[OpenGL] 3D Vision Wrapper - Enabling 3D Vision in OpenGL apps

What game should I fix next ?

The Chronicles of Riddick: Assault on Dark Athena & Escape from Butcher Bay
Neverwinter Nights
Penumbra: Requiem
Penumbra: Overture
Penumbra: Black Plague
Return to Castle Wolfenstein
Rage
Star Wars Knights of the Old Republic (Kotor 1 & 2)
Half Life 1 (Series)
  63 / 92    
Got Prey working pretty well with the wrapper. These are my ini settings and I have also changed the ConvergenceValue = 0.25 under [Alternative_3D_Settings]. I am using the F3 key to switch convergence which is good for zooming in. [code][Log] EnableSplashScreen = false // Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not. EnableLog = false // 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). EnableWindowModeSupport = false // Enable if you want to play in window mode. Otherwise leave it to false. Playing in FullScreen (this option set to false) will give better FPS. EnableWindowResizeSupport = false // Enable window resize support. If the game crashes try to disable this option. It is KNOWN some game don't like this option enabled !!!! DepthMultiplicationFactor = 1.0 // 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. // 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 // 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 = 0x72 ConvergenceValue = 0.25 // 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] Hope this helps anyone who wants to play Prey in 3D.
Got Prey working pretty well with the wrapper. These are my ini settings and I have also changed the ConvergenceValue = 0.25 under [Alternative_3D_Settings]. I am using the F3 key to switch convergence which is good for zooming in.

[Log]
EnableSplashScreen = false // Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not.
EnableLog = false // 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).
EnableWindowModeSupport = false // Enable if you want to play in window mode. Otherwise leave it to false. Playing in FullScreen (this option set to false) will give better FPS.
EnableWindowResizeSupport = false // Enable window resize support. If the game crashes try to disable this option. It is KNOWN some game don't like this option enabled !!!!
DepthMultiplicationFactor = 1.0 // 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.


// 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


// 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 = 0x72
ConvergenceValue = 0.25
// 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]


Hope this helps anyone who wants to play Prey in 3D.

Posted 05/03/2015 02:44 AM   
Hey, looks like the latest beta link is broken on your site?
Hey, looks like the latest beta link is broken on your site?

Posted 05/03/2015 03:19 AM   
[quote="f3likx"]Hey, looks like the latest beta link is broken on your site?[/quote] Hey:) I removed it temporary since there I need to re-release the 2.20 version as I found some other bugs in it:) Don't worry it will be back up today!
f3likx said:Hey, looks like the latest beta link is broken on your site?


Hey:) I removed it temporary since there I need to re-release the 2.20 version as I found some other bugs in it:)
Don't worry it will be back up today!

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)

Posted 05/03/2015 10:05 AM   
Update the following fixes: - Minecraft. See: [url=https://forums.geforce.com/default/topic/769009/3d-vision/minecraft-v-1-7-10-in-3d-vision-/4/?offset=58#4521536]Minecraft in 3D Vision[/url] post. - Broken Age - Complete. The release of Act 2 broke some shaders. - SW Kotor 1 - Movies don't need to be disabled anymore. There are some tricks though. See the Readme file - SW Kotor 2 - Movies don't need to be disabled anymore. There are some tricks though. See the Readme file All of the above plugins are now supporting: [color="green"] - Resolution Changing[/color] - you can now change the resolution or toggle between fullscreen/window mode [color="green"] - Complete separation of UI/HUD from the main game [Legacy OpenGL][/color] - All the HUD elements are now completely separated from the main game and they are not auto-stereorized. You can choose to push/pop the UI in depth. Be careful though, as some post process effects are rendered at screen depth and pushing the UI into depth might render them incorrectly. Also, since I am a SUCKER for these games I was amazed that nobody made Kotor2 to be played in Surround. So, I in the last few days I looked for a way to make the HUD center in Surround. The result :) (sorry for the 2D image ^_^) [img]http://3dsurroundgaming.com/img/Plugins/SWKOTOR2.jpg[/img] Fix is here: [url=http://3dsurroundgaming.com/WSF.html#swkotor2]SWKotor 2 Hud MOD[/url] I also made a plugin for [color="green"]Flawless Widescreen[/color] that will fix the other issues (like missing dialog lines in game) and it will be pushed soon. So if there are any other Kotor fans out there that want to play the games in 3D Surround, now it can be done;)) Cheers!
Update the following fixes:

- Minecraft. See: Minecraft in 3D Vision post.
- Broken Age - Complete. The release of Act 2 broke some shaders.
- SW Kotor 1 - Movies don't need to be disabled anymore. There are some tricks though. See the Readme file
- SW Kotor 2 - Movies don't need to be disabled anymore. There are some tricks though. See the Readme file

All of the above plugins are now supporting:
- Resolution Changing - you can now change the resolution or toggle between fullscreen/window mode
- Complete separation of UI/HUD from the main game [Legacy OpenGL] - All the HUD elements are now completely separated from the main game and they are not auto-stereorized. You can choose to push/pop the UI in depth. Be careful though, as some post process effects are rendered at screen depth and pushing the UI into depth might render them incorrectly.


Also, since I am a SUCKER for these games I was amazed that nobody made Kotor2 to be played in Surround.
So, I in the last few days I looked for a way to make the HUD center in Surround.

The result :) (sorry for the 2D image ^_^)
Image

Fix is here: SWKotor 2 Hud MOD

I also made a plugin for Flawless Widescreen that will fix the other issues (like missing dialog lines in game) and it will be pushed soon.

So if there are any other Kotor fans out there that want to play the games in 3D Surround, now it can be done;))

Cheers!

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)

Posted 05/03/2015 03:47 PM   
If anyone is interested - I added a fix+pics for Doom 3 as well: [url=http://3dsurroundgaming.com/OpenGL3DVisionGames.html#doom3]Doom 3[/url] since I got a lot of requests for this one in the past.
If anyone is interested

- I added a fix+pics for Doom 3 as well: Doom 3 since I got a lot of requests for this one in the past.

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)

Posted 05/04/2015 12:29 PM   
Thanks for updating Broken Age! Unfortunately, I still can't get it to work. Similar problems to what I've previously mentioned. It seems like it's probably something to do with my setup. Next time I boot into Windows 10, I'll see if that works any better.
Thanks for updating Broken Age! Unfortunately, I still can't get it to work. Similar problems to what I've previously mentioned. It seems like it's probably something to do with my setup. Next time I boot into Windows 10, I'll see if that works any better.

Posted 05/04/2015 02:16 PM   
[quote="Pirateguybrush"]Thanks for updating Broken Age! Unfortunately, I still can't get it to work. Similar problems to what I've previously mentioned. It seems like it's probably something to do with my setup. Next time I boot into Windows 10, I'll see if that works any better.[/quote] Weird... No idea what is going on there on your machine :-s I suspect to be a Win 8 issue (for some weird reason)...
Pirateguybrush said:Thanks for updating Broken Age! Unfortunately, I still can't get it to work. Similar problems to what I've previously mentioned. It seems like it's probably something to do with my setup. Next time I boot into Windows 10, I'll see if that works any better.


Weird... No idea what is going on there on your machine :-s I suspect to be a Win 8 issue (for some weird reason)...

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)

Posted 05/04/2015 03:24 PM   
Thanks so much for this awesome Wrapper, helifax. :)) I just tested with the Remastered HD(fan base) and it works beautifully. You can download the Remastered HD from these guys. The whole game is over 4GB though. https://www.youtube.com/watch?v=VWkb0Wgf-KY How do you change the resolution to higher than 1280? Awesome you also have the Widescreen fix. :))
Thanks so much for this awesome Wrapper, helifax. :))

I just tested with the Remastered HD(fan base) and it works beautifully.

You can download the Remastered HD from these guys. The whole game is over 4GB though.


How do you change the resolution to higher than 1280?

Awesome you also have the Widescreen fix. :))

Asus VG23AH Passive - GTX 660 - i5-4670K@4.6Hz - 8GB RAM - Win7x64

Posted 05/05/2015 05:24 AM   
[quote="DAT-13"] Thanks so much for this awesome Wrapper, helifax. :)) I just tested with the Remastered HD(fan base) and it works beautifully. You can download the Remastered HD from these guys. The whole game is over 4GB though. https://www.youtube.com/watch?v=VWkb0Wgf-KY How do you change the resolution to higher than 1280? Awesome you also have the Widescreen fix. :))[/quote] Really happy is working for the Remastered Edition as well :D
DAT-13 said:
Thanks so much for this awesome Wrapper, helifax. :))

I just tested with the Remastered HD(fan base) and it works beautifully.

