Native 3D Vision support in Unity Games via Injector
7 / 8
Good news everyone. I had to put this project on the back burner but I've come back to it and it's almost ready for release. So far I've tested it with 4 newish games. Fe, Tacoma, Yonder, and Ghost of a Tale. It worked almost perfectly in Fe (Unity 2017.1) , Tacoma (Unity 5.6) and Yonder (Unity 5.5) but 3DVision direct was not kicking in on Ghost of a Tale (Unity 5.5) it's the only game that's x86 instead of x64, so I'm guessing that it's missing a dependency that's needed for the 3DVisionDirect Plugin i wrote. I'll get back to a x86 version after i'm done fixing a few bugs.
Using this fix is pretty easy. Simply copy the contents of the fix to the game's executable folder, then run the patcher to inject the code. Then launch the game. Once in game you can set convergence, separation and other values via hotkeys that you can assign (Driver hotkeys won't work sorry). There's a simple HUD that will display relevant info and changes are saved to a ini file that looks something like this:
[code]
[Stereo]
// Ini file for Fe
Separation=0.03549995
Convergence=-3.119975
StereoCameraIDs=49390,1714528,225072,1928746
StereoCameraNames=
SkipBlitCameraIDs=
SwapLRCameraIDs=
Mode2=False
[HotKeys]
IncreaseSeparation=Alpha2
DecreaseSeparation=Alpha1
IncreaseConvergence=Alpha4
DecreaseConvergence=Alpha3
SaveSettings=Alpha5
ListCameras=Alpha6
PreviousCamera=Alpha7
NextCamera=Alpha8
ToggleStereoCamera=Alpha9
ToggleSkipBlitCamera=Alpha0
ToggleSwapLRCamera=P
[Override]
OverrideResolution=True
OverrideWidth=2560
OverrideHeight=1440
UpdateHz=120
[General]
UIDisplayTime=10
[/code]
Once in game you can use hotkeys to display all the cameras that are currently available, as well as hotkeys to cycle through the available cameras and to toggle stereo on and off for each one. So you basically just need go through each camera and toggle the stereo for each one that needs it. For the most part games don't use more than a few camera's. INSIDE only used like 3 or 4 cameras and only the main camera and the reflection camera needed to have stereo code added. Fe so far has only used 2 cameras, Tacoma uses multiple cameras for quick cut scenes, and sky boxes. Once you've figured out which camera's need stereo you can save your changes to the ini file via a hotkey and you're done! So it's kind of like shader hunting except that you would only have like 3-10 shaders to go through, only had like to fix a couple of those and fixing them would be done by simply hitting a button. Fixing a game shouldn't take more than a couple of minutes and literally zero coding and hacking skills.
There are still a few things i need to fix before this is ready for release. Games that use multiple cameras and switch between them can be a bit buggy. When the camera switches the Stereo camera is still rendering the previous camera, this can be fixed by locating the current camera, and toggling the stereo off then back on to activate it, but this is obviously less than ideal and shouldn't to be to hard to make this happen automatically.
Cheers!
Good news everyone. I had to put this project on the back burner but I've come back to it and it's almost ready for release. So far I've tested it with 4 newish games. Fe, Tacoma, Yonder, and Ghost of a Tale. It worked almost perfectly in Fe (Unity 2017.1) , Tacoma (Unity 5.6) and Yonder (Unity 5.5) but 3DVision direct was not kicking in on Ghost of a Tale (Unity 5.5) it's the only game that's x86 instead of x64, so I'm guessing that it's missing a dependency that's needed for the 3DVisionDirect Plugin i wrote. I'll get back to a x86 version after i'm done fixing a few bugs.
Using this fix is pretty easy. Simply copy the contents of the fix to the game's executable folder, then run the patcher to inject the code. Then launch the game. Once in game you can set convergence, separation and other values via hotkeys that you can assign (Driver hotkeys won't work sorry). There's a simple HUD that will display relevant info and changes are saved to a ini file that looks something like this:
Once in game you can use hotkeys to display all the cameras that are currently available, as well as hotkeys to cycle through the available cameras and to toggle stereo on and off for each one. So you basically just need go through each camera and toggle the stereo for each one that needs it. For the most part games don't use more than a few camera's. INSIDE only used like 3 or 4 cameras and only the main camera and the reflection camera needed to have stereo code added. Fe so far has only used 2 cameras, Tacoma uses multiple cameras for quick cut scenes, and sky boxes. Once you've figured out which camera's need stereo you can save your changes to the ini file via a hotkey and you're done! So it's kind of like shader hunting except that you would only have like 3-10 shaders to go through, only had like to fix a couple of those and fixing them would be done by simply hitting a button. Fixing a game shouldn't take more than a couple of minutes and literally zero coding and hacking skills.
