OpenGL3DVision Wrapper v.3.19 Public Release (Beta)
  3 / 10    
You mentioned a FPS cap that is locked. I saw where a guy talked about editing the registry with a ForceRefreshRate entry, to get past it before the game was eventually patched in Castle of Illusion. Maybe his workaround could be used? Or perhaps there's a similar OpenGL registry entry? http://steamcommunity.com/app/227600/discussions/0/864979008327344181/
You mentioned a FPS cap that is locked. I saw where a guy talked about editing the registry with a ForceRefreshRate entry, to get past it before the game was eventually patched in Castle of Illusion. Maybe his workaround could be used? Or perhaps there's a similar OpenGL registry entry?
http://steamcommunity.com/app/227600/discussions/0/864979008327344181/

#31
Posted 07/15/2014 11:24 AM   
Helifax - there might be a new challenge for you mate. Looks like DOOM is build on new Id Tech 6.0 . That is still OpenGL thou. What do you think - easy, right ?! :) http://uk.ign.com/articles/2014/07/18/doom-gameplay-unveiled-at-quakecon-2014 This Teaser looks great!
Helifax - there might be a new challenge for you mate. Looks like DOOM is build on new Id Tech 6.0 . That is still OpenGL thou. What do you think - easy, right ?! :)


http://uk.ign.com/articles/2014/07/18/doom-gameplay-unveiled-at-quakecon-2014


This Teaser looks great!
[quote="SKAUT"]Helifax - there might be a new challenge for you mate. Looks like DOOM is build on new Id Tech 6.0 . That is still OpenGL thou. What do you think - easy, right ?! :) http://uk.ign.com/articles/2014/07/18/doom-gameplay-unveiled-at-quakecon-2014 This Teaser looks great![/quote] Totally not stereo 3D, but for the old timers like me, the other video on that page is a DOOM 1 coop between the IGN chap and John Romero to celebrate the 20 yr anniversary of DOOM 1, they play through the first 9 levels of the shareware game together, chatting about the game. Brought back a few memories - I could still totally play that game today. End of digression...
SKAUT said:Helifax - there might be a new challenge for you mate. Looks like DOOM is build on new Id Tech 6.0 . That is still OpenGL thou. What do you think - easy, right ?! :)


http://uk.ign.com/articles/2014/07/18/doom-gameplay-unveiled-at-quakecon-2014


This Teaser looks great!

Totally not stereo 3D, but for the old timers like me, the other video on that page is a DOOM 1 coop between the IGN chap and John Romero to celebrate the 20 yr anniversary of DOOM 1, they play through the first 9 levels of the shareware game together, chatting about the game. Brought back a few memories - I could still totally play that game today. End of digression...

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#33
Posted 07/18/2014 01:23 PM   
I also remember this old school feeling (and heavy sound of dual barrel). I would like to see come back to this unique simple and pack with adrenaline gameplay which we had back there.
I also remember this old school feeling (and heavy sound of dual barrel). I would like to see come back to this unique simple and pack with adrenaline gameplay which we had back there.
[quote="SKAUT"]Helifax - there might be a new challenge for you mate. Looks like DOOM is build on new Id Tech 6.0 . That is still OpenGL thou. What do you think - easy, right ?! :) http://uk.ign.com/articles/2014/07/18/doom-gameplay-unveiled-at-quakecon-2014 This Teaser looks great![/quote] ID5 or ID6 is defo doable;)) I expect in ID6 to use more advanced features (as ID5 Engine is the equivalent of DX9). Definitely doable though;))
SKAUT said:Helifax - there might be a new challenge for you mate. Looks like DOOM is build on new Id Tech 6.0 . That is still OpenGL thou. What do you think - easy, right ?! :)


http://uk.ign.com/articles/2014/07/18/doom-gameplay-unveiled-at-quakecon-2014


This Teaser looks great!


