Crysis 2 Profile/Driver Support Does what's available for download now support the game?
4 / 8
[quote name='Cheezeman' date='23 March 2011 - 08:46 PM' timestamp='1300913207' post='1212252']
Can you provide more info on the file you modified? I'm assuming it's a Crysis 2 file (and not an Nvidia one), can you please provide the full path to the file location? And, you just stuck those new lines on the end of the file? Nice work, I'm going to pick up the game after work after this information.
[/quote]
Might want to wait and see if it actually looks good with more depth. This is fake 3d remember?
Im guessing those values are in game meters. Looks like they thought the average human eyes are less than an inch apart :S
[quote name='Cheezeman' date='23 March 2011 - 08:46 PM' timestamp='1300913207' post='1212252']
Can you provide more info on the file you modified? I'm assuming it's a Crysis 2 file (and not an Nvidia one), can you please provide the full path to the file location? And, you just stuck those new lines on the end of the file? Nice work, I'm going to pick up the game after work after this information.
Might want to wait and see if it actually looks good with more depth. This is fake 3d remember?
Im guessing those values are in game meters. Looks like they thought the average human eyes are less than an inch apart :S
It might not be the ideal solution but this is probably the way I will play the game with their 3D implementation. The system.cfg file should be in the root of the Crysis 2 folder. If there isn't one, then just create it. I also added the following to tweak the FOV more to my liking (FOV is defined as vertical and not horizontal in this game) and remove the intro ads:
It might not be the ideal solution but this is probably the way I will play the game with their 3D implementation. The system.cfg file should be in the root of the Crysis 2 folder. If there isn't one, then just create it. I also added the following to tweak the FOV more to my liking (FOV is defined as vertical and not horizontal in this game) and remove the intro ads:
[quote name='Arioch' date='23 March 2011 - 04:06 PM' timestamp='1300910776' post='1212223']
Something I found that works is tweaking the system.cfg file by adding the following lines:
[b]
r_StereoDevice = 3[/b]
Supposedly forces the Nvidia driver
[b]r_StereoMode = 1[/b]
Supposedly enables dual rendering mode but doesn't seem to do anything extra
[b]r_StereoStrength = 1
[/b]
This appears to control the amount of depth to a degree. If I set it to .5 I barely have any bars showing when I start messing with the depth wheel. If I set it to something like 2 the bar is maxed out already. Default is 1 (If you take off your glasses and scroll the depth wheel either way, you can see the separation change on your crosshair and some of the near objects but I can't see any change to actual game depth)
[b]r_StereoScreenDist = .25[/b]
This is kind of their way of adjusting convergence, at least you will notice it with a weapon held. If I change it to .1 the weapon doesn't stick out so much. Setting it to something like .5 makes it a lot more pronounced. Default is .25
[b]r_StereoEyeDist = .02[/b]
Wow, this appears to be a major 3D tweak. The default is .02. Changing it to .1 you can see a big increase in separation to me. The only problem is on either edge of the screen is a weird distortion effect but the 3D looks a whole lot more pronounced when I tweak this. The field range appears to be in a fairly tight range.
[/quote]
Do any of these settings fix the weird ghosting problems around weapons described earlier in this thread? If you guys aren't getting that in the first place, what setup and drivers are you guys using where you aren't running into this bug?
[quote name='Arioch' date='23 March 2011 - 04:06 PM' timestamp='1300910776' post='1212223']
Something I found that works is tweaking the system.cfg file by adding the following lines:
r_StereoDevice = 3
Supposedly forces the Nvidia driver
r_StereoMode = 1
Supposedly enables dual rendering mode but doesn't seem to do anything extra
r_StereoStrength = 1
This appears to control the amount of depth to a degree. If I set it to .5 I barely have any bars showing when I start messing with the depth wheel. If I set it to something like 2 the bar is maxed out already. Default is 1 (If you take off your glasses and scroll the depth wheel either way, you can see the separation change on your crosshair and some of the near objects but I can't see any change to actual game depth)
r_StereoScreenDist = .25
This is kind of their way of adjusting convergence, at least you will notice it with a weapon held. If I change it to .1 the weapon doesn't stick out so much. Setting it to something like .5 makes it a lot more pronounced. Default is .25
r_StereoEyeDist = .02
Wow, this appears to be a major 3D tweak. The default is .02. Changing it to .1 you can see a big increase in separation to me. The only problem is on either edge of the screen is a weird distortion effect but the 3D looks a whole lot more pronounced when I tweak this. The field range appears to be in a fairly tight range.
Do any of these settings fix the weird ghosting problems around weapons described earlier in this thread? If you guys aren't getting that in the first place, what setup and drivers are you guys using where you aren't running into this bug?
how does this affect the multi-player game? will it look like we are trying to cheat?
