how did i not notice this before
the DXHR "hd3d" is just a 2d plane pushed inside the screen !
[url]http://images.rajko.info/Screenshot-2011-09-19_03.11.37.jpg[/url]
and unless someone can take a screenshot of the game in native hd3d mode, i'm going to assume it's like this in hd3d as well
confirmed that it's not the fault of my wrapper, using interlaced mode for zalman displays, took screenshots, moved every other line to the left untill they matched:
[url]http://images.rajko.info/Screenshot-2011-09-19_03.28.09.jpg[/url]
[url]http://images.rajko.info/Screenshot-2011-09-19_03.33.51.jpg[/url]
someone with a hd3d setup please confirm (even camera taken pictures through the glass lenses are ok)
and unless someone can take a screenshot of the game in native hd3d mode, i'm going to assume it's like this in hd3d as well
confirmed that it's not the fault of my wrapper, using interlaced mode for zalman displays, took screenshots, moved every other line to the left untill they matched:
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
Tried this now also with Tridef virtual3D. No depth at all, stuff in game world is flat and horrible FPS.
If someone is interested to test with Tridef, make sure to point steam.exe in Tridef Ignition and add command line
parameter -applaunch 28050 ,worked only in dx9 mode for me. Maybe disabling some effects could help.
Let's hope that next patch give us real 3D rendering but i'm almost sure that it's the same "3D" that AMD3D uses but made 3D vision compatible. To be honest i would be very happy for even something like Cysis 2 3D...
Tried this now also with Tridef virtual3D. No depth at all, stuff in game world is flat and horrible FPS.
If someone is interested to test with Tridef, make sure to point steam.exe in Tridef Ignition and add command line
parameter -applaunch 28050 ,worked only in dx9 mode for me. Maybe disabling some effects could help.
Let's hope that next patch give us real 3D rendering but i'm almost sure that it's the same "3D" that AMD3D uses but made 3D vision compatible. To be honest i would be very happy for even something like Cysis 2 3D...
[quote name='rajkoderp' date='19 September 2011 - 05:44 AM' timestamp='1316403896' post='1295033']
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this [url="http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf"]http://developer.dow...eoUnproject.pdf[/url] on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
[/quote]
YES!! That is exactly what I've been saying for the last two pages:)) That is why I asked you if you can find the shaders associated with those effect and "prevent" them from being rendered in the back/front buffer. I mean I give all the 2D lightning effects for a REAL 3D experience.
I also tried to remove them by "hacking" the resources of the game and remove them from there so the engine doesn't have what to render/. But so far no real success due to the lack of tools to unpack and repack the drm files:(( Will keep on trying :)
[quote name='rajkoderp' date='19 September 2011 - 05:44 AM' timestamp='1316403896' post='1295033']
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.dow...eoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
YES!! That is exactly what I've been saying for the last two pages:)) That is why I asked you if you can find the shaders associated with those effect and "prevent" them from being rendered in the back/front buffer. I mean I give all the 2D lightning effects for a REAL 3D experience.
I also tried to remove them by "hacking" the resources of the game and remove them from there so the engine doesn't have what to render/. But so far no real success due to the lack of tools to unpack and repack the drm files:(( Will keep on trying :)
Best regards,
helifax
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
...
if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED
so it uses unprojection from the g-buffers to get pixel info for lighting purposes
read the pdf, it's the only case where you NEED to manually intervene in order to have 3d vision automatic work
and in the latest d3d11 nvidia sdk (not microsofts sdk) they have a sample where it shows this manual intervention step performed so that it renders properly using 3d vision automatic
so how about this: i still use the hd3d renderer, however, i query the 3d vision depth/convergence settings, and modify the left/right view matrices apropriately, simulating the 3d vision automatic, using deus ex's native stereo renderer
then you can set the stereo separation in the game ui to minimum to prevent the screen going in, and use the wheel and keyboard shortcuts to control the actual depth/convergence
if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED
so it uses unprojection from the g-buffers to get pixel info for lighting purposes
read the pdf, it's the only case where you NEED to manually intervene in order to have 3d vision automatic work
and in the latest d3d11 nvidia sdk (not microsofts sdk) they have a sample where it shows this manual intervention step performed so that it renders properly using 3d vision automatic
so how about this: i still use the hd3d renderer, however, i query the 3d vision depth/convergence settings, and modify the left/right view matrices apropriately, simulating the 3d vision automatic, using deus ex's native stereo renderer
then you can set the stereo separation in the game ui to minimum to prevent the screen going in, and use the wheel and keyboard shortcuts to control the actual depth/convergence
[quote name='rajkoderp' date='19 September 2011 - 12:14 PM' timestamp='1316427264' post='1295145']
...
if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED
so it uses unprojection from the g-buffers to get pixel info for lighting purposes
read the pdf, it's the only case where you NEED to manually intervene in order to have 3d vision automatic work
and in the latest d3d11 nvidia sdk (not microsofts sdk) they have a sample where it shows this manual intervention step performed so that it renders properly using 3d vision automatic
so how about this: i still use the hd3d renderer, however, i query the 3d vision depth/convergence settings, and modify the left/right view matrices apropriately, simulating the 3d vision automatic, using deus ex's native stereo renderer
then you can set the stereo separation in the game ui to minimum to prevent the screen going in, and use the wheel and keyboard shortcuts to control the actual depth/convergence
[/quote]
"if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED" - I wasn't talking about removing the deferred light..only the objects that aren't rendered stereoscopic, but I don't know if this can be done "outside" of the game engine. I think it would be better just to "hack" the game resources.
