So, Unity supposedly introduced DX11 stereo support in 5.1. I'd be very surprised if they actually got it right, and I'm not even sure if it will work with 3D Vision, but as DX11 stereo support requires Windows 8 or above I can't try it myself (and my laptop's slot loading CD drive has had some kind of mechanical malfunction so I won't be updating to Windows 10 yet a while). Can someone running Windows 8 or above try it and report back?
To check if a Unity game is 5.1 or later right click on the exe -> properties -> details and make sure that "product version" starts with 5.1.
Make sure you uninstall any 3DMigoto fixes you are using with the game when you test this - 3DMigoto currently disables some of the DXGI interfaces that are necessary for DX11 stereo to work (as they caused us other problems).
Then add this to the launch options:
-force-d3d11 -vrmode stereo
I've already tried -vrmode split (side by side mode) in World of Diving, which runs Unity 5.1 and supports VR, and surprise surprise... it completely didn't work (blank screen), but I can't be sure if that is representative of all games, just that one, or a problem with split screen mode.
So, Unity supposedly introduced DX11 stereo support in 5.1. I'd be very surprised if they actually got it right, and I'm not even sure if it will work with 3D Vision, but as DX11 stereo support requires Windows 8 or above I can't try it myself (and my laptop's slot loading CD drive has had some kind of mechanical malfunction so I won't be updating to Windows 10 yet a while). Can someone running Windows 8 or above try it and report back?
To check if a Unity game is 5.1 or later right click on the exe -> properties -> details and make sure that "product version" starts with 5.1.
Make sure you uninstall any 3DMigoto fixes you are using with the game when you test this - 3DMigoto currently disables some of the DXGI interfaces that are necessary for DX11 stereo to work (as they caused us other problems).
Then add this to the launch options:
-force-d3d11 -vrmode stereo
I've already tried -vrmode split (side by side mode) in World of Diving, which runs Unity 5.1 and supports VR, and surprise surprise... it completely didn't work (blank screen), but I can't be sure if that is representative of all games, just that one, or a problem with split screen mode.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword"](and my laptop's slot loading CD drive has had some kind of mechanical malfunction so I won't be updating to Windows 10 yet a while)[/quote]There's a utility on their site that you can download the and install the upgrade right from it, just choose Upgrade this PC now. After you've upgraded and activated Windows 10 you can create a USB flash drive with the utility and then clean install it from there whenever you want, it just needs to be an upgrade install/activation the first time.
[url]http://windows.microsoft.com/en-us/windows-10/media-creation-tool-install[/url]
Unfortunately none of my Win10 rigs are 3D Vision ready ... yet. :)
DarkStarSword said:(and my laptop's slot loading CD drive has had some kind of mechanical malfunction so I won't be updating to Windows 10 yet a while)
There's a utility on their site that you can download the and install the upgrade right from it, just choose Upgrade this PC now. After you've upgraded and activated Windows 10 you can create a USB flash drive with the utility and then clean install it from there whenever you want, it just needs to be an upgrade install/activation the first time.
Does this count as Unity 5.1 ?
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/66941/[/img]
When I set the above flag nothing happens. But then again 3D Vision doesn't kick in in the first place (as I think the game doesn't run in a proper Fullscreen context, but rather borderless fullscreen).
When I set the above flag nothing happens. But then again 3D Vision doesn't kick in in the first place (as I think the game doesn't run in a proper Fullscreen context, but rather borderless fullscreen).
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
Looking at the Unity documents, they say that they support 3D in dx11. weird thing is that they use a single camera? Fake 3d, maybe? They have a demo sample to try. I have W7 though.
Edit: they do mention two cameras further down the page.
http://docs.unity3d.com/Manual/StereoscopicRendering.html
How to do Stereoscopic Rendering
Stereoscopic rendering for DirectX11.1’s stereoscopic 3d support.
The minimum requirements are:
•Windows 8.1.
•Unity Pro 4.5.
•Graphic card that supports Direct X 11.
•The graphics card driver needs to be set up with stereo support, and you need to use a dual DVI or DisplayPort cable, single DVI is not enough.
The Stereoscopic checkbox in the Player Settings is strictly for DirectX11.1’s stereoscopic 3d support. It doesn’t currently use AMD’s quad buffer extension. Make sure that this sample works on your machine. Stereo support works both in fullscreen and windowed mode.
When you launch the game, hold shift to bring up the resolution dialog. There will be a checkbox in the resolution dialog for Stereo3D if a capable display is detected. Regarding the API, there are a few options on Camera: stereoEnabled, stereoSeparation, stereoConvergence. Use these to tweak the effect. You will need only one camera in the scene, the rendering of the two eyes is handled by those parameters.