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
THANK YOU for posting those settings Arioch. Your settings alone were enough to make it more than playable. I did some further tweaking (everyone will I imagine, depending on display) and it now looks incredible! Only a very slight notch below BC2/JC2 in terms of 3D quality (I have further tweaking to do) but the other eye candy more than makes up for it. My settings are:
Crucially I found that setting ScreenDist = 0 was critical in eliminating a weird 'ghosting' issue around a lot of objects. It wasn't ghosting from my monitor, but in-game, and game-breaking in that when looking through zoomed iron sights everything was getting doubled and I couldn't see anything that was going on. Anyways once I figured to set that to 0 I could adjust the other two settings to my hearts content. I'm not sure if StereoStrenght goes beyond 1 actually, but EyeDist is definitely the major 3d factor like you said. As I mentioned I only took a quick stab so probably even more improvement to come, but this is definitely awesome. Again, thanks so much.
THANK YOU for posting those settings Arioch. Your settings alone were enough to make it more than playable. I did some further tweaking (everyone will I imagine, depending on display) and it now looks incredible! Only a very slight notch below BC2/JC2 in terms of 3D quality (I have further tweaking to do) but the other eye candy more than makes up for it. My settings are:
r_StereoStrength = 4
r_StereoScreenDist = 0
r_StereoEyeDist = .08
Crucially I found that setting ScreenDist = 0 was critical in eliminating a weird 'ghosting' issue around a lot of objects. It wasn't ghosting from my monitor, but in-game, and game-breaking in that when looking through zoomed iron sights everything was getting doubled and I couldn't see anything that was going on. Anyways once I figured to set that to 0 I could adjust the other two settings to my hearts content. I'm not sure if StereoStrenght goes beyond 1 actually, but EyeDist is definitely the major 3d factor like you said. As I mentioned I only took a quick stab so probably even more improvement to come, but this is definitely awesome. Again, thanks so much.
The settings do not fix the ghosting problem. Its quite a bit more pronounced in fact. As if aiming down the sights wasn't hard enough... It looks like they took out the StereoMode functionality so it only seems to enable/disable stereo
Setting ScreenDist to 0 just flattens out everything.
The settings do not fix the ghosting problem. Its quite a bit more pronounced in fact. As if aiming down the sights wasn't hard enough... It looks like they took out the StereoMode functionality so it only seems to enable/disable stereo
Setting ScreenDist to 0 just flattens out everything.
[quote name='IC3D' date='23 March 2011 - 03:06 AM' timestamp='1300867593' post='1211979']
Thanks for the screenshots. When dynamic cover system was mentioned i thought of third person cover. I don't understand the cover system for first person, surely you would just normally crouch/hide behind objects, why would they have a cover system in first person view?. I'll probably understand it better when i get to play the game. For some reason i can't view the screenshots in 3D with the nvidia 3d vision photo viewer, i posted some screenshots of just cause 2 the other day and they don't show 3d when viewd directly from the forum posts, i wonder what i'm doing wrong?. Although, i was able to view a screenshot of assassins creed brotherhood in 3D from another poster here.
Appreciated.
[/quote]
To describe the cover system in this game, its like you get behind a dumpster and then you stick to the back of the dumpster. And then the W, A, and D keys make you pop up over or to the left or right of the dumpster respectively. It's not a lean and it's not a cover system, it's halfway in between. It's like peeking your head out. I've never seen it before as far as I can remember.
[quote name='IC3D' date='23 March 2011 - 03:06 AM' timestamp='1300867593' post='1211979']
Thanks for the screenshots. When dynamic cover system was mentioned i thought of third person cover. I don't understand the cover system for first person, surely you would just normally crouch/hide behind objects, why would they have a cover system in first person view?. I'll probably understand it better when i get to play the game. For some reason i can't view the screenshots in 3D with the nvidia 3d vision photo viewer, i posted some screenshots of just cause 2 the other day and they don't show 3d when viewd directly from the forum posts, i wonder what i'm doing wrong?. Although, i was able to view a screenshot of assassins creed brotherhood in 3D from another poster here.
Appreciated.
To describe the cover system in this game, its like you get behind a dumpster and then you stick to the back of the dumpster. And then the W, A, and D keys make you pop up over or to the left or right of the dumpster respectively. It's not a lean and it's not a cover system, it's halfway in between. It's like peeking your head out. I've never seen it before as far as I can remember.
AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision
[b]r_StereoScreenDist[/b]
This controls convergence as we know it. I've set mine to '2' and maxed out depth and it has generally improved my enjoyment of the 3d in this game
BUT
It has also made almost every object in the world have a weird, distorting, ghosting effect. I assume this has to do with the way the engine dynamically adjusts the convergence of any object based on your proximity to it. This is actually pretty cool and is a really cool step in 3d technology especially for first person shooters. You can see this for yourself by standing near the edge of a crate/wall and slowly panning the camera to the side. If you take off your glasses you can see it more clearly.
However this is disastrous for objects like handrails, fences, random shopping carts and especially npcs that are nearby.
As far as I know there's no way to fix this effect without flattening out the world by setting r_StereoEyeDist to 0.
[b]r_StereoNearGeoScale[/b]
This seems to affect the ghosting effect around your guns ... but even after tweaking it for a bit I don't quite understand what it does. I've set mine to '4'.
These weird ghosting artifacts suck ... but at least the convergence is much better. Curse you 3d!! Why can't you just work right /crying.gif' class='bbc_emoticon' alt=':'(' />
This controls convergence as we know it. I've set mine to '2' and maxed out depth and it has generally improved my enjoyment of the 3d in this game
BUT
It has also made almost every object in the world have a weird, distorting, ghosting effect. I assume this has to do with the way the engine dynamically adjusts the convergence of any object based on your proximity to it. This is actually pretty cool and is a really cool step in 3d technology especially for first person shooters. You can see this for yourself by standing near the edge of a crate/wall and slowly panning the camera to the side. If you take off your glasses you can see it more clearly.
However this is disastrous for objects like handrails, fences, random shopping carts and especially npcs that are nearby.
As far as I know there's no way to fix this effect without flattening out the world by setting r_StereoEyeDist to 0.
r_StereoNearGeoScale
This seems to affect the ghosting effect around your guns ... but even after tweaking it for a bit I don't quite understand what it does. I've set mine to '4'.
These weird ghosting artifacts suck ... but at least the convergence is much better. Curse you 3d!! Why can't you just work right /crying.gif' class='bbc_emoticon' alt=':'(' />
[quote name='tritosine' date='23 March 2011 - 10:20 PM' timestamp='1300947643' post='1212431']
you still don't get it . /wacko.gif' class='bbc_emoticon' alt=':wacko:' />
[/quote]
What's to get? /teehee.gif' class='bbc_emoticon' alt=':teehee:' />
[quote name='FuchiBOT' date='24 March 2011 - 07:49 AM' timestamp='1300949356' post='1212438']
What's to get? /teehee.gif' class='bbc_emoticon' alt=':teehee:' />
[/quote]
They (crytek) gave you that fake 3d & that's never going to work the way you expect it, and they are probably tripping on LSD if they think this is acceptable.
[quote name='FuchiBOT' date='24 March 2011 - 07:49 AM' timestamp='1300949356' post='1212438']
What's to get? /teehee.gif' class='bbc_emoticon' alt=':teehee:' />
They (crytek) gave you that fake 3d & that's never going to work the way you expect it, and they are probably tripping on LSD if they think this is acceptable.
[quote name='tritosine' date='24 March 2011 - 06:54 AM' timestamp='1300949684' post='1212439']
They (crytek) gave you that fake 3d & that's never going to work the way you expect it, and they are probably tripping on LSD if they think this is acceptable.
[/quote]
What boggles my mind is the arrogance I've read coming from their developer(s) over how amazing their achievement was. I really wonder if there is a widespread group of people who see the world with poor depth perception so they think this really flat 3d that you constantly see in ps3 games and here in crysis 2 is "normal".
Honestly, I know why they did their own 3d- because the 3d drivers wouldn't play nice with crysis' post processing effects, in particular the procedurally generated terrain and effects. It makes sense. The problem is that it looks like they already have 3d by rendering two frames in the game, and it's a feature they intentionally removed from the final product. I'm crossing my fingers its just something they can turn on in a future patch.
[quote name='tritosine' date='24 March 2011 - 06:54 AM' timestamp='1300949684' post='1212439']
They (crytek) gave you that fake 3d & that's never going to work the way you expect it, and they are probably tripping on LSD if they think this is acceptable.
What boggles my mind is the arrogance I've read coming from their developer(s) over how amazing their achievement was. I really wonder if there is a widespread group of people who see the world with poor depth perception so they think this really flat 3d that you constantly see in ps3 games and here in crysis 2 is "normal".
Honestly, I know why they did their own 3d- because the 3d drivers wouldn't play nice with crysis' post processing effects, in particular the procedurally generated terrain and effects. It makes sense. The problem is that it looks like they already have 3d by rendering two frames in the game, and it's a feature they intentionally removed from the final product. I'm crossing my fingers its just something they can turn on in a future patch.