ID5 or ID6 is defo doable;)) I expect in ID6 to use more advanced features (as ID5 Engine is the equivalent of DX9). Definitely doable though;))

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#35
Posted 07/20/2014 01:30 PM   
So I tried bo3b's idea for Minecraft. Partial success, but not actually working, as follows: 1. Imported the .nip, add javaw.exe (that's the one used by minecraft) 2. Followed the tutorial and disabled SLI, made it 3D Vision Discover etc 3. Installed the x64 files in the java/bin directory (my Java is 64-bit) - in my case "C:\Program Files\Java\jre7\bin" 4. The splash screen gets displayed :-) 5. Went through the process of setting up the hook point, which is "glBindFramebuffer" 6. Turned off the "PrintDebugInfo" option and enabled the "Enable3DVision" option 7. Started game, which launches and I can hear sound, but the game does not display in either window or full screen, or with or without the "EnableWindowModeSupport" set to true (did all combinations). What is displayed on the screen is a static shot of what my desktop looked like just before the game launched (as if the screen buffer never gets updated again after the game starts). 8. The log file (attached) says that 3DVision ws initialzed fine, and shows all the LEft Eye, Right Eye stuff. 9. I tried debug and release (once I knew what the hooking point was) 10. For information, the log file is written to the minecraft folder, not the java/bin folder. Any ideas would be welcome. My minecraft version is 1.7.10. **EDIT Also added the game stack trace in case that helps.
So I tried bo3b's idea for Minecraft. Partial success, but not actually working, as follows:
1. Imported the .nip, add javaw.exe (that's the one used by minecraft)
2. Followed the tutorial and disabled SLI, made it 3D Vision Discover etc
3. Installed the x64 files in the java/bin directory (my Java is 64-bit) - in my case "C:\Program Files\Java\jre7\bin"
4. The splash screen gets displayed :-)
5. Went through the process of setting up the hook point, which is "glBindFramebuffer"
6. Turned off the "PrintDebugInfo" option and enabled the "Enable3DVision" option
7. Started game, which launches and I can hear sound, but the game does not display in either window or full screen, or with or without the "EnableWindowModeSupport" set to true (did all combinations). What is displayed on the screen is a static shot of what my desktop looked like just before the game launched (as if the screen buffer never gets updated again after the game starts).
8. The log file (attached) says that 3DVision ws initialzed fine, and shows all the LEft Eye, Right Eye stuff.
9. I tried debug and release (once I knew what the hooking point was)
10. For information, the log file is written to the minecraft folder, not the java/bin folder.

Any ideas would be welcome. My minecraft version is 1.7.10.

**EDIT Also added the game stack trace in case that helps.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#36
Posted 07/20/2014 09:21 PM   
[quote="mike_ar69"]So I tried bo3b's idea for Minecraft. Partial success, but not actually working, as follows: 1. Imported the .nip, add javaw.exe (that's the one used by minecraft) 2. Followed the tutorial and disabled SLI, made it 3D Vision Discover etc 3. Installed the x64 files in the java/bin directory (my Java is 64-bit) - in my case "C:\Program Files\Java\jre7\bin" 4. The splash screen gets displayed :-) 5. Went through the process of setting up the hook point, which is "glBindFramebuffer" 6. Turned off the "PrintDebugInfo" option and enabled the "Enable3DVision" option 7. Started game, which launches and I can hear sound, but the game does not display in either window or full screen, or with or without the "EnableWindowModeSupport" set to true (did all combinations). What is displayed on the screen is a static shot of what my desktop looked like just before the game launched (as if the screen buffer never gets updated again after the game starts). 8. The log file (attached) says that 3DVision ws initialzed fine, and shows all the LEft Eye, Right Eye stuff. 9. I tried debug and release (once I knew what the hooking point was) 10. For information, the log file is written to the minecraft folder, not the java/bin folder. Any ideas would be welcome. My minecraft version is 1.7.10. **EDIT Also added the game stack trace in case that helps.[/quote] That is interesting... Can you run the wrapper only with these options enabled and attach the log? [Log] EnableSplashScreen = true EnableLog = true EnableShaderDump = false [3D_Vision_Global_Settings] Enable3DVision = false EnableWindowModeSupport = false DepthMultiplicationFactor = 1.0 PrintDebugInfo = true HookPoint = "glSwapBuffers" This will just print the functions the app is calling. I am interested to see what the game does internally... Thx ^_^
mike_ar69 said:So I tried bo3b's idea for Minecraft. Partial success, but not actually working, as follows:
1. Imported the .nip, add javaw.exe (that's the one used by minecraft)
2. Followed the tutorial and disabled SLI, made it 3D Vision Discover etc
3. Installed the x64 files in the java/bin directory (my Java is 64-bit) - in my case "C:\Program Files\Java\jre7\bin"
4. The splash screen gets displayed :-)
5. Went through the process of setting up the hook point, which is "glBindFramebuffer"
6. Turned off the "PrintDebugInfo" option and enabled the "Enable3DVision" option
7. Started game, which launches and I can hear sound, but the game does not display in either window or full screen, or with or without the "EnableWindowModeSupport" set to true (did all combinations). What is displayed on the screen is a static shot of what my desktop looked like just before the game launched (as if the screen buffer never gets updated again after the game starts).
8. The log file (attached) says that 3DVision ws initialzed fine, and shows all the LEft Eye, Right Eye stuff.
9. I tried debug and release (once I knew what the hooking point was)
10. For information, the log file is written to the minecraft folder, not the java/bin folder.