Yeah..deferred lightning doesn't work well in auto-stereo. I read the pdf but... I don't know how I can intervene with my code (nor do I know... yet to program in C++ so much in order to achieve the results described in the pdf. Still learning DX11 programming) in the game without having the source of the game....
Now, as for your 2nd ideea: I think this has a great potential and if it succeeds it will provide the best 3D effect, but also I think there is alot of work to do it?
[quote name='rajkoderp' date='19 September 2011 - 12:14 PM' timestamp='1316427264' post='1295145']
...
if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED
so it uses unprojection from the g-buffers to get pixel info for lighting purposes
read the pdf, it's the only case where you NEED to manually intervene in order to have 3d vision automatic work
and in the latest d3d11 nvidia sdk (not microsofts sdk) they have a sample where it shows this manual intervention step performed so that it renders properly using 3d vision automatic
so how about this: i still use the hd3d renderer, however, i query the 3d vision depth/convergence settings, and modify the left/right view matrices apropriately, simulating the 3d vision automatic, using deus ex's native stereo renderer
then you can set the stereo separation in the game ui to minimum to prevent the screen going in, and use the wheel and keyboard shortcuts to control the actual depth/convergence
"if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED" - I wasn't talking about removing the deferred light..only the objects that aren't rendered stereoscopic, but I don't know if this can be done "outside" of the game engine. I think it would be better just to "hack" the game resources.
Yeah..deferred lightning doesn't work well in auto-stereo. I read the pdf but... I don't know how I can intervene with my code (nor do I know... yet to program in C++ so much in order to achieve the results described in the pdf. Still learning DX11 programming) in the game without having the source of the game....
Now, as for your 2nd ideea: I think this has a great potential and if it succeeds it will provide the best 3D effect, but also I think there is alot of work to do it?
Best regards,
Helifax
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
"the objects which arent rendered in stereo" = all lighting, because all lighting is deferred and suffers from the wrong unprojection results, as i've said
even if you don't see it on non-projected bright lights, it's still slightly wrong (when it gets blurred out and the ambient term is added, it might not look wrong on most surfaces, but it is)
"the objects which arent rendered in stereo" = all lighting, because all lighting is deferred and suffers from the wrong unprojection results, as i've said
even if you don't see it on non-projected bright lights, it's still slightly wrong (when it gets blurred out and the ambient term is added, it might not look wrong on most surfaces, but it is)
[quote name='rajkoderp' date='19 September 2011 - 01:42 PM' timestamp='1316432527' post='1295168']
"the objects which arent rendered in stereo" = all lighting, because all lighting is deferred and suffers from the wrong unprojection results, as i've said
even if you don't see it on non-projected bright lights, it's still slightly wrong (when it gets blurred out and the ambient term is added, it might not look wrong on most surfaces, but it is)
[/quote]
Aha..... funny thing is how forward lightning looks good in 3D and deferred lightning and shading is completely wrong... and yeah I noticed even in monoscopic "those objects" are ""missplaced"...
[quote name='rajkoderp' date='19 September 2011 - 01:42 PM' timestamp='1316432527' post='1295168']
"the objects which arent rendered in stereo" = all lighting, because all lighting is deferred and suffers from the wrong unprojection results, as i've said
even if you don't see it on non-projected bright lights, it's still slightly wrong (when it gets blurred out and the ambient term is added, it might not look wrong on most surfaces, but it is)
Aha..... funny thing is how forward lightning looks good in 3D and deferred lightning and shading is completely wrong... and yeah I noticed even in monoscopic "those objects" are ""missplaced"...
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
it's because deferred lighting needs to get the world position for a pixel in the G-Buffer, and to do this, it needs to know the view-projection matrix that was used to create the pixel in the first place...now, games know what view-projection matrix they passed to d3d, but autostereo solutions will modify it for the different eyes, and the application doesn't know about this, it just uses the mono one, getting wrong results from unprojection (lighting rendered in mono position, not the 2 stereo positions as needed)
this forces game developers which use deferred lighting to actually implement a stereo check, and figure out how the view matrix was changed when they do the unprojection, this means modifying the pixel shader and adding another resource and function
it's because deferred lighting needs to get the world position for a pixel in the G-Buffer, and to do this, it needs to know the view-projection matrix that was used to create the pixel in the first place...now, games know what view-projection matrix they passed to d3d, but autostereo solutions will modify it for the different eyes, and the application doesn't know about this, it just uses the mono one, getting wrong results from unprojection (lighting rendered in mono position, not the 2 stereo positions as needed)
this forces game developers which use deferred lighting to actually implement a stereo check, and figure out how the view matrix was changed when they do the unprojection, this means modifying the pixel shader and adding another resource and function
[quote name='rajkoderp' date='19 September 2011 - 02:54 PM' timestamp='1316436883' post='1295188']
it's because deferred lighting needs to get the world position for a pixel in the G-Buffer, and to do this, it needs to know the view-projection matrix that was used to create the pixel in the first place...now, games know what view-projection matrix they passed to d3d, but autostereo solutions will modify it for the different eyes, and the application doesn't know about this, it just uses the mono one, getting wrong results from unprojection (lighting rendered in mono position, not the 2 stereo positions as needed)
this forces game developers which use deferred lighting to actually implement a stereo check, and figure out how the view matrix was changed when they do the unprojection, this means modifying the pixel shader and adding another resource and function
[/quote]
So basically in order to fix this one must :
- modify pixel shader
- implement a special function to do the check for stereo and if true modify thev view matrix?:)
- the pdf you mentioned above is the "guideline" for doing this.