[quote name='FBX' date='24 March 2011 - 07:27 AM' timestamp='1300951666' post='1212448']
What boggles my mind is the arrogance I've read coming from their developer(s) over how amazing their achievement was. I really wonder if there is a widespread group of people who see the world with poor depth perception so they think this really flat 3d that you constantly see in ps3 games and here in crysis 2 is "normal".
Honestly, I know why they did their own 3d- because the 3d drivers wouldn't play nice with crysis' post processing effects, in particular the procedurally generated terrain and effects. It makes sense. The problem is that it looks like they already have 3d by rendering two frames in the game, and it's a feature they intentionally removed from the final product. I'm crossing my fingers its just something they can turn on in a future patch.
[/quote]
Here's my settings. They're actually pretty good, close terrain pops out of the TV and there is a lot of depth. Chainlink fences look messed up close up though. You can aim down the sites clearly without any blur. In fact blur/ghost artifacts are very minimized.
[quote name='FBX' date='24 March 2011 - 07:27 AM' timestamp='1300951666' post='1212448']
What boggles my mind is the arrogance I've read coming from their developer(s) over how amazing their achievement was. I really wonder if there is a widespread group of people who see the world with poor depth perception so they think this really flat 3d that you constantly see in ps3 games and here in crysis 2 is "normal".
Honestly, I know why they did their own 3d- because the 3d drivers wouldn't play nice with crysis' post processing effects, in particular the procedurally generated terrain and effects. It makes sense. The problem is that it looks like they already have 3d by rendering two frames in the game, and it's a feature they intentionally removed from the final product. I'm crossing my fingers its just something they can turn on in a future patch.
Here's my settings. They're actually pretty good, close terrain pops out of the TV and there is a lot of depth. Chainlink fences look messed up close up though. You can aim down the sites clearly without any blur. In fact blur/ghost artifacts are very minimized.
[quote name='Arioch' date='23 March 2011 - 04:06 PM' timestamp='1300910776' post='1212223']
Something I found that works is tweaking the system.cfg file by adding the following lines:
[b]
r_StereoDevice = 3[/b]
Supposedly forces the Nvidia driver
[b]r_StereoMode = 1[/b]
Supposedly enables dual rendering mode but doesn't seem to do anything extra
[b]r_StereoStrength = 1
[/b]
This appears to control the amount of depth to a degree. If I set it to .5 I barely have any bars showing when I start messing with the depth wheel. If I set it to something like 2 the bar is maxed out already. Default is 1 (If you take off your glasses and scroll the depth wheel either way, you can see the separation change on your crosshair and some of the near objects but I can't see any change to actual game depth)
[b]r_StereoScreenDist = .25[/b]
This is kind of their way of adjusting convergence, at least you will notice it with a weapon held. If I change it to .1 the weapon doesn't stick out so much. Setting it to something like .5 makes it a lot more pronounced. Default is .25
[b]r_StereoEyeDist = .02[/b]
Wow, this appears to be a major 3D tweak. The default is .02. Changing it to .1 you can see a big increase in separation to me. The only problem is on either edge of the screen is a weird distortion effect but the 3D looks a whole lot more pronounced when I tweak this. The field range appears to be in a fairly tight range.
[/quote]
Is anyone finding that r_StereoMode allows you to turn Crytek's lousy screen space reprojection method off and turn Nvidia's full dual image method on?
I have not installed game yet to test.
Nvidia should make this happen if it is not the case!
Nvidia's dual image solution will not compromise image fidelity the way SSRP will.
The dual image method will also allow control over depth and convergence.
The ability to use the dual image 3DVision solution will differentiate Nvidia's products as a superior way to experience Crysis 2.
While the inferior reprojection method may be a reasonable approach for low-end PCs and consoles; 3DVision is why we use high-nd Nvidia graphics cards in SLI.
Nvidia don't abandon your high-end users, give us access to full 3DVision for Crysis 2!
[quote name='Arioch' date='23 March 2011 - 04:06 PM' timestamp='1300910776' post='1212223']
Something I found that works is tweaking the system.cfg file by adding the following lines:
r_StereoDevice = 3
Supposedly forces the Nvidia driver
r_StereoMode = 1
Supposedly enables dual rendering mode but doesn't seem to do anything extra
r_StereoStrength = 1
This appears to control the amount of depth to a degree. If I set it to .5 I barely have any bars showing when I start messing with the depth wheel. If I set it to something like 2 the bar is maxed out already. Default is 1 (If you take off your glasses and scroll the depth wheel either way, you can see the separation change on your crosshair and some of the near objects but I can't see any change to actual game depth)
r_StereoScreenDist = .25
This is kind of their way of adjusting convergence, at least you will notice it with a weapon held. If I change it to .1 the weapon doesn't stick out so much. Setting it to something like .5 makes it a lot more pronounced. Default is .25
r_StereoEyeDist = .02
Wow, this appears to be a major 3D tweak. The default is .02. Changing it to .1 you can see a big increase in separation to me. The only problem is on either edge of the screen is a weird distortion effect but the 3D looks a whole lot more pronounced when I tweak this. The field range appears to be in a fairly tight range.