There are still a few things i need to fix before this is ready for release. Games that use multiple cameras and switch between them can be a bit buggy. When the camera switches the Stereo camera is still rendering the previous camera, this can be fixed by locating the current camera, and toggling the stereo off then back on to activate it, but this is obviously less than ideal and shouldn't to be to hard to make this happen automatically.
Cheers!
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Awesome, does this rely on Nvida's SDK or are you making it universal, so that AMD users could benefit as well. I know that you have to tie into Nvidia for users of their Nvidia emitter, but was just wondering.
Looking forward to the release.
Awesome, does this rely on Nvida's SDK or are you making it universal, so that AMD users could benefit as well. I know that you have to tie into Nvidia for users of their Nvidia emitter, but was just wondering.
[quote="D-Man11"]Awesome, does this rely on Nvida's SDK or are you making it universal, so that AMD users could benefit as well. I know that you have to tie into Nvidia for users of their Nvidia emitter, but was just wondering.
Looking forward to the release.[/quote]
It uses Nvidia's SDK. I had no way of initializing 3DVision Direct since several function calls need to be made early on and unity doesn't offer any way of doing so. Bo3b was gracious enough to add support for 3DVision Direct to 3DMigoto. The Fix uses 3DMigoto to initialize 3DVision Direct using NVAPI and I'm not sure if there's anyway to add support for AMD. Maybe Bo3b could weigh in on this.[quote="Blacksmith56"]A very different approch - totally awesome sgsrules !!
Edit: So we can use different 3D settings for each camera ?[/quote]
Yes, eventually I plan on adding this as well. At first i didn't think it would be that useful, since most games just use one camera. But for games that use multiple cameras, e.g. cut scenes or different POVs this could come in handy.
D-Man11 said:Awesome, does this rely on Nvida's SDK or are you making it universal, so that AMD users could benefit as well. I know that you have to tie into Nvidia for users of their Nvidia emitter, but was just wondering.
Looking forward to the release.
It uses Nvidia's SDK. I had no way of initializing 3DVision Direct since several function calls need to be made early on and unity doesn't offer any way of doing so. Bo3b was gracious enough to add support for 3DVision Direct to 3DMigoto. The Fix uses 3DMigoto to initialize 3DVision Direct using NVAPI and I'm not sure if there's anyway to add support for AMD. Maybe Bo3b could weigh in on this.
Blacksmith56 said:A very different approch - totally awesome sgsrules !!
Edit: So we can use different 3D settings for each camera ?
Yes, eventually I plan on adding this as well. At first i didn't think it would be that useful, since most games just use one camera. But for games that use multiple cameras, e.g. cut scenes or different POVs this could come in handy.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Could you even add an additional camera?
Like in a FPS, add a camera that is exclusive to the weapon(s), with a separate depth and convergence setting.
That way the environment could be set as desired, then afterwards, the weapon could be adjusted as desired.
Currently, if you adjust the environment to where it looks good in a FPS game, it borks the weapon. So you are limited to compromising between the environment and weapon, to a happy medium.
Like in a FPS, add a camera that is exclusive to the weapon(s), with a separate depth and convergence setting.
That way the environment could be set as desired, then afterwards, the weapon could be adjusted as desired.
Currently, if you adjust the environment to where it looks good in a FPS game, it borks the weapon. So you are limited to compromising between the environment and weapon, to a happy medium.
If this could be done, it would be huge. It sucks that the weapon is tied to the main/global camera
Aside from his injector...
I tried messing around with 3Dmigoto, but I can't get my head to process any of it. But I know it could be done similar to the way the our shader hackers set the Hud to fixed depth in games. The weapon could be isolated and a similar approach used.
I did see config files for one game that had separate settings for the weapon or so it seemed. I'll have to look through some notes I made. I know it was a game I didn't have.
If this could be done, it would be huge. It sucks that the weapon is tied to the main/global camera
Aside from his injector...
I tried messing around with 3Dmigoto, but I can't get my head to process any of it. But I know it could be done similar to the way the our shader hackers set the Hud to fixed depth in games. The weapon could be isolated and a similar approach used.
I did see config files for one game that had separate settings for the weapon or so it seemed. I'll have to look through some notes I made. I know it was a game I didn't have.
