[quote="b4thman"]Does not work with Blade of Darkness (using opengl raster). I have just put x86/release/the2files with the blade.exe and change LegacyMode = true, and start the game as administrator, but the game crashes at start. I have tried with x64 folder content too, and the game starts but only 2D. I don't know if I can do anything else, or I have to desist with this game.[/quote]
I can't even get the game to start... Always crashes with or without the wrapper... It's a very old game (15 years old) so I doubt the wrapper will work with it.
Also is not using OpenGL but rOpengl which is an Emulator.... so that's probably why it crashes... Sorry...
b4thman said:Does not work with Blade of Darkness (using opengl raster). I have just put x86/release/the2files with the blade.exe and change LegacyMode = true, and start the game as administrator, but the game crashes at start. I have tried with x64 folder content too, and the game starts but only 2D. I don't know if I can do anything else, or I have to desist with this game.
I can't even get the game to start... Always crashes with or without the wrapper... It's a very old game (15 years old) so I doubt the wrapper will work with it.
Also is not using OpenGL but rOpengl which is an Emulator.... so that's probably why it crashes... 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
[quote="helifax"]Something funky is happening there. I'll double check at home and see what I get.
Will keep you updated:)
The ini file should look like this:
[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 = 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 = 0x40333D13 // 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 = 0.0 // 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 = 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]
All the files should be next to the exe. file, but I guess this is already the case as you see the monitor switching to 3D.
What happens if you change this line in the ini file to:
[code]
LegacyHUDSeparation = 0.5 // 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI;
[/code]
Do you get any 3D? (The menus and etc should have a huge separation now).
EDIT:
You are using the wrapper for the GAME and NOT the generic one?
Found here:[url=http://3dsurroundgaming.com/OpenGL3DVisionGames.html#S]http://3dsurroundgaming.com/OpenGL3DVisionGames.html#S[/url][/quote]
Hey Helifax, finally got it working by installing the 355.60 driver. Strange thing is that the 3D Vision message is the official NVidia one, not your own. I upgraded to Windows 10 as well, so just to let you know that it is working on Windows 10. Many thanks for the wrapper, makes KOTOR graphics look really sharp, sharper than they have ever been.
Also thought I would mention that I have installed the camera mod which pulls the camera back to a distance further away from your character, works really well with the high convergence setting. Google KOTOR camera mod if you want to check it out.
helifax said:Something funky is happening there. I'll double check at home and see what I get.
Will keep you updated:)
The ini file should look like this:
[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 = 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 = 0x40333D13 // 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 = 0.0 // 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 = 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).
Hey Helifax, finally got it working by installing the 355.60 driver. Strange thing is that the 3D Vision message is the official NVidia one, not your own. I upgraded to Windows 10 as well, so just to let you know that it is working on Windows 10. Many thanks for the wrapper, makes KOTOR graphics look really sharp, sharper than they have ever been.
Also thought I would mention that I have installed the camera mod which pulls the camera back to a distance further away from your character, works really well with the high convergence setting. Google KOTOR camera mod if you want to check it out.
Awesome! Glad you made it work;)
I had a feeling something like this might be happening...
Sometimes the drivers are not working correctly and a reinstall will help;)
Awesome! Glad you made it work;)
I had a feeling something like this might be happening...
Sometimes the drivers are not working correctly and a reinstall will help;)
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
Some extra feedback.
Had to disable movies. Movies would cause a crash to desktop, and I couldn't Alt Tab back into the game (I have a GTX 690, which is classed as SLI I believe). The Flawless widescreen and another mod apparently allows movies to be viewed at native resolution, so will test with those tonight.
I had to disable the Frame buffer effects in Advanced options. If I didn't there was serious graphical corruption.
Had to disable movies. Movies would cause a crash to desktop, and I couldn't Alt Tab back into the game (I have a GTX 690, which is classed as SLI I believe). The Flawless widescreen and another mod apparently allows movies to be viewed at native resolution, so will test with those tonight.