Any ideas would be welcome. My minecraft version is 1.7.10.

**EDIT Also added the game stack trace in case that helps.


That is interesting...

Can you run the wrapper only with these options enabled and attach the log?

[Log]
EnableSplashScreen = true
EnableLog = true
EnableShaderDump = false


[3D_Vision_Global_Settings]
Enable3DVision = false
EnableWindowModeSupport = false
DepthMultiplicationFactor = 1.0
PrintDebugInfo = true
HookPoint = "glSwapBuffers"

This will just print the functions the app is calling. I am interested to see what the game does internally...

Thx ^_^

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)

#37
Posted 07/21/2014 10:25 AM   
[quote="helifax"][quote="mike_ar69"]So I tried bo3b's idea for Minecraft. Partial success, but not actually working, as follows: 1. Imported the .nip, add javaw.exe (that's the one used by minecraft) 2. Followed the tutorial and disabled SLI, made it 3D Vision Discover etc 3. Installed the x64 files in the java/bin directory (my Java is 64-bit) - in my case "C:\Program Files\Java\jre7\bin" 4. The splash screen gets displayed :-) 5. Went through the process of setting up the hook point, which is "glBindFramebuffer" 6. Turned off the "PrintDebugInfo" option and enabled the "Enable3DVision" option 7. Started game, which launches and I can hear sound, but the game does not display in either window or full screen, or with or without the "EnableWindowModeSupport" set to true (did all combinations). What is displayed on the screen is a static shot of what my desktop looked like just before the game launched (as if the screen buffer never gets updated again after the game starts). 8. The log file (attached) says that 3DVision ws initialzed fine, and shows all the LEft Eye, Right Eye stuff. 9. I tried debug and release (once I knew what the hooking point was) 10. For information, the log file is written to the minecraft folder, not the java/bin folder. Any ideas would be welcome. My minecraft version is 1.7.10. **EDIT Also added the game stack trace in case that helps.[/quote] That is interesting... Can you run the wrapper only with these options enabled and attach the log? [Log] EnableSplashScreen = true EnableLog = true EnableShaderDump = false [3D_Vision_Global_Settings] Enable3DVision = false EnableWindowModeSupport = false DepthMultiplicationFactor = 1.0 PrintDebugInfo = true HookPoint = "glSwapBuffers" This will just print the functions the app is calling. I am interested to see what the game does internally... Thx ^_^[/quote] Hi - thanks for looking at this. I have attached the log, but the top of it looks like this: [code] glSwapBuffers Called ! glBindFramebuffer 1 Called ! Ignore this one glBindFramebuffer 1 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 2 Called ! Ignore this one glBindFramebuffer 2 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 2 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glSwapBuffers Called ! glBindFramebuffer 3 Called ! Ignore this one glBindFramebuffer 3 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 4 Called ! Ignore this one glBindFramebuffer 4 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 1 Called ! Ignore this one glBindFramebuffer 1 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glSwapBuffers Called ! glBindFramebuffer 1 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 1 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glSwapBuffers Called ! glBindFramebuffer 1 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glBindFramebuffer 1 Called ! Ignore this one glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!! glSwapBuffers Called ! ... ... [/code]
helifax said:
mike_ar69 said:So I tried bo3b's idea for Minecraft. Partial success, but not actually working, as follows:
1. Imported the .nip, add javaw.exe (that's the one used by minecraft)
2. Followed the tutorial and disabled SLI, made it 3D Vision Discover etc
3. Installed the x64 files in the java/bin directory (my Java is 64-bit) - in my case "C:\Program Files\Java\jre7\bin"
4. The splash screen gets displayed :-)
5. Went through the process of setting up the hook point, which is "glBindFramebuffer"
6. Turned off the "PrintDebugInfo" option and enabled the "Enable3DVision" option
7. Started game, which launches and I can hear sound, but the game does not display in either window or full screen, or with or without the "EnableWindowModeSupport" set to true (did all combinations). What is displayed on the screen is a static shot of what my desktop looked like just before the game launched (as if the screen buffer never gets updated again after the game starts).
8. The log file (attached) says that 3DVision ws initialzed fine, and shows all the LEft Eye, Right Eye stuff.
9. I tried debug and release (once I knew what the hooking point was)
10. For information, the log file is written to the minecraft folder, not the java/bin folder.

