Proof that 3D has been Shown Wrong the Entire time
You guys have been getting the 3D to pop out. This is causing eyestrain around the sides of the screen when 3d tries to pop out but the screen is blocking the image that goes off the screen that you can't see causing eye watering eye strain. As stated years before, you guys should make the 3D pop in as the default because it eliminates that strain. Here is a game that has the option to have that pop in instead of pop out: https://s6.postimg.cc/94muwsc7l/20180807_232027.jpg And another visual rep that ive shown years before that demonstrates this pop in version (fall-in): https://www.youtube.com/watch?v=UPPCvVmx5Ho Dont even try to say it doesn't happen to you. You arent a mutant. You are human just like everyone else. It happens alright xD
You guys have been getting the 3D to pop out. This is causing eyestrain around the sides of the screen when 3d tries to pop out but the screen is blocking the image that goes off the screen that you can't see causing eye watering eye strain. As stated years before, you guys should make the 3D pop in as the default because it eliminates that strain. Here is a game that has the option to have that pop in instead of pop out:

https://s6.postimg.cc/94muwsc7l/20180807_232027.jpg

And another visual rep that ive shown years before that demonstrates this pop in version (fall-in):



Dont even try to say it doesn't happen to you. You arent a mutant. You are human just like everyone else. It happens alright xD

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#1
Posted 08/08/2018 03:35 AM   
That what you Are discribing happens innreal life too. Its just not that noticable. And 3d in real life is pretty suddle and visually quite easy to achieve in bigscreen Atleast. But i think many of us want more drastic 3d efect, somewhat over blown. And that causes side effects like you said. Pop in isnt what people want. Its no way imersive. Well its an imersive window and easy on the eyes but that really does not take you into the game
That what you Are discribing happens innreal life too. Its just not that noticable.
And 3d in real life is pretty suddle and visually quite easy to achieve in bigscreen Atleast.
But i think many of us want more drastic 3d efect, somewhat over blown. And that causes side effects like you said.
Pop in isnt what people want. Its no way imersive. Well its an imersive window and easy on the eyes but that really does not take you into the game

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#2
Posted 08/08/2018 04:51 AM   
It’s all about balancing the zero parallax spot that feels comfortable to your eyes.. I don’t know why exactly but Higher convergence feels like I’m playing with higer resolution.. the graphics become more beautiful. Only ‘pop in’ effect feels like the pixels are more spreadded. And I have zero eye strain btw.. I think everyone has different threshold
It’s all about balancing the zero parallax spot that feels comfortable to your eyes..
I don’t know why exactly but Higher convergence feels like I’m playing with higer resolution.. the graphics become more beautiful. Only ‘pop in’ effect feels like the pixels are more spreadded. And I have zero eye strain btw.. I think everyone has different threshold

#3
Posted 08/08/2018 05:16 AM   
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#4
Posted 08/08/2018 05:18 AM   
[quote="shinra358"]You guys have been getting the 3D to pop out. This is causing eyestrain around the sides of the screen when 3d tries to pop out but the screen is blocking the image that goes off the screen that you can't see causing eye watering eye strain. As stated years before, you guys should make the 3D pop in as the default because it eliminates that strain. <snip>[/quote] The default for 3D Vision is in fact to only support pop-in. Convergence is disabled by default, and is locked behind the "advanced settings" in the control panel. So an inexperienced user is going to see exactly what you are suggesting. In their programming documentation they strongly suggest that people avoid frame edge retinal rivalry. [url]http://www.nvidia.com/content/GTC-2010/pdfs/2010_GTC2010.pdf[/url] Everyone is different though, so having options is key. I'm certainly not going to play with only pop-in, because I can manage some occasional edge clipping eye-strain, and pop-out is much more interesting. Alien Isolation, with the alien in the room at life size on projector is a much more compelling experience.
shinra358 said:You guys have been getting the 3D to pop out. This is causing eyestrain around the sides of the screen when 3d tries to pop out but the screen is blocking the image that goes off the screen that you can't see causing eye watering eye strain. As stated years before, you guys should make the 3D pop in as the default because it eliminates that strain. <snip>

The default for 3D Vision is in fact to only support pop-in. Convergence is disabled by default, and is locked behind the "advanced settings" in the control panel. So an inexperienced user is going to see exactly what you are suggesting.