EDIT: they are using the sample that Microsoft provides in the dx11 sdk.
https://code.msdn.microsoft.com/windowsapps/Direct3D-111-Simple-Stereo-9b2b61aa
Looking at the Unity documents, they say that they support 3D in dx11. weird thing is that they use a single camera? Fake 3d, maybe? They have a demo sample to try. I have W7 though.
Stereoscopic rendering for DirectX11.1’s stereoscopic 3d support.
The minimum requirements are:
•Windows 8.1.
•Unity Pro 4.5.
•Graphic card that supports Direct X 11.
•The graphics card driver needs to be set up with stereo support, and you need to use a dual DVI or DisplayPort cable, single DVI is not enough.
The Stereoscopic checkbox in the Player Settings is strictly for DirectX11.1’s stereoscopic 3d support. It doesn’t currently use AMD’s quad buffer extension. Make sure that this sample works on your machine. Stereo support works both in fullscreen and windowed mode.
When you launch the game, hold shift to bring up the resolution dialog. There will be a checkbox in the resolution dialog for Stereo3D if a capable display is detected. Regarding the API, there are a few options on Camera: stereoEnabled, stereoSeparation, stereoConvergence. Use these to tweak the effect. You will need only one camera in the scene, the rendering of the two eyes is handled by those parameters.
I can't find any info on the version this game is using, it might be Unity 5.
Can someone using Windows 10 try putting -vrmode in Steams Launch Options to see what happens?
Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist
Uses the Unity Engine/dx11, but is it the 5 engine?
The game is free
http://store.steampowered.com/app/409160/
EDIT: It says engine version: 5.1. in the output_log.txt
EDIT2: you need to put -vrmode stereo as noted by DarkStarSword above
from the Unity Docs
http://docs.unity3d.com/ScriptReference/VR.VRDeviceType.html
None.......No VR Device.
Stereo.....Stereo 3D via D3D11 or OpenGL.
Split......Split screen stereo 3D (the left and right cameras are rendered side by side).
Oculus.....Oculus family of VR devices.
Morpheus...Sony's Project Morpheus VR device for Playstation 4.
None.......No VR Device.
Stereo.....Stereo 3D via D3D11 or OpenGL.
Split......Split screen stereo 3D (the left and right cameras are rendered side by side).
Oculus.....Oculus family of VR devices.
Morpheus...Sony's Project Morpheus VR device for Playstation 4.
[quote="D-Man11"]I can't find any info on the version this game is using, it might be Unity 5.
Can someone using Windows 10 try putting -vrmode in Steams Launch Options to see what happens?
Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist
Uses the Unity Engine/dx11, but is it the 5 engine?
The game is free
http://store.steampowered.com/app/409160/
EDIT: It says engine version: 5.1. in the output_log.txt
EDIT2: you need to put -vrmode stereo as noted by DarkStarSword above
from the Unity Docs
http://docs.unity3d.com/ScriptReference/VR.VRDeviceType.html
None.......No VR Device.
Stereo.....Stereo 3D via D3D11 or OpenGL.
Split......Split screen stereo 3D (the left and right cameras are rendered side by side).
Oculus.....Oculus family of VR devices.
Morpheus...Sony's Project Morpheus VR device for Playstation 4.
[/quote]
So doing the above does it work with 3D Vision?:)
None.......No VR Device.
Stereo.....Stereo 3D via D3D11 or OpenGL.
Split......Split screen stereo 3D (the left and right cameras are rendered side by side).
Oculus.....Oculus family of VR devices.
Morpheus...Sony's Project Morpheus VR device for Playstation 4.
So doing the above does it work with 3D Vision?:)
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
I do not have Windows 10.
It's my understanding that Unity 5's VR Mode requires Microsoft SDK features for DirectX 11, that are exclusive to W10 and perhaps W8
The game is using Borderless Window :(
setting -screen-fullscreen1 or -screen-fullscreen=1, doesn't seem to do anything.
According to a post I saw by eqzitara, if you can hit the Windows key and the game exits to your desktop, it's not "True Fullscreen"
Unity Docs
http://docs.unity3d.com/Manual/CommandLineArguments.html
-screen-fullscreen Overrides the default fullscreen state. This must be 0 or 1.
It's my understanding that Unity 5's VR Mode requires Microsoft SDK features for DirectX 11, that are exclusive to W10 and perhaps W8
The game is using Borderless Window :(
setting -screen-fullscreen1 or -screen-fullscreen=1, doesn't seem to do anything.
According to a post I saw by eqzitara, if you can hit the Windows key and the game exits to your desktop, it's not "True Fullscreen"
hmmm, since Dr. Langeskov uses dx11 by default, I didn't think it was necessary to add -force-d3d11.
looking into this a little farther, -force-d3d11 is supposed to force "Excusive" Fullscreen Support, but it might be exclusive to Windows 10 and VR mode.
