Quake 4 3D?
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[quote="helifax"][quote="MKULTRA"]Helifax, thanks, changed refresh to 120 hz and the message went. But no 3D except glimpses of it if I'm moving. Tried Stryker_66 ini file, that fixed the 3D. But it's very glitchy. Fire renders in the wrong place, lighting is often wrong, cracks in some geometry, crosshair is screen depth. Bit of a mess. Anyone have Q4 working well on a normal 3DVision monitor?[/quote] LOL! If you expect 3D Vision Ready status, you are in the wrong place... The game renders MOSTLY correct, but some things are not correctly rendered as Striker_66 said above. [/quote] Just checking if that was normal. Got it running ok. Is it possible to get Compatibility mode running in this method? I'd be curious to see the difference. The main problem I have with this mode is that 3D seems to vanish as you turn your head, it looks best if your view isn't moving. I wondered if "fake" 3d might handle that better. Although I'm guessing that would be a completely different technique, maybe impossible since you'd need access to the depth buffer. Could be interesting though.
helifax said:
MKULTRA said:Helifax, thanks, changed refresh to 120 hz and the message went. But no 3D except glimpses of it if I'm moving.

Tried Stryker_66 ini file, that fixed the 3D. But it's very glitchy. Fire renders in the wrong place, lighting is often wrong, cracks in some geometry, crosshair is screen depth.
Bit of a mess. Anyone have Q4 working well on a normal 3DVision monitor?


LOL! If you expect 3D Vision Ready status, you are in the wrong place...
The game renders MOSTLY correct, but some things are not correctly rendered as Striker_66 said above.


Just checking if that was normal.

Got it running ok.

Is it possible to get Compatibility mode running in this method? I'd be curious to see the difference. The main problem I have with this mode is that 3D seems to vanish as you turn your head, it looks best if your view isn't moving. I wondered if "fake" 3d might handle that better.

Although I'm guessing that would be a completely different technique, maybe impossible since you'd need access to the depth buffer. Could be interesting though.

Palit GTX 970 4GB Card, Driver 358.50, DX runtime 11.0, Asus VG236 monitor, Pre-Lightboost 3D Vision setup, i7-2600k 3.40/3.70 GHz CPU, 8 GB Ram, Z68XP-UD4 motherboard, OCZ-VERTEX3 SSD 128 GB, 64bit Windows7 Pro SP1

#16
Posted 12/25/2015 03:35 PM   
Hello all, did someone try this with Windows 10 1803 and driver 416.34? I mean, I get the OpenGL prompt that say that I use wrapper v4.19 and I followed each 4 steps. My FPS get divided by 2 as expected but I'm pretty certain that I get 1 eye only rendered because when I shoot it is little bit off to the right side. The left side doesn't seems to be rendered. Is someone encountered similar things (I tried the ini file mentioned in page 1). Maybe it is related to specific driver? Or maybe Windows 7 is recommended? I have a 1080 with VG278H with 3d vision ready
Hello all,

did someone try this with Windows 10 1803 and driver 416.34? I mean, I get the OpenGL prompt that say that I use wrapper v4.19 and I followed each 4 steps. My FPS get divided by 2 as expected but I'm pretty certain that I get 1 eye only rendered because when I shoot it is little bit off to the right side. The left side doesn't seems to be rendered.


Is someone encountered similar things (I tried the ini file mentioned in page 1). Maybe it is related to specific driver? Or maybe Windows 7 is recommended? I have a 1080 with VG278H with 3d vision ready

#17
Posted 01/02/2019 07:09 PM   
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