I once played Tomb Raider 4: The last Revelation with an Asus Geforce 256 in 3D with shutter glasses in 1999 and was really impressed. A few weeks ago i bought a 3D Vision2 Kit together with an BenQ XL2720Z. Newer games work fine. I also tried to get the old Tomb Raider running but didn't suceed.
According to to this [url=https://forums.geforce.com/default/topic/502820/3d-vision/opengl-games-that-work-with-3d-vision/post/3588124/#3588124]posting[/url] i tried to setup an old rig with the new monitor. I still have an Athlon64 3400+ with a Geforce 6800 GT running WinXP 32bit. I installed Forceware 91.31 with the corresponding 3D stereo driver on the system. The according 3D options are available but i cannot setup my display in 1920x1080 with more than 60Hz. I tried to manually add a custom resolution in the driver menu (1920x1080@120Hz and 1920x1080@144Hz) but they are not accepted. I also tried to install a driver for the monitor from the supplied CD but it won't install in XP. I accepted that it is not a signed driver but it still fails.
Has anyone suggestions how to get it work?
I once played Tomb Raider 4: The last Revelation with an Asus Geforce 256 in 3D with shutter glasses in 1999 and was really impressed. A few weeks ago i bought a 3D Vision2 Kit together with an BenQ XL2720Z. Newer games work fine. I also tried to get the old Tomb Raider running but didn't suceed.
According to to this posting i tried to setup an old rig with the new monitor. I still have an Athlon64 3400+ with a Geforce 6800 GT running WinXP 32bit. I installed Forceware 91.31 with the corresponding 3D stereo driver on the system. The according 3D options are available but i cannot setup my display in 1920x1080 with more than 60Hz. I tried to manually add a custom resolution in the driver menu (1920x1080@120Hz and 1920x1080@144Hz) but they are not accepted. I also tried to install a driver for the monitor from the supplied CD but it won't install in XP. I accepted that it is not a signed driver but it still fails.
I initially started with Win7. I activated stereoscopic 3D in the NVidia driver, started the game fullscreen and windowed but it stays "flat". I also tried setting the monitor to always use 3D, tested the keyboard shortcut for 3D compatibility mode (CTRL+ALT+F11) but also with no effect on the game.
According to the linked post above the reason is that it's an DX7 game which the new Nvidia driver doesn't support. This is why i tried switching back to an old machine with old drivers. If it is possible to run it with stereoscopic 3D in Win7 it would be great but how to do it?
I initially started with Win7. I activated stereoscopic 3D in the NVidia driver, started the game fullscreen and windowed but it stays "flat". I also tried setting the monitor to always use 3D, tested the keyboard shortcut for 3D compatibility mode (CTRL+ALT+F11) but also with no effect on the game.
According to the linked post above the reason is that it's an DX7 game which the new Nvidia driver doesn't support. This is why i tried switching back to an old machine with old drivers. If it is possible to run it with stereoscopic 3D in Win7 it would be great but how to do it?
I managed to run Tomb Raider 4 with 3d Vision(3dtv play-Checkerboard,but I guess It runs fine with 3d Vision too)using Makaron emulator.Had to change SH4 mode from Dynarec to FastInt(interpreter mode 1)and change core frequencyv from 100% to 40% in Makaron.ini with my Pc rig.It's not perfect but it's playable and I think the 3d effect is great.
Windows 7 x64
2x GTX 660Ti
3dtv Samsung 46F7500-Asus Vg278h 3D monitor
i7 4790k @ 4.4Ghz
12GB 1333 DDR3
2x HD Samsung 500gb
I managed to run Tomb Raider 4 with 3d Vision(3dtv play-Checkerboard,but I guess It runs fine with 3d Vision too)using Makaron emulator.Had to change SH4 mode from Dynarec to FastInt(interpreter mode 1)and change core frequencyv from 100% to 40% in Makaron.ini with my Pc rig.It's not perfect but it's playable and I think the 3d effect is great.