Have I understood correctly? If not please clarify. I am very keen on understanding this and having all the information here could prove fructous for feature games and how to make them render correct in 3D. I don't think it will be anytime soon until we will see perfect 3D games or applications...
[quote name='rajkoderp' date='19 September 2011 - 02:54 PM' timestamp='1316436883' post='1295188']
it's because deferred lighting needs to get the world position for a pixel in the G-Buffer, and to do this, it needs to know the view-projection matrix that was used to create the pixel in the first place...now, games know what view-projection matrix they passed to d3d, but autostereo solutions will modify it for the different eyes, and the application doesn't know about this, it just uses the mono one, getting wrong results from unprojection (lighting rendered in mono position, not the 2 stereo positions as needed)
this forces game developers which use deferred lighting to actually implement a stereo check, and figure out how the view matrix was changed when they do the unprojection, this means modifying the pixel shader and adding another resource and function
So basically in order to fix this one must :
- modify pixel shader
- implement a special function to do the check for stereo and if true modify thev view matrix?:)
- the pdf you mentioned above is the "guideline" for doing this.
Have I understood correctly? If not please clarify. I am very keen on understanding this and having all the information here could prove fructous for feature games and how to make them render correct in 3D. I don't think it will be anytime soon until we will see perfect 3D games or applications...
Best regards,
Helifax
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
1. unprojection returns world pos from pixel x,y and g-buffer lookups
2. unprojection has the view-projection matrix as a parameter
3. autostereoization changes the view-projection matrix by shifting X by separation
4. app is not aware of this change as it happens in d3d or above, thus supplies unprojection shader with original mono view-projection matrix
5. thus, unprojection will return wrong results
6. nvidia suggests using a special stereo texture, whose lookup will return different results in each eye pass of unprojection shader, and adding a few lines to the unprojection shader to perform this additional stereo->mono translation using that special stereo texture (which just has convergence and separation)
this is easily done by the game developer as they have the HLSL source code of shaders, and can easily add more resource binding to shader setup stage, however doing it in a wrapper, where i only have the shader dissasembly, and have to munge around calls to set up the state before the shader is used, is much much harder
1. unprojection returns world pos from pixel x,y and g-buffer lookups
2. unprojection has the view-projection matrix as a parameter
3. autostereoization changes the view-projection matrix by shifting X by separation
4. app is not aware of this change as it happens in d3d or above, thus supplies unprojection shader with original mono view-projection matrix
5. thus, unprojection will return wrong results
6. nvidia suggests using a special stereo texture, whose lookup will return different results in each eye pass of unprojection shader, and adding a few lines to the unprojection shader to perform this additional stereo->mono translation using that special stereo texture (which just has convergence and separation)
this is easily done by the game developer as they have the HLSL source code of shaders, and can easily add more resource binding to shader setup stage, however doing it in a wrapper, where i only have the shader dissasembly, and have to munge around calls to set up the state before the shader is used, is much much harder
[quote name='rajkoderp' date='19 September 2011 - 03:45 PM' timestamp='1316439959' post='1295210']
1. unprojection returns world pos from pixel x,y and g-buffer lookups
2. unprojection has the view-projection matrix as a parameter
3. autostereoization changes the view-projection matrix by shifting X by separation
4. app is not aware of this change as it happens in d3d or above, thus supplies unprojection shader with original mono view-projection matrix
5. thus, unprojection will return wrong results
6. nvidia suggests using a special stereo texture, whose lookup will return different results in each eye pass of unprojection shader, and adding a few lines to the unprojection shader to perform this additional stereo->mono translation using that special stereo texture (which just has convergence and separation)
this is easily done by the game developer as they have the HLSL source code of shaders, and can easily add more resource binding to shader setup stage, however doing it in a wrapper, where i only have the shader dissasembly, and have to munge around calls to set up the state before the shader is used, is much much harder
[/quote]
Yeah...this kind of "post-processing" is the hard way... and as they don't provide the source code of the shaders...this is were we are..stuck at trying to "make it" work by injecting our code and changing their bad implementation....
[quote name='rajkoderp' date='19 September 2011 - 03:45 PM' timestamp='1316439959' post='1295210']
1. unprojection returns world pos from pixel x,y and g-buffer lookups
2. unprojection has the view-projection matrix as a parameter
3. autostereoization changes the view-projection matrix by shifting X by separation
4. app is not aware of this change as it happens in d3d or above, thus supplies unprojection shader with original mono view-projection matrix
5. thus, unprojection will return wrong results
6. nvidia suggests using a special stereo texture, whose lookup will return different results in each eye pass of unprojection shader, and adding a few lines to the unprojection shader to perform this additional stereo->mono translation using that special stereo texture (which just has convergence and separation)
this is easily done by the game developer as they have the HLSL source code of shaders, and can easily add more resource binding to shader setup stage, however doing it in a wrapper, where i only have the shader dissasembly, and have to munge around calls to set up the state before the shader is used, is much much harder
Yeah...this kind of "post-processing" is the hard way... and as they don't provide the source code of the shaders...this is were we are..stuck at trying to "make it" work by injecting our code and changing their bad implementation....