I did see a video on YouTube, where the poster said..
Work yet to do:
- Force Unity 5 projects to use exclusive full-screen mode to enable 3D (@Unity engine developers - please fix your full screen implementation!)
It was posted by non other than DarkStarSword
Unity 5 Viking Village NVIDIA Stereoscopic 3D Vision 3DMigoto DirectX11 Fix
https://www.youtube.com/watch?v=d8Is_nzhFcM
hmmm, since Dr. Langeskov uses dx11 by default, I didn't think it was necessary to add -force-d3d11.
looking into this a little farther, -force-d3d11 is supposed to force "Excusive" Fullscreen Support, but it might be exclusive to Windows 10 and VR mode.
I did see a video on YouTube, where the poster said..
Work yet to do:
- Force Unity 5 projects to use exclusive full-screen mode to enable 3D (@Unity engine developers - please fix your full screen implementation!)
It was posted by non other than DarkStarSword
Unity 5 Viking Village NVIDIA Stereoscopic 3D Vision 3DMigoto DirectX11 Fix
[quote="D-Man11"]I did see a video on YouTube, where the poster said..
Work yet to do:
- Force Unity 5 projects to use exclusive full-screen mode to enable 3D (@Unity engine developers - please fix your full screen implementation!)
It was posted by non other than DarkStarSword[/quote]We now have support in 3DMigoto to force DX11 Unity games to use exclusive full-screen mode, but the Unity devs still haven't fixed their full screen implementation so there are problems on alt+tab (you won't be able to alt+tab back in).
The alt+tab problems also exist in every DX11 Unity game that natively uses exclusive full-screen mode without 3DMigoto, so they aren't unique to the way we force it - but interestingly in those cases switching to windowed mode with alt+enter and back works just fine, and you can happily alt+tab while in windowed mode. Unfortunately this doesn't work if 3DMigoto is forcing full screen mode because we re-force full screen after any attempts to switch to windowed mode.
Edit: I've added a workaround for this problem in 3DMigoto by way of a keybinding that can disable forcing full screen mode. Enable toggle_full_screen, then use F7, Alt+Enter, Alt+Tab to get out of the game. To get back to exclusive mode full screen press F7, then Alt+Enter (sometimes 3D will have been disabled - press Ctrl+T if that happened).
D-Man11 said:I did see a video on YouTube, where the poster said..
Work yet to do:
- Force Unity 5 projects to use exclusive full-screen mode to enable 3D (@Unity engine developers - please fix your full screen implementation!)
It was posted by non other than DarkStarSword
We now have support in 3DMigoto to force DX11 Unity games to use exclusive full-screen mode, but the Unity devs still haven't fixed their full screen implementation so there are problems on alt+tab (you won't be able to alt+tab back in).
The alt+tab problems also exist in every DX11 Unity game that natively uses exclusive full-screen mode without 3DMigoto, so they aren't unique to the way we force it - but interestingly in those cases switching to windowed mode with alt+enter and back works just fine, and you can happily alt+tab while in windowed mode. Unfortunately this doesn't work if 3DMigoto is forcing full screen mode because we re-force full screen after any attempts to switch to windowed mode.
Edit: I've added a workaround for this problem in 3DMigoto by way of a keybinding that can disable forcing full screen mode. Enable toggle_full_screen, then use F7, Alt+Enter, Alt+Tab to get out of the game. To get back to exclusive mode full screen press F7, then Alt+Enter (sometimes 3D will have been disabled - press Ctrl+T if that happened).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
yah, I was just messing around giving this a try and thought maybe someone with Windows 10 could try the -force-d3d11 -vrmode stereo.
But from reading the Unity forums, it seems that -force-d3d11 will only force exclusive fullscreen on Unity 4.5 and older. Now it seems that in order to have exclusive Fullscreen in a game, the dev needs to flag the setting for it and then build the game around/in it.
yah, I was just messing around giving this a try and thought maybe someone with Windows 10 could try the -force-d3d11 -vrmode stereo.
But from reading the Unity forums, it seems that -force-d3d11 will only force exclusive fullscreen on Unity 4.5 and older. Now it seems that in order to have exclusive Fullscreen in a game, the dev needs to flag the setting for it and then build the game around/in it.
That's right - the devs have to select a checkbox in the editor to enable exclusive mode full screen. I haven't been able to find where the setting ends up once the game is shipped - I've done side by side comparisons, but too much stuff changes whenever a project is rebuilt to pinpoint the one byte responsible for this - all I can say is I'm pretty sure it's buried somewhere in the game's asset files.
Also, it's probably worth reiterating - if you use 3DMigoto to force exclusive mode full screen (or even if it has just been loaded), -vrmode stereo will not work since 3DMigoto prevents the game using the newer interfaces that requires.
