5 Engine), MineCraft.
// Use "NONE" option for normal buffer flipping. Normally when the SCreen Buffer option doesn't work.
[Manual_Hook_Point_Options] // Works only if "Auto Hook Point" option is set to false. Controls Flipping in Auto Mode.
HookPoint = "NONE" // Valid points: glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers
// This flag controls how the wrapper works internally.
// LegacyMode is for old applications (OpenGL prior to version v.3.x)
// Currently used in older games like: Star Wars: Knights of the Old Republic 1&2
[Legacy_OpenGL_Calls]
LegacyMode = true
LegacyHUDSeparation = 0.0 // 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI;
// If LegacyMode is enabled this section is ignored
[Vertex_Stereo_InjectionPoint]
Enable = false // Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
EnableFailureInfo = false // If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted.
InjectionPoint1 = "gl_Position =" // Part of a STRING that is FOUND in all the VERTEXES. The "Stereo String" will be inserted after this line.
InjectionPoint2 = "NULL" // Additional Stereoscopy Injection Point
InjectionPoint3 = "NULL" // Additional Stereoscopy Injection Point
InjectionPoint4 = "NULL" // Additional Stereoscopy Injection Point
UniformInjection1 = "#version" // Part of a STRING that is FOUND in all the VERTEXES. The Uniforms (required by "Stereo String") will be inserted after this line.
UniformInjection2 = "NULL" // Additional Uniform Injection Point
UniformInjection3 = "NULL" // Additional Uniform Injection Point
UniformInjection4 = "NULL" // Additional Uniform Injection Point
StereoString = "\n gl_Position.x += g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n"
[Alternative_3D_Settings]
EnableToggleMode = true
AltConvergenceKey = 0x04
ConvergenceValue = 1.25
// Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed.
// Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
// 0x70 = F1;
// 0x71 = F2;
// 0x72 = F3;
// Mouse:
// Left mouse btn :0x01
// Right mouse btn :0x02
// Middle mouse btn :0x04
// If LegacyMode is enabled this section is ignored
[Vertex_Stereo_Exception]
// Specify exception Pairs of Shaders (Vertex + Pixel = Shader Program)
// Order: Program_Id, Vertex_Id, Pixel_Id
// Program_Id is always required
// If Vertex_Id and Pixel_Id are set to zero (0) the Shader SWAP will be done ONLY based on the Program_Id.
// Otherwise the Program_Id, Vertex_Id and Pixel_Id MUST MATCH with the ones created by the ENGINE (Game).
ShaderPair (0,0,0)
VertexShaderSource = "0_Vertex_0.glsl"
FragmentShaderSource = "0_Fragment_0.glsl"
[End]
[/code]
Thanks to Helifax and his wrapper, you can play the Darkmod in 3D (free open source) with pretty good results. This is based on the original Thief series of games.
All credit goes to Helifax for his fix since the Darkmod is based on the Doom 3 engine. His wrapper does all the heavy lifting. I've tried the 3.19 version and does not hook with the game so use the his fix in this link. I spent the last week tinkering with settings and ini tweaks to get the best results. I am quite satisfied with the results and there are only a couple of minor things to note.
1.) Switching the compass on "V" key by default causes the scene to literally invert upside down. I have done some looking into this and apparently there is a problem with AMD Catalyst drivers. The problem exist for me eventhough I have a Nvidia card. This is actually not an issue since the compass is not even a useful feature that I can tell. I've played 4 missions and I've not used it.
2.) Depending on what mission or level you play with, occassionaly there seems an issue with seams on wall textures. They only appear on certain angles or distances. This seems to be an issue maybe with the editor/engine. This does not impact the overall experience since everything else looks pretty good.
3.) The Darkmod has a built in mission switcher. When a new mission switched, the menu while in 3D loses it's text and menu. What I do is load the game and set up mission that I plan to play, then reload the game and everything is fine again. I am still trying to figure this out. It's a minor pain but this only happens when installing/uninstalling missions while in 3D mode.
Anyway, here is what I did to get this up an running.
1.) Download the Darkmod TDM Updater file from and here and use the this utility to download and install the latest version.
2.) Download the Doom 3 Fix from here and install. This works out of the box so to speak since the Darkmod is based on the Doom 3 engine. See the readme or we have an ancroynym in my line of business that says RTFM....lol
3.) Optional, I am using the DSR feature in the Nvidia Control panel using DSR - Factor 4.00x and DSR - Smoothing 0%. Works great without any issue and enhances the visuals quite a bit without a frame rate hit on my GTX970. I have included my ini settings for Helixfax's wrapper which you can change to your preferences. Here is also some other ini tweaks for "Darkmod.cfg" file which resides in the game's base directory. If you want to play around with ini tweaks, just google Doom 3 ini tweaks since it is based on the same engine. I also have all in game settings maxed out.