[quote="D-Man11"]If this could be done, it would be huge. It sucks that the weapon is tied to the main/global camera
Aside from his injector...
I tried messing around with 3Dmigoto, but I can't get my head to process any of it. But I know it could be done similar to the way the our shader hackers set the Hud to fixed depth in games. The weapon could be isolated and a similar approach used.
I did see config files for one game that had separate settings for the weapon or so it seemed. I'll have to look through some notes I made. I know it was a game I didn't have.[/quote]
I don't know if it's any of these, but Battlefield had seperate adjustments from the console, and Deus Ex:MD has StereoSeparation, StereoPopOut and StereoNearSeparationMultiplier that can be adjusted in the ini file!
It makes these games look gorgeous without breaking the gun :)
Edit: DHR made an equal option in Prey..
D-Man11 said:If this could be done, it would be huge. It sucks that the weapon is tied to the main/global camera
Aside from his injector...
I tried messing around with 3Dmigoto, but I can't get my head to process any of it. But I know it could be done similar to the way the our shader hackers set the Hud to fixed depth in games. The weapon could be isolated and a similar approach used.
I did see config files for one game that had separate settings for the weapon or so it seemed. I'll have to look through some notes I made. I know it was a game I didn't have.
I don't know if it's any of these, but Battlefield had seperate adjustments from the console, and Deus Ex:MD has StereoSeparation, StereoPopOut and StereoNearSeparationMultiplier that can be adjusted in the ini file!
It makes these games look gorgeous without breaking the gun :)
Edit: DHR made an equal option in Prey..
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
I still haven't found the notes I made, that I mentioned above. But I was thinking that it was Battlefield 3 or perhaps Crysis 3
Interesting about Prey, it just moved up on my Steam Wishlist.
[quote="sgsrules"]Bo3b was gracious enough to add support for 3DVision Direct to 3DMigoto.[/quote]Can you please make sure you touch base with me before releasing anything that depends on this - I want to make some changes to this (in particular to separate out enabling direct mode from forcing the back buffer / depth buffer / viewport sizes since those are unrelated concepts), but there's some things that just don't quite stack up at the moment that I want to get straightened out before we have to maintain it indefinitely (plus part of this support is broken with the platform update/newer Windows anyway, and I have no idea how it interacts with upscaling, SBS, software mouse, etc... it all needs to be straightened out).
sgsrules said:Bo3b was gracious enough to add support for 3DVision Direct to 3DMigoto.
Can you please make sure you touch base with me before releasing anything that depends on this - I want to make some changes to this (in particular to separate out enabling direct mode from forcing the back buffer / depth buffer / viewport sizes since those are unrelated concepts), but there's some things that just don't quite stack up at the moment that I want to get straightened out before we have to maintain it indefinitely (plus part of this support is broken with the platform update/newer Windows anyway, and I have no idea how it interacts with upscaling, SBS, software mouse, etc... it all needs to be straightened out).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword"][quote="sgsrules"]Bo3b was gracious enough to add support for 3DVision Direct to 3DMigoto.[/quote]Can you please make sure you touch base with me before releasing anything that depends on this - I want to make some changes to this (in particular to separate out enabling direct mode from forcing the back buffer / depth buffer / viewport sizes since those are unrelated concepts), but there's some things that just don't quite stack up at the moment that I want to get straightened out before we have to maintain it indefinitely (plus part of this support is broken with the platform update/newer Windows anyway, and I have no idea how it interacts with upscaling, SBS, software mouse, etc... it all needs to be straightened out).
[/quote]
Rather than making changes that you don't want in the 1.3 branch, it seems like we'd be better served to have sgrules used the 1.2.73 release instead. Direct Mode works fine there, and the conflicts with mouse cursor won't matter using his approach.
Having this locked in for the archive branch seems like a good compromise to me.
sgsrules said:Bo3b was gracious enough to add support for 3DVision Direct to 3DMigoto.
Can you please make sure you touch base with me before releasing anything that depends on this - I want to make some changes to this (in particular to separate out enabling direct mode from forcing the back buffer / depth buffer / viewport sizes since those are unrelated concepts), but there's some things that just don't quite stack up at the moment that I want to get straightened out before we have to maintain it indefinitely (plus part of this support is broken with the platform update/newer Windows anyway, and I have no idea how it interacts with upscaling, SBS, software mouse, etc... it all needs to be straightened out).
