I found a response about openGl support for Rage.
taken from https://forums.geforce.com/default/topic/503447/3d-vision/rage-3d-vision-support-or-not-question-for-andrew/post/3592277/#3592277
[quote="andrewf@nvidia"]Hi All
Let me end this thread right now.
Currently there is no 3D Vision support for Rage. Our driver automatically converts DirectX games into 3D. Rage is OpenGL.
We are investigating with the Rage developers if its possible to add support for 3D in a patch, but I want to caution everyone there there is no confirmation or no news that a patch is coming with 3D support.[/quote]
I found a response about openGl support for Rage.
taken from https://forums.geforce.com/default/topic/503447/3d-vision/rage-3d-vision-support-or-not-question-for-andrew/post/3592277/#3592277
andrewf@nvidia said:Hi All
Let me end this thread right now.
Currently there is no 3D Vision support for Rage. Our driver automatically converts DirectX games into 3D. Rage is OpenGL.
We are investigating with the Rage developers if its possible to add support for 3D in a patch, but I want to caution everyone there there is no confirmation or no news that a patch is coming with 3D support.
Here's the qoute I was thinking of, it's Andrew Fear not ManuelG
Taken from https://forums.geforce.com/default/topic/501188/3d-vision/this-is-why-we-did-not-want-dev-support-deus-ex-will-be-first-of-many/post/3579163/#3579163
[quote="andrewf@nvidia"]Hi
A few comments
- We have supported Quad buffered in our driver for two years allowing game developers to use it in their game. Avatar and Crysis 2 both used it. Just last week AMD finally released their support. Developers can use both modes if they want to get the same effect on each GPU. Some choose to do it, some don't for whatever reason.
- We have supported converting existing games automatically into 3D using our software for alomost 3 years, while our competition doesn't. We think this is a good feature for users. I don't have any information why AMD doesn't support this.
- All of our new 3D Vision monitors support HDMI 1.4 3D which means you can connect them to an AMD GPU and get HD3D support.[/quote]
Posted 08/23/2011 11:01 PM
Here's the qoute I was thinking of, it's Andrew Fear not ManuelG
Taken from https://forums.geforce.com/default/topic/501188/3d-vision/this-is-why-we-did-not-want-dev-support-deus-ex-will-be-first-of-many/post/3579163/#3579163
andrewf@nvidia said:Hi
A few comments
- We have supported Quad buffered in our driver for two years allowing game developers to use it in their game. Avatar and Crysis 2 both used it. Just last week AMD finally released their support. Developers can use both modes if they want to get the same effect on each GPU. Some choose to do it, some don't for whatever reason.
- We have supported converting existing games automatically into 3D using our software for alomost 3 years, while our competition doesn't. We think this is a good feature for users. I don't have any information why AMD doesn't support this.
- All of our new 3D Vision monitors support HDMI 1.4 3D which means you can connect them to an AMD GPU and get HD3D support.
I wonder if maybe some openGl games that do not support stero might have console commands available in place already , so they could add it later if they decided.
Kinda like Doom 3 BFg had a console command
1. In Windows Explorer, go to the following path:
X:\users\(USERNAME)\Saved Games\id Software\DOOM 3 BFG\base
X and (USERNAME) are dependent on your computer setup, of course.
Open D3BFGConfig.cfg with your favorite editor and add the following line to the end:
set com_allowConsole "1"
2. Launch the game, and enter the console with the ~ key.
3. If you type "stereo" and follow with the TAB key, you will see all the available stereo settings:
stereorender_interOccularCentimeters is the camera separation, and is what the slider adjusts in the game's menu. Even though the slider will max it out at 6, you can take it higher if you think it is necessary.
stereorender_convergence is the convergence setting, and increasing this value high enough will bring on the out of screen effects. I've been playing with a convergence of about 25, but you will need to adjust according to your separation settings and monitor size.
taken from http://www.mtbs3d.com/index.php?option=com_content&view=article&id=13189:how-to-get-doom-3-bfg-to-deliver-in-3d&catid=35&Itemid=73
I wonder if maybe some openGl games that do not support stero might have console commands available in place already , so they could add it later if they decided.
X and (USERNAME) are dependent on your computer setup, of course.
Open D3BFGConfig.cfg with your favorite editor and add the following line to the end:
set com_allowConsole "1"
2. Launch the game, and enter the console with the ~ key.
3. If you type "stereo" and follow with the TAB key, you will see all the available stereo settings:
stereorender_interOccularCentimeters is the camera separation, and is what the slider adjusts in the game's menu. Even though the slider will max it out at 6, you can take it higher if you think it is necessary.
stereorender_convergence is the convergence setting, and increasing this value high enough will bring on the out of screen effects. I've been playing with a convergence of about 25, but you will need to adjust according to your separation settings and monitor size.