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 name='helifax' date='18 September 2011 - 02:07 PM' timestamp='1316369253' post='1294803']
Damn toooooo baad!! I really wanted to play that game in 3D... reminds me of Darksiders...which I sent it as a gift yesterday via Steam (only 5 Euro[img]http://forums.nvidia.com/public/style_emoticons/default/fear.gif[/img]). That game looks absolutely awesome in 3D. Space Marine could have had the same effect.
Glad I didn't wasted 50 euros on it... I will try to see if I can find a workaround for the demo..but so far it seems it is not the case...
So far it looks like Star Wars The force unleashed 1 & 2 with double halos and stuff... Still SWTFU 1&2 I can play them in 3D at 15-30% depth and tweaking the convergence a bit.
But Space Marine..if you fix it near you...in the background it gets broken...
[/quote]
Yeah Darksiders is spectacular in S3D, only minus for it is the 2D enemy icons but everything else is perfect. Its been on sale for $5-10 or as a freebie countless times on Steam, highly recommend to anyone who wants a showcase title for 3D Vision on the PC. I know the devhouse is diff for Space Marines, but THQ has had a pretty good track record in the past for S3D support while under the TWIMTBP logo program; only recently have they gone to the red team and we've quickly seen their S3D support slip up a bit.
I tried SWTFU 1 and the Force effects around objects was just too far off beyond the distracting post-process halos, so I passed on playing through it. But ya Space Marines would be OK if you could keep low depth high convergence but the values seem inconsistent at diff depths in the scene as you've noticed...so fixing in the near-field breaks things off in the distance and vice versa.
[quote name='helifax' date='18 September 2011 - 02:07 PM' timestamp='1316369253' post='1294803']
Damn toooooo baad!! I really wanted to play that game in 3D... reminds me of Darksiders...which I sent it as a gift yesterday via Steam (only 5 Euro). That game looks absolutely awesome in 3D. Space Marine could have had the same effect.
Glad I didn't wasted 50 euros on it... I will try to see if I can find a workaround for the demo..but so far it seems it is not the case...
So far it looks like Star Wars The force unleashed 1 & 2 with double halos and stuff... Still SWTFU 1&2 I can play them in 3D at 15-30% depth and tweaking the convergence a bit.
But Space Marine..if you fix it near you...in the background it gets broken...
Yeah Darksiders is spectacular in S3D, only minus for it is the 2D enemy icons but everything else is perfect. Its been on sale for $5-10 or as a freebie countless times on Steam, highly recommend to anyone who wants a showcase title for 3D Vision on the PC. I know the devhouse is diff for Space Marines, but THQ has had a pretty good track record in the past for S3D support while under the TWIMTBP logo program; only recently have they gone to the red team and we've quickly seen their S3D support slip up a bit.
I tried SWTFU 1 and the Force effects around objects was just too far off beyond the distracting post-process halos, so I passed on playing through it. But ya Space Marines would be OK if you could keep low depth high convergence but the values seem inconsistent at diff depths in the scene as you've noticed...so fixing in the near-field breaks things off in the distance and vice versa.
[quote name='rajkoderp' date='18 September 2011 - 11:44 PM' timestamp='1316403896' post='1295033']
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
[/quote]
Yes this was the impression I got from reading the different workarounds and the results from your wrapper. Hopefully Nixxes/Eidos fixes the problems with the native 3D Vision solution instead of porting over their AMD 3DHD solution to work with 3D Vision. I did get around to trying Helifax's workaround, and with some fixes, this could be one of the flagship titles for 3D Vision for me right up there with the likes of Assassins Creed 1/2/Brotherhood, Darksiders, Prince of Persia 2008/2010, Just Cause 2, Avatar the Game, etc. I did not bother to try your wrapper as I know I would not be satisfied with the results (though no fault of yours, its just a poor 3D implementation by AMD/Nixxes).
Question for you though, would it be possible for them to disable the point and projected lights without breaking global lighting for the entire scene? The most distracting artifacts for me were the point lights, like recessed lighting or hallway sconces. If those lights could be disabled, that should fix both the mono light position and resulting shadows simultaneously? Anyways, this game's lighting problems are a lot like the problem with Dead Space 1/2, but not nearly as distracting as those games are very dark so the point/projected lighting does provide most of the scene lighting as well.
[quote name='rajkoderp' date='18 September 2011 - 11:44 PM' timestamp='1316403896' post='1295033']
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
Yes this was the impression I got from reading the different workarounds and the results from your wrapper. Hopefully Nixxes/Eidos fixes the problems with the native 3D Vision solution instead of porting over their AMD 3DHD solution to work with 3D Vision. I did get around to trying Helifax's workaround, and with some fixes, this could be one of the flagship titles for 3D Vision for me right up there with the likes of Assassins Creed 1/2/Brotherhood, Darksiders, Prince of Persia 2008/2010, Just Cause 2, Avatar the Game, etc. I did not bother to try your wrapper as I know I would not be satisfied with the results (though no fault of yours, its just a poor 3D implementation by AMD/Nixxes).
Question for you though, would it be possible for them to disable the point and projected lights without breaking global lighting for the entire scene? The most distracting artifacts for me were the point lights, like recessed lighting or hallway sconces. If those lights could be disabled, that should fix both the mono light position and resulting shadows simultaneously? Anyways, this game's lighting problems are a lot like the problem with Dead Space 1/2, but not nearly as distracting as those games are very dark so the point/projected lighting does provide most of the scene lighting as well.