Rather than making changes that you don't want in the 1.3 branch, it seems like we'd be better served to have sgrules used the 1.2.73 release instead. Direct Mode works fine there, and the conflicts with mouse cursor won't matter using his approach.
Having this locked in for the archive branch seems like a good compromise to me.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
The double width code is also causing performance issues because Unity is rendering 2x more pixels than it actually needs to, and is causing certain effects to only render in half the screen, so it would be better we just straighten it out and work out what we actually need. Single width isn't working properly at the moment either (flickering) and we're trying to work out why, but single width + 1 pixel is working and resolves the half screen and performance issues (suggesting the flickering might be a blit vs flip or timing issue, and not anything to do with double/single width).
[s]Also, I can't get this working on Windows 10 at all, regardless of which version of 3DMigoto I try, but I haven't ruled out PEBKAC on that yet.[/s] Might have just been the game I was using - got it working in anther game.
[quote]the conflicts with mouse cursor won't matter using his approach.[/quote]Yeah they will, just as they do with any game that uses direct mode because anything called from 3DMigoto's [Present] command list will only draw in whichever eye is currently active in direct mode (but this is something we should look at resolving separately because it also applies to any game that uses direct mode). This is currently "working" because of the alternating eye/frame nature of the plugin at present, but will break once the eyes are properly synchronised. The SBS shader also won't work because AFAIK the reverse stereo blit doesn't apply to Direct mode.
I was more concerned about upscaling with that comment anyway, which would mean the game still uses a single width back buffer because the upscaling code uses the original description to create the fake back buffer, and it is not at all clear to me what the right thing to do is there.
The double width code is also causing performance issues because Unity is rendering 2x more pixels than it actually needs to, and is causing certain effects to only render in half the screen, so it would be better we just straighten it out and work out what we actually need. Single width isn't working properly at the moment either (flickering) and we're trying to work out why, but single width + 1 pixel is working and resolves the half screen and performance issues (suggesting the flickering might be a blit vs flip or timing issue, and not anything to do with double/single width).
Also, I can't get this working on Windows 10 at all, regardless of which version of 3DMigoto I try, but I haven't ruled out PEBKAC on that yet. Might have just been the game I was using - got it working in anther game.
the conflicts with mouse cursor won't matter using his approach.
Yeah they will, just as they do with any game that uses direct mode because anything called from 3DMigoto's [Present] command list will only draw in whichever eye is currently active in direct mode (but this is something we should look at resolving separately because it also applies to any game that uses direct mode). This is currently "working" because of the alternating eye/frame nature of the plugin at present, but will break once the eyes are properly synchronised. The SBS shader also won't work because AFAIK the reverse stereo blit doesn't apply to Direct mode.
I was more concerned about upscaling with that comment anyway, which would mean the game still uses a single width back buffer because the upscaling code uses the original description to create the fake back buffer, and it is not at all clear to me what the right thing to do is there.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword"]Single width isn't working properly at the moment either (flickering) and we're trying to work out why, but single width + 1 pixel is working and resolves the half screen and performance issues[/quote]We've resolved this - it was due to the alternating eye/frame nature of the plugin at present, and the reason it worked when the swap chain size didn't match the resolution appears to be due to triggering a different code path in DirectX (or possibly Unity or the driver) that handles swap chain scaling, and by pure dumb luck masked the issue.
[quote][quote]the conflicts with mouse cursor won't matter using his approach.[/quote]Yeah they will, just as they do with any game that uses direct mode because anything called from 3DMigoto's [Present] command list will only draw in whichever eye is currently active in direct mode (but this is something we should look at resolving separately because it also applies to any game that uses direct mode).[/quote]We now have a solution to the mouse in any direct mode game as well, though not the SBS shader.
DarkStarSword said:Single width isn't working properly at the moment either (flickering) and we're trying to work out why, but single width + 1 pixel is working and resolves the half screen and performance issues
We've resolved this - it was due to the alternating eye/frame nature of the plugin at present, and the reason it worked when the swap chain size didn't match the resolution appears to be due to triggering a different code path in DirectX (or possibly Unity or the driver) that handles swap chain scaling, and by pure dumb luck masked the issue.
the conflicts with mouse cursor won't matter using his approach.
Yeah they will, just as they do with any game that uses direct mode because anything called from 3DMigoto's [Present] command list will only draw in whichever eye is currently active in direct mode (but this is something we should look at resolving separately because it also applies to any game that uses direct mode).