That's right - the devs have to select a checkbox in the editor to enable exclusive mode full screen. I haven't been able to find where the setting ends up once the game is shipped - I've done side by side comparisons, but too much stuff changes whenever a project is rebuilt to pinpoint the one byte responsible for this - all I can say is I'm pretty sure it's buried somewhere in the game's asset files.
Also, it's probably worth reiterating - if you use 3DMigoto to force exclusive mode full screen (or even if it has just been loaded), -vrmode stereo will not work since 3DMigoto prevents the game using the newer interfaces that requires.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Hello,
A bit late to the conversation with an FYI but 3DVision actually *does* support using Windows for 3D (at least in DirectX 9 with a -force-d3d9)
NVidia made an artificial limitation with a flag that some apps set in their NVidia profile. The old (and simple) way if the app allows it is to rename the .exe to an app with the flag in it's profile.
After some trial and error a while back I narrowed it down to the two items you need to add to your NVidia profile to tell 3DVision to light up if this app turns on.
You can use NVidia inspector or Geforce 3D Profile Manager to export the current profile to a text file. Add the flags and then reimport back. I use Nvidia inspector but I read it might not grab everything. If you are a heavy settings hacker you probably already have a favorite.
Just as an example this is what the Whirligig VR player (written in Unity) needs for it to use 3DVision
Put the below XML in something like whirligig.nip and import it into NvidiaInspector
In NVidia inspector main screen click the wrench and screwdriver icon in the middle right to get to the right screen or you can launch it with this ...
"C:\Program Files (x86)\nvidiaInspector\nvidiaInspector.exe" -showSettingsOnly -requestElevation).
The filename you use is arbitrary. The name of the profile is in the XML. The secret sauce is that setting ID and setting value. Anything not put in the XML just becomes default values.
[code]
<?xml version="1.0" encoding="utf-16"?>
<ArrayOfProfile>
<Profile>
<ProfileName>Whirligig</ProfileName>
<Executeables>
<string>whirligig64bit.exe</string>
</Executeables>
<Settings>
<ProfileSetting>
<SettingID>1881060439</SettingID>
<SettingValue>574728993</SettingValue>
</ProfileSetting>
</Settings>
</Profile>
</ArrayOfProfile>
[/code]
This works on my windows 7 desktop.
My laptop is windows 10. It doesn't have full 3DVision but I can enable Discover. If it pops into anaglyph from Discover it works.
I'll try -force-dx3d and -force-dx11
NOTE:
Whirligig is the only VR player I've found so far that works with 3DVision like this. It's free. Written in Unity and open source. I've just started playing with it but so far it works. Nothing fancy. http://www.whirligig.xyz/
Once the profile is created with the right flag I launch it with this in a shortcut
"C:\Program Files\Whirligig\Whirligig64bit.exe" -force-d3d9 -popupwindow -force-d3d9 -screen-height 1080 -screen-width 1920
"-popupwindow" is a Unity flag which does the borderless window which is "almost" the same as a "fake fullscreen". A fully fake fullscreen makes it full sized borderless window regardless of resolution. I made the settings for the width and height my monitor resolution so I get "full-screen".
Whirligig is Unity 5.3 for the latest Oculus support. Doesn't appear he's doing anything that's really needing 5.3 features so it's not going to be the best indicator in comparison to something that is really written using 5.3 features.
A bit late to the conversation with an FYI but 3DVision actually *does* support using Windows for 3D (at least in DirectX 9 with a -force-d3d9)
NVidia made an artificial limitation with a flag that some apps set in their NVidia profile. The old (and simple) way if the app allows it is to rename the .exe to an app with the flag in it's profile.
After some trial and error a while back I narrowed it down to the two items you need to add to your NVidia profile to tell 3DVision to light up if this app turns on.
You can use NVidia inspector or Geforce 3D Profile Manager to export the current profile to a text file. Add the flags and then reimport back. I use Nvidia inspector but I read it might not grab everything. If you are a heavy settings hacker you probably already have a favorite.
Just as an example this is what the Whirligig VR player (written in Unity) needs for it to use 3DVision
Put the below XML in something like whirligig.nip and import it into NvidiaInspector
In NVidia inspector main screen click the wrench and screwdriver icon in the middle right to get to the right screen or you can launch it with this ...
"C:\Program Files (x86)\nvidiaInspector\nvidiaInspector.exe" -showSettingsOnly -requestElevation).
The filename you use is arbitrary. The name of the profile is in the XML. The secret sauce is that setting ID and setting value. Anything not put in the XML just becomes default values.
My laptop is windows 10. It doesn't have full 3DVision but I can enable Discover. If it pops into anaglyph from Discover it works.