Any ideas would be welcome. My minecraft version is 1.7.10.

**EDIT Also added the game stack trace in case that helps.


That is interesting...

Can you run the wrapper only with these options enabled and attach the log?

[Log]
EnableSplashScreen = true
EnableLog = true
EnableShaderDump = false


[3D_Vision_Global_Settings]
Enable3DVision = false
EnableWindowModeSupport = false
DepthMultiplicationFactor = 1.0
PrintDebugInfo = true
HookPoint = "glSwapBuffers"

This will just print the functions the app is calling. I am interested to see what the game does internally...

Thx ^_^

Hi - thanks for looking at this. I have attached the log, but the top of it looks like this:

glSwapBuffers Called !
glBindFramebuffer 1 Called ! Ignore this one
glBindFramebuffer 1 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 2 Called ! Ignore this one
glBindFramebuffer 2 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 2 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glSwapBuffers Called !
glBindFramebuffer 3 Called ! Ignore this one
glBindFramebuffer 3 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 4 Called ! Ignore this one
glBindFramebuffer 4 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 1 Called ! Ignore this one
glBindFramebuffer 1 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glSwapBuffers Called !
glBindFramebuffer 1 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 1 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glSwapBuffers Called !
glBindFramebuffer 1 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glBindFramebuffer 1 Called ! Ignore this one
glBindFramebuffer 0 Called ! This is the SCREEN FRAMEBUFFER !!!
glSwapBuffers Called !
...
...

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#38
Posted 07/21/2014 12:53 PM   
I've tried a handful of games with this wrapper & I'm getting basically the same issue as mike_ar69 (no video, but sound is ok). My log file is also showing that 3DVision was initialized fine & I also see all the left eye / right eye info. So I'm curious as to how to solve this issue.
I've tried a handful of games with this wrapper & I'm getting basically the same issue as mike_ar69 (no video, but sound is ok). My log file is also showing that 3DVision was initialized fine & I also see all the left eye / right eye info. So I'm curious as to how to solve this issue.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#39
Posted 07/21/2014 04:57 PM   
Definitely glBindFrameBuffer is being called there, so defo that would be the hooking point... I remember trying FEZ and for some reason the game didn't work in window mode no matter what.... only fullscreen... I expect there to be a missmatch between the OpenGL context and the DirectX (when I create it)... I will defo need to investigate;)) I will download the game and give it a look and see exactly what is going on;)) @4everAwake, can you please tell me what games have you tried? It would help in seeing what is special to those games;))
Definitely glBindFrameBuffer is being called there, so defo that would be the hooking point...
I remember trying FEZ and for some reason the game didn't work in window mode no matter what.... only fullscreen... I expect there to be a missmatch between the OpenGL context and the DirectX (when I create it)... I will defo need to investigate;)) I will download the game and give it a look and see exactly what is going on;))