You can download the Remastered HD from these guys. The whole game is over 4GB though.


How do you change the resolution to higher than 1280?

Awesome you also have the Widescreen fix. :))


Really happy is working for the Remastered Edition as well :D

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)

Posted 05/05/2015 10:41 AM   
[quote="helifax"]If anyone is interested - I added a fix+pics for Doom 3 as well: [url=http://3dsurroundgaming.com/OpenGL3DVisionGames.html#doom3]Doom 3[/url] since I got a lot of requests for this one in the past.[/quote]Nice! I gave this a try and was getting something really weird that I've never seen or heard of before, it was alternately flipping the screen upside down. After a bit of poking around I did find that changing FullScreenDetection to false in the ini fixed it for me so all is good. :)
helifax said:If anyone is interested

- I added a fix+pics for Doom 3 as well: Doom 3 since I got a lot of requests for this one in the past.
Nice! I gave this a try and was getting something really weird that I've never seen or heard of before, it was alternately flipping the screen upside down. After a bit of poking around I did find that changing FullScreenDetection to false in the ini fixed it for me so all is good. :)
Posted 05/06/2015 03:59 AM   
[quote="TsaebehT"][quote="helifax"]If anyone is interested - I added a fix+pics for Doom 3 as well: [url=http://3dsurroundgaming.com/OpenGL3DVisionGames.html#doom3]Doom 3[/url] since I got a lot of requests for this one in the past.[/quote]Nice! I gave this a try and was getting something really weird that I've never seen or heard of before, it was alternately flipping the screen upside down. After a bit of poking around I did find that changing FullScreenDetection to false in the ini fixed it for me so all is good. :) [/quote] Now that is a very weird thing! I wondered why you encountered that problem... OpenGL and DirectX have the coordinate system mirrored on the Vertical axis (Y). So everything that I render using OpenGL in a DX context will be upside-down. After the rendering I need to flip the whole framebuffer to get the correct image. Is very interesting that sometimes the flipping fails and instead is presenting the original image. I've never seen this one before :) But basically that's what is happening. Are you running single GPU or SLI ?
TsaebehT said:
helifax said:If anyone is interested

- I added a fix+pics for Doom 3 as well: Doom 3 since I got a lot of requests for this one in the past.
Nice! I gave this a try and was getting something really weird that I've never seen or heard of before, it was alternately flipping the screen upside down. After a bit of poking around I did find that changing FullScreenDetection to false in the ini fixed it for me so all is good. :)


Now that is a very weird thing! I wondered why you encountered that problem...
OpenGL and DirectX have the coordinate system mirrored on the Vertical axis (Y). So everything that I render using OpenGL in a DX context will be upside-down. After the rendering I need to flip the whole framebuffer to get the correct image. Is very interesting that sometimes the flipping fails and instead is presenting the original image. I've never seen this one before :) But basically that's what is happening.

Are you running single GPU or SLI ?

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)

Posted 05/06/2015 08:54 AM   
[quote="helifax"]Are you running single GPU or SLI ?[/quote]A single GTX 670, it's actually a bit worse than I described but since that setting fixed it I didn't think much of it but it seems like your interested in so I did a little bit more for you, recreating, logging, etc. :) It was actually showing this weird pattern of normal, flipped and SBS, it's definitely struggling/chugging along and sometimes crashing. At first it seemed like it was crashing whenever I double-clicked the EXE but then it didn't crash a few times. Here's the logs, crashing and exiting. [url]https://www.dropbox.com/s/lm4wwtasm3q61pb/Doom3_Crash_3DVisionWrapper.log?dl=0[/url] [url]https://www.dropbox.com/s/qh7bkp9ynimgslb/Doom3_Exit_3DVisionWrapper.log?dl=0[/url] Edit:Another thing is I never get the 3D Vision Rating ... or maybe that was that SLI only? Although, pressing Ctrl+Alt+Ins makes it pause, so something's happening there. :)
helifax said:Are you running single GPU or SLI ?
A single GTX 670, it's actually a bit worse than I described but since that setting fixed it I didn't think much of it but it seems like your interested in so I did a little bit more for you, recreating, logging, etc. :)

It was actually showing this weird pattern of normal, flipped and SBS, it's definitely struggling/chugging along and sometimes crashing. At first it seemed like it was crashing whenever I double-clicked the EXE but then it didn't crash a few times. Here's the logs, crashing and exiting.