ALL the lights are, for some reason, not transformed when the rest of the scene is transformed stereoscopically
you can even see this on the diffuse lights, slight differences between the eyes, but its most noticable on point and projected lights (like the alarm red)
this would be relatively easy to fix in 3d vision automatic (requires nvapi to just detect stereo on, get convergence and separation) by the game developer
however, the problem is: why isnt there any real separation when using the native 3d ? it's already rendering the scene twice, did they just forget to apply the stereo transformation to different views ? or did they mess up somewhere and it ended up only recessing the scene inward for both eyes simultaneously
we don't know this, but a fix is relatively easy either way
ALL the lights are, for some reason, not transformed when the rest of the scene is transformed stereoscopically
you can even see this on the diffuse lights, slight differences between the eyes, but its most noticable on point and projected lights (like the alarm red)
this would be relatively easy to fix in 3d vision automatic (requires nvapi to just detect stereo on, get convergence and separation) by the game developer
however, the problem is: why isnt there any real separation when using the native 3d ? it's already rendering the scene twice, did they just forget to apply the stereo transformation to different views ? or did they mess up somewhere and it ended up only recessing the scene inward for both eyes simultaneously
we don't know this, but a fix is relatively easy either way
the DXHR "hd3d" is just a 2d plane pushed inside the screen !
[url]http://images.rajko.info/Screenshot-2011-09-19_03.11.37.jpg[/url]
and unless someone can take a screenshot of the game in native hd3d mode, i'm going to assume it's like this in hd3d as well
confirmed that it's not the fault of my wrapper, using interlaced mode for zalman displays, took screenshots, moved every other line to the left untill they matched:
[url]http://images.rajko.info/Screenshot-2011-09-19_03.28.09.jpg[/url]
[url]http://images.rajko.info/Screenshot-2011-09-19_03.33.51.jpg[/url]
someone with a hd3d setup please confirm (even camera taken pictures through the glass lenses are ok)
the DXHR "hd3d" is just a 2d plane pushed inside the screen !
http://images.rajko.info/Screenshot-2011-09-19_03.11.37.jpg
and unless someone can take a screenshot of the game in native hd3d mode, i'm going to assume it's like this in hd3d as well
confirmed that it's not the fault of my wrapper, using interlaced mode for zalman displays, took screenshots, moved every other line to the left untill they matched:
http://images.rajko.info/Screenshot-2011-09-19_03.28.09.jpg
http://images.rajko.info/Screenshot-2011-09-19_03.33.51.jpg
someone with a hd3d setup please confirm (even camera taken pictures through the glass lenses are ok)
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
If someone is interested to test with Tridef, make sure to point steam.exe in Tridef Ignition and add command line
parameter -applaunch 28050 ,worked only in dx9 mode for me. Maybe disabling some effects could help.
Let's hope that next patch give us real 3D rendering but i'm almost sure that it's the same "3D" that AMD3D uses but made 3D vision compatible. To be honest i would be very happy for even something like Cysis 2 3D...
If someone is interested to test with Tridef, make sure to point steam.exe in Tridef Ignition and add command line
parameter -applaunch 28050 ,worked only in dx9 mode for me. Maybe disabling some effects could help.
Let's hope that next patch give us real 3D rendering but i'm almost sure that it's the same "3D" that AMD3D uses but made 3D vision compatible. To be honest i would be very happy for even something like Cysis 2 3D...
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this [url="http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf"]http://developer.dow...eoUnproject.pdf[/url] on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
[/quote]
YES!! That is exactly what I've been saying for the last two pages:)) That is why I asked you if you can find the shaders associated with those effect and "prevent" them from being rendered in the back/front buffer. I mean I give all the 2D lightning effects for a REAL 3D experience.
I also tried to remove them by "hacking" the resources of the game and remove them from there so the engine doesn't have what to render/. But so far no real success due to the lack of tools to unpack and repack the drm files:(( Will keep on trying :)
Best regards,
helifax
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.dow...eoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
YES!! That is exactly what I've been saying for the last two pages:)) That is why I asked you if you can find the shaders associated with those effect and "prevent" them from being rendered in the back/front buffer. I mean I give all the 2D lightning effects for a REAL 3D experience.
I also tried to remove them by "hacking" the resources of the game and remove them from there so the engine doesn't have what to render/. But so far no real success due to the lack of tools to unpack and repack the drm files:(( Will keep on trying :)
Best regards,
helifax
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)
if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED
so it uses unprojection from the g-buffers to get pixel info for lighting purposes
read the pdf, it's the only case where you NEED to manually intervene in order to have 3d vision automatic work
and in the latest d3d11 nvidia sdk (not microsofts sdk) they have a sample where it shows this manual intervention step performed so that it renders properly using 3d vision automatic
so how about this: i still use the hd3d renderer, however, i query the 3d vision depth/convergence settings, and modify the left/right view matrices apropriately, simulating the 3d vision automatic, using deus ex's native stereo renderer
then you can set the stereo separation in the game ui to minimum to prevent the screen going in, and use the wheel and keyboard shortcuts to control the actual depth/convergence
if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED
so it uses unprojection from the g-buffers to get pixel info for lighting purposes
read the pdf, it's the only case where you NEED to manually intervene in order to have 3d vision automatic work
and in the latest d3d11 nvidia sdk (not microsofts sdk) they have a sample where it shows this manual intervention step performed so that it renders properly using 3d vision automatic
so how about this: i still use the hd3d renderer, however, i query the 3d vision depth/convergence settings, and modify the left/right view matrices apropriately, simulating the 3d vision automatic, using deus ex's native stereo renderer
then you can set the stereo separation in the game ui to minimum to prevent the screen going in, and use the wheel and keyboard shortcuts to control the actual depth/convergence
...