Windows 7 x64
2x GTX 660Ti
3dtv Samsung 46F7500-Asus Vg278h 3D monitor
i7 4790k @ 4.4Ghz
12GB 1333 DDR3
2x HD Samsung 500gb
Are there any DX7(well 8 and under) to DX9 wrappers that work with 3D Vision?(d3d* to d3d9)
edit:besides [url=http://enbdev.com/download_convertor_dx8todx9.htm]enb dx8 to dx9 converter[/url]
[quote="TsaebehT"]Are there any DX7(well 8 and under) to DX9 wrappers that work with 3D Vision?(d3d* to d3d9)
edit:besides [url=http://enbdev.com/download_convertor_dx8todx9.htm]enb dx8 to dx9 converter[/url][/quote]
Unfortunately I never found any
@floruc21 (better late than never)
The problem with setting up a legacy rig to run older drivers and play older games is that the 3D Vision glasses and emitter were not supported back then. CRTs, Projectors and Zalman Passive monitors were pretty much the only choices and Elsa revelators were pretty much the only choice for active shutters.
But you can use a DLP Projector and DLP Link glasses via a VGA connection in CRT generic mode.
The problem with setting up a legacy rig to run older drivers and play older games is that the 3D Vision glasses and emitter were not supported back then. CRTs, Projectors and Zalman Passive monitors were pretty much the only choices and Elsa revelators were pretty much the only choice for active shutters.
But you can use a DLP Projector and DLP Link glasses via a VGA connection in CRT generic mode.
Splinter Cell was rumored to work with 3D Vision upon release via dx8.1, but I think it had a dx9 patch that made it work.
Giants Citizen Kabuto had a community mod/patch that added dx9 functionality to its previous dx7 rendering.
aka GeForce 3 Converter
http://www.giantswd.org/?file=2
there used to be some information on how the conversion process was implemented prior to the wiki migration to another site.
Splinter Cell was rumored to work with 3D Vision upon release via dx8.1, but I think it had a dx9 patch that made it work.
Giants Citizen Kabuto had a community mod/patch that added dx9 functionality to its previous dx7 rendering.
aka GeForce 3 Converter
http://www.giantswd.org/?file=2
there used to be some information on how the conversion process was implemented prior to the wiki migration to another site.
There were also a few older penGL titles that at one time worked with 3D Vision, then quit working and required a wrapper and now are working again without a wrapper.
[quote="D-Man11"]Star Wars Jedi Knight: Jedi Academy, Star Wars Jedi Knight II: Jedi Outcast, Return to Castle Wolfenstein no longer require GLDirect to be added. All you need to do is edit the config folder and edit seta r_stereo "0" to seta r_stereo "1".
Set depth and convergence as needed by changing seta cg_stereoSeparation "0.4" and
seta s_separation "0.5"
The Nvidia laser sight will not work since it's OpenGL, but you can edit seta cg_crosshairSize "4" to make the in-game crosshair small or change seta cg_drawCrosshair "1" to 0.
[/quote]
https://forums.geforce.com/default/topic/502820/3d-vision/opengl-games-that-work-with-3d-vision/post/4272027/#4272027
There were also a few older penGL titles that at one time worked with 3D Vision, then quit working and required a wrapper and now are working again without a wrapper.
D-Man11 said:Star Wars Jedi Knight: Jedi Academy, Star Wars Jedi Knight II: Jedi Outcast, Return to Castle Wolfenstein no longer require GLDirect to be added. All you need to do is edit the config folder and edit seta r_stereo "0" to seta r_stereo "1".
Set depth and convergence as needed by changing seta cg_stereoSeparation "0.4" and
seta s_separation "0.5"
The Nvidia laser sight will not work since it's OpenGL, but you can edit seta cg_crosshairSize "4" to make the in-game crosshair small or change seta cg_drawCrosshair "1" to 0.
Ok, here's a little bit of weirdness. The game Enclave plays in perfect 3D, dynamic crasshair to boot, except for the SkyBox. The game has a profile but refuses to use it(or at least report it's using it) as does anything else assigned to the Enclave profile. The game is listed on Steam as DirextX9.0c but it's not using D3D9, the HelixMod won't work with it at all and the only renderers in the folder and selectable via ini are D3D8 and OpenGL, D3D8 triggers 3D Vision and OpenGL doesn't.
Ok, here's a little bit of weirdness. The game Enclave plays in perfect 3D, dynamic crasshair to boot, except for the SkyBox. The game has a profile but refuses to use it(or at least report it's using it) as does anything else assigned to the Enclave profile. The game is listed on Steam as DirextX9.0c but it's not using D3D9, the HelixMod won't work with it at all and the only renderers in the folder and selectable via ini are D3D8 and OpenGL, D3D8 triggers 3D Vision and OpenGL doesn't.
