If anyone is interested... I made some progress on the wrapper.
Status so far:
- Create DirectX 9 context as the main rendering context
- Create the OpenGL context and get all the core functions + EXT + ARB + NV specific functions
- Create a database (table) with all the addresses for further use.
- Enable the NVIDIA OGL to DX9 inter-operability.
- Add the STEREO 3D TAG as per nVidia specifications.
- "Wrap" around the points I am interested.
- Create a database and LOAD all the shaders as they are being loaded by the application
- "Hook" all the shaders when they are being fed to the GPU.
- Flip the image vertically (since OGL and DX9 is using a different coordinate system and by default the image is flipped) by modifying gl_Position in each shader.
- Recompile the shaders and link them with the application
Result: Image is generated as side by side in normal position FROM the same POV (currently)
See the image:
[url=http://www.iforce.co.nz/View.aspx?i=kz1zhaai.anm.png][img]http://iforce.co.nz/i/kz1zhaai.anm.png[/img][/url]
TO DO:
- Apply the stereoscopic projection matrix, by either changing the current one or modify the shaders accordingly... (Research & protoyping in progress)
- Need a better way of drawing the 2nd frame (for the right eye)
- Ability to use the controls specified in NVPanel for modifying convergence and separation
- Ability to run in fullscreen (currently development is done in window mode)
- Probably other stuff that will come in my mind;)
- More and more and more testing!!!
Wrapper currently also does:
- Log all the OGL calls.
- Hook all the shaders, the source code is available (in C), can be modified, compiled and re-linked in real-time.
The wrapper currently only works with one GAME. Adding support for other games will not be hard but it will take time. Most likely each game will need a bit different wrapper, unfortunately.
References:
- Will be added with 1st release probably:))
If anyone is interested... I made some progress on the wrapper.
Status so far:
- Create DirectX 9 context as the main rendering context
- Create the OpenGL context and get all the core functions + EXT + ARB + NV specific functions
- Create a database (table) with all the addresses for further use.
- Enable the NVIDIA OGL to DX9 inter-operability.
- Add the STEREO 3D TAG as per nVidia specifications.
- "Wrap" around the points I am interested.
- Create a database and LOAD all the shaders as they are being loaded by the application
- "Hook" all the shaders when they are being fed to the GPU.
- Flip the image vertically (since OGL and DX9 is using a different coordinate system and by default the image is flipped) by modifying gl_Position in each shader.
- Recompile the shaders and link them with the application
Result: Image is generated as side by side in normal position FROM the same POV (currently)
See the image:
TO DO:
- Apply the stereoscopic projection matrix, by either changing the current one or modify the shaders accordingly... (Research & protoyping in progress)
- Need a better way of drawing the 2nd frame (for the right eye)
- Ability to use the controls specified in NVPanel for modifying convergence and separation
- Ability to run in fullscreen (currently development is done in window mode)
- Probably other stuff that will come in my mind;)
- More and more and more testing!!!
Wrapper currently also does:
- Log all the OGL calls.
- Hook all the shaders, the source code is available (in C), can be modified, compiled and re-linked in real-time.
The wrapper currently only works with one GAME. Adding support for other games will not be hard but it will take time. Most likely each game will need a bit different wrapper, unfortunately.
References:
- Will be added with 1st release probably:))
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
Wow, that's sounds like amazing progress in a short time! Any chance we could get another pre-alpha update of the wrapper?
Either way, thanks again for working on this
Like I said, there you have it :) !
[url=http://www.3dvisionlive.com/ugc/25969/ogl-3d-vision-wrapper-broken-age-wip]http://www.3dvisionlive.com/ugc/25969/ogl-3d-vision-wrapper-broken-age-wip[/url]
More stuff needs to be fixed and tweaked. At the moment I am hooking all the shaders as they are being loaded and you can see some of them are acting weird (one in the menu). I'll need to add a list of shaders to be excluded.
The video was recorded in fullscreen, so fullscreen now works (As long as you don't start the game in window mode and then switch to fullscreen)
Will work on the ability to add the convergence and separation from nVpanel next:)
Looking forward to hear what you think:)
More stuff needs to be fixed and tweaked. At the moment I am hooking all the shaders as they are being loaded and you can see some of them are acting weird (one in the menu). I'll need to add a list of shaders to be excluded.