@4everAwake, can you please tell me what games have you tried? It would help in seeing what is special to those games;))

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)

#40
Posted 07/22/2014 08:37 AM   
I went ahead and tested the wrapper on the work workstation ( GTX 660 and Windows 8.1) and 3D Vision Discover. Driver:332.21. I didn't have any problems in enabling the wrapper to work. I haven't changed any settings in the game (at all). By default it started with a tiny window. I just downloaded the Demo version (1.7.10 I think). Settings in the wrapper are: [code] [Log] EnableSplashScreen = true EnableLog = true EnableShaderDump = true [3D_Vision_Global_Settings] Enable3DVision = true EnableWindowModeSupport = true DepthMultiplicationFactor = 1.0 PrintDebugInfo = false HookPoint = "glBindFramebuffer" [/code] I had to put the wrapper in the Jave folder (as Mike posted above). In my case it was the x86 version of Java in: "C:\Program Files (x86)\Java\jre7\bin" The game started and I could see only one eye being rendered (right eye). I made multiple tests and everytime the log was different. It is possible this happens because of Win 8.1. So unless I test it on a Win7 machine I can't really know what's going on. Also I see the game doesn't use (by default) any GLSL shaders, unless you use a MOD. I don't know what mod to use so you guys should recommend one here (for testing). [url=http://www.iforce.co.nz/View.aspx?i=woivii1x.zgu.jpg][img]http://iforce.co.nz/i/woivii1x.zgu.jpg[/img][/url] [url=http://www.iforce.co.nz/View.aspx?i=oikhtege.4n1.jpg][img]http://iforce.co.nz/i/oikhtege.4n1.jpg[/img][/url] Can you please try the same settings as above? Cheers!
I went ahead and tested the wrapper on the work workstation ( GTX 660 and Windows 8.1) and 3D Vision Discover. Driver:332.21.
I didn't have any problems in enabling the wrapper to work. I haven't changed any settings in the game (at all). By default it started with a tiny window.
I just downloaded the Demo version (1.7.10 I think).

Settings in the wrapper are:

[Log]
EnableSplashScreen = true
EnableLog = true
EnableShaderDump = true

[3D_Vision_Global_Settings]
Enable3DVision = true
EnableWindowModeSupport = true
DepthMultiplicationFactor = 1.0
PrintDebugInfo = false
HookPoint = "glBindFramebuffer"



I had to put the wrapper in the Jave folder (as Mike posted above). In my case it was the x86 version of Java in: "C:\Program Files (x86)\Java\jre7\bin"

The game started and I could see only one eye being rendered (right eye). I made multiple tests and everytime the log was different. It is possible this happens because of Win 8.1.
So unless I test it on a Win7 machine I can't really know what's going on.
Also I see the game doesn't use (by default) any GLSL shaders, unless you use a MOD. I don't know what mod to use so you guys should recommend one here (for testing).

Image


Image


Can you please try the same settings as above?

Cheers!

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)

#41
Posted 07/22/2014 10:27 AM   
Hi - I'll look tonight and try it out. I'll also get the details for the GLSL mod I use. It also needs something called "Forge" which acts a mod loader I think. Three things are different at the moment though (a) Win7 vs Win8.1 (b) Driver version - I will roll back to 332.21 (c) I am using the 64-bit wrapper because my java installation is 64bit - since you are running Minecraft with 32bit Java, I can try and uninstall my 64 version and install the 32 bit version as well. Otherwise I was using the same wrapper settings as you, except I had "EnableShaderDump = false".
Hi - I'll look tonight and try it out. I'll also get the details for the GLSL mod I use. It also needs something called "Forge" which acts a mod loader I think.
Three things are different at the moment though (a) Win7 vs Win8.1 (b) Driver version - I will roll back to 332.21 (c) I am using the 64-bit wrapper because my java installation is 64bit - since you are running Minecraft with 32bit Java, I can try and uninstall my 64 version and install the 32 bit version as well.
Otherwise I was using the same wrapper settings as you, except I had "EnableShaderDump = false".