For the field of view, the default is 90. Only change this if you prefer a wider view. All other settings remove distracting effects. The game still has a ton of atmosphere and ambient lighting/shadows in spite of these settings being disabled. You can experiment for your preference.
Hopefully you'll find this another game to your 3D library and if you have any suggestions or tweaks that work better, please post. It's hard to go wrong with this considering it's free and there are already more than a dozen missions.
[Log]
EnableSplashScreen = true // Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not.
EnableLog = true // Enables Logging of wrapper internal information
EnableScrBfrCallTracer = false // Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).
[3D_Vision_Global_Settings]
Enable3DVision = true // Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D).
ForceWindowModeSupport = false // Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for context creation. Some applications require it.
FullScreenDetection = false // Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled.
DepthMultiplicationFactor = 2.5 // Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%.
DefaultConvergence = 0x428D4A02 // The default convergence value that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file.
ForceNVProfileLoad = true // This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect!
AutomaticHookPoint = true // If enabled the wrapper automatically tries to hook the app. If disabled use the "Hook Point" option to specify the point where to hook. If the app crashes, disable this option and use the manual mode.
3DVisionRating = 3.0 // Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended
// If Automatic Hook Point is Disabled, this will act as the Hook Point.
// If Automatic Hook Point is Enabled, this will control the buffer flipping.
// Modes In Automatic Mode:
// Use "SCREEN_BUFFER" option to copy what currently exists in the OpenGL Back Buffer (Framebuffer 0) // Required for games like RAGE, Wolfenstein: The New Order(ID5 Engine), MineCraft.
// Use "NONE" option for normal buffer flipping. Normally when the SCreen Buffer option doesn't work.
[Manual_Hook_Point_Options] // Works only if "Auto Hook Point" option is set to false. Controls Flipping in Auto Mode.
HookPoint = "NONE" // Valid points: glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers
// This flag controls how the wrapper works internally.
// LegacyMode is for old applications (OpenGL prior to version v.3.x)
// Currently used in older games like: Star Wars: Knights of the Old Republic 1&2
[Legacy_OpenGL_Calls]
LegacyMode = true
LegacyHUDSeparation = 0.0 // 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI;
// If LegacyMode is enabled this section is ignored
[Vertex_Stereo_InjectionPoint]
Enable = false // Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
EnableFailureInfo = false // If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted.
InjectionPoint1 = "gl_Position =" // Part of a STRING that is FOUND in all the VERTEXES. The "Stereo String" will be inserted after this line.
InjectionPoint2 = "NULL" // Additional Stereoscopy Injection Point
InjectionPoint3 = "NULL" // Additional Stereoscopy Injection Point
InjectionPoint4 = "NULL" // Additional Stereoscopy Injection Point
UniformInjection1 = "#version" // Part of a STRING that is FOUND in all the VERTEXES. The Uniforms (required by "Stereo String") will be inserted after this line.
UniformInjection2 = "NULL" // Additional Uniform Injection Point
UniformInjection3 = "NULL" // Additional Uniform Injection Point
UniformInjection4 = "NULL" // Additional Uniform Injection Point
StereoString = "\n gl_Position.x += g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n"
[Alternative_3D_Settings]
EnableToggleMode = true
AltConvergenceKey = 0x04
ConvergenceValue = 1.25
// Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed.
// Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
// 0x70 = F1;
// 0x71 = F2;
// 0x72 = F3;
// Mouse:
// Left mouse btn :0x01
// Right mouse btn :0x02
// Middle mouse btn :0x04
// If LegacyMode is enabled this section is ignored
[Vertex_Stereo_Exception]
// Specify exception Pairs of Shaders (Vertex + Pixel = Shader Program)
// Order: Program_Id, Vertex_Id, Pixel_Id
// Program_Id is always required
// If Vertex_Id and Pixel_Id are set to zero (0) the Shader SWAP will be done ONLY based on the Program_Id.
// Otherwise the Program_Id, Vertex_Id and Pixel_Id MUST MATCH with the ones created by the ENGINE (Game).
Big thank you for posting this one!!!
Really awesome!!!
You should make a separate thread regarding the fix;)) I think it be best;))
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
Cant get Broken Age to work.
The game starts, and then the image keeps going from an inverted image, to side by side image and inbetween the flickering modes I can see the 3D activate but it won't lock in and just keeps going in this infinite loop. The game is unresponsive and I have to alt tab and close the game.
Anyone have any tips? I saw someone mentioned running as admin (right click, run as admin) but that didn't help.
Thanks guys.
The game starts, and then the image keeps going from an inverted image, to side by side image and inbetween the flickering modes I can see the 3D activate but it won't lock in and just keeps going in this infinite loop. The game is unresponsive and I have to alt tab and close the game.