The video was recorded in fullscreen, so fullscreen now works (As long as you don't start the game in window mode and then switch to fullscreen)
Will work on the ability to add the convergence and separation from nVpanel next:)
Looking forward to hear what you think:)
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
[quote="TsaebehT"]I can't wait to check that video out! :D
(I get an access denied error message on my phone.)[/quote]
It still says the video is not yet published for some weird reason..... Still processing I guess?
Also put it on Youtube: http://www.youtube.com/watch?v=_fS5aL71gT8
Maybe this will work...but I wasn't able to play it in 3D (in chrome/firefox) for some weird reason....
TsaebehT said:I can't wait to check that video out! :D
(I get an access denied error message on my phone.)
It still says the video is not yet published for some weird reason..... Still processing I guess?
Also put it on Youtube:
Maybe this will work...but I wasn't able to play it in 3D (in chrome/firefox) for some weird reason....
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 just watched cross-eyed, that's looking fantastic! I knew it was rendered in 3d, but it looks like the layers are at depths that look correct once you actually look at it in 3d, too! Maybe a little "cheating" with the way he's sitting on the bed in the beginning, but it's looking really good!
I just watched cross-eyed, that's looking fantastic! I knew it was rendered in 3d, but it looks like the layers are at depths that look correct once you actually look at it in 3d, too! Maybe a little "cheating" with the way he's sitting on the bed in the beginning, but it's looking really good!
Aye! I did some more testing...
The way I apply stereo rendering is based on the nvidia 3D Vision Automatic (and Nvidia 3D Vision driver) approach. Basically I hook all the shaders once they are being loaded and apply the modification in the vertex shader on the ClipPos (gl_Position).
However I noticed that most of the shaders in the game lack actual depth information: in most shaders I see: gl_position.w = 1 (which means all the layers are actually at the same screen depth). Applying the separation from NVAPI puts everything at the same depth inside the monitor. The only thing that actually has depth information and can be changed using the convergence value (from NVAPI) is the UI and Menus.
However, it is possible to render each layer at different depths, problem is you need to manually look for each shader and see to which part of the screen it corresponds and change the gl_position.w = 1 to something meaningful :) (Aka Trine 2 way) Only way to get a layer style Stereo 3D:)
I also BET, if you have a PROPER 3D game like Amnesia, or DOOM or Kotor, etc this will work properly;))
Based on testing the converge, speration (aka depth) are read from NVAPI when the context is created, but afterwards no matter what I change in NVAPANEL is not being reflected in the game (even if I query NVAPI for the new convergence value) However I can easily modify these from inside the program. (which means key bindings:) )
Aye! I did some more testing...
The way I apply stereo rendering is based on the nvidia 3D Vision Automatic (and Nvidia 3D Vision driver) approach. Basically I hook all the shaders once they are being loaded and apply the modification in the vertex shader on the ClipPos (gl_Position).
However I noticed that most of the shaders in the game lack actual depth information: in most shaders I see: gl_position.w = 1 (which means all the layers are actually at the same screen depth). Applying the separation from NVAPI puts everything at the same depth inside the monitor. The only thing that actually has depth information and can be changed using the convergence value (from NVAPI) is the UI and Menus.
However, it is possible to render each layer at different depths, problem is you need to manually look for each shader and see to which part of the screen it corresponds and change the gl_position.w = 1 to something meaningful :) (Aka Trine 2 way) Only way to get a layer style Stereo 3D:)
I also BET, if you have a PROPER 3D game like Amnesia, or DOOM or Kotor, etc this will work properly;))
Based on testing the converge, speration (aka depth) are read from NVAPI when the context is created, but afterwards no matter what I change in NVAPANEL is not being reflected in the game (even if I query NVAPI for the new convergence value) However I can easily modify these from inside the program. (which means key bindings:) )
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
Ah, it seems my enthusiasm/brain was playing tricks on me. Hard to judge from cross eyed, but now I've taken a second look I realise it's still 2d. Still, promising to see the HUD is at a different depth.
Ah, it seems my enthusiasm/brain was playing tricks on me. Hard to judge from cross eyed, but now I've taken a second look I realise it's still 2d. Still, promising to see the HUD is at a different depth.
[quote="Pirateguybrush"]Ah, it seems my enthusiasm/brain was playing tricks on me. Hard to judge from cross eyed, but now I've taken a second look I realise it's still 2d. Still, promising to see the HUD is at a different depth.[/quote]
Basically the game is created FLAT. You would get the same effect if the game would be DX9 and 3D vision automatic would kick in natively:) The only shaders that actually have depth information is the HUD and menus. The rest are just hardcoded to 1.0 in the shaders:))
I'll try to play a bit to see if I can manually add some depth inside;))
However this will not be the case for a proper 3D game (not a 2D rendered in a 3D space:) )
Pirateguybrush said:Ah, it seems my enthusiasm/brain was playing tricks on me. Hard to judge from cross eyed, but now I've taken a second look I realise it's still 2d. Still, promising to see the HUD is at a different depth.
Basically the game is created FLAT. You would get the same effect if the game would be DX9 and 3D vision automatic would kick in natively:) The only shaders that actually have depth information is the HUD and menus. The rest are just hardcoded to 1.0 in the shaders:))
I'll try to play a bit to see if I can manually add some depth inside;))
However this will not be the case for a proper 3D game (not a 2D rendered in a 3D space:) )
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
Progress:)
Added:
- Ability to use the shortcut keys fron NVPANEL to increse/descrease separation + convergence + change frustum + save convergence settings + save screenshots.
- Fixed the weirdness in the shaders to be able to increase the convergence of the scene. Originally everything was pushed in the screen except the HUD.
Now convergence can be increased and both the game and HUD reacts accordingly.
SO NO MORE FLAT 3D!!! :))
Sharing videos is hard so made a little gallery here:
http://photos.3dvisionlive.com/helifax/album/52f7a931cb85770017000091/
Take a look and let me know what you think:)
PS:
This wrapper will work only on this game. Each game is specific and needs specific things inside.
However the wrapper "supports" any OpenGL game. This doesn't mean it will not crash if dropped next to another game. This means each game can be hooked with it:)
I will probably release it in the following days, after I finish cleaning up the code, making some changes and the sorts.
@andysonofbob Yes, occasionally eyes get out of sync. I know why that happens and I know how to fix it. Only thing is that is a monumental task in itself and requires a HUGE amount of time to fix that.
Added:
- Ability to use the shortcut keys fron NVPANEL to increse/descrease separation + convergence + change frustum + save convergence settings + save screenshots.
- Fixed the weirdness in the shaders to be able to increase the convergence of the scene. Originally everything was pushed in the screen except the HUD.
Now convergence can be increased and both the game and HUD reacts accordingly.
PS:
This wrapper will work only on this game. Each game is specific and needs specific things inside.
However the wrapper "supports" any OpenGL game. This doesn't mean it will not crash if dropped next to another game. This means each game can be hooked with it:)
I will probably release it in the following days, after I finish cleaning up the code, making some changes and the sorts.
@andysonofbob Yes, occasionally eyes get out of sync. I know why that happens and I know how to fix it. Only thing is that is a monumental task in itself and requires a HUGE amount of time to fix that.
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
Status so far:
- Create DirectX 9 context as the main rendering context
- Create the OpenGL context and get all the core functions + EXT + ARB + NV specific functions
- Create a database (table) with all the addresses for further use.
- Enable the NVIDIA OGL to DX9 inter-operability.
- Add the STEREO 3D TAG as per nVidia specifications.
- "Wrap" around the points I am interested.
- Create a database and LOAD all the shaders as they are being loaded by the application
- "Hook" all the shaders when they are being fed to the GPU.
- Flip the image vertically (since OGL and DX9 is using a different coordinate system and by default the image is flipped) by modifying gl_Position in each shader.
- Recompile the shaders and link them with the application
Result: Image is generated as side by side in normal position FROM the same POV (currently)
See the image:
TO DO:
- Apply the stereoscopic projection matrix, by either changing the current one or modify the shaders accordingly... (Research & protoyping in progress)
- Need a better way of drawing the 2nd frame (for the right eye)
- Ability to use the controls specified in NVPanel for modifying convergence and separation
- Ability to run in fullscreen (currently development is done in window mode)
- Probably other stuff that will come in my mind;)
- More and more and more testing!!!
Wrapper currently also does:
- Log all the OGL calls.
- Hook all the shaders, the source code is available (in C), can be modified, compiled and re-linked in real-time.
The wrapper currently only works with one GAME. Adding support for other games will not be hard but it will take time. Most likely each game will need a bit different wrapper, unfortunately.
References:
- Will be added with 1st release probably:))
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)
Either way, thanks again for working on this
i7 4770k, Asus Maximus VI Hero, Corsair Vengeance 16GB, Asus Strix 970, Asus VG236H, Win 8
http://www.3dvisionlive.com/ugc/25969/ogl-3d-vision-wrapper-broken-age-wip
More stuff needs to be fixed and tweaked. At the moment I am hooking all the shaders as they are being loaded and you can see some of them are acting weird (one in the menu). I'll need to add a list of shaders to be excluded.
The video was recorded in fullscreen, so fullscreen now works (As long as you don't start the game in window mode and then switch to fullscreen)
Will work on the ability to add the convergence and separation from nVpanel next:)
Looking forward to hear what you think:)
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)
(I get an access denied error message on my phone.)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
It still says the video is not yet published for some weird reason..... Still processing I guess?
Also put it on Youtube:
Maybe this will work...but I wasn't able to play it in 3D (in chrome/firefox) for some weird reason....
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)
The way I apply stereo rendering is based on the nvidia 3D Vision Automatic (and Nvidia 3D Vision driver) approach. Basically I hook all the shaders once they are being loaded and apply the modification in the vertex shader on the ClipPos (gl_Position).
However I noticed that most of the shaders in the game lack actual depth information: in most shaders I see: gl_position.w = 1 (which means all the layers are actually at the same screen depth). Applying the separation from NVAPI puts everything at the same depth inside the monitor. The only thing that actually has depth information and can be changed using the convergence value (from NVAPI) is the UI and Menus.
However, it is possible to render each layer at different depths, problem is you need to manually look for each shader and see to which part of the screen it corresponds and change the gl_position.w = 1 to something meaningful :) (Aka Trine 2 way) Only way to get a layer style Stereo 3D:)
I also BET, if you have a PROPER 3D game like Amnesia, or DOOM or Kotor, etc this will work properly;))
Based on testing the converge, speration (aka depth) are read from NVAPI when the context is created, but afterwards no matter what I change in NVAPANEL is not being reflected in the game (even if I query NVAPI for the new convergence value) However I can easily modify these from inside the program. (which means key bindings:) )
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)
Basically the game is created FLAT. You would get the same effect if the game would be DX9 and 3D vision automatic would kick in natively:) The only shaders that actually have depth information is the HUD and menus. The rest are just hardcoded to 1.0 in the shaders:))
I'll try to play a bit to see if I can manually add some depth inside;))
However this will not be the case for a proper 3D game (not a 2D rendered in a 3D space:) )
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)
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
Added:
- Ability to use the shortcut keys fron NVPANEL to increse/descrease separation + convergence + change frustum + save convergence settings + save screenshots.
- Fixed the weirdness in the shaders to be able to increase the convergence of the scene. Originally everything was pushed in the screen except the HUD.
Now convergence can be increased and both the game and HUD reacts accordingly.
SO NO MORE FLAT 3D!!! :))
Sharing videos is hard so made a little gallery here:
http://photos.3dvisionlive.com/helifax/album/52f7a931cb85770017000091/
Take a look and let me know what you think:)
PS:
This wrapper will work only on this game. Each game is specific and needs specific things inside.
However the wrapper "supports" any OpenGL game. This doesn't mean it will not crash if dropped next to another game. This means each game can be hooked with it:)
I will probably release it in the following days, after I finish cleaning up the code, making some changes and the sorts.
@andysonofbob Yes, occasionally eyes get out of sync. I know why that happens and I know how to fix it. Only thing is that is a monumental task in itself and requires a HUGE amount of time to fix that.
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)