I had to disable the Frame buffer effects in Advanced options. If I didn't there was serious graphical corruption.
[quote="Sibelius"]Some extra feedback.
Had to disable movies. Movies would cause a crash to desktop, and I couldn't Alt Tab back into the game (I have a GTX 690, which is classed as SLI I believe). The Flawless widescreen and another mod apparently allows movies to be viewed at native resolution, so will test with those tonight.
I had to disable the Frame buffer effects in Advanced options. If I didn't there was serious graphical corruption.
[/quote]
Yes all of those are written in the readme files:) and are known issues that I can't do anything about it.
If it crashes on ALT+TAB something else is interfering there..
You don't need to disable FB effects, just soft shadows.
=========================
Known Issues:
=========================
- Soft Shadows option corrupts the textures.
- Movies:
- Because the nvidia driver and thus the wrapper works differently in SLI(Surround/Single) vs Single GPU behaviour is different:
- SLI: When a movie start the screen will be black. Simply ALT+TAB to Desktop and back to game to see the movies.
- Single GPU: Movies will be shown on screen. Also the driver will display the infamous nvidia RED Message of "Unsupported 3D Vision Mode". Simply discard it.
- Single GPU: After a movie finishes. It is possible the game to be rendered only in one eye. Simply ALT+TAB or restart the game to fix this as the driver is not working correctly anymore...
- It is possible when the game changes resolutions/modes that the nvidia driver will crash, which is beyond my control.
Had to disable movies. Movies would cause a crash to desktop, and I couldn't Alt Tab back into the game (I have a GTX 690, which is classed as SLI I believe). The Flawless widescreen and another mod apparently allows movies to be viewed at native resolution, so will test with those tonight.
I had to disable the Frame buffer effects in Advanced options. If I didn't there was serious graphical corruption.
Yes all of those are written in the readme files:) and are known issues that I can't do anything about it.
If it crashes on ALT+TAB something else is interfering there..
You don't need to disable FB effects, just soft shadows.
=========================
Known Issues:
=========================
- Soft Shadows option corrupts the textures.
- Movies:
- Because the nvidia driver and thus the wrapper works differently in SLI(Surround/Single) vs Single GPU behaviour is different:
- SLI: When a movie start the screen will be black. Simply ALT+TAB to Desktop and back to game to see the movies.
- Single GPU: Movies will be shown on screen. Also the driver will display the infamous nvidia RED Message of "Unsupported 3D Vision Mode". Simply discard it.
- Single GPU: After a movie finishes. It is possible the game to be rendered only in one eye. Simply ALT+TAB or restart the game to fix this as the driver is not working correctly anymore...
- It is possible when the game changes resolutions/modes that the nvidia driver will crash, which is beyond my control.
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
SKAUT said:Helifax - are you in Beta test for DOOM ?
Nope, didn't even knew that there was a Beta for the new DOOM;))
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
Just an update:
Made quite an awesome break-through in the wrapper code and internal rendering functionality;) Had quite a moment of revelation today:)) while I was working with the Unity5 Engine:))
Suffice to say I think I might improve the eye-sync issues quite a bit;) Also made quite a few improvements! and performance should be better (what you see without the wrapper /2 per eye).
Also played a bit more and I think I can decrease the eye-sync even more;)) I need to test it on the Wolfenstein (ID5 engines) a bit;)) but so far looks really promising;)
Just wanted to let people know what I'm up to:)) (It's a pet project after all and unfortunately I can't focus only on this the whole day:( )
Made quite an awesome break-through in the wrapper code and internal rendering functionality;) Had quite a moment of revelation today:)) while I was working with the Unity5 Engine:))
Suffice to say I think I might improve the eye-sync issues quite a bit;) Also made quite a few improvements! and performance should be better (what you see without the wrapper /2 per eye).