[quote="ricardokung"]There is this Sweetfx Dx8 injector:
http://forums.guru3d.com/showthread.php?t=390550[/quote]
Hmm, it says this works for Red Faction. I'll have to give this a try some time.
Previously, all I could do was get Nvidisa's overlay to show up. ctrl+alt+ins would turn it off and control+t would drop the framerate from 120 to 60. So it seemed like it wanted to work but I couldn't get a double image, nor could I figure out how to mod the config for it. I think using PureFaction is what made it want to work, but it's been awhile and I'm not certain because I also was trying the ENB dx8-9 files.
Hmm, it says this works for Red Faction. I'll have to give this a try some time.
Previously, all I could do was get Nvidisa's overlay to show up. ctrl+alt+ins would turn it off and control+t would drop the framerate from 120 to 60. So it seemed like it wanted to work but I couldn't get a double image, nor could I figure out how to mod the config for it. I think using PureFaction is what made it want to work, but it's been awhile and I'm not certain because I also was trying the ENB dx8-9 files.
Gave that a try. I'd looked at Red Faction quite a bit last year.
Didn't fly. Didn't engage 3D at all on normal Steam version, even though SweetFX was running. Got it to engage 3D using TrueFaction+Bolaus injector. But image is not in 3D. Automatic mode doesn't change anything on the image.
You can tell the SweetFX injector is running by the wavy before/after comparison.
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/63113/[/img]
Gave that a try. I'd looked at Red Faction quite a bit last year.
Didn't fly. Didn't engage 3D at all on normal Steam version, even though SweetFX was running. Got it to engage 3D using TrueFaction+Bolaus injector. But image is not in 3D. Automatic mode doesn't change anything on the image.
You can tell the SweetFX injector is running by the wavy before/after comparison.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Nah, it was definitely OpenGL, 'VID_RENDER=OpenGL' in the ini ... which gave me the idea to try'n run it with an OpenGL to DirectX wrapper and HelixMod.
I tried a version of GLDirect, 3D still worked, HelixMod was working, I was able to single out the 2 Shaders for the SkyBox but then trying to run the game with them unedited in the ShaderOverride folder led to them displaying all wrong.
It'd be nice if I could find and fix them at the Shader level, I was going through all the skies one by one and 'remastering' them(txt files) up until the point that the fog in certain levels was actually obscuring the sky, those I had to open the map files in Notepad++ and edit the distance at which the fog was rendering, something I don't know if I could script.
Either way, it was a lot of work. Each sky had to be remade, changing the distance at which it was rendered and forcing it to use the z-buffer wound up making the skies tiny little squares way up above you and I couldn't find an equation that matched the original sky so every layer had to be tweaked and then I hit a few roadblocks, like the fog, some larger buildings/later levels being out of the SkyBox and some skies just not being able to remake them to get them to look right ... a lot of work for 3 Shaders. Lol. :)
Edit: The game does have a D3D folder with all it's Shader code(1.1 iirc) but I don't think it's possible to fix them that way, I'm pretty sure we need to use 3.0 to fix the depth and I wouldn't think D3D8 would be able to use them ... I wonder if there's a profile that fixes SkyBoxes, seems like a very common issue/way of doing things ...
Nah, it was definitely OpenGL, 'VID_RENDER=OpenGL' in the ini ... which gave me the idea to try'n run it with an OpenGL to DirectX wrapper and HelixMod.
I tried a version of GLDirect, 3D still worked, HelixMod was working, I was able to single out the 2 Shaders for the SkyBox but then trying to run the game with them unedited in the ShaderOverride folder led to them displaying all wrong.
It'd be nice if I could find and fix them at the Shader level, I was going through all the skies one by one and 'remastering' them(txt files) up until the point that the fog in certain levels was actually obscuring the sky, those I had to open the map files in Notepad++ and edit the distance at which the fog was rendering, something I don't know if I could script.
Either way, it was a lot of work. Each sky had to be remade, changing the distance at which it was rendered and forcing it to use the z-buffer wound up making the skies tiny little squares way up above you and I couldn't find an equation that matched the original sky so every layer had to be tweaked and then I hit a few roadblocks, like the fog, some larger buildings/later levels being out of the SkyBox and some skies just not being able to remake them to get them to look right ... a lot of work for 3 Shaders. Lol. :)
Edit: The game does have a D3D folder with all it's Shader code(1.1 iirc) but I don't think it's possible to fix them that way, I'm pretty sure we need to use 3.0 to fix the depth and I wouldn't think D3D8 would be able to use them ... I wonder if there's a profile that fixes SkyBoxes, seems like a very common issue/way of doing things ...