Is anyone finding that r_StereoMode allows you to turn Crytek's lousy screen space reprojection method off and turn Nvidia's full dual image method on?
I have not installed game yet to test.
Nvidia should make this happen if it is not the case!
Nvidia's dual image solution will not compromise image fidelity the way SSRP will.
The dual image method will also allow control over depth and convergence.
The ability to use the dual image 3DVision solution will differentiate Nvidia's products as a superior way to experience Crysis 2.
While the inferior reprojection method may be a reasonable approach for low-end PCs and consoles; 3DVision is why we use high-nd Nvidia graphics cards in SLI.
Nvidia don't abandon your high-end users, give us access to full 3DVision for Crysis 2!
Can you provide more info on the file you modified? I'm assuming it's a Crysis 2 file (and not an Nvidia one), can you please provide the full path to the file location? And, you just stuck those new lines on the end of the file? Nice work, I'm going to pick up the game after work after this information.
[/quote]
Might want to wait and see if it actually looks good with more depth. This is fake 3d remember?
Im guessing those values are in game meters. Looks like they thought the average human eyes are less than an inch apart :S
Can you provide more info on the file you modified? I'm assuming it's a Crysis 2 file (and not an Nvidia one), can you please provide the full path to the file location? And, you just stuck those new lines on the end of the file? Nice work, I'm going to pick up the game after work after this information.
Might want to wait and see if it actually looks good with more depth. This is fake 3d remember?
Im guessing those values are in game meters. Looks like they thought the average human eyes are less than an inch apart :S
cl_fov = 60
r_DrawNearFoV = 60
pl_movement.power_sprint_targetFov = 60
g_skipIntro = 1
cl_fov = 60
r_DrawNearFoV = 60
pl_movement.power_sprint_targetFov = 60
g_skipIntro = 1
Something I found that works is tweaking the system.cfg file by adding the following lines:
[b]
r_StereoDevice = 3[/b]
Supposedly forces the Nvidia driver
[b]r_StereoMode = 1[/b]
Supposedly enables dual rendering mode but doesn't seem to do anything extra
[b]r_StereoStrength = 1
[/b]
This appears to control the amount of depth to a degree. If I set it to .5 I barely have any bars showing when I start messing with the depth wheel. If I set it to something like 2 the bar is maxed out already. Default is 1 (If you take off your glasses and scroll the depth wheel either way, you can see the separation change on your crosshair and some of the near objects but I can't see any change to actual game depth)
[b]r_StereoScreenDist = .25[/b]
This is kind of their way of adjusting convergence, at least you will notice it with a weapon held. If I change it to .1 the weapon doesn't stick out so much. Setting it to something like .5 makes it a lot more pronounced. Default is .25
[b]r_StereoEyeDist = .02[/b]
Wow, this appears to be a major 3D tweak. The default is .02. Changing it to .1 you can see a big increase in separation to me. The only problem is on either edge of the screen is a weird distortion effect but the 3D looks a whole lot more pronounced when I tweak this. The field range appears to be in a fairly tight range.
[/quote]
Do any of these settings fix the weird ghosting problems around weapons described earlier in this thread? If you guys aren't getting that in the first place, what setup and drivers are you guys using where you aren't running into this bug?
Something I found that works is tweaking the system.cfg file by adding the following lines:
r_StereoDevice = 3
Supposedly forces the Nvidia driver
r_StereoMode = 1
Supposedly enables dual rendering mode but doesn't seem to do anything extra
r_StereoStrength = 1
This appears to control the amount of depth to a degree. If I set it to .5 I barely have any bars showing when I start messing with the depth wheel. If I set it to something like 2 the bar is maxed out already. Default is 1 (If you take off your glasses and scroll the depth wheel either way, you can see the separation change on your crosshair and some of the near objects but I can't see any change to actual game depth)
r_StereoScreenDist = .25
This is kind of their way of adjusting convergence, at least you will notice it with a weapon held. If I change it to .1 the weapon doesn't stick out so much. Setting it to something like .5 makes it a lot more pronounced. Default is .25
r_StereoEyeDist = .02
Wow, this appears to be a major 3D tweak. The default is .02. Changing it to .1 you can see a big increase in separation to me. The only problem is on either edge of the screen is a weird distortion effect but the 3D looks a whole lot more pronounced when I tweak this. The field range appears to be in a fairly tight range.