Also played a bit more and I think I can decrease the eye-sync even more;)) I need to test it on the Wolfenstein (ID5 engines) a bit;)) but so far looks really promising;)
Just wanted to let people know what I'm up to:)) (It's a pet project after all and unfortunately I can't focus only on this the whole day:( )
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
No way mate - this is like perfect timing for me. I was about to jump back on Wolf and Rage :) Epic.
Still didn`t finish SOMA. You know - Pussy Alert is too high :/
[quote="helifax"]Made quite an awesome break-through in the wrapper code and internal rendering functionality;) Had quite a moment of revelation today:)) while I was working with the Unity5 Engine:))
Suffice to say I think I might improve the eye-sync issues quite a bit;) Also made quite a few improvements! and performance should be better (what you see without the wrapper /2 per eye).[/quote]
Awesome! Is it pure OpenGL now or still wrapped to Direct X?
The reason I was asking those questions in the other thread is because I was trying the Wolfenstein 2009 demo. I thought all id Engine games were OpenGL prior to The Evil Within, but come to find out that Wolfenstein 2009 is dx9. eqzitara has a fix for it that just disables a few effects, but overall the 3D is pretty bad. So I tried -force-opengl, unfortunately it did not work.
helifax said:Made quite an awesome break-through in the wrapper code and internal rendering functionality;) Had quite a moment of revelation today:)) while I was working with the Unity5 Engine:))
Suffice to say I think I might improve the eye-sync issues quite a bit;) Also made quite a few improvements! and performance should be better (what you see without the wrapper /2 per eye).
Awesome! Is it pure OpenGL now or still wrapped to Direct X?
The reason I was asking those questions in the other thread is because I was trying the Wolfenstein 2009 demo. I thought all id Engine games were OpenGL prior to The Evil Within, but come to find out that Wolfenstein 2009 is dx9. eqzitara has a fix for it that just disables a few effects, but overall the 3D is pretty bad. So I tried -force-opengl, unfortunately it did not work.
Before anyone gets their hopes up;)) they are just improvements meaning the eye-sync issue will still be there;)) I know exactly what theoretically must be done..problem is in OpenGL is not that easy:(
In any case the improved rendering pipeline should make things work better;)
Currently the BIGGEST issue is the "Single GPU part". The driver SIMPLY works wrong in single GPU mode while in SLI it works as it should. To be more exact, I can't make a damn fullscreen DirectX9 context in Single GPU without getting an OUT OF MEMORY error and 3D Vision being disabled..... while in SLI and Surround it works perfectly fine -_-. I know this is a BUG in Nvidia drivers...problem is how can I explain it to them ?? I can't simply tell them to use my wrapper:)) (since they'll say that something is not coded right while it is...SAME EXACT CODE works in 2 cases but fails in one)... And the Nvidia Developer Forums are pretty much dead....:(
In any case SLI users should see the biggest improvement;) Single GPU users...maybe a bit?? :)
Before anyone gets their hopes up;)) they are just improvements meaning the eye-sync issue will still be there;)) I know exactly what theoretically must be done..problem is in OpenGL is not that easy:(
In any case the improved rendering pipeline should make things work better;)
Currently the BIGGEST issue is the "Single GPU part". The driver SIMPLY works wrong in single GPU mode while in SLI it works as it should. To be more exact, I can't make a damn fullscreen DirectX9 context in Single GPU without getting an OUT OF MEMORY error and 3D Vision being disabled..... while in SLI and Surround it works perfectly fine -_-. I know this is a BUG in Nvidia drivers...problem is how can I explain it to them ?? I can't simply tell them to use my wrapper:)) (since they'll say that something is not coded right while it is...SAME EXACT CODE works in 2 cases but fails in one)... And the Nvidia Developer Forums are pretty much dead....:(
In any case SLI users should see the biggest improvement;) Single GPU users...maybe a bit?? :)
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
@helifax, I thought you'd find this interesting, it's a Windows 10 driver...