In their programming documentation they strongly suggest that people avoid frame edge retinal rivalry.
http://www.nvidia.com/content/GTC-2010/pdfs/2010_GTC2010.pdf


Everyone is different though, so having options is key. I'm certainly not going to play with only pop-in, because I can manage some occasional edge clipping eye-strain, and pop-out is much more interesting. Alien Isolation, with the alien in the room at life size on projector is a much more compelling experience.

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#5
Posted 08/08/2018 10:07 PM   
This is not a problem at all, like in real life if something block your vision, you move, we have a mouse or a joypad for that. Personally on monitors/TV, I use 100% séparation (pop in) that about 7cm for far aways, and I put max jaillissement (pop out) to half the screen this way a can touch the object/character (but a try to set it not to be in constraint with the HUD, so I really like a pop out HUD). But some time the camera is moving itself to another spot and I get to much jaillissement, then I close 1 eye for the time being... DarkStarSword has implemented Autoconvergence into fixes, so objet/character never come closer than setted, personnaly I disable it (y4 = 0), but it does the work.
This is not a problem at all, like in real life if something block your vision, you move, we have a mouse or a joypad for that.

Personally on monitors/TV, I use 100% séparation (pop in) that about 7cm for far aways, and I put max jaillissement (pop out) to half the screen this way a can touch the object/character (but a try to set it not to be in constraint with the HUD, so I really like a pop out HUD). But some time the camera is moving itself to another spot and I get to much jaillissement, then I close 1 eye for the time being...

DarkStarSword has implemented Autoconvergence into fixes, so objet/character never come closer than setted, personnaly I disable it (y4 = 0), but it does the work.
Yeah to be brutally honest I keep pop-out to an absolute minimum, unless it's an Isometric ARPG game. (toyification is key in these games) But I don't eliminate it, convergence is important for a great 3d effect and like bob says I can handle a small amount of edge clipping. For third person games like Witcher 3 I usually align the convergence so the character sits at screen depth with a slight pop out, it really brings out the world. So, no not wrong at all, if you are eliminating pop out completely you are really watering down the 3d experience. There is a balance that can and should be achieved. Also this is what convergence presets are for
Yeah to be brutally honest I keep pop-out to an absolute minimum, unless it's an Isometric ARPG game. (toyification is key in these games) But I don't eliminate it, convergence is important for a great 3d effect and like bob says I can handle a small amount of edge clipping.

For third person games like Witcher 3 I usually align the convergence so the character sits at screen depth with a slight pop out, it really brings out the world.

So, no not wrong at all, if you are eliminating pop out completely you are really watering down the 3d experience. There is a balance that can and should be achieved. Also this is what convergence presets are for

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#7
Posted 08/09/2018 12:27 AM   
It's been a while but toyification can't be achieved for fall-in even if the fall-in depth is increased?
It's been a while but toyification can't be achieved for fall-in even if the fall-in depth is increased?

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#8
Posted 08/09/2018 02:37 AM   
Yes for full immergence you have to use the orthostereoscopy. But it is about the FoV, the distance and the size of your screen. FoV = 2arctan (B / 2D) D = B / (2tan (FoV / 2)) B = 2Dtan (FoV / 2) B is the base screen, D the screen distance With 106° for screen FoV on an 24" screen you have to be at 35cm of the screen its way to close... You will have to set the FoV screen lower to keep the orthostereo and be more confortable at a safe distance of your screen. Be carefull games setting use Vertical FoV or Horizontal FoV and it can be for 4/3 size... You'll have to convert it: http://themetalmuncher.github.io/fov-calc/
Yes for full immergence you have to use the orthostereoscopy. But it is about the FoV, the distance and the size of your screen.

FoV = 2arctan (B / 2D)
D = B / (2tan (FoV / 2))
B = 2Dtan (FoV / 2)

B is the base screen, D the screen distance

With 106° for screen FoV on an 24" screen you have to be at 35cm of the screen its way to close... You will have to set the FoV screen lower to keep the orthostereo and be more confortable at a safe distance of your screen.


Be carefull games setting use Vertical FoV or Horizontal FoV and it can be for 4/3 size...

You'll have to convert it:
http://themetalmuncher.github.io/fov-calc/
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