https://www.dropbox.com/s/lm4wwtasm3q61pb/Doom3_Crash_3DVisionWrapper.log?dl=0
https://www.dropbox.com/s/qh7bkp9ynimgslb/Doom3_Exit_3DVisionWrapper.log?dl=0

Edit:Another thing is I never get the 3D Vision Rating ... or maybe that was that SLI only? Although, pressing Ctrl+Alt+Ins makes it pause, so something's happening there. :)
Posted 05/06/2015 12:33 PM   
[quote="TsaebehT"][quote="helifax"]Are you running single GPU or SLI ?[/quote]A single GTX 670, it's actually a bit worse than I described but since that setting fixed it I didn't think much of it but it seems like your interested in so I did a little bit more for you, recreating, logging, etc. :) It was actually showing this weird pattern of normal, flipped and SBS, it's definitely struggling/chugging along and sometimes crashing. At first it seemed like it was crashing whenever I double-clicked the EXE but then it didn't crash a few times. Here's the logs, crashing and exiting. [url]https://www.dropbox.com/s/lm4wwtasm3q61pb/Doom3_Crash_3DVisionWrapper.log?dl=0[/url] [url]https://www.dropbox.com/s/qh7bkp9ynimgslb/Doom3_Exit_3DVisionWrapper.log?dl=0[/url] Edit:Another thing is I never get the 3D Vision Rating ... or maybe that was that SLI only? Although, pressing Ctrl+Alt+Ins makes it pause, so something's happening there. :)[/quote] Yupp, for some reason the rating is displayed only on SLI systems -_- I have no idea why or what the driver is doing "behind the curtain". I have a feeling that is was never complete, the Interoop section. Documentation is scarce (almost non-existent). To give more in-depth information: When I create the DX context if a single GPU is found I must create the context as "windowed" thus the rating doesn't appear in Windowed applications. If I make it in fullscreen all you will see is a black image... Now the same app on SLI gpus (with fullscreen flag set to on) works perfectly (no black screen). Is defo something the driver is doing/doesn't like in regards to Single/SLI gpus and DX device flags... Also for SLI most of the times you need SLI bits otherwise you might get one eye completely black (or corrupted left eye image). This is only visible in SLi :)) Bit thanks for the logs;)) I'll look through them ;)) Edit: I looked in the logs. Are you using the one downloaded from the website (under game section) or did you just put the wrapper in the game folder? Also in the ini file can you see if "EnableScrBfrCallTracer" is set to false ? I see some interesting things there in the log, like that option is enabled. It would explain why you would see the image flipped sometimes... I see in both cases the driver decided not to respond and the app crashed/exited...
TsaebehT said:
helifax said:Are you running single GPU or SLI ?
A single GTX 670, it's actually a bit worse than I described but since that setting fixed it I didn't think much of it but it seems like your interested in so I did a little bit more for you, recreating, logging, etc. :)

It was actually showing this weird pattern of normal, flipped and SBS, it's definitely struggling/chugging along and sometimes crashing. At first it seemed like it was crashing whenever I double-clicked the EXE but then it didn't crash a few times. Here's the logs, crashing and exiting.

https://www.dropbox.com/s/lm4wwtasm3q61pb/Doom3_Crash_3DVisionWrapper.log?dl=0
https://www.dropbox.com/s/qh7bkp9ynimgslb/Doom3_Exit_3DVisionWrapper.log?dl=0

Edit:Another thing is I never get the 3D Vision Rating ... or maybe that was that SLI only? Although, pressing Ctrl+Alt+Ins makes it pause, so something's happening there. :)


Yupp, for some reason the rating is displayed only on SLI systems -_- I have no idea why or what the driver is doing "behind the curtain". I have a feeling that is was never complete, the Interoop section. Documentation is scarce (almost non-existent).

To give more in-depth information: When I create the DX context if a single GPU is found I must create the context as "windowed" thus the rating doesn't appear in Windowed applications. If I make it in fullscreen all you will see is a black image...
Now the same app on SLI gpus (with fullscreen flag set to on) works perfectly (no black screen). Is defo something the driver is doing/doesn't like in regards to Single/SLI gpus and DX device flags...

Also for SLI most of the times you need SLI bits otherwise you might get one eye completely black (or corrupted left eye image). This is only visible in SLi :))

Bit thanks for the logs;)) I'll look through them ;))


Edit:
I looked in the logs. Are you using the one downloaded from the website (under game section) or did you just put the wrapper in the game folder?