Anyone have any tips? I saw someone mentioned running as admin (right click, run as admin) but that didn't help.
Did you try setting the game to window mode and see if that works?
Or in the ini file change FullScreenDetection = true to FullScreenDetection = false.
Did you try setting the game to window mode and see if that works?
Or in the ini file change FullScreenDetection = true to FullScreenDetection = false.
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
I put it in window mode and it works!, but the mouse cursor is invisible in the game and makes it unplayable. Any suggestions to get the mouse cursor working? Also, is there an option to make borderless window mode? thanks
I put it in window mode and it works!, but the mouse cursor is invisible in the game and makes it unplayable. Any suggestions to get the mouse cursor working? Also, is there an option to make borderless window mode? thanks
I will answer them one by one;))
1. Is there just two categories that games fall into using your wrapper, either Legacy or Current?
- Quick answer : YES. See next question/answer to understand why.
2. Is Legacy considered pre OpenGL 2.0 or pre 3.0?
- "Legacy" Mode is considered before OpenGL 3.0. The main difference between Pre OGL 3.0 and After OGL 3.0 is the rendering Pipeline. Before OGL 3.x the pipeline was FIXED! Meaning you could still use some shaders but most of the MATH was done in the CPU. After OGL 3.0 we have the programable pipeline which relays on shaders to render stuff. Now you send the matrices and so on via variables to the shader and do the "rendering" inside the shader. Previously you just load the matrix on the OpenGL stack and draw. (Shaders were optional and GLSL wasn't invented).
3. Does the wrapper automatically detect and hook Legacy or Current, or is this something that has to be done manually via the ini.
- The wrapper automatically hooks Current OpenGl functions. If you want to enable Legacy mode in the ini, it will them hook both Current and Legacy. However, you will not find a game/engine that uses BOTH modes as explained above. However for Older games you will need to have the Legacy option enabled. (Kotor1/2, Doom3, etc).
4. Can it be determined if a game is using Legacy mode by the hook point that it uses? Or is there any way at all to tell if a game is using old OpenGL?
- The hook points there are a "legacy" from my initial version;)) I should remove them altogether as they aren't required anymore, unless you want to play around;))
The automatic mode, which has 2 flags, is automatically finding the correct point. All you need to specify is how to present it (By copying what is in FBO0 / screen) or by letting it run natively (on the swap buffers command). Sometimes you need to specify explicitly to use what is in FBO0.
The best way to find out if a game is in Legacy mode or Current is to enable the Shader dumper. If Shaders are dumped (GLSL) then is using Current Mode. If no shaders are generated then is using Legacy Mode (where shaders weren't used to render the whole scene).
I hope this elucidates the mystery;)) If you have any other questions please let me know;))
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)
I guess that now, I just need to figure out the elevated permission issues I seem to be having.
The image changes into side by side, so something is happening. I just can't seem to get it to display full frames for my 120Hz monitor. I recall bo3b having this issue, I'll try to hunt down his post.
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)
The game is Darkest of Days, it had decent reviews and has the player using time travel to make certain that battles from the past have the correct outcomes.
(Which is a good thing) since a couple of weeks ago I was looking for OpenGL games that might be interesting so I can fix them:))
I haven't played the game;)) but if you are interested in fixing it, perhaps next weekend we can both look at it and I can give you direct feedback on the game on what I/we need to do to fix it;)) If you are up for the task ofc;))
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)
I think this is the only game that these guys made and I've yet to play it, so no idea how well it will work in 3D. But the game does seem interesting.
I'm up for it, though I don't bring much to the table. I have it on Disc and I've patched the game with DoD_patch_105_PC Darkest of Days patch 1.05 from Gamershell.
I just checked Steam and it's available there if anyone else is interested in it.
http://store.steampowered.com/app/37700/
EDIT: the problems with this game might be related to having to install one of Nvidia's legacy PhysX drivers or else it will not launch.
http://www.nvidia.com/object/physx-9.13.0604-driver.html
EDIT 2:
I reverted drivers from 344 something to 332.21. It works somewhat in 3D, I can at least move around since my cursor is unbound. Still can't see/access the options menu. Frame rate is pretty low though,in 2D I can run the in game benchmark and get 150FPS with full settings @1080P, 250 @720P. But I get 30-40 with the wrapper.
So have you heard of Zack Zero? It's currently $0.99 on sale at Steam.
Nice work! I'm not into too many games since I spend all my time on iRacing but I've had 3D glasses since sometime in the 90's (eDimensional) and can't live without them! nVidia now, of course.
I am having a difficult time getting x-plane 10 to work. Once I get past the start up screen which displays an info box in the lower left, it eventually attempts to render both eyes but that info box is flipped vertically so I see a mirror image in the upper left! At that point it should put me in the cockpit and it eventually shows me the DEMO Warning screen. When I click on the button I get a vertically flipped image of that at which point I'm stuck. It never goes to the cockpit and I have to exit.
