[OpenGL] 3D Vision Wrapper - Enabling 3D Vision in OpenGL apps

What game should I fix next ?

The Chronicles of Riddick: Assault on Dark Athena & Escape from Butcher Bay
Neverwinter Nights
Penumbra: Requiem
Penumbra: Overture
Penumbra: Black Plague
Return to Castle Wolfenstein
Rage
Star Wars Knights of the Old Republic (Kotor 1 & 2)
Half Life 1 (Series)
  51 / 92    
Thanks for that doc link. This does seem to be a key difference between OpenGL and DirectX, where OpenGL allows textures as targets. DirectX does not allow that as far as I know. I really, really hate when they reuse terminology like 'texture' and make it something different. Are you sure that the Texture objects are targets? From the reading it looks like RenderBuffer is the most likely and highest performance target. I'd expect same duplication if RenderBuffer weren't duplicated. And I would not expect Carmack to make a performance mistake, but maybe there is some reason. As a general idea, the way I would approach this problem would be to run your wrapper against simpler scenarios first. The way that games interact with the graphics is extremely involved, and this stereoization is probably one of the hardest things to do. I'm sure that OpenGL has rafts and rafts of sample and demo programs, and it would probably be a lot simpler and more clear to run your wrapper against specific demo programs to see how it all works. So for example, if there is a demo/sample that shows how to draw FBO objects, run against that sample instead, as a simplified case of what you see in Rage. If that is all working, go the next suspicious point, of a sample that draws with a Texture as a target to see if that confirms your suspicion. After the basics are sure to work, be sure to try a different game to see if you are close. It could be that Rage is just some freak-ball outlier that doesn't work well or does bizarre things. I ran into this with WatchDogs and x64 where it simply would not work, and it didn't have anything to do with x64.
Thanks for that doc link. This does seem to be a key difference between OpenGL and DirectX, where OpenGL allows textures as targets. DirectX does not allow that as far as I know. I really, really hate when they reuse terminology like 'texture' and make it something different.

Are you sure that the Texture objects are targets? From the reading it looks like RenderBuffer is the most likely and highest performance target. I'd expect same duplication if RenderBuffer weren't duplicated. And I would not expect Carmack to make a performance mistake, but maybe there is some reason.


As a general idea, the way I would approach this problem would be to run your wrapper against simpler scenarios first. The way that games interact with the graphics is extremely involved, and this stereoization is probably one of the hardest things to do.

I'm sure that OpenGL has rafts and rafts of sample and demo programs, and it would probably be a lot simpler and more clear to run your wrapper against specific demo programs to see how it all works.

So for example, if there is a demo/sample that shows how to draw FBO objects, run against that sample instead, as a simplified case of what you see in Rage. If that is all working, go the next suspicious point, of a sample that draws with a Texture as a target to see if that confirms your suspicion.


After the basics are sure to work, be sure to try a different game to see if you are close. It could be that Rage is just some freak-ball outlier that doesn't work well or does bizarre things. I ran into this with WatchDogs and x64 where it simply would not work, and it didn't have anything to do with x64.

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

Posted 09/21/2014 10:51 PM   
[quote="bo3b"]Thanks for that doc link. This does seem to be a key difference between OpenGL and DirectX, where OpenGL allows textures as targets. DirectX does not allow that as far as I know. I really, really hate when they reuse terminology like 'texture' and make it something different. Are you sure that the Texture objects are targets? From the reading it looks like RenderBuffer is the most likely and highest performance target. I'd expect same duplication if RenderBuffer weren't duplicated. And I would not expect Carmack to make a performance mistake, but maybe there is some reason. As a general idea, the way I would approach this problem would be to run your wrapper against simpler scenarios first. The way that games interact with the graphics is extremely involved, and this stereoization is probably one of the hardest things to do. I'm sure that OpenGL has rafts and rafts of sample and demo programs, and it would probably be a lot simpler and more clear to run your wrapper against specific demo programs to see how it all works. So for example, if there is a demo/sample that shows how to draw FBO objects, run against that sample instead, as a simplified case of what you see in Rage. If that is all working, go the next suspicious point, of a sample that draws with a Texture as a target to see if that confirms your suspicion. After the basics are sure to work, be sure to try a different game to see if you are close. It could be that Rage is just some freak-ball outlier that doesn't work well or does bizarre things. I ran into this with WatchDogs and x64 where it simply would not work, and it didn't have anything to do with x64.[/quote] Aye, that is the plan. It would be easier if I code the applications themselves. That was I know exactly what I do and what I want to see in the final app. This way I can experiment quite a bit with the duplications of draw calls & FBOs. Later on I can move to commercial applications... This will make progress even slower though;)) but I believe is doable :) In any case I don't think it will be very soon until I will get something working;))
bo3b said:Thanks for that doc link. This does seem to be a key difference between OpenGL and DirectX, where OpenGL allows textures as targets. DirectX does not allow that as far as I know. I really, really hate when they reuse terminology like 'texture' and make it something different.