[quote="TsaebehT"]Does that mean OpenGL games work now or no? Because I tried Tiny and Big: Grandpa's Leftovers a couple weeks ago but it didn't trigger 3D, then I tried both the GL wrappers and they both crashed. [/quote]
Yes and no.
Yes, if the native engine supports quadbuffering rendering which can be enabled via configfiles or ingame but I doubt this is the case in most games.
No, since the nVidia driver does not have an "Automatic stereo3D" mechanism/wrapper that it has under DirectX. This is the reason any game will "launch" with stereo 3D under Direct3D. If such a mechanism would not exist than we would not be able to play any game in stereo 3D under Windows (Direct3D) that doesn't have a native stereo renderer (like Tomb Raider 2013 for example).
But! The good part is that now we can use 3D Vision in our OpenGl apps we develop. It is even a possibility to create an "automatic stereo 3D" method to work with openGl (like it used to exists a long time before)... Sadly I have no idea from where to start with this thing yet.
TsaebehT said:Does that mean OpenGL games work now or no? Because I tried Tiny and Big: Grandpa's Leftovers a couple weeks ago but it didn't trigger 3D, then I tried both the GL wrappers and they both crashed.
Yes and no.
Yes, if the native engine supports quadbuffering rendering which can be enabled via configfiles or ingame but I doubt this is the case in most games.
No, since the nVidia driver does not have an "Automatic stereo3D" mechanism/wrapper that it has under DirectX. This is the reason any game will "launch" with stereo 3D under Direct3D. If such a mechanism would not exist than we would not be able to play any game in stereo 3D under Windows (Direct3D) that doesn't have a native stereo renderer (like Tomb Raider 2013 for example).
But! The good part is that now we can use 3D Vision in our OpenGl apps we develop. It is even a possibility to create an "automatic stereo 3D" method to work with openGl (like it used to exists a long time before)... Sadly I have no idea from where to start with this thing yet.
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
So does this mean that the old games can work without a wrapper now?
Star Wars, Wolfenstein, Riddick, Quake etc...
https://forums.geforce.com/default/topic/502820/3d-vision/opengl-games-that-work-with-3d-vision/1
I know there were some that worked on GTX 7800 GPUs without a wrapper.
taken from https://forums.geforce.com/default/topic/503447/3d-vision/rage-3d-vision-support-or-not-question-for-andrew/post/3592277/#3592277
Taken from https://forums.geforce.com/default/topic/501188/3d-vision/this-is-why-we-did-not-want-dev-support-deus-ex-will-be-first-of-many/post/3579163/#3579163
Posted 08/23/2011 11:01 PM
Kinda like Doom 3 BFg had a console command
1. In Windows Explorer, go to the following path:
X:\users\(USERNAME)\Saved Games\id Software\DOOM 3 BFG\base
X and (USERNAME) are dependent on your computer setup, of course.
Open D3BFGConfig.cfg with your favorite editor and add the following line to the end:
set com_allowConsole "1"
2. Launch the game, and enter the console with the ~ key.
3. If you type "stereo" and follow with the TAB key, you will see all the available stereo settings:
stereorender_interOccularCentimeters is the camera separation, and is what the slider adjusts in the game's menu. Even though the slider will max it out at 6, you can take it higher if you think it is necessary.
stereorender_convergence is the convergence setting, and increasing this value high enough will bring on the out of screen effects. I've been playing with a convergence of about 25, but you will need to adjust according to your separation settings and monitor size.
taken from http://www.mtbs3d.com/index.php?option=com_content&view=article&id=13189:how-to-get-doom-3-bfg-to-deliver-in-3d&catid=35&Itemid=73
Yes and no.
Yes, if the native engine supports quadbuffering rendering which can be enabled via configfiles or ingame but I doubt this is the case in most games.
No, since the nVidia driver does not have an "Automatic stereo3D" mechanism/wrapper that it has under DirectX. This is the reason any game will "launch" with stereo 3D under Direct3D. If such a mechanism would not exist than we would not be able to play any game in stereo 3D under Windows (Direct3D) that doesn't have a native stereo renderer (like Tomb Raider 2013 for example).
But! The good part is that now we can use 3D Vision in our OpenGl apps we develop. It is even a possibility to create an "automatic stereo 3D" method to work with openGl (like it used to exists a long time before)... Sadly I have no idea from where to start with this thing yet.
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)
Star Wars, Wolfenstein, Riddick, Quake etc...
https://forums.geforce.com/default/topic/502820/3d-vision/opengl-games-that-work-with-3d-vision/1
I know there were some that worked on GTX 7800 GPUs without a wrapper.