We now have a solution to the mouse in any direct mode game as well, though not the SBS shader.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Using this fix is pretty easy. Simply copy the contents of the fix to the game's executable folder, then run the patcher to inject the code. Then launch the game. Once in game you can set convergence, separation and other values via hotkeys that you can assign (Driver hotkeys won't work sorry). There's a simple HUD that will display relevant info and changes are saved to a ini file that looks something like this:
Once in game you can use hotkeys to display all the cameras that are currently available, as well as hotkeys to cycle through the available cameras and to toggle stereo on and off for each one. So you basically just need go through each camera and toggle the stereo for each one that needs it. For the most part games don't use more than a few camera's. INSIDE only used like 3 or 4 cameras and only the main camera and the reflection camera needed to have stereo code added. Fe so far has only used 2 cameras, Tacoma uses multiple cameras for quick cut scenes, and sky boxes. Once you've figured out which camera's need stereo you can save your changes to the ini file via a hotkey and you're done! So it's kind of like shader hunting except that you would only have like 3-10 shaders to go through, only had like to fix a couple of those and fixing them would be done by simply hitting a button. Fixing a game shouldn't take more than a couple of minutes and literally zero coding and hacking skills.
There are still a few things i need to fix before this is ready for release. Games that use multiple cameras and switch between them can be a bit buggy. When the camera switches the Stereo camera is still rendering the previous camera, this can be fixed by locating the current camera, and toggling the stereo off then back on to activate it, but this is obviously less than ideal and shouldn't to be to hard to make this happen automatically.
Cheers!
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Looking forward to the release.
Edit: So we can use different 3D settings for each camera ?
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
It uses Nvidia's SDK. I had no way of initializing 3DVision Direct since several function calls need to be made early on and unity doesn't offer any way of doing so. Bo3b was gracious enough to add support for 3DVision Direct to 3DMigoto. The Fix uses 3DMigoto to initialize 3DVision Direct using NVAPI and I'm not sure if there's anyway to add support for AMD. Maybe Bo3b could weigh in on this.
Yes, eventually I plan on adding this as well. At first i didn't think it would be that useful, since most games just use one camera. But for games that use multiple cameras, e.g. cut scenes or different POVs this could come in handy.
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Like in a FPS, add a camera that is exclusive to the weapon(s), with a separate depth and convergence setting.
That way the environment could be set as desired, then afterwards, the weapon could be adjusted as desired.
Currently, if you adjust the environment to where it looks good in a FPS game, it borks the weapon. So you are limited to compromising between the environment and weapon, to a happy medium.
Aside from his injector...
I tried messing around with 3Dmigoto, but I can't get my head to process any of it. But I know it could be done similar to the way the our shader hackers set the Hud to fixed depth in games. The weapon could be isolated and a similar approach used.
I did see config files for one game that had separate settings for the weapon or so it seemed. I'll have to look through some notes I made. I know it was a game I didn't have.
I don't know if it's any of these, but Battlefield had seperate adjustments from the console, and Deus Ex:MD has StereoSeparation, StereoPopOut and StereoNearSeparationMultiplier that can be adjusted in the ini file!
It makes these games look gorgeous without breaking the gun :)
Edit: DHR made an equal option in Prey..
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
Interesting about Prey, it just moved up on my Steam Wishlist.
Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)
testing i got a bunch of unity games to
test with.
Good luck with fixin and also looking forward to release
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Rather than making changes that you don't want in the 1.3 branch, it seems like we'd be better served to have sgrules used the 1.2.73 release instead. Direct Mode works fine there, and the conflicts with mouse cursor won't matter using his approach.
Having this locked in for the archive branch seems like a good compromise to me.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Also, I can't get this working on Windows 10 at all, regardless of which version of 3DMigoto I try, but I haven't ruled out PEBKAC on that yet.Might have just been the game I was using - got it working in anther game.Yeah they will, just as they do with any game that uses direct mode because anything called from 3DMigoto's [Present] command list will only draw in whichever eye is currently active in direct mode (but this is something we should look at resolving separately because it also applies to any game that uses direct mode). This is currently "working" because of the alternating eye/frame nature of the plugin at present, but will break once the eyes are properly synchronised. The SBS shader also won't work because AFAIK the reverse stereo blit doesn't apply to Direct mode.
I was more concerned about upscaling with that comment anyway, which would mean the game still uses a single width back buffer because the upscaling code uses the original description to create the fake back buffer, and it is not at all clear to me what the right thing to do is there.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
We now have a solution to the mouse in any direct mode game as well, though not the SBS shader.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword