Wrote my first article for UploadVR about Alien Isolation.
  2 / 3    
[quote="bo3b"] Bah. Not even gamers care about 3D Vision. Fortunately it's fun, but I always feel like an idiot spending my time on this stuff.[/quote] I care a lot <3 <3 <3. That makes 2 of us ^_^
bo3b said:
Bah. Not even gamers care about 3D Vision. Fortunately it's fun, but I always feel like an idiot spending my time on this stuff.


I care a lot <3 <3 <3.
That makes 2 of us ^_^

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)

#16
Posted 11/25/2016 10:31 AM   
I care about all of the above :-) @ Conan I really enjoyed reading the article and it's just made that VR itch a bit bigger. My stance had been to wait until the sceens are better, as the pixels are distracting and even a 4k upscaled image would IMHO be a vast improvement. That said, I tried tilt brush on a Vive a couple of weeks ago and found it a great experience, so I just know that with the right software the current limitations can be overlooked, at least to some extent. @Stryker - Your experience was totally the opposite to mine. Interesting I'd already tried a Rift and was underwhelmed, particularly about the low pixel density/blockyness/screen door effect (call it what you will). With the Vive, I felt a part of something and the immersion factor was totally there. With the Vive currently £100 off here in the U.K. until Monday, I have some serious thinking to do, especially as I want a new AV Receiver with HDMI 2.0a/Atmos etc. etc.
I care about all of the above :-)

@ Conan I really enjoyed reading the article and it's just made that VR itch a bit bigger. My stance had been to wait until the sceens are better, as the pixels are distracting