Thanks for the PARTIAL GeForce OpenGL Quad-buffer support... but not on Zalman etc...
2 / 3
Phones > Desktops
"3D Vision Automatic is not available for OpenGL on the desktop. 3D Vision Automatic is available for OpenGL ES applications running under Android 3.2 (or later) on a device with a Tegra 3 (or later) processor."
http://docs.nvidia.com/tegra/data/Use_NVIDIA_3D_Vision_Automatic.html
"3D Vision Automatic is not available for OpenGL on the desktop. 3D Vision Automatic is available for OpenGL ES applications running under Android 3.2 (or later) on a device with a Tegra 3 (or later) processor."
Im a bit confused by all this. Which is why I wanted to test it.
I dont think second life will work because while its a supported method being quadbuffered/ perhaps hardware flipped. It has no renderer, nothing controls depth/convergence. Im pretty sure 3d vision just allows an opengl game with a renderer to interface with it. 3d vision will only turn the glasses on as far as I know.
Im a bit confused by all this. Which is why I wanted to test it.
I dont think second life will work because while its a supported method being quadbuffered/ perhaps hardware flipped. It has no renderer, nothing controls depth/convergence. Im pretty sure 3d vision just allows an opengl game with a renderer to interface with it. 3d vision will only turn the glasses on as far as I know.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Maybe via a config file?
Like in the User comments posted on 3D Vision Blog for Doom 3-BFG
http://3dvision-blog.com/8439-doom-3-bfg-edition-is-out-now-with-stereoscopic-3d-support/comment-page-1/
[quote="D-Man11"]3D Vision Automatic is not available for OpenGL on the desktop.[/quote]
QBS in Windows was only added very recently, in 314.07 on Feb 18, 2013. Up until then there was no QBS support on GeForce period for years. So most of the documentation out there is old and out of date.
[quote="eqzitara"]Im a bit confused by all this. Which is why I wanted to test it.[/quote]
There is a test program on the mtbs forums. You need to sign up to view attachments:
http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849#p112229
http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849#p120027
[quote="eqzitara"]nothing controls depth/convergence[/quote]
The screenshots below shows controls for eye seperation and screen distance:
http://ctrlaltstudio.com/blog/2013/06/20/introducing-the-ctrlaltstudio-viewer-second-life-and-opensim-in-stereoscopic-3d
D-Man11 said:3D Vision Automatic is not available for OpenGL on the desktop.
QBS in Windows was only added very recently, in 314.07 on Feb 18, 2013. Up until then there was no QBS support on GeForce period for years. So most of the documentation out there is old and out of date.
eqzitara said:Im a bit confused by all this. Which is why I wanted to test it.
There is a test program on the mtbs forums. You need to sign up to view attachments:
http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849#p112229
http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849#p120027
[quote="D-Man11"]Doom 3 BFG Edition is OpenGl and works with driver 306.97 and up via it's native support.[/quote]
But yah, no idea how old that documentation is.
It WORKS.
I read link that NLP posted. Its mentioned on the documentation on the S3D renderer settings page as well on how to get it to work.
The main problem is the higher your depth setting the more issues the game has. The left/right eye will have objects dissapear based on depth. Its mentioned in notes here.
"Implement a proper asymmetric frustum for each eye to get the correct parallel axis stereo geometry."
I think this will only work on displays using 3d vision not tv play.
It WORKS.
I read link that NLP posted. Its mentioned on the documentation on the S3D renderer settings page as well on how to get it to work.
The main problem is the higher your depth setting the more issues the game has. The left/right eye will have objects dissapear based on depth. Its mentioned in notes here.
"Implement a proper asymmetric frustum for each eye to get the correct parallel axis stereo geometry."
I think this will only work on displays using 3d vision not tv play.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Which is odd, at least for me. Doom 3 BFG edition runs perfectly fine when I'm plugged directly into the DLP but through the RCVR it won't because the display shows up as the Onkyo and all I can select for 3D method is Generic DLP. So how can I tell if I'm running in 3D Vision or 3DTV Play with the emitter connected? Isn't it that you're getting 60 fps in-game? All the benchmarks I run for games that can do it top off at 60 fps.
Which is odd, at least for me. Doom 3 BFG edition runs perfectly fine when I'm plugged directly into the DLP but through the RCVR it won't because the display shows up as the Onkyo and all I can select for 3D method is Generic DLP. So how can I tell if I'm running in 3D Vision or 3DTV Play with the emitter connected? Isn't it that you're getting 60 fps in-game? All the benchmarks I run for games that can do it top off at 60 fps.
Looking at that
"Horizontal Interlaced (7) Quadro graphics cards Arisawa, Hyundai, Zalman, Pavione, and Miracube"
mode #7 is what I'm interested in - whether or not it'll now work with Geforce too I'm unclear - I'll try some other linux 3d apps to see if it works in Linux now - sadly the ctrlaltstudio Second Life viewer hasn't got a Linux build yet, though the source code is open source, if anyone would like to try :) I've no problem dumping Windows otherwise.