http://forums.laptopvideo2go.com/topic/31826-nvidia-geforce-driver-35866-adds-vulkan-pascal-and-volta-support/
NVIDIA GeForce driver 358.66 adds Vulkan, Pascal and Volta support
OpenCL runtime exposes new compute capabilities
Pascal
-D__CUDA_ARCH__=600
-D__CUDA_ARCH__=610
-D__CUDA_ARCH__=620
Volta
-D__CUDA_ARCH__=700
OpenGL runtime contains following extensions and functions:
VK_EXT_KHR_device_swapchain
VK_EXT_KHR_swapchain
vkCreateInstance
vkEnumerateInstanceExtensionProperties
vkGetDeviceProcAddr
vkGetInstanceProcAddr
vkGetProcAddressNV
Extensions are not recognized by GPUCapsViewer yet.
GLEW based apps fail to launch.
This driver comes with a new runtime "nv-vk32.dll", which exposes following functions
vkAcquireNextImageKHR
vkCreateDevice
vkCreateSwapchainKHR
vkDestroySwapchainKHR
vkEnumerateDeviceExtensionProperties
vkGetDeviceProcAddr
vkGetPhysicalDeviceSurfaceSupportKHR
vkGetSurfaceFormatsKHR
vkGetSurfacePresentModesKHR
vkGetSurfacePropertiesKHR
vkGetSwapchainImagesKHR
vkQueuePresentKHR
vkCreateInstance
vkEnumerateInstanceExtensionProperties
vkGetPhysicalDeviceMemoryProperties
vkGetInstanceProcAddr
vkEnumeratePhysicalDevices
vkCreateImage
vkDestroyImage
vkAllocMemory
vkFreeMemory
vkBindImageMemory
vkGetImageMemoryRequirements
vkQueuePresentNV
[quote="zig11727"]Wolfenstein 2009 is direct X and is prefect with Tridef.[/quote]
Thanks for the info, I'll use TriDef for it.
I can't even get the game to start... Always crashes with or without the wrapper... It's a very old game (15 years old) so I doubt the wrapper will work with it.
Also is not using OpenGL but rOpengl which is an Emulator.... so that's probably why it crashes... 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)
Hey Helifax, finally got it working by installing the 355.60 driver. Strange thing is that the 3D Vision message is the official NVidia one, not your own. I upgraded to Windows 10 as well, so just to let you know that it is working on Windows 10. Many thanks for the wrapper, makes KOTOR graphics look really sharp, sharper than they have ever been.
Also thought I would mention that I have installed the camera mod which pulls the camera back to a distance further away from your character, works really well with the high convergence setting. Google KOTOR camera mod if you want to check it out.
I had a feeling something like this might be happening...
Sometimes the drivers are not working correctly and a reinstall will help;)
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)
Had to disable movies. Movies would cause a crash to desktop, and I couldn't Alt Tab back into the game (I have a GTX 690, which is classed as SLI I believe). The Flawless widescreen and another mod apparently allows movies to be viewed at native resolution, so will test with those tonight.
I had to disable the Frame buffer effects in Advanced options. If I didn't there was serious graphical corruption.
Yes all of those are written in the readme files:) and are known issues that I can't do anything about it.
If it crashes on ALT+TAB something else is interfering there..
You don't need to disable FB effects, just soft shadows.
=========================
Known Issues:
=========================
- Soft Shadows option corrupts the textures.
- Movies:
- Because the nvidia driver and thus the wrapper works differently in SLI(Surround/Single) vs Single GPU behaviour is different:
- SLI: When a movie start the screen will be black. Simply ALT+TAB to Desktop and back to game to see the movies.
- Single GPU: Movies will be shown on screen. Also the driver will display the infamous nvidia RED Message of "Unsupported 3D Vision Mode". Simply discard it.
- Single GPU: After a movie finishes. It is possible the game to be rendered only in one eye. Simply ALT+TAB or restart the game to fix this as the driver is not working correctly anymore...
- It is possible when the game changes resolutions/modes that the nvidia driver will crash, which is beyond my control.