if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED
so it uses unprojection from the g-buffers to get pixel info for lighting purposes
read the pdf, it's the only case where you NEED to manually intervene in order to have 3d vision automatic work
and in the latest d3d11 nvidia sdk (not microsofts sdk) they have a sample where it shows this manual intervention step performed so that it renders properly using 3d vision automatic
so how about this: i still use the hd3d renderer, however, i query the 3d vision depth/convergence settings, and modify the left/right view matrices apropriately, simulating the 3d vision automatic, using deus ex's native stereo renderer
then you can set the stereo separation in the game ui to minimum to prevent the screen going in, and use the wheel and keyboard shortcuts to control the actual depth/convergence
[/quote]
"if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED" - I wasn't talking about removing the deferred light..only the objects that aren't rendered stereoscopic, but I don't know if this can be done "outside" of the game engine. I think it would be better just to "hack" the game resources.
Yeah..deferred lightning doesn't work well in auto-stereo. I read the pdf but... I don't know how I can intervene with my code (nor do I know... yet to program in C++ so much in order to achieve the results described in the pdf. Still learning DX11 programming) in the game without having the source of the game....
Now, as for your 2nd ideea: I think this has a great potential and if it succeeds it will provide the best 3D effect, but also I think there is alot of work to do it?
Best regards,
Helifax
...
if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED
so it uses unprojection from the g-buffers to get pixel info for lighting purposes
read the pdf, it's the only case where you NEED to manually intervene in order to have 3d vision automatic work
and in the latest d3d11 nvidia sdk (not microsofts sdk) they have a sample where it shows this manual intervention step performed so that it renders properly using 3d vision automatic
so how about this: i still use the hd3d renderer, however, i query the 3d vision depth/convergence settings, and modify the left/right view matrices apropriately, simulating the 3d vision automatic, using deus ex's native stereo renderer
then you can set the stereo separation in the game ui to minimum to prevent the screen going in, and use the wheel and keyboard shortcuts to control the actual depth/convergence
"if you remove the lighting, you end up with a black screen.
all the lighting is DEFERRED" - I wasn't talking about removing the deferred light..only the objects that aren't rendered stereoscopic, but I don't know if this can be done "outside" of the game engine. I think it would be better just to "hack" the game resources.
Yeah..deferred lightning doesn't work well in auto-stereo. I read the pdf but... I don't know how I can intervene with my code (nor do I know... yet to program in C++ so much in order to achieve the results described in the pdf. Still learning DX11 programming) in the game without having the source of the game....
Now, as for your 2nd ideea: I think this has a great potential and if it succeeds it will provide the best 3D effect, but also I think there is alot of work to do it?
Best regards,
Helifax
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)
even if you don't see it on non-projected bright lights, it's still slightly wrong (when it gets blurred out and the ambient term is added, it might not look wrong on most surfaces, but it is)
even if you don't see it on non-projected bright lights, it's still slightly wrong (when it gets blurred out and the ambient term is added, it might not look wrong on most surfaces, but it is)
"the objects which arent rendered in stereo" = all lighting, because all lighting is deferred and suffers from the wrong unprojection results, as i've said
even if you don't see it on non-projected bright lights, it's still slightly wrong (when it gets blurred out and the ambient term is added, it might not look wrong on most surfaces, but it is)
[/quote]
Aha..... funny thing is how forward lightning looks good in 3D and deferred lightning and shading is completely wrong... and yeah I noticed even in monoscopic "those objects" are ""missplaced"...
"the objects which arent rendered in stereo" = all lighting, because all lighting is deferred and suffers from the wrong unprojection results, as i've said
even if you don't see it on non-projected bright lights, it's still slightly wrong (when it gets blurred out and the ambient term is added, it might not look wrong on most surfaces, but it is)
Aha..... funny thing is how forward lightning looks good in 3D and deferred lightning and shading is completely wrong... and yeah I noticed even in monoscopic "those objects" are ""missplaced"...
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)
this forces game developers which use deferred lighting to actually implement a stereo check, and figure out how the view matrix was changed when they do the unprojection, this means modifying the pixel shader and adding another resource and function
this forces game developers which use deferred lighting to actually implement a stereo check, and figure out how the view matrix was changed when they do the unprojection, this means modifying the pixel shader and adding another resource and function
it's because deferred lighting needs to get the world position for a pixel in the G-Buffer, and to do this, it needs to know the view-projection matrix that was used to create the pixel in the first place...now, games know what view-projection matrix they passed to d3d, but autostereo solutions will modify it for the different eyes, and the application doesn't know about this, it just uses the mono one, getting wrong results from unprojection (lighting rendered in mono position, not the 2 stereo positions as needed)
this forces game developers which use deferred lighting to actually implement a stereo check, and figure out how the view matrix was changed when they do the unprojection, this means modifying the pixel shader and adding another resource and function
[/quote]
So basically in order to fix this one must :
- modify pixel shader
- implement a special function to do the check for stereo and if true modify thev view matrix?:)
- the pdf you mentioned above is the "guideline" for doing this.
Have I understood correctly? If not please clarify. I am very keen on understanding this and having all the information here could prove fructous for feature games and how to make them render correct in 3D. I don't think it will be anytime soon until we will see perfect 3D games or applications...