Are you sure that the Texture objects are targets? From the reading it looks like RenderBuffer is the most likely and highest performance target. I'd expect same duplication if RenderBuffer weren't duplicated. And I would not expect Carmack to make a performance mistake, but maybe there is some reason.


As a general idea, the way I would approach this problem would be to run your wrapper against simpler scenarios first. The way that games interact with the graphics is extremely involved, and this stereoization is probably one of the hardest things to do.

I'm sure that OpenGL has rafts and rafts of sample and demo programs, and it would probably be a lot simpler and more clear to run your wrapper against specific demo programs to see how it all works.

So for example, if there is a demo/sample that shows how to draw FBO objects, run against that sample instead, as a simplified case of what you see in Rage. If that is all working, go the next suspicious point, of a sample that draws with a Texture as a target to see if that confirms your suspicion.


After the basics are sure to work, be sure to try a different game to see if you are close. It could be that Rage is just some freak-ball outlier that doesn't work well or does bizarre things. I ran into this with WatchDogs and x64 where it simply would not work, and it didn't have anything to do with x64.


Aye, that is the plan. It would be easier if I code the applications themselves. That was I know exactly what I do and what I want to see in the final app. This way I can experiment quite a bit with the duplications of draw calls & FBOs. Later on I can move to commercial applications... This will make progress even slower though;)) but I believe is doable :) In any case I don't think it will be very soon until I will get something working;))

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)

Posted 09/22/2014 01:16 PM   
Apologies for taking so long to give this another try. I was sure I'd disabled SLI when testing the first time, but apparently I hadn't. This time, the framerates were around 35fps in Vela's opening scene. I was surprised they weren't higher on a 770, but it's playable. I'm still seeing a lot of missing textures though, and no mouse pointer. The depth seems very shallow when maxed out, too. If I delete the shaders folder, the mouse cursor and options on the main menu are invisible, so I can't go any further. Some of the missing textures in the main menu are restored, and some shaders look slightly broken. Unfortunately I don't seem to be able to take 3d screenshots in this game.
Apologies for taking so long to give this another try.

I was sure I'd disabled SLI when testing the first time, but apparently I hadn't. This time, the framerates were around 35fps in Vela's opening scene. I was surprised they weren't higher on a 770, but it's playable.

I'm still seeing a lot of missing textures though, and no mouse pointer. The depth seems very shallow when maxed out, too. If I delete the shaders folder, the mouse cursor and options on the main menu are invisible, so I can't go any further. Some of the missing textures in the main menu are restored, and some shaders look slightly broken. Unfortunately I don't seem to be able to take 3d screenshots in this game.

Posted 09/24/2014 12:58 PM   
[quote="Pirateguybrush"]Apologies for taking so long to give this another try. I was sure I'd disabled SLI when testing the first time, but apparently I hadn't. This time, the framerates were around 35fps in Vela's opening scene. I was surprised they weren't higher on a 770, but it's playable. I'm still seeing a lot of missing textures though, and no mouse pointer. The depth seems very shallow when maxed out, too. If I delete the shaders folder, the mouse cursor and options on the main menu are invisible, so I can't go any further. Some of the missing textures in the main menu are restored, and some shaders look slightly broken. Unfortunately I don't seem to be able to take 3d screenshots in this game.[/quote] Something is wrong there definitely. I expect to be the fact that I am using still the original version from Steam with a tiny hack/crack ^_^ and yours is probably updated. If you search around the web for a cracked one and try it on that I expect it to work 100%. So far more than 20 people try it (on different machines) and it worked for all of them;)) So, I defo think that is the problem. I will not ask you to do this, but just so you know. Paying 20 pounds for this game is not worth it in my opinion. Nice game but way to overpriced for 2-3h of gameplay.... Anyway this was just a prototype for some stuff;)) The thing I was interested in is if you still see the eye-sync issue...
Pirateguybrush said:Apologies for taking so long to give this another try.