Also in the ini file can you see if "EnableScrBfrCallTracer" is set to false ? I see some interesting things there in the log, like that option is enabled. It would explain why you would see the image flipped sometimes...

I see in both cases the driver decided not to respond and the app crashed/exited...

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)

Posted 05/06/2015 01:37 PM   
I can't get the 3d vision opengl wrapper to work AT ALL. either the games exe goes straight into hogging my processes without running or the game insta-crashes. I can't even get an old opengl game to work. The specific fix for doom3 crashes the game instantly after I followed the instructions to a tee. after doom3 crashes I need to restart my rig as the brightness on my desktop looks like 300%
I can't get the 3d vision opengl wrapper to work AT ALL. either the games exe goes straight into hogging my processes without running or the game insta-crashes. I can't even get an old opengl game to work. The specific fix for doom3 crashes the game instantly after I followed the instructions to a tee.

after doom3 crashes I need to restart my rig as the brightness on my desktop looks like 300%

SHIELD Specs:
Operating System (Portable & Tablet): Android 6.0 (Marshmallow), SHIELD Portable, SHIELD Tablet (32Gb 4G LTE), 2x Wireless SHIELD Controllers.

PC Specs:
Operating System: Windows 7 Professional SP1 (x64) on 120Gb Kingston HyperX Fury SSD.Intel i7-4790k 4.4Ghz CPU, Corsair H115i Liquid Cooler, ASUS Z97-K Motherboard, Corsair HX850i Platinum Grade 850w PSU, Gigabyte Extreme Gaming GTX1080 Water Cooled, with 8Gb GDDR5x RAM, 32Gb Corsair Vengeance Pro 2400 DDR3 RAM, ASUS VG278 27" 120Hz 3D Monitor (3D Vision 2), Logitech G710+ Mechanical Keyboard, Logitech G502 Proteus Core Mouse with 8 buttons, Microsoft Xbox One S Controller used as wired with MicroUSB cable to avoid Windows 10, Logitech Extreme 3D Pro Flightstick, Creative Labs Sound Blaster Zx, Logitech z906 5.1 THX Certified Surround Speakers, DirectX 11, 19.5Tb of storage space (WD Gold Enterprise class 10Tb DataCenter 7,200RMP HDD, WD 4Tb internal HDD, WD Caviar 1.5Tb Internal HDD, WD Elements 1Tb External USB 3.0 HDD, WD Elements 3Tb External USB 3.0 HDD).

Network Specs:
iiNet N.B.N. 100mbps Download/40Mbps Upload with Unlimited Data. (Slow in world standards, but the fastest and priciest connection in Australia), with an ASUS PCE-AC68U Wifi Card/ASUS RT-AC68U Router, 5Ghz/2.4Ghz Dual-Band WiFi My PC is connected to the 5Ghz Wifi, and my Guest Wifi is the 2.4Ghz band.

My Location:
Adelaide, South Australia.

Posted 05/17/2015 06:37 AM   
[quote="njwride1979"]I can't get the 3d vision opengl wrapper to work AT ALL. either the games exe goes straight into hogging my processes without running or the game insta-crashes. I can't even get an old opengl game to work. The specific fix for doom3 crashes the game instantly after I followed the instructions to a tee. after doom3 crashes I need to restart my rig as the brightness on my desktop looks like 300%[/quote] Something wrong there with your rig/drivers. I recommend running DDU to clean up the drivers and re-install them. You are the first one to say this:) and no one reported a crash like this before. Based on your description the nvidia driver crashes so it must be something related to the driver not being set up properly that does this.
njwride1979 said:I can't get the 3d vision opengl wrapper to work AT ALL. either the games exe goes straight into hogging my processes without running or the game insta-crashes. I can't even get an old opengl game to work. The specific fix for doom3 crashes the game instantly after I followed the instructions to a tee.

after doom3 crashes I need to restart my rig as the brightness on my desktop looks like 300%


Something wrong there with your rig/drivers. I recommend running DDU to clean up the drivers and re-install them.
You are the first one to say this:) and no one reported a crash like this before.
Based on your description the nvidia driver crashes so it must be something related to the driver not being set up properly that does this.

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)

Posted 05/17/2015 10:30 AM   
  63 / 92    
Scroll To Top