2-GTX670 SLI
3-3D monitors
ver 3.19 of the wrapper
latest version of x-plane just downloaded 5 days ago.
Windows 8.1 :-(
I have tried everything I can think of; SLI, non-SLI, single screen and 3D surround and so far I'm just trying 3D Discover and I get the same results in all configurations. I was showing shader errors and got a lot of injection errors and even had to turn that off since I had so many, I couldn't load the game or I would be clicking boxes all night.
Thanks for doing this for us and I hope you have some idea of what's going on!
Regards,
Scott S.
Hey Scott,
Yes, I know... the wrapper used to work with the older version of the game. Now the wrapper is not "compatible" with it. I know why this happens and I prototyped a bit and found a solution to the problem. The only way to make it working is to make a custom version/branch of the wrapper just for this game, but I didn't had the time to do it yet...
I do plan to update the fix in the future, that's for sure;)) Until then, unfortunately there isn't anything you can do...:( Really sorry:(
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)
Anyway, thanks again for the reply!
Thanks to Helifax and his wrapper, you can play the Darkmod in 3D (free open source) with pretty good results. This is based on the original Thief series of games.
http://www.thedarkmod.com/main/
All credit goes to Helifax for his fix since the Darkmod is based on the Doom 3 engine. His wrapper does all the heavy lifting. I've tried the 3.19 version and does not hook with the game so use the his fix in this link. I spent the last week tinkering with settings and ini tweaks to get the best results. I am quite satisfied with the results and there are only a couple of minor things to note.
1.) Switching the compass on "V" key by default causes the scene to literally invert upside down. I have done some looking into this and apparently there is a problem with AMD Catalyst drivers. The problem exist for me eventhough I have a Nvidia card. This is actually not an issue since the compass is not even a useful feature that I can tell. I've played 4 missions and I've not used it.
2.) Depending on what mission or level you play with, occassionaly there seems an issue with seams on wall textures. They only appear on certain angles or distances. This seems to be an issue maybe with the editor/engine. This does not impact the overall experience since everything else looks pretty good.
3.) The Darkmod has a built in mission switcher. When a new mission switched, the menu while in 3D loses it's text and menu. What I do is load the game and set up mission that I plan to play, then reload the game and everything is fine again. I am still trying to figure this out. It's a minor pain but this only happens when installing/uninstalling missions while in 3D mode.
Anyway, here is what I did to get this up an running.
1.) Download the Darkmod TDM Updater file from and here and use the this utility to download and install the latest version.
http://www.thedarkmod.com/download-the-mod/
2.) Download the Doom 3 Fix from here and install. This works out of the box so to speak since the Darkmod is based on the Doom 3 engine. See the readme or we have an ancroynym in my line of business that says RTFM....lol
http://3dsurroundgaming.com/OpenGL3DVisionGames.html#D
3.) Optional, I am using the DSR feature in the Nvidia Control panel using DSR - Factor 4.00x and DSR - Smoothing 0%. Works great without any issue and enhances the visuals quite a bit without a frame rate hit on my GTX970. I have included my ini settings for Helixfax's wrapper which you can change to your preferences. Here is also some other ini tweaks for "Darkmod.cfg" file which resides in the game's base directory. If you want to play around with ini tweaks, just google Doom 3 ini tweaks since it is based on the same engine. I also have all in game settings maxed out.
Darkmod.cfg ini tweaks
seta r_customHeight "2160"
seta r_customWidth "3840"
seta r_fullscreen "1"
seta r_mode "-1"
seta g_fov "112"
seta g_showplayershadow "0"
seta r_shadows "0"
seta g_projectilelights "0"
seta r_skipspecular "1"
seta r_skipnewambient "1"
seta r_postprocess "0"
For the field of view, the default is 90. Only change this if you prefer a wider view. All other settings remove distracting effects. The game still has a ton of atmosphere and ambient lighting/shadows in spite of these settings being disabled. You can experiment for your preference.
Hopefully you'll find this another game to your 3D library and if you have any suggestions or tweaks that work better, please post. It's hard to go wrong with this considering it's free and there are already more than a dozen missions.
http://www.thedarkmod.com/missions/
3DVisionWrapper.ini
Really awesome!!!
You should make a separate thread regarding the fix;)) I think it be best;))
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)
The game starts, and then the image keeps going from an inverted image, to side by side image and inbetween the flickering modes I can see the 3D activate but it won't lock in and just keeps going in this infinite loop. The game is unresponsive and I have to alt tab and close the game.
Anyone have any tips? I saw someone mentioned running as admin (right click, run as admin) but that didn't help.
Thanks guys.
Or in the ini file change FullScreenDetection = true to FullScreenDetection = false.
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)