Do games need a profile associated with them? What does a profile do?
I apologize for being a noob and ignorant, but I just got my 3d finally up and going. I read a lot on here about profiles for games and such and am curious if I need one or what they do?
I apologize for being a noob and ignorant, but I just got my 3d finally up and going. I read a lot on here about profiles for games and such and am curious if I need one or what they do?
No you don't technically need a profile if you write an arbitrary 3D app that uses Direct 3D it will "work" with 3DVision.
Profiles do a lot of things, the set default convergence values for on. They have a handy little text message that appears when you first launch the game.
The thing people really want though are the hacks to make the experience better.
The 3DVision driver "automatically" converts 3D to stereo 3D, unfortunately outside of trivial rendering this isn't actually something you can do completely automatically.
The Driver has no idea if a buffer needs to be doubled up, or rendered once, whether an effect is taking place in screen space etc etc.
The driver uses a set of Heuristics to "guess" what the app is trying to do, the profiles effectively change which of these heuristics trigger for a specific app, fixing some of the rendering problems.
In an ideal world the developer would support Stereo 3D natively, render to two buffers and do the right thing to make all their effects work, in practice they just let NVidia fix what doesn't work.
I'm not even going to start my rant on what's wrong with this model or the CPU burden it puts on the driver.
No you don't technically need a profile if you write an arbitrary 3D app that uses Direct 3D it will "work" with 3DVision.
Profiles do a lot of things, the set default convergence values for on. They have a handy little text message that appears when you first launch the game.
The thing people really want though are the hacks to make the experience better.
The 3DVision driver "automatically" converts 3D to stereo 3D, unfortunately outside of trivial rendering this isn't actually something you can do completely automatically.
The Driver has no idea if a buffer needs to be doubled up, or rendered once, whether an effect is taking place in screen space etc etc.
The driver uses a set of Heuristics to "guess" what the app is trying to do, the profiles effectively change which of these heuristics trigger for a specific app, fixing some of the rendering problems.
In an ideal world the developer would support Stereo 3D natively, render to two buffers and do the right thing to make all their effects work, in practice they just let NVidia fix what doesn't work.
I'm not even going to start my rant on what's wrong with this model or the CPU burden it puts on the driver.
Profiles do a lot of things, the set default convergence values for on. They have a handy little text message that appears when you first launch the game.
The thing people really want though are the hacks to make the experience better.
The 3DVision driver "automatically" converts 3D to stereo 3D, unfortunately outside of trivial rendering this isn't actually something you can do completely automatically.
The Driver has no idea if a buffer needs to be doubled up, or rendered once, whether an effect is taking place in screen space etc etc.
The driver uses a set of Heuristics to "guess" what the app is trying to do, the profiles effectively change which of these heuristics trigger for a specific app, fixing some of the rendering problems.
In an ideal world the developer would support Stereo 3D natively, render to two buffers and do the right thing to make all their effects work, in practice they just let NVidia fix what doesn't work.
I'm not even going to start my rant on what's wrong with this model or the CPU burden it puts on the driver.
Profiles do a lot of things, the set default convergence values for on. They have a handy little text message that appears when you first launch the game.
The thing people really want though are the hacks to make the experience better.
The 3DVision driver "automatically" converts 3D to stereo 3D, unfortunately outside of trivial rendering this isn't actually something you can do completely automatically.
The Driver has no idea if a buffer needs to be doubled up, or rendered once, whether an effect is taking place in screen space etc etc.
The driver uses a set of Heuristics to "guess" what the app is trying to do, the profiles effectively change which of these heuristics trigger for a specific app, fixing some of the rendering problems.
In an ideal world the developer would support Stereo 3D natively, render to two buffers and do the right thing to make all their effects work, in practice they just let NVidia fix what doesn't work.
I'm not even going to start my rant on what's wrong with this model or the CPU burden it puts on the driver.
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