I'll try -force-dx3d and -force-dx11
NOTE:
Whirligig is the only VR player I've found so far that works with 3DVision like this. It's free. Written in Unity and open source. I've just started playing with it but so far it works. Nothing fancy. http://www.whirligig.xyz/
Once the profile is created with the right flag I launch it with this in a shortcut
"-popupwindow" is a Unity flag which does the borderless window which is "almost" the same as a "fake fullscreen". A fully fake fullscreen makes it full sized borderless window regardless of resolution. I made the settings for the width and height my monitor resolution so I get "full-screen".
Whirligig is Unity 5.3 for the latest Oculus support. Doesn't appear he's doing anything that's really needing 5.3 features so it's not going to be the best indicator in comparison to something that is really written using 5.3 features.
[quote="RagingSimian"]Hello,
A bit late to the conversation with an FYI but 3DVision actually *does* support using a window versus full-screen for 3D (at least in DirectX 9 with a -force-d3d9)
NVidia made an artificial limitation with a flag that some apps set in their NVidia profile. The old (and simple) way if the app allows it is to rename the .exe to an app with the flag in it's profile.
After some trial and error a while back I narrowed it down to the two items you need to add to your NVidia profile to tell 3DVision to light up if this app turns on.
You can use NVidia inspector or Geforce 3D Profile Manager to export the current profile to a text file. Add the flags and then reimport back. I use Nvidia inspector but I read it might not grab everything. If you are a heavy settings hacker you probably already have a favorite.
Just as an example this is what the Whirligig VR player (written in Unity) needs for it to use 3DVision
Put the below XML in something like whirligig.nip and import it into NvidiaInspector
In NVidia inspector main screen click the wrench and screwdriver icon in the middle right to get to the right screen or you can launch it with this ...
"C:\Program Files (x86)\nvidiaInspector\nvidiaInspector.exe" -showSettingsOnly -requestElevation).
The filename you use is arbitrary. The name of the profile is in the XML. The secret sauce is that setting ID and setting value. Anything not put in the XML just becomes default values.
[code]
<?xml version="1.0" encoding="utf-16"?>
<ArrayOfProfile>
<Profile>
<ProfileName>Whirligig</ProfileName>
<Executeables>
<string>whirligig64bit.exe</string>
</Executeables>
<Settings>
<ProfileSetting>
<SettingID>1881060439</SettingID>
<SettingValue>574728993</SettingValue>
</ProfileSetting>
</Settings>
</Profile>
</ArrayOfProfile>
[/code]
This works on my windows 7 desktop.
My laptop is windows 10. It doesn't have full 3DVision but I can enable Discover. If it pops into anaglyph from Discover it works.
I'll try -force-dx3d and -force-dx11
NOTE:
Whirligig is the only VR player I've found so far that works with 3DVision like this. It's free. Written in Unity and open source. I've just started playing with it but so far it works. Nothing fancy. http://www.whirligig.xyz/
Once the profile is created with the right flag I launch it with this in a shortcut
"C:\Program Files\Whirligig\Whirligig64bit.exe" -force-d3d9 -popupwindow -force-d3d9 -screen-height 1080 -screen-width 1920
"-popupwindow" is a Unity flag which does the borderless window which is "almost" the same as a "fake fullscreen". A fully fake fullscreen makes it full sized borderless window regardless of resolution. I made the settings for the width and height my monitor resolution so I get "full-screen".
Whirligig is Unity 5.3 for the latest Oculus support. Doesn't appear he's doing anything that's really needing 5.3 features so it's not going to be the best indicator in comparison to something that is really written using 5.3 features.[/quote]
A bit late to the conversation with an FYI but 3DVision actually *does* support using a window versus full-screen for 3D (at least in DirectX 9 with a -force-d3d9)
NVidia made an artificial limitation with a flag that some apps set in their NVidia profile. The old (and simple) way if the app allows it is to rename the .exe to an app with the flag in it's profile.
After some trial and error a while back I narrowed it down to the two items you need to add to your NVidia profile to tell 3DVision to light up if this app turns on.
You can use NVidia inspector or Geforce 3D Profile Manager to export the current profile to a text file. Add the flags and then reimport back. I use Nvidia inspector but I read it might not grab everything. If you are a heavy settings hacker you probably already have a favorite.
Just as an example this is what the Whirligig VR player (written in Unity) needs for it to use 3DVision
Put the below XML in something like whirligig.nip and import it into NvidiaInspector
In NVidia inspector main screen click the wrench and screwdriver icon in the middle right to get to the right screen or you can launch it with this ...
"C:\Program Files (x86)\nvidiaInspector\nvidiaInspector.exe" -showSettingsOnly -requestElevation).
The filename you use is arbitrary. The name of the profile is in the XML. The secret sauce is that setting ID and setting value. Anything not put in the XML just becomes default values.
