Developing for 3D Vision
I'm dipping my toes into game development and was wondering if there's anything I should do to make games great in 3D Vision? I search these forums and found the following resources on the subject: http://developer.download.nvidia.com/whitepapers/2010/3D_Vision_Best_Practices_Guide.pdf http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf Unfortunately, these resources are way over my head in terms of my familiarity with graphics engines. I'm using Unity right now, should I just hope that the 3D vision automatically works and tweak it through trial and error? Or are there more newbie-friendly best practices I can follow?
I'm dipping my toes into game development and was wondering if there's anything I should do to make games great in 3D Vision?

I search these forums and found the following resources on the subject:

http://developer.download.nvidia.com/whitepapers/2010/3D_Vision_Best_Practices_Guide.pdf

http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.pdf


Unfortunately, these resources are way over my head in terms of my familiarity with graphics engines.

I'm using Unity right now, should I just hope that the 3D vision automatically works and tweak it through trial and error? Or are there more newbie-friendly best practices I can follow?

#1
Posted 02/24/2016 07:14 PM   
Unity was I think until very recently a nightmare for fixes here. I don' t think there has been a Unty game just just worked ok in automatic mode. UE4 looks like it may be more appropriate.
Unity was I think until very recently a nightmare for fixes here. I don' t think there has been a Unty game just just worked ok in automatic mode. UE4 looks like it may be more appropriate.

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#2
Posted 02/25/2016 12:49 AM   
Interesting... After some more searching I found this thread which contains a lot more info that's over my head: https://forums.geforce.com/default/topic/821850/3d-vision/unity-5-amp-3d-vision/1/ I built and ran a Unity 5 sample 'game' (just a little showcase thing) and it was acceptable in automatic mode (some very visible ghosting around a certain type of game object). Maybe I'll give Unreal a try before committing to Unity.
Interesting... After some more searching I found this thread which contains a lot more info that's over my head:

https://forums.geforce.com/default/topic/821850/3d-vision/unity-5-amp-3d-vision/1/


I built and ran a Unity 5 sample 'game' (just a little showcase thing) and it was acceptable in automatic mode (some very visible ghosting around a certain type of game object).

Maybe I'll give Unreal a try before committing to Unity.

#3
Posted 02/25/2016 02:03 AM   
Don't take my word for it though I am pretty low level here. Hopefully someone like DarkStarSword will chime in on this for you.
Don't take my word for it though I am pretty low level here. Hopefully someone like DarkStarSword will chime in on this for you.

i7-4790K CPU 4.8Ghz stable overclock.
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Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

#4
Posted 02/25/2016 02:08 AM   
Unity is however very easy for us to fix after the fact now, whereas UE4 is still a bit of an unknown quantity - some games I've looked at seem easy, but others (ARK) are a PITA to even get to the point where we can start looking at them. I do however have a proof of concept plugin to add native 3D Vision support to UE4, but have not had a chance to go back and clean it up since I'm busy with too many other projects. You need to get access to the UE4 source code through Epic before you can see this repository: https://github.com/DarkStarSword/UnrealEngine/tree/3DVisionWIP That thread you found probably still has my best advice for supporting 3D Vision natively in Unity - a couple of posts down I responded to another dev on the subject: [url]https://forums.geforce.com/default/topic/821850/3d-vision/unity-5-amp-3d-vision/post/4706849/#4706849[/url] I wish I had a pre-canned solution to offer devs like yourself, but at the moment most of our solutions are aimed at modding 3D Vision in after the fact, and not building it in from the start. 3D Vision support is not that hard to add, but it's really something that the engine and shader developers should be adding. I can certainly help out showing you how to modify the Unity shaders to work in 3D anyway. [quote="fr3nchfr13s"]I built and ran a Unity 5 sample 'game' (just a little showcase thing) and it was acceptable in automatic mode (some very visible ghosting around a certain type of game object).[/quote]That is fairly typical of a quick sample - the problems start when you switch it over to deferred shading and start adding normal/bump maps - at that point it quickly becomes a dogs breakfast.
Unity is however very easy for us to fix after the fact now, whereas UE4 is still a bit of an unknown quantity - some games I've looked at seem easy, but others (ARK) are a PITA to even get to the point where we can start looking at them.

I do however have a proof of concept plugin to add native 3D Vision support to UE4, but have not had a chance to go back and clean it up since I'm busy with too many other projects. You need to get access to the UE4 source code through Epic before you can see this repository:


https://github.com/DarkStarSword/UnrealEngine/tree/3DVisionWIP



That thread you found probably still has my best advice for supporting 3D Vision natively in Unity - a couple of posts down I responded to another dev on the subject:
https://forums.geforce.com/default/topic/821850/3d-vision/unity-5-amp-3d-vision/post/4706849/#4706849


I wish I had a pre-canned solution to offer devs like yourself, but at the moment most of our solutions are aimed at modding 3D Vision in after the fact, and not building it in from the start. 3D Vision support is not that hard to add, but it's really something that the engine and shader developers should be adding. I can certainly help out showing you how to modify the Unity shaders to work in 3D anyway.

fr3nchfr13s said:I built and ran a Unity 5 sample 'game' (just a little showcase thing) and it was acceptable in automatic mode (some very visible ghosting around a certain type of game object).
That is fairly typical of a quick sample - the problems start when you switch it over to deferred shading and start adding normal/bump maps - at that point it quickly becomes a dogs breakfast.

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#5
Posted 02/26/2016 08:29 AM   
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