Best regards,
Helifax
it's because deferred lighting needs to get the world position for a pixel in the G-Buffer, and to do this, it needs to know the view-projection matrix that was used to create the pixel in the first place...now, games know what view-projection matrix they passed to d3d, but autostereo solutions will modify it for the different eyes, and the application doesn't know about this, it just uses the mono one, getting wrong results from unprojection (lighting rendered in mono position, not the 2 stereo positions as needed)
this forces game developers which use deferred lighting to actually implement a stereo check, and figure out how the view matrix was changed when they do the unprojection, this means modifying the pixel shader and adding another resource and function
So basically in order to fix this one must :
- modify pixel shader
- implement a special function to do the check for stereo and if true modify thev view matrix?:)
- the pdf you mentioned above is the "guideline" for doing this.
Have I understood correctly? If not please clarify. I am very keen on understanding this and having all the information here could prove fructous for feature games and how to make them render correct in 3D. I don't think it will be anytime soon until we will see perfect 3D games or applications...
Best regards,
Helifax
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)
2. unprojection has the view-projection matrix as a parameter
3. autostereoization changes the view-projection matrix by shifting X by separation
4. app is not aware of this change as it happens in d3d or above, thus supplies unprojection shader with original mono view-projection matrix
5. thus, unprojection will return wrong results
6. nvidia suggests using a special stereo texture, whose lookup will return different results in each eye pass of unprojection shader, and adding a few lines to the unprojection shader to perform this additional stereo->mono translation using that special stereo texture (which just has convergence and separation)
this is easily done by the game developer as they have the HLSL source code of shaders, and can easily add more resource binding to shader setup stage, however doing it in a wrapper, where i only have the shader dissasembly, and have to munge around calls to set up the state before the shader is used, is much much harder
2. unprojection has the view-projection matrix as a parameter
3. autostereoization changes the view-projection matrix by shifting X by separation
4. app is not aware of this change as it happens in d3d or above, thus supplies unprojection shader with original mono view-projection matrix
5. thus, unprojection will return wrong results
6. nvidia suggests using a special stereo texture, whose lookup will return different results in each eye pass of unprojection shader, and adding a few lines to the unprojection shader to perform this additional stereo->mono translation using that special stereo texture (which just has convergence and separation)
this is easily done by the game developer as they have the HLSL source code of shaders, and can easily add more resource binding to shader setup stage, however doing it in a wrapper, where i only have the shader dissasembly, and have to munge around calls to set up the state before the shader is used, is much much harder
1. unprojection returns world pos from pixel x,y and g-buffer lookups
2. unprojection has the view-projection matrix as a parameter
3. autostereoization changes the view-projection matrix by shifting X by separation
4. app is not aware of this change as it happens in d3d or above, thus supplies unprojection shader with original mono view-projection matrix
5. thus, unprojection will return wrong results
6. nvidia suggests using a special stereo texture, whose lookup will return different results in each eye pass of unprojection shader, and adding a few lines to the unprojection shader to perform this additional stereo->mono translation using that special stereo texture (which just has convergence and separation)
this is easily done by the game developer as they have the HLSL source code of shaders, and can easily add more resource binding to shader setup stage, however doing it in a wrapper, where i only have the shader dissasembly, and have to munge around calls to set up the state before the shader is used, is much much harder
[/quote]
Yeah...this kind of "post-processing" is the hard way... and as they don't provide the source code of the shaders...this is were we are..stuck at trying to "make it" work by injecting our code and changing their bad implementation....
1. unprojection returns world pos from pixel x,y and g-buffer lookups
2. unprojection has the view-projection matrix as a parameter
3. autostereoization changes the view-projection matrix by shifting X by separation
4. app is not aware of this change as it happens in d3d or above, thus supplies unprojection shader with original mono view-projection matrix
5. thus, unprojection will return wrong results
6. nvidia suggests using a special stereo texture, whose lookup will return different results in each eye pass of unprojection shader, and adding a few lines to the unprojection shader to perform this additional stereo->mono translation using that special stereo texture (which just has convergence and separation)
this is easily done by the game developer as they have the HLSL source code of shaders, and can easily add more resource binding to shader setup stage, however doing it in a wrapper, where i only have the shader dissasembly, and have to munge around calls to set up the state before the shader is used, is much much harder
Yeah...this kind of "post-processing" is the hard way... and as they don't provide the source code of the shaders...this is were we are..stuck at trying to "make it" work by injecting our code and changing their bad implementation....
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)
Damn toooooo baad!! I really wanted to play that game in 3D... reminds me of Darksiders...which I sent it as a gift yesterday via Steam (only 5 Euro[img]http://forums.nvidia.com/public/style_emoticons/default/fear.gif[/img]). That game looks absolutely awesome in 3D. Space Marine could have had the same effect.
Glad I didn't wasted 50 euros on it... I will try to see if I can find a workaround for the demo..but so far it seems it is not the case...
So far it looks like Star Wars The force unleashed 1 & 2 with double halos and stuff... Still SWTFU 1&2 I can play them in 3D at 15-30% depth and tweaking the convergence a bit.
But Space Marine..if you fix it near you...in the background it gets broken...
[/quote]
Yeah Darksiders is spectacular in S3D, only minus for it is the 2D enemy icons but everything else is perfect. Its been on sale for $5-10 or as a freebie countless times on Steam, highly recommend to anyone who wants a showcase title for 3D Vision on the PC. I know the devhouse is diff for Space Marines, but THQ has had a pretty good track record in the past for S3D support while under the TWIMTBP logo program; only recently have they gone to the red team and we've quickly seen their S3D support slip up a bit.