According to to this posting i tried to setup an old rig with the new monitor. I still have an Athlon64 3400+ with a Geforce 6800 GT running WinXP 32bit. I installed Forceware 91.31 with the corresponding 3D stereo driver on the system. The according 3D options are available but i cannot setup my display in 1920x1080 with more than 60Hz. I tried to manually add a custom resolution in the driver menu (1920x1080@120Hz and 1920x1080@144Hz) but they are not accepted. I also tried to install a driver for the monitor from the supplied CD but it won't install in XP. I accepted that it is not a signed driver but it still fails.
Has anyone suggestions how to get it work?
According to the linked post above the reason is that it's an DX7 game which the new Nvidia driver doesn't support. This is why i tried switching back to an old machine with old drivers. If it is possible to run it with stereoscopic 3D in Win7 it would be great but how to do it?
Windows 7 x64
2x GTX 660Ti
3dtv Samsung 46F7500-Asus Vg278h 3D monitor
i7 4790k @ 4.4Ghz
12GB 1333 DDR3
2x HD Samsung 500gb
edit:besides enb dx8 to dx9 converter
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Unfortunately I never found any
The problem with setting up a legacy rig to run older drivers and play older games is that the 3D Vision glasses and emitter were not supported back then. CRTs, Projectors and Zalman Passive monitors were pretty much the only choices and Elsa revelators were pretty much the only choice for active shutters.
But you can use a DLP Projector and DLP Link glasses via a VGA connection in CRT generic mode.
Giants Citizen Kabuto had a community mod/patch that added dx9 functionality to its previous dx7 rendering.
aka GeForce 3 Converter
http://www.giantswd.org/?file=2
there used to be some information on how the conversion process was implemented prior to the wiki migration to another site.
https://forums.geforce.com/default/topic/502820/3d-vision/opengl-games-that-work-with-3d-vision/post/4272027/#4272027
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
http://forums.guru3d.com/showthread.php?t=390550
Are you sure it's not OpenAL?
OpenAL is by Creative Technology and used for audio.
Hmm, it says this works for Red Faction. I'll have to give this a try some time.
Previously, all I could do was get Nvidisa's overlay to show up. ctrl+alt+ins would turn it off and control+t would drop the framerate from 120 to 60. So it seemed like it wanted to work but I couldn't get a double image, nor could I figure out how to mod the config for it. I think using PureFaction is what made it want to work, but it's been awhile and I'm not certain because I also was trying the ENB dx8-9 files.
Didn't fly. Didn't engage 3D at all on normal Steam version, even though SweetFX was running. Got it to engage 3D using TrueFaction+Bolaus injector. But image is not in 3D. Automatic mode doesn't change anything on the image.
You can tell the SweetFX injector is running by the wavy before/after comparison.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I tried a version of GLDirect, 3D still worked, HelixMod was working, I was able to single out the 2 Shaders for the SkyBox but then trying to run the game with them unedited in the ShaderOverride folder led to them displaying all wrong.
It'd be nice if I could find and fix them at the Shader level, I was going through all the skies one by one and 'remastering' them(txt files) up until the point that the fog in certain levels was actually obscuring the sky, those I had to open the map files in Notepad++ and edit the distance at which the fog was rendering, something I don't know if I could script.
Either way, it was a lot of work. Each sky had to be remade, changing the distance at which it was rendered and forcing it to use the z-buffer wound up making the skies tiny little squares way up above you and I couldn't find an equation that matched the original sky so every layer had to be tweaked and then I hit a few roadblocks, like the fog, some larger buildings/later levels being out of the SkyBox and some skies just not being able to remake them to get them to look right ... a lot of work for 3 Shaders. Lol. :)
Edit: The game does have a D3D folder with all it's Shader code(1.1 iirc) but I don't think it's possible to fix them that way, I'm pretty sure we need to use 3.0 to fix the depth and I wouldn't think D3D8 would be able to use them ... I wonder if there's a profile that fixes SkyBoxes, seems like a very common issue/way of doing things ...
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]