My laptop is windows 10. It doesn't have full 3DVision but I can enable Discover. If it pops into anaglyph from Discover it works.
I'll try -force-dx3d and -force-dx11
NOTE:
Whirligig is the only VR player I've found so far that works with 3DVision like this. It's free. Written in Unity and open source. I've just started playing with it but so far it works. Nothing fancy. http://www.whirligig.xyz/
Once the profile is created with the right flag I launch it with this in a shortcut
"-popupwindow" is a Unity flag which does the borderless window which is "almost" the same as a "fake fullscreen". A fully fake fullscreen makes it full sized borderless window regardless of resolution. I made the settings for the width and height my monitor resolution so I get "full-screen".
Whirligig is Unity 5.3 for the latest Oculus support. Doesn't appear he's doing anything that's really needing 5.3 features so it's not going to be the best indicator in comparison to something that is really written using 5.3 features.
[quote="RagingSimian"][quote="RagingSimian"]Hello,
A bit late to the conversation with an FYI but 3DVision actually *does* support using a window versus full-screen for 3D (at least in DirectX 9 with a -force-d3d9)
NVidia made an artificial limitation with a flag that some apps set in their NVidia profile. The old (and simple) way if the app allows it is to rename the .exe to an app with the flag in it's profile.
After some trial and error a while back I narrowed it down to the two items you need to add to your NVidia profile to tell 3DVision to light up if this app turns on.
You can use NVidia inspector or Geforce 3D Profile Manager to export the current profile to a text file. Add the flags and then reimport back. I use Nvidia inspector but I read it might not grab everything. If you are a heavy settings hacker you probably already have a favorite.
Just as an example this is what the Whirligig VR player (written in Unity) needs for it to use 3DVision
Put the below XML in something like whirligig.nip and import it into NvidiaInspector
In NVidia inspector main screen click the wrench and screwdriver icon in the middle right to get to the right screen or you can launch it with this ...
"C:\Program Files (x86)\nvidiaInspector\nvidiaInspector.exe" -showSettingsOnly -requestElevation).
The filename you use is arbitrary. The name of the profile is in the XML. The secret sauce is that setting ID and setting value. Anything not put in the XML just becomes default values.
[code]
<?xml version="1.0" encoding="utf-16"?>
<ArrayOfProfile>
<Profile>
<ProfileName>Whirligig</ProfileName>
<Executeables>
<string>whirligig64bit.exe</string>
</Executeables>
<Settings>
<ProfileSetting>
<SettingID>1881060439</SettingID>
<SettingValue>574728993</SettingValue>
</ProfileSetting>
</Settings>
</Profile>
</ArrayOfProfile>
[/code]
This works on my windows 7 desktop.
My laptop is windows 10. It doesn't have full 3DVision but I can enable Discover. If it pops into anaglyph from Discover it works.
I'll try -force-dx3d and -force-dx11
NOTE:
Whirligig is the only VR player I've found so far that works with 3DVision like this. It's free. Written in Unity and open source. I've just started playing with it but so far it works. Nothing fancy. http://www.whirligig.xyz/
Once the profile is created with the right flag I launch it with this in a shortcut
"C:\Program Files\Whirligig\Whirligig64bit.exe" -force-d3d9 -popupwindow -force-d3d9 -screen-height 1080 -screen-width 1920
"-popupwindow" is a Unity flag which does the borderless window which is "almost" the same as a "fake fullscreen". A fully fake fullscreen makes it full sized borderless window regardless of resolution. I made the settings for the width and height my monitor resolution so I get fake-fake-full-screen.
Whirligig is Unity 5.3 for the latest Oculus support. Doesn't appear he's doing anything that's really needing 5.3 features so it's not going to be the best indicator in comparison to something that is really written using 5.3 features.[/quote][/quote]
A bit late to the conversation with an FYI but 3DVision actually *does* support using a window versus full-screen for 3D (at least in DirectX 9 with a -force-d3d9)
NVidia made an artificial limitation with a flag that some apps set in their NVidia profile. The old (and simple) way if the app allows it is to rename the .exe to an app with the flag in it's profile.
After some trial and error a while back I narrowed it down to the two items you need to add to your NVidia profile to tell 3DVision to light up if this app turns on.
You can use NVidia inspector or Geforce 3D Profile Manager to export the current profile to a text file. Add the flags and then reimport back. I use Nvidia inspector but I read it might not grab everything. If you are a heavy settings hacker you probably already have a favorite.
Just as an example this is what the Whirligig VR player (written in Unity) needs for it to use 3DVision
Put the below XML in something like whirligig.nip and import it into NvidiaInspector
In NVidia inspector main screen click the wrench and screwdriver icon in the middle right to get to the right screen or you can launch it with this ...