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#42
Posted 07/22/2014 02:47 PM   
So far the games I get only audio in are Fez, Tiny & Big (Demo), and Darkout. And actually, only Fez is showing Left / Right eye info. I've also tried Flockers (Demo) and Windforge. Windforge crashes at the start with Enable3DVision set to 'true', no matter which hookpoint I use. Flockers crashes at the start, even with everything in the ini set to 'false'. Also, thank you for taking the time to look into this.
So far the games I get only audio in are Fez, Tiny & Big (Demo), and Darkout. And actually, only Fez is showing Left / Right eye info.

I've also tried Flockers (Demo) and Windforge. Windforge crashes at the start with Enable3DVision set to 'true', no matter which hookpoint I use. Flockers crashes at the start, even with everything in the ini set to 'false'.

Also, thank you for taking the time to look into this.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#43
Posted 07/22/2014 02:54 PM   
[quote="4everAwake"]So far the games I get only audio in are Fez, Tiny & Big (Demo), and Darkout. And actually, only Fez is showing Left / Right eye info. I've also tried Flockers (Demo) and Windforge. Windforge crashes at the start with Enable3DVision set to 'true', no matter which hookpoint I use. Flockers crashes at the start, even with everything in the ini set to 'false'. Also, thank you for taking the time to look into this. [/quote] I posted the settings for Fez in a couple of posts above... those didn't work for you? It is very weird since I am also using Win 7 x64 and 2 GTX 780 Ti (disabled SLI when I tried the above settings). Thx for the list;))
4everAwake said:So far the games I get only audio in are Fez, Tiny & Big (Demo), and Darkout. And actually, only Fez is showing Left / Right eye info.

I've also tried Flockers (Demo) and Windforge. Windforge crashes at the start with Enable3DVision set to 'true', no matter which hookpoint I use. Flockers crashes at the start, even with everything in the ini set to 'false'.

Also, thank you for taking the time to look into this.



I posted the settings for Fez in a couple of posts above... those didn't work for you?
It is very weird since I am also using Win 7 x64 and 2 GTX 780 Ti (disabled SLI when I tried the above settings).

Thx for the list;))

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)

#44
Posted 07/22/2014 03:25 PM   
[quote="mike_ar69"]Hi - I'll look tonight and try it out. I'll also get the details for the GLSL mod I use. It also needs something called "Forge" which acts a mod loader I think. Three things are different at the moment though (a) Win7 vs Win8.1 (b) Driver version - I will roll back to 332.21 (c) I am using the 64-bit wrapper because my java installation is 64bit - since you are running Minecraft with 32bit Java, I can try and uninstall my 64 version and install the 32 bit version as well. Otherwise I was using the same wrapper settings as you, except I had "EnableShaderDump = false".[/quote] I don't think the driver version is the problem (at work I just don't really care about the latest version). I'll try at home on my PC (Win 7) and see if I get better results. It could be a x86 / x64 difference as well...
mike_ar69 said:Hi - I'll look tonight and try it out. I'll also get the details for the GLSL mod I use. It also needs something called "Forge" which acts a mod loader I think.
Three things are different at the moment though (a) Win7 vs Win8.1 (b) Driver version - I will roll back to 332.21 (c) I am using the 64-bit wrapper because my java installation is 64bit - since you are running Minecraft with 32bit Java, I can try and uninstall my 64 version and install the 32 bit version as well.
Otherwise I was using the same wrapper settings as you, except I had "EnableShaderDump = false".



I don't think the driver version is the problem (at work I just don't really care about the latest version). I'll try at home on my PC (Win 7) and see if I get better results.
It could be a x86 / x64 difference as well...

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)

#45
Posted 07/22/2014 03:26 PM   
  3 / 10    
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