Linden Lab who make Second Life are working on an official 3D viewer but this will be for the Occulus Rift. Otherwise my options are to jump ship for AMD 3DHD once I hear of success with this app. Either way, hurry up, Nvidia!
The rest of you, enjoy 3D OpenGL on your active glasses :)
mode #7 is what I'm interested in - whether or not it'll now work with Geforce too I'm unclear - I'll try some other linux 3d apps to see if it works in Linux now - sadly the ctrlaltstudio Second Life viewer hasn't got a Linux build yet, though the source code is open source, if anyone would like to try :) I've no problem dumping Windows otherwise.
Linden Lab who make Second Life are working on an official 3D viewer but this will be for the Occulus Rift. Otherwise my options are to jump ship for AMD 3DHD once I hear of success with this app. Either way, hurry up, Nvidia!
The rest of you, enjoy 3D OpenGL on your active glasses :)
I'm not sure iof this requires old Nvidia drivers, but there is a DLL that you can add into Quake if you wanted to play it in line-interleaved.
http://www.benryves.com/products/stereoquake/
This project provides replacement executables and DLLs for Quake and Quake II; you can simply overwrite your existing executables with these. Alternatively, copy the updated executables to a new folder, and copy the id1 (Quake) or baseq2 (Quake II) directories over from an existing installation.
•Row interleaved, column interleaved, pixel interleaved and anaglyph stereoscopic modes added to the OpenGL renderer.
This project provides replacement executables and DLLs for Quake and Quake II; you can simply overwrite your existing executables with these. Alternatively, copy the updated executables to a new folder, and copy the id1 (Quake) or baseq2 (Quake II) directories over from an existing installation.
•Row interleaved, column interleaved, pixel interleaved and anaglyph stereoscopic modes added to the OpenGL renderer.
eqzitara, do you happen to have a 3x1 3D Surround configuration? Or just one 3D Monitor?
I am curious to know if QBS works on 3 monitors. The results in the MTBS3D thread aren't promising in this regard.
[quote="NLPsajeeth"]The master list of 3D support that Quadro (and I'm guessing all NVIDIA cards) has can be seen on:
http://us.download.nvidia.com/XFree86/Linux-x86/325.08/README/xconfigoptions.html
Looks like they only support for #10 "NVIDIA 3D Vision mode for use with NVIDIA 3D Vision glasses. The NVIDIA 3D Vision infrared emitter must be connected to a USB port of your computer..." was added to the GeForce Windows driver. Too bad they didn't add Windowed mode, though the Radeon cards also only support full screen QBS.
I wonder if QBS is available for GeForce on Linux now as well.
Also curious about support for #12 (HDMI 3D mode for use with HDMI 3D compatible display devices with their own stereo emitters.)[/quote]
On linux quad buffering works even in window mode not only "exclusive fullscreen". THe only downside is that the emitter is not mounted by the linux driver... So you will need to manually mount it and emulate the 0.0083 signal for the synchronization. I tested it and it actually works which was awesome to begin with. The app ofc was using left& right buffers (quadbufering)
So if a Linux app has a native quad buffering rendering, you could enable the 3D Vision emitter and it should work;))
So far I can't seem to find any Linux game that supports quad buffering. (Although I will try at some point DOOM3 BFG the Linux version but didn't had the time to properly test it)
If someone is interested on pursuing this let me know...I can provide you a Doom3 Linux executable version (32 bits)... I still have it around...
Looks like they only support for #10 "NVIDIA 3D Vision mode for use with NVIDIA 3D Vision glasses. The NVIDIA 3D Vision infrared emitter must be connected to a USB port of your computer..." was added to the GeForce Windows driver. Too bad they didn't add Windowed mode, though the Radeon cards also only support full screen QBS.
I wonder if QBS is available for GeForce on Linux now as well.
Also curious about support for #12 (HDMI 3D mode for use with HDMI 3D compatible display devices with their own stereo emitters.)
On linux quad buffering works even in window mode not only "exclusive fullscreen". THe only downside is that the emitter is not mounted by the linux driver... So you will need to manually mount it and emulate the 0.0083 signal for the synchronization. I tested it and it actually works which was awesome to begin with. The app ofc was using left& right buffers (quadbufering)
So if a Linux app has a native quad buffering rendering, you could enable the 3D Vision emitter and it should work;))
So far I can't seem to find any Linux game that supports quad buffering. (Although I will try at some point DOOM3 BFG the Linux version but didn't had the time to properly test it)
If someone is interested on pursuing this let me know...I can provide you a Doom3 Linux executable version (32 bits)... I still have it around...
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="NLPsajeeth"]That is good to hear helifax. Do you have multiple 3D monitors or just one?
Does QBS work with multiple 3D monitors on Linux with your GeForce?[/quote]
I have mutlti 3D monitors...I have the Surround installed properly to run under Linux and it works (only window and fullscreen window, exclusive fullscreen renderes the center monitor only while left and right are black)
I haven't tested on all 3 screens to run 3D vision...but I remember having a small window 640x480 and I could DRAG it around on all 3 monitors and all were displaying it & were synced with the glasses..
So I imagine that it works;))
NLPsajeeth said:That is good to hear helifax. Do you have multiple 3D monitors or just one?
Does QBS work with multiple 3D monitors on Linux with your GeForce?
I have mutlti 3D monitors...I have the Surround installed properly to run under Linux and it works (only window and fullscreen window, exclusive fullscreen renderes the center monitor only while left and right are black)
I haven't tested on all 3 screens to run 3D vision...but I remember having a small window 640x480 and I could DRAG it around on all 3 monitors and all were displaying it & were synced with the glasses..
So I imagine that it works;))
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
"3D Vision Automatic is not available for OpenGL on the desktop. 3D Vision Automatic is available for OpenGL ES applications running under Android 3.2 (or later) on a device with a Tegra 3 (or later) processor."
http://docs.nvidia.com/tegra/data/Use_NVIDIA_3D_Vision_Automatic.html
I dont think second life will work because while its a supported method being quadbuffered/ perhaps hardware flipped. It has no renderer, nothing controls depth/convergence. Im pretty sure 3d vision just allows an opengl game with a renderer to interface with it. 3d vision will only turn the glasses on as far as I know.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Like in the User comments posted on 3D Vision Blog for Doom 3-BFG
http://3dvision-blog.com/8439-doom-3-bfg-edition-is-out-now-with-stereoscopic-3d-support/comment-page-1/
QBS in Windows was only added very recently, in 314.07 on Feb 18, 2013. Up until then there was no QBS support on GeForce period for years. So most of the documentation out there is old and out of date.
There is a test program on the mtbs forums. You need to sign up to view attachments:
http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849#p112229
http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16849#p120027
The screenshots below shows controls for eye seperation and screen distance:
http://ctrlaltstudio.com/blog/2013/06/20/introducing-the-ctrlaltstudio-viewer-second-life-and-opensim-in-stereoscopic-3d
Kit 4K (Database of 4K Displays), Kit 8K (Database of 8K Displays), Kit Display (General Display Information)
But yah, no idea how old that documentation is.
He didnt tell me about renderer settings page. Which is why I was confused.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
I read link that NLP posted. Its mentioned on the documentation on the S3D renderer settings page as well on how to get it to work.
The main problem is the higher your depth setting the more issues the game has. The left/right eye will have objects dissapear based on depth. Its mentioned in notes here.
"Implement a proper asymmetric frustum for each eye to get the correct parallel axis stereo geometry."
I think this will only work on displays using 3d vision not tv play.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
"Horizontal Interlaced (7) Quadro graphics cards Arisawa, Hyundai, Zalman, Pavione, and Miracube"
mode #7 is what I'm interested in - whether or not it'll now work with Geforce too I'm unclear - I'll try some other linux 3d apps to see if it works in Linux now - sadly the ctrlaltstudio Second Life viewer hasn't got a Linux build yet, though the source code is open source, if anyone would like to try :) I've no problem dumping Windows otherwise.
Linden Lab who make Second Life are working on an official 3D viewer but this will be for the Occulus Rift. Otherwise my options are to jump ship for AMD 3DHD once I hear of success with this app. Either way, hurry up, Nvidia!
The rest of you, enjoy 3D OpenGL on your active glasses :)
http://www.benryves.com/products/stereoquake/
This project provides replacement executables and DLLs for Quake and Quake II; you can simply overwrite your existing executables with these. Alternatively, copy the updated executables to a new folder, and copy the id1 (Quake) or baseq2 (Quake II) directories over from an existing installation.
•Row interleaved, column interleaved, pixel interleaved and anaglyph stereoscopic modes added to the OpenGL renderer.
I am curious to know if QBS works on 3 monitors. The results in the MTBS3D thread aren't promising in this regard.
Kit 4K (Database of 4K Displays), Kit 8K (Database of 8K Displays), Kit Display (General Display Information)
On linux quad buffering works even in window mode not only "exclusive fullscreen". THe only downside is that the emitter is not mounted by the linux driver... So you will need to manually mount it and emulate the 0.0083 signal for the synchronization. I tested it and it actually works which was awesome to begin with. The app ofc was using left& right buffers (quadbufering)
So if a Linux app has a native quad buffering rendering, you could enable the 3D Vision emitter and it should work;))
So far I can't seem to find any Linux game that supports quad buffering. (Although I will try at some point DOOM3 BFG the Linux version but didn't had the time to properly test it)
If someone is interested on pursuing this let me know...I can provide you a Doom3 Linux executable version (32 bits)... I still have it around...
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)
Does QBS work with multiple 3D monitors on Linux with your GeForce?
Kit 4K (Database of 4K Displays), Kit 8K (Database of 8K Displays), Kit Display (General Display Information)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I have mutlti 3D monitors...I have the Surround installed properly to run under Linux and it works (only window and fullscreen window, exclusive fullscreen renderes the center monitor only while left and right are black)
I haven't tested on all 3 screens to run 3D vision...but I remember having a small window 640x480 and I could DRAG it around on all 3 monitors and all were displaying it & were synced with the glasses..
So I imagine that it works;))
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)