Do any of these settings fix the weird ghosting problems around weapons described earlier in this thread? If you guys aren't getting that in the first place, what setup and drivers are you guys using where you aren't running into this bug?
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
r_StereoStrength = 4
r_StereoScreenDist = 0
r_StereoEyeDist = .08
Crucially I found that setting ScreenDist = 0 was critical in eliminating a weird 'ghosting' issue around a lot of objects. It wasn't ghosting from my monitor, but in-game, and game-breaking in that when looking through zoomed iron sights everything was getting doubled and I couldn't see anything that was going on. Anyways once I figured to set that to 0 I could adjust the other two settings to my hearts content. I'm not sure if StereoStrenght goes beyond 1 actually, but EyeDist is definitely the major 3d factor like you said. As I mentioned I only took a quick stab so probably even more improvement to come, but this is definitely awesome. Again, thanks so much.
r_StereoStrength = 4
r_StereoScreenDist = 0
r_StereoEyeDist = .08
Crucially I found that setting ScreenDist = 0 was critical in eliminating a weird 'ghosting' issue around a lot of objects. It wasn't ghosting from my monitor, but in-game, and game-breaking in that when looking through zoomed iron sights everything was getting doubled and I couldn't see anything that was going on. Anyways once I figured to set that to 0 I could adjust the other two settings to my hearts content. I'm not sure if StereoStrenght goes beyond 1 actually, but EyeDist is definitely the major 3d factor like you said. As I mentioned I only took a quick stab so probably even more improvement to come, but this is definitely awesome. Again, thanks so much.
i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard
Setting ScreenDist to 0 just flattens out everything.
Setting ScreenDist to 0 just flattens out everything.
Thanks for the screenshots. When dynamic cover system was mentioned i thought of third person cover. I don't understand the cover system for first person, surely you would just normally crouch/hide behind objects, why would they have a cover system in first person view?. I'll probably understand it better when i get to play the game. For some reason i can't view the screenshots in 3D with the nvidia 3d vision photo viewer, i posted some screenshots of just cause 2 the other day and they don't show 3d when viewd directly from the forum posts, i wonder what i'm doing wrong?. Although, i was able to view a screenshot of assassins creed brotherhood in 3D from another poster here.
Appreciated.
[/quote]
To describe the cover system in this game, its like you get behind a dumpster and then you stick to the back of the dumpster. And then the W, A, and D keys make you pop up over or to the left or right of the dumpster respectively. It's not a lean and it's not a cover system, it's halfway in between. It's like peeking your head out. I've never seen it before as far as I can remember.
Thanks for the screenshots. When dynamic cover system was mentioned i thought of third person cover. I don't understand the cover system for first person, surely you would just normally crouch/hide behind objects, why would they have a cover system in first person view?. I'll probably understand it better when i get to play the game. For some reason i can't view the screenshots in 3D with the nvidia 3d vision photo viewer, i posted some screenshots of just cause 2 the other day and they don't show 3d when viewd directly from the forum posts, i wonder what i'm doing wrong?. Although, i was able to view a screenshot of assassins creed brotherhood in 3D from another poster here.
Appreciated.
To describe the cover system in this game, its like you get behind a dumpster and then you stick to the back of the dumpster. And then the W, A, and D keys make you pop up over or to the left or right of the dumpster respectively. It's not a lean and it's not a cover system, it's halfway in between. It's like peeking your head out. I've never seen it before as far as I can remember.
AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision
[b]r_StereoScreenDist[/b]
This controls convergence as we know it. I've set mine to '2' and maxed out depth and it has generally improved my enjoyment of the 3d in this game
BUT
It has also made almost every object in the world have a weird, distorting, ghosting effect. I assume this has to do with the way the engine dynamically adjusts the convergence of any object based on your proximity to it. This is actually pretty cool and is a really cool step in 3d technology especially for first person shooters. You can see this for yourself by standing near the edge of a crate/wall and slowly panning the camera to the side. If you take off your glasses you can see it more clearly.
However this is disastrous for objects like handrails, fences, random shopping carts and especially npcs that are nearby.
As far as I know there's no way to fix this effect without flattening out the world by setting r_StereoEyeDist to 0.
[b]r_StereoNearGeoScale[/b]
This seems to affect the ghosting effect around your guns ... but even after tweaking it for a bit I don't quite understand what it does. I've set mine to '4'.