I was sure I'd disabled SLI when testing the first time, but apparently I hadn't. This time, the framerates were around 35fps in Vela's opening scene. I was surprised they weren't higher on a 770, but it's playable.

I'm still seeing a lot of missing textures though, and no mouse pointer. The depth seems very shallow when maxed out, too. If I delete the shaders folder, the mouse cursor and options on the main menu are invisible, so I can't go any further. Some of the missing textures in the main menu are restored, and some shaders look slightly broken. Unfortunately I don't seem to be able to take 3d screenshots in this game.


Something is wrong there definitely. I expect to be the fact that I am using still the original version from Steam with a tiny hack/crack ^_^ and yours is probably updated.
If you search around the web for a cracked one and try it on that I expect it to work 100%. So far more than 20 people try it (on different machines) and it worked for all of them;)) So, I defo think that is the problem.
I will not ask you to do this, but just so you know. Paying 20 pounds for this game is not worth it in my opinion. Nice game but way to overpriced for 2-3h of gameplay....

Anyway this was just a prototype for some stuff;))
The thing I was interested in is if you still see the eye-sync issue...

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)

Posted 09/24/2014 05:47 PM   
I'll give it a try. I was hoping to play both acts together (and in 3d), is there any chance you might take a look at the latest version? Because a cracked version including act 2 will definitely be this new version. Happy to buy a copy for you, if you're interested. It tends to go on sale pretty often, and the christmas sale isn't far off too.
I'll give it a try. I was hoping to play both acts together (and in 3d), is there any chance you might take a look at the latest version? Because a cracked version including act 2 will definitely be this new version. Happy to buy a copy for you, if you're interested. It tends to go on sale pretty often, and the christmas sale isn't far off too.

Posted 09/24/2014 06:38 PM   
[quote="Pirateguybrush"]I'll give it a try. I was hoping to play both acts together (and in 3d), is there any chance you might take a look at the latest version? Because a cracked version including act 2 will definitely be this new version. Happy to buy a copy for you, if you're interested. It tends to go on sale pretty often, and the christmas sale isn't far off too.[/quote] Was act 2 released? When it will be released I will defo look at both of them;))
Pirateguybrush said:I'll give it a try. I was hoping to play both acts together (and in 3d), is there any chance you might take a look at the latest version? Because a cracked version including act 2 will definitely be this new version. Happy to buy a copy for you, if you're interested. It tends to go on sale pretty often, and the christmas sale isn't far off too.


Was act 2 released? When it will be released I will defo look at both of them;))

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)

Posted 09/24/2014 11:58 PM   
Not yet. There's no release date at this point, but it has a window of Q4 2014.
Not yet. There's no release date at this point, but it has a window of Q4 2014.

Posted 09/25/2014 03:43 AM   
[quote="Pirateguybrush"]Not yet. There's no release date at this point, but it has a window of Q4 2014.[/quote] Plenty of time then;)) When it will reach the store then I will update the fix for both chapters:) In the meantime, in what free time I have, I am re-writing the wrapper. I was able to fix the performance problem with the one above;)) Also got some decent results so far in ID5 engine. Still plenty of stuff to do though;))
Pirateguybrush said:Not yet. There's no release date at this point, but it has a window of Q4 2014.

Plenty of time then;)) When it will reach the store then I will update the fix for both chapters:)
In the meantime, in what free time I have, I am re-writing the wrapper. I was able to fix the performance problem with the one above;)) Also got some decent results so far in ID5 engine. Still plenty of stuff to do though;))

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)

Posted 09/25/2014 11:57 PM   
Stumbled across some interesting insight in an OpenGL Automatic that will probably make more sense to you than me. Short story- he thinks it would be a lot harder in OpenGL. [url]http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16310[/url]
Stumbled across some interesting insight in an OpenGL Automatic that will probably make more sense to you than me. Short story- he thinks it would be a lot harder in OpenGL.

http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16310

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

Posted 09/26/2014 10:34 AM   
[quote="bo3b"]Stumbled across some interesting insight in an OpenGL Automatic that will probably make more sense to you than me. Short story- he thinks it would be a lot harder in OpenGL. [url]http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16310[/url][/quote] Yes, that's the main article where I found out about nvidia's 3d vision DX-OGL interop and from where I ported part of the code. That's exactly why I decided to take this approach with the wrapper (instead of duplicating draw calls) render sequential frames. Making an universal OpenGL 3D Vision Automatic is not an easy task. But, I've prototyped some more and learned quite a few new things. I believe if I make a FBO manager (like I have for the Shaders) and implement a state checker I will be able to duplicate those framebuffers used in rendering as well. Like I said, I already have it working for One Framebuffer. Going from 1 FBO to multiple FBOs is not that easy though;)) I will be extremely happy if I will be able to make it work with ID5 games and Minecraft. The Amnesia games are already fixed and don't have any issue with eye-synchronisation. Also, it looks that ID5 game becomes very popular;)) This year we got 2 games : Wolfenstein & The Evil Within. Possibly the new DOOM will also use ID engine:)) (whether it will be 5 or 6 remains to be seen;)
bo3b said:Stumbled across some interesting insight in an OpenGL Automatic that will probably make more sense to you than me. Short story- he thinks it would be a lot harder in OpenGL.

http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=16310


Yes, that's the main article where I found out about nvidia's 3d vision DX-OGL interop and from where I ported part of the code.

That's exactly why I decided to take this approach with the wrapper (instead of duplicating draw calls) render sequential frames.
Making an universal OpenGL 3D Vision Automatic is not an easy task. But, I've prototyped some more and learned quite a few new things. I believe if I make a FBO manager (like I have for the Shaders) and implement a state checker I will be able to duplicate those framebuffers used in rendering as well.
Like I said, I already have it working for One Framebuffer. Going from 1 FBO to multiple FBOs is not that easy though;))

I will be extremely happy if I will be able to make it work with ID5 games and Minecraft. The Amnesia games are already fixed and don't have any issue with eye-synchronisation. Also, it looks that ID5 game becomes very popular;)) This year we got 2 games : Wolfenstein & The Evil Within. Possibly the new DOOM will also use ID engine:)) (whether it will be 5 or 6 remains to be seen;)

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)

Posted 09/26/2014 11:18 AM   
Offtopic: The Evil Within.....requires 4GB (for 1080p) of Vram WTF!!!??, Helifax we will have performance impact "in a possible" 3DSurround if we don't have this requirements? or more? :( Iam very excited for your work in the wrapper :)) if you need testers for RAGE or another game count on me.
Offtopic: The Evil Within.....requires 4GB (for 1080p) of Vram WTF!!!??, Helifax we will have performance impact "in a possible" 3DSurround if we don't have this requirements? or more? :(


Iam very excited for your work in the wrapper :)) if you need testers for RAGE or another game count on me.

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

Posted 09/26/2014 12:31 PM   
[quote="murilladas"] Offtopic: The Evil Within.....requires 4GB (for 1080p) of Vram WTF!!!??, Helifax we will have performance impact "in a possible" 3DSurround if we don't have this requirements? or more? :( Iam very excited for your work in the wrapper :)) if you need testers for RAGE or another game count on me. [/quote] I don't think that the 4GB Vram is realistic as ID5 engine uses the Mega-Textures streaming method. Probably you would require 4GB Vram to load all the textures in the VRAM but the streaming method is actually not using that much... (Then again if you go and tweak the engine to perfection it might eat up a lot;)) ) Make a Google Search about Rage Texture tweaks and you will see what I mean;)) Back to the wrapper, currently I am still experimenting with different stuff...so it might be a while until I get something usable in a regular game.
murilladas said:
Offtopic: The Evil Within.....requires 4GB (for 1080p) of Vram WTF!!!??, Helifax we will have performance impact "in a possible" 3DSurround if we don't have this requirements? or more? :(


Iam very excited for your work in the wrapper :)) if you need testers for RAGE or another game count on me.


I don't think that the 4GB Vram is realistic as ID5 engine uses the Mega-Textures streaming method. Probably you would require 4GB Vram to load all the textures in the VRAM but the streaming method is actually not using that much... (Then again if you go and tweak the engine to perfection it might eat up a lot;)) )
Make a Google Search about Rage Texture tweaks and you will see what I mean;))

Back to the wrapper, currently I am still experimenting with different stuff...so it might be a while until I get something usable in a regular game.

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)

Posted 09/26/2014 10:15 PM   
I was thinking about starting Wolfenstein soonish, but I'm wondering if I might be better off waiting in case you succeed with this new approach. Do you think it's worth holding back?
I was thinking about starting Wolfenstein soonish, but I'm wondering if I might be better off waiting in case you succeed with this new approach. Do you think it's worth holding back?

Posted 09/30/2014 10:54 AM   
[quote="Pirateguybrush"]I was thinking about starting Wolfenstein soonish, but I'm wondering if I might be better off waiting in case you succeed with this new approach. Do you think it's worth holding back?[/quote] I will not release a new wrapper. This is because of numerous factors: Normal reasons: - Low popularity. - Not many games are done in OpenGL anyway. - Will take a huge amount of time... Technical: - There isn't a GOOD and Proper Debugger to intercept OpenGL calls. (GLDirect is just a mess. 1.3.0 crashes most engines. 1.2.0 doesn't record all calls JUST some of them). Without a proper debugger there is no way to KNOW how the engine renders stuff. - Each game renders differently. - OpenGL has the ability to draw to a Texture2D and this is basically the main concept behind FBOS. Is almost next to impossible to duplicate all those textures AND texture PARAMS to make it work. - Order of bindings must also be recorded when swapping "Render Targets" and duplicated for the right eye target. - So far the "duplication" of draw calls approach works on engines that uses one FBO. Switching between FBOs and textures is another matter entirely. So bottom line: The current version of the wrapper is, for the time being, the last one. The only problem is ID5 engine anyway since the render loop is tied to the time... Other engines can be patched to render the same frame two times (Amnesia, Broken Age...) For Wolfenstein you can try: - Either run it normally (30fps) - some eye-sync problems on rapid movement. - Try the following: In game console or Steam Launch settings add +toggle com_synctotime +toggle r_syncatendframe. This should unlock the framerate and try to sync at end frame meaning at the glSwapBuffers.. This will increase a bit the speed of the game as well... You just have to experiment a bit with both options and see if you like it:) Hope this helps:)
Pirateguybrush said:I was thinking about starting Wolfenstein soonish, but I'm wondering if I might be better off waiting in case you succeed with this new approach. Do you think it's worth holding back?


I will not release a new wrapper. This is because of numerous factors:

Normal reasons:
- Low popularity.
- Not many games are done in OpenGL anyway.
- Will take a huge amount of time...

Technical:
- There isn't a GOOD and Proper Debugger to intercept OpenGL calls. (GLDirect is just a mess. 1.3.0 crashes most engines. 1.2.0 doesn't record all calls JUST some of them). Without a proper debugger there is no way to KNOW how the engine renders stuff.
- Each game renders differently.
- OpenGL has the ability to draw to a Texture2D and this is basically the main concept behind FBOS. Is almost next to impossible to duplicate all those textures AND texture PARAMS to make it work.
- Order of bindings must also be recorded when swapping "Render Targets" and duplicated for the right eye target.
- So far the "duplication" of draw calls approach works on engines that uses one FBO. Switching between FBOs and textures is another matter entirely.

So bottom line: The current version of the wrapper is, for the time being, the last one. The only problem is ID5 engine anyway since the render loop is tied to the time... Other engines can be patched to render the same frame two times (Amnesia, Broken Age...)

For Wolfenstein you can try:

- Either run it normally (30fps) - some eye-sync problems on rapid movement.
- Try the following:

In game console or Steam Launch settings add +toggle com_synctotime +toggle r_syncatendframe. This should unlock the framerate and try to sync at end frame meaning at the glSwapBuffers.. This will increase a bit the speed of the game as well... You just have to experiment a bit with both options and see if you like it:)

Hope this helps:)

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)

Posted 09/30/2014 11:30 AM   
No worries, thanks Helifax :) I was just reading about your attempts to try different approaches, and was considering holding off in case that panned out. I haven't even tried the current version of the fix, hopefully I can play it comfortably. :)
No worries, thanks Helifax :)

I was just reading about your attempts to try different approaches, and was considering holding off in case that panned out. I haven't even tried the current version of the fix, hopefully I can play it comfortably. :)

Posted 09/30/2014 12:07 PM   
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