"C:\Program Files (x86)\nvidiaInspector\nvidiaInspector.exe" -showSettingsOnly -requestElevation).
The filename you use is arbitrary. The name of the profile is in the XML. The secret sauce is that setting ID and setting value. Anything not put in the XML just becomes default values.
My laptop is windows 10. It doesn't have full 3DVision but I can enable Discover. If it pops into anaglyph from Discover it works.
I'll try -force-dx3d and -force-dx11
NOTE:
Whirligig is the only VR player I've found so far that works with 3DVision like this. It's free. Written in Unity and open source. I've just started playing with it but so far it works. Nothing fancy. http://www.whirligig.xyz/
Once the profile is created with the right flag I launch it with this in a shortcut
"-popupwindow" is a Unity flag which does the borderless window which is "almost" the same as a "fake fullscreen". A fully fake fullscreen makes it full sized borderless window regardless of resolution. I made the settings for the width and height my monitor resolution so I get fake-fake-full-screen.
Whirligig is Unity 5.3 for the latest Oculus support. Doesn't appear he's doing anything that's really needing 5.3 features so it's not going to be the best indicator in comparison to something that is really written using 5.3 features.
The unfortunate thing is that 3D in Unity 5 requires the developer to develop the game "from the start" using the fullscreen approach, if they do not, you can not use -force.
You can read about this in Unity's forums. Up until 4.5, -force could be used.
Hopefully this is not intended behavior and will be remedied in later iterations.
The unfortunate thing is that 3D in Unity 5 requires the developer to develop the game "from the start" using the fullscreen approach, if they do not, you can not use -force.
You can read about this in Unity's forums. Up until 4.5, -force could be used.
Hopefully this is not intended behavior and will be remedied in later iterations.
To check if a Unity game is 5.1 or later right click on the exe -> properties -> details and make sure that "product version" starts with 5.1.
Make sure you uninstall any 3DMigoto fixes you are using with the game when you test this - 3DMigoto currently disables some of the DXGI interfaces that are necessary for DX11 stereo to work (as they caused us other problems).
Then add this to the launch options:
-force-d3d11 -vrmode stereo
I've already tried -vrmode split (side by side mode) in World of Diving, which runs Unity 5.1 and supports VR, and surprise surprise... it completely didn't work (blank screen), but I can't be sure if that is representative of all games, just that one, or a problem with split screen mode.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
http://windows.microsoft.com/en-us/windows-10/media-creation-tool-install
Unfortunately none of my Win10 rigs are 3D Vision ready ... yet. :)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
When I set the above flag nothing happens. But then again 3D Vision doesn't kick in in the first place (as I think the game doesn't run in a proper Fullscreen context, but rather borderless fullscreen).
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)
Edit: they do mention two cameras further down the page.
http://docs.unity3d.com/Manual/StereoscopicRendering.html
How to do Stereoscopic Rendering
Stereoscopic rendering for DirectX11.1’s stereoscopic 3d support.
The minimum requirements are:
•Windows 8.1.
•Unity Pro 4.5.
•Graphic card that supports Direct X 11.
•The graphics card driver needs to be set up with stereo support, and you need to use a dual DVI or DisplayPort cable, single DVI is not enough.
The Stereoscopic checkbox in the Player Settings is strictly for DirectX11.1’s stereoscopic 3d support. It doesn’t currently use AMD’s quad buffer extension. Make sure that this sample works on your machine. Stereo support works both in fullscreen and windowed mode.
When you launch the game, hold shift to bring up the resolution dialog. There will be a checkbox in the resolution dialog for Stereo3D if a capable display is detected. Regarding the API, there are a few options on Camera: stereoEnabled, stereoSeparation, stereoConvergence. Use these to tweak the effect. You will need only one camera in the scene, the rendering of the two eyes is handled by those parameters.
EDIT: they are using the sample that Microsoft provides in the dx11 sdk.
https://code.msdn.microsoft.com/windowsapps/Direct3D-111-Simple-Stereo-9b2b61aa
Can someone using Windows 10 try putting -vrmode in Steams Launch Options to see what happens?
Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist
Uses the Unity Engine/dx11, but is it the 5 engine?
The game is free
http://store.steampowered.com/app/409160/
EDIT: It says engine version: 5.1. in the output_log.txt
EDIT2: you need to put -vrmode stereo as noted by DarkStarSword above
from the Unity Docs
http://docs.unity3d.com/ScriptReference/VR.VRDeviceType.html
None.......No VR Device.
Stereo.....Stereo 3D via D3D11 or OpenGL.
Split......Split screen stereo 3D (the left and right cameras are rendered side by side).
Oculus.....Oculus family of VR devices.
Morpheus...Sony's Project Morpheus VR device for Playstation 4.