I tried SWTFU 1 and the Force effects around objects was just too far off beyond the distracting post-process halos, so I passed on playing through it. But ya Space Marines would be OK if you could keep low depth high convergence but the values seem inconsistent at diff depths in the scene as you've noticed...so fixing in the near-field breaks things off in the distance and vice versa.
Damn toooooo baad!! I really wanted to play that game in 3D... reminds me of Darksiders...which I sent it as a gift yesterday via Steam (only 5 Euro
Glad I didn't wasted 50 euros on it... I will try to see if I can find a workaround for the demo..but so far it seems it is not the case...
So far it looks like Star Wars The force unleashed 1 & 2 with double halos and stuff... Still SWTFU 1&2 I can play them in 3D at 15-30% depth and tweaking the convergence a bit.
But Space Marine..if you fix it near you...in the background it gets broken...
Yeah Darksiders is spectacular in S3D, only minus for it is the 2D enemy icons but everything else is perfect. Its been on sale for $5-10 or as a freebie countless times on Steam, highly recommend to anyone who wants a showcase title for 3D Vision on the PC. I know the devhouse is diff for Space Marines, but THQ has had a pretty good track record in the past for S3D support while under the TWIMTBP logo program; only recently have they gone to the red team and we've quickly seen their S3D support slip up a bit.
I tried SWTFU 1 and the Force effects around objects was just too far off beyond the distracting post-process halos, so I passed on playing through it. But ya Space Marines would be OK if you could keep low depth high convergence but the values seem inconsistent at diff depths in the scene as you've noticed...so fixing in the near-field breaks things off in the distance and vice versa.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
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Yes this was the impression I got from reading the different workarounds and the results from your wrapper. Hopefully Nixxes/Eidos fixes the problems with the native 3D Vision solution instead of porting over their AMD 3DHD solution to work with 3D Vision. I did get around to trying Helifax's workaround, and with some fixes, this could be one of the flagship titles for 3D Vision for me right up there with the likes of Assassins Creed 1/2/Brotherhood, Darksiders, Prince of Persia 2008/2010, Just Cause 2, Avatar the Game, etc. I did not bother to try your wrapper as I know I would not be satisfied with the results (though no fault of yours, its just a poor 3D implementation by AMD/Nixxes).
Question for you though, would it be possible for them to disable the point and projected lights without breaking global lighting for the entire scene? The most distracting artifacts for me were the point lights, like recessed lighting or hallway sconces. If those lights could be disabled, that should fix both the mono light position and resulting shadows simultaneously? Anyways, this game's lighting problems are a lot like the problem with Dead Space 1/2, but not nearly as distracting as those games are very dark so the point/projected lighting does provide most of the scene lighting as well.
i've actually tried the exe renaming trick, and the 3d vision automatic gives ACTUAL STEREOSCOPY instead of just fake 3d hud with recessed 2d game viewport
however, all the point and projected lights are in their original position, like in mono, they are not offset in the different eyes
this is probably because they are rendered simply as a poly with a deferred light shader, and thus 3d vision automatic doesn't offset their matrices
if that could be fixed, playing this game in 3d vision automatic while stereomode is 0 in registry would get far better results than the native hd3d mode (which seems to be just popout hud and flat game in the background)
all that nixxes would have to do in order for 3d vision automatic to work is to do this http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf on their deferred lighting shader, and make sure the quad for each light draw call is stereoized, as well as fixing the sky or whatever else needs fixing
Yes this was the impression I got from reading the different workarounds and the results from your wrapper. Hopefully Nixxes/Eidos fixes the problems with the native 3D Vision solution instead of porting over their AMD 3DHD solution to work with 3D Vision. I did get around to trying Helifax's workaround, and with some fixes, this could be one of the flagship titles for 3D Vision for me right up there with the likes of Assassins Creed 1/2/Brotherhood, Darksiders, Prince of Persia 2008/2010, Just Cause 2, Avatar the Game, etc. I did not bother to try your wrapper as I know I would not be satisfied with the results (though no fault of yours, its just a poor 3D implementation by AMD/Nixxes).
Question for you though, would it be possible for them to disable the point and projected lights without breaking global lighting for the entire scene? The most distracting artifacts for me were the point lights, like recessed lighting or hallway sconces. If those lights could be disabled, that should fix both the mono light position and resulting shadows simultaneously? Anyways, this game's lighting problems are a lot like the problem with Dead Space 1/2, but not nearly as distracting as those games are very dark so the point/projected lighting does provide most of the scene lighting as well.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
you can even see this on the diffuse lights, slight differences between the eyes, but its most noticable on point and projected lights (like the alarm red)
this would be relatively easy to fix in 3d vision automatic (requires nvapi to just detect stereo on, get convergence and separation) by the game developer
however, the problem is: why isnt there any real separation when using the native 3d ? it's already rendering the scene twice, did they just forget to apply the stereo transformation to different views ? or did they mess up somewhere and it ended up only recessing the scene inward for both eyes simultaneously
we don't know this, but a fix is relatively easy either way
you can even see this on the diffuse lights, slight differences between the eyes, but its most noticable on point and projected lights (like the alarm red)
this would be relatively easy to fix in 3d vision automatic (requires nvapi to just detect stereo on, get convergence and separation) by the game developer
however, the problem is: why isnt there any real separation when using the native 3d ? it's already rendering the scene twice, did they just forget to apply the stereo transformation to different views ? or did they mess up somewhere and it ended up only recessing the scene inward for both eyes simultaneously
we don't know this, but a fix is relatively easy either way