These weird ghosting artifacts suck ... but at least the convergence is much better. Curse you 3d!! Why can't you just work right
r_StereoScreenDist
This controls convergence as we know it. I've set mine to '2' and maxed out depth and it has generally improved my enjoyment of the 3d in this game
BUT
It has also made almost every object in the world have a weird, distorting, ghosting effect. I assume this has to do with the way the engine dynamically adjusts the convergence of any object based on your proximity to it. This is actually pretty cool and is a really cool step in 3d technology especially for first person shooters. You can see this for yourself by standing near the edge of a crate/wall and slowly panning the camera to the side. If you take off your glasses you can see it more clearly.
However this is disastrous for objects like handrails, fences, random shopping carts and especially npcs that are nearby.
As far as I know there's no way to fix this effect without flattening out the world by setting r_StereoEyeDist to 0.
r_StereoNearGeoScale
This seems to affect the ghosting effect around your guns ... but even after tweaking it for a bit I don't quite understand what it does. I've set mine to '4'.
These weird ghosting artifacts suck ... but at least the convergence is much better. Curse you 3d!! Why can't you just work right
4770k @ 4.2 Water cooled
32 Gigs DDR 3 2400
GTX Titan X SLI
Obsidian 800D
EVGA 1300 watt
1 Terabyte SSD raid 0
ASUS 27 inch 3D monitor 3D vision 2.
you still don't get it .
you still don't get it .
you still don't get it .
[/quote]
What's to get?
you still don't get it .
What's to get?
What's to get?
[/quote]
They (crytek) gave you that fake 3d & that's never going to work the way you expect it, and they are probably tripping on LSD if they think this is acceptable.
What's to get?
They (crytek) gave you that fake 3d & that's never going to work the way you expect it, and they are probably tripping on LSD if they think this is acceptable.
They (crytek) gave you that fake 3d & that's never going to work the way you expect it, and they are probably tripping on LSD if they think this is acceptable.
[/quote]
What boggles my mind is the arrogance I've read coming from their developer(s) over how amazing their achievement was. I really wonder if there is a widespread group of people who see the world with poor depth perception so they think this really flat 3d that you constantly see in ps3 games and here in crysis 2 is "normal".
Honestly, I know why they did their own 3d- because the 3d drivers wouldn't play nice with crysis' post processing effects, in particular the procedurally generated terrain and effects. It makes sense. The problem is that it looks like they already have 3d by rendering two frames in the game, and it's a feature they intentionally removed from the final product. I'm crossing my fingers its just something they can turn on in a future patch.
They (crytek) gave you that fake 3d & that's never going to work the way you expect it, and they are probably tripping on LSD if they think this is acceptable.
What boggles my mind is the arrogance I've read coming from their developer(s) over how amazing their achievement was. I really wonder if there is a widespread group of people who see the world with poor depth perception so they think this really flat 3d that you constantly see in ps3 games and here in crysis 2 is "normal".
Honestly, I know why they did their own 3d- because the 3d drivers wouldn't play nice with crysis' post processing effects, in particular the procedurally generated terrain and effects. It makes sense. The problem is that it looks like they already have 3d by rendering two frames in the game, and it's a feature they intentionally removed from the final product. I'm crossing my fingers its just something they can turn on in a future patch.
What boggles my mind is the arrogance I've read coming from their developer(s) over how amazing their achievement was. I really wonder if there is a widespread group of people who see the world with poor depth perception so they think this really flat 3d that you constantly see in ps3 games and here in crysis 2 is "normal".
Honestly, I know why they did their own 3d- because the 3d drivers wouldn't play nice with crysis' post processing effects, in particular the procedurally generated terrain and effects. It makes sense. The problem is that it looks like they already have 3d by rendering two frames in the game, and it's a feature they intentionally removed from the final product. I'm crossing my fingers its just something they can turn on in a future patch.
[/quote]
Here's my settings. They're actually pretty good, close terrain pops out of the TV and there is a lot of depth. Chainlink fences look messed up close up though. You can aim down the sites clearly without any blur. In fact blur/ghost artifacts are very minimized.
g_skipintro = 1
r_StereoDevice = 3
r_StereoMode = 1
r_StereoStrength = 1
r_StereoScreenDist = 3.9
r_StereoHudScreenDist = 0.5
r_StereoEyeDist = 0.015
r_StereoFlipEyes = 0
r_StereoOutput = 1
r_StereoNearGeoScale = 0.69
What boggles my mind is the arrogance I've read coming from their developer(s) over how amazing their achievement was. I really wonder if there is a widespread group of people who see the world with poor depth perception so they think this really flat 3d that you constantly see in ps3 games and here in crysis 2 is "normal".