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)
https://steamcommunity.com/profiles/76561198014296177/
Nope, didn't even knew that there was a Beta for the new DOOM;))
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)
https://steamcommunity.com/profiles/76561198014296177/
Made quite an awesome break-through in the wrapper code and internal rendering functionality;) Had quite a moment of revelation today:)) while I was working with the Unity5 Engine:))
Suffice to say I think I might improve the eye-sync issues quite a bit;) Also made quite a few improvements! and performance should be better (what you see without the wrapper /2 per eye).
Also played a bit more and I think I can decrease the eye-sync even more;)) I need to test it on the Wolfenstein (ID5 engines) a bit;)) but so far looks really promising;)
Just wanted to let people know what I'm up to:)) (It's a pet project after all and unfortunately I can't focus only on this the whole day:( )
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)
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
Still didn`t finish SOMA. You know - Pussy Alert is too high :/
https://steamcommunity.com/profiles/76561198014296177/
Awesome! Is it pure OpenGL now or still wrapped to Direct X?
The reason I was asking those questions in the other thread is because I was trying the Wolfenstein 2009 demo. I thought all id Engine games were OpenGL prior to The Evil Within, but come to find out that Wolfenstein 2009 is dx9. eqzitara has a fix for it that just disables a few effects, but overall the 3D is pretty bad. So I tried -force-opengl, unfortunately it did not work.
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
In any case the improved rendering pipeline should make things work better;)
Currently the BIGGEST issue is the "Single GPU part". The driver SIMPLY works wrong in single GPU mode while in SLI it works as it should. To be more exact, I can't make a damn fullscreen DirectX9 context in Single GPU without getting an OUT OF MEMORY error and 3D Vision being disabled..... while in SLI and Surround it works perfectly fine -_-. I know this is a BUG in Nvidia drivers...problem is how can I explain it to them ?? I can't simply tell them to use my wrapper:)) (since they'll say that something is not coded right while it is...SAME EXACT CODE works in 2 cases but fails in one)... And the Nvidia Developer Forums are pretty much dead....:(
In any case SLI users should see the biggest improvement;) Single GPU users...maybe a bit?? :)
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)
http://forums.laptopvideo2go.com/topic/31826-nvidia-geforce-driver-35866-adds-vulkan-pascal-and-volta-support/
NVIDIA GeForce driver 358.66 adds Vulkan, Pascal and Volta support
OpenCL runtime exposes new compute capabilities
Pascal
-D__CUDA_ARCH__=600
-D__CUDA_ARCH__=610
-D__CUDA_ARCH__=620
Volta
-D__CUDA_ARCH__=700
OpenGL runtime contains following extensions and functions:
VK_EXT_KHR_device_swapchain
VK_EXT_KHR_swapchain
vkCreateInstance
vkEnumerateInstanceExtensionProperties
vkGetDeviceProcAddr
vkGetInstanceProcAddr
vkGetProcAddressNV
Extensions are not recognized by GPUCapsViewer yet.
GLEW based apps fail to launch.
This driver comes with a new runtime "nv-vk32.dll", which exposes following functions
vkAcquireNextImageKHR
vkCreateDevice
vkCreateSwapchainKHR
vkDestroySwapchainKHR
vkEnumerateDeviceExtensionProperties
vkGetDeviceProcAddr
vkGetPhysicalDeviceSurfaceSupportKHR
vkGetSurfaceFormatsKHR
vkGetSurfacePresentModesKHR
vkGetSurfacePropertiesKHR
vkGetSwapchainImagesKHR
vkQueuePresentKHR
vkCreateInstance
vkEnumerateInstanceExtensionProperties
vkGetPhysicalDeviceMemoryProperties
vkGetInstanceProcAddr
vkEnumeratePhysicalDevices
vkCreateImage
vkDestroyImage
vkAllocMemory
vkFreeMemory
vkBindImageMemory
vkGetImageMemoryRequirements
vkQueuePresentNV
Thanks for the info, I'll use TriDef for it.