So doing the above does it work with 3D Vision?:)
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)
It's my understanding that Unity 5's VR Mode requires Microsoft SDK features for DirectX 11, that are exclusive to W10 and perhaps W8
The game is using Borderless Window :(
setting -screen-fullscreen1 or -screen-fullscreen=1, doesn't seem to do anything.
According to a post I saw by eqzitara, if you can hit the Windows key and the game exits to your desktop, it's not "True Fullscreen"
Unity Docs
http://docs.unity3d.com/Manual/CommandLineArguments.html
-screen-fullscreen Overrides the default fullscreen state. This must be 0 or 1.
looking into this a little farther, -force-d3d11 is supposed to force "Excusive" Fullscreen Support, but it might be exclusive to Windows 10 and VR mode.
I did see a video on YouTube, where the poster said..
Work yet to do:
- Force Unity 5 projects to use exclusive full-screen mode to enable 3D (@Unity engine developers - please fix your full screen implementation!)
It was posted by non other than DarkStarSword
Unity 5 Viking Village NVIDIA Stereoscopic 3D Vision 3DMigoto DirectX11 Fix
The alt+tab problems also exist in every DX11 Unity game that natively uses exclusive full-screen mode without 3DMigoto, so they aren't unique to the way we force it - but interestingly in those cases switching to windowed mode with alt+enter and back works just fine, and you can happily alt+tab while in windowed mode. Unfortunately this doesn't work if 3DMigoto is forcing full screen mode because we re-force full screen after any attempts to switch to windowed mode.
Edit: I've added a workaround for this problem in 3DMigoto by way of a keybinding that can disable forcing full screen mode. Enable toggle_full_screen, then use F7, Alt+Enter, Alt+Tab to get out of the game. To get back to exclusive mode full screen press F7, then Alt+Enter (sometimes 3D will have been disabled - press Ctrl+T if that happened).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
But from reading the Unity forums, it seems that -force-d3d11 will only force exclusive fullscreen on Unity 4.5 and older. Now it seems that in order to have exclusive Fullscreen in a game, the dev needs to flag the setting for it and then build the game around/in it.
Also, it's probably worth reiterating - if you use 3DMigoto to force exclusive mode full screen (or even if it has just been loaded), -vrmode stereo will not work since 3DMigoto prevents the game using the newer interfaces that requires.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
A bit late to the conversation with an FYI but 3DVision actually *does* support using Windows for 3D (at least in DirectX 9 with a -force-d3d9)
NVidia made an artificial limitation with a flag that some apps set in their NVidia profile. The old (and simple) way if the app allows it is to rename the .exe to an app with the flag in it's profile.
After some trial and error a while back I narrowed it down to the two items you need to add to your NVidia profile to tell 3DVision to light up if this app turns on.
You can use NVidia inspector or Geforce 3D Profile Manager to export the current profile to a text file. Add the flags and then reimport back. I use Nvidia inspector but I read it might not grab everything. If you are a heavy settings hacker you probably already have a favorite.
Just as an example this is what the Whirligig VR player (written in Unity) needs for it to use 3DVision
Put the below XML in something like whirligig.nip and import it into NvidiaInspector
In NVidia inspector main screen click the wrench and screwdriver icon in the middle right to get to the right screen or you can launch it with this ...
"C:\Program Files (x86)\nvidiaInspector\nvidiaInspector.exe" -showSettingsOnly -requestElevation).
The filename you use is arbitrary. The name of the profile is in the XML. The secret sauce is that setting ID and setting value. Anything not put in the XML just becomes default values.
This works on my windows 7 desktop.
My laptop is windows 10. It doesn't have full 3DVision but I can enable Discover. If it pops into anaglyph from Discover it works.
I'll try -force-dx3d and -force-dx11
NOTE:
Whirligig is the only VR player I've found so far that works with 3DVision like this. It's free. Written in Unity and open source. I've just started playing with it but so far it works. Nothing fancy. http://www.whirligig.xyz/
Once the profile is created with the right flag I launch it with this in a shortcut
"C:\Program Files\Whirligig\Whirligig64bit.exe" -force-d3d9 -popupwindow -force-d3d9 -screen-height 1080 -screen-width 1920
"-popupwindow" is a Unity flag which does the borderless window which is "almost" the same as a "fake fullscreen". A fully fake fullscreen makes it full sized borderless window regardless of resolution. I made the settings for the width and height my monitor resolution so I get "full-screen".
Whirligig is Unity 5.3 for the latest Oculus support. Doesn't appear he's doing anything that's really needing 5.3 features so it's not going to be the best indicator in comparison to something that is really written using 5.3 features.
You can read about this in Unity's forums. Up until 4.5, -force could be used.
Hopefully this is not intended behavior and will be remedied in later iterations.