Honestly, I know why they did their own 3d- because the 3d drivers wouldn't play nice with crysis' post processing effects, in particular the procedurally generated terrain and effects. It makes sense. The problem is that it looks like they already have 3d by rendering two frames in the game, and it's a feature they intentionally removed from the final product. I'm crossing my fingers its just something they can turn on in a future patch.
Here's my settings. They're actually pretty good, close terrain pops out of the TV and there is a lot of depth. Chainlink fences look messed up close up though. You can aim down the sites clearly without any blur. In fact blur/ghost artifacts are very minimized.
g_skipintro = 1
r_StereoDevice = 3
r_StereoMode = 1
r_StereoStrength = 1
r_StereoScreenDist = 3.9
r_StereoHudScreenDist = 0.5
r_StereoEyeDist = 0.015
r_StereoFlipEyes = 0
r_StereoOutput = 1
r_StereoNearGeoScale = 0.69
Something I found that works is tweaking the system.cfg file by adding the following lines:
[b]
r_StereoDevice = 3[/b]
Supposedly forces the Nvidia driver
[b]r_StereoMode = 1[/b]
Supposedly enables dual rendering mode but doesn't seem to do anything extra
[b]r_StereoStrength = 1
[/b]
This appears to control the amount of depth to a degree. If I set it to .5 I barely have any bars showing when I start messing with the depth wheel. If I set it to something like 2 the bar is maxed out already. Default is 1 (If you take off your glasses and scroll the depth wheel either way, you can see the separation change on your crosshair and some of the near objects but I can't see any change to actual game depth)
[b]r_StereoScreenDist = .25[/b]
This is kind of their way of adjusting convergence, at least you will notice it with a weapon held. If I change it to .1 the weapon doesn't stick out so much. Setting it to something like .5 makes it a lot more pronounced. Default is .25
[b]r_StereoEyeDist = .02[/b]
Wow, this appears to be a major 3D tweak. The default is .02. Changing it to .1 you can see a big increase in separation to me. The only problem is on either edge of the screen is a weird distortion effect but the 3D looks a whole lot more pronounced when I tweak this. The field range appears to be in a fairly tight range.
[/quote]
Is anyone finding that r_StereoMode allows you to turn Crytek's lousy screen space reprojection method off and turn Nvidia's full dual image method on?
I have not installed game yet to test.
Nvidia should make this happen if it is not the case!
Nvidia's dual image solution will not compromise image fidelity the way SSRP will.
The dual image method will also allow control over depth and convergence.
The ability to use the dual image 3DVision solution will differentiate Nvidia's products as a superior way to experience Crysis 2.
While the inferior reprojection method may be a reasonable approach for low-end PCs and consoles; 3DVision is why we use high-nd Nvidia graphics cards in SLI.
Nvidia don't abandon your high-end users, give us access to full 3DVision for Crysis 2!
Something I found that works is tweaking the system.cfg file by adding the following lines:
r_StereoDevice = 3
Supposedly forces the Nvidia driver
r_StereoMode = 1
Supposedly enables dual rendering mode but doesn't seem to do anything extra
r_StereoStrength = 1
This appears to control the amount of depth to a degree. If I set it to .5 I barely have any bars showing when I start messing with the depth wheel. If I set it to something like 2 the bar is maxed out already. Default is 1 (If you take off your glasses and scroll the depth wheel either way, you can see the separation change on your crosshair and some of the near objects but I can't see any change to actual game depth)
r_StereoScreenDist = .25
This is kind of their way of adjusting convergence, at least you will notice it with a weapon held. If I change it to .1 the weapon doesn't stick out so much. Setting it to something like .5 makes it a lot more pronounced. Default is .25
r_StereoEyeDist = .02
Wow, this appears to be a major 3D tweak. The default is .02. Changing it to .1 you can see a big increase in separation to me. The only problem is on either edge of the screen is a weird distortion effect but the 3D looks a whole lot more pronounced when I tweak this. The field range appears to be in a fairly tight range.
Is anyone finding that r_StereoMode allows you to turn Crytek's lousy screen space reprojection method off and turn Nvidia's full dual image method on?
I have not installed game yet to test.
Nvidia should make this happen if it is not the case!
Nvidia's dual image solution will not compromise image fidelity the way SSRP will.
The dual image method will also allow control over depth and convergence.
The ability to use the dual image 3DVision solution will differentiate Nvidia's products as a superior way to experience Crysis 2.
While the inferior reprojection method may be a reasonable approach for low-end PCs and consoles; 3DVision is why we use high-nd Nvidia graphics cards in SLI.
Nvidia don't abandon your high-end users, give us access to full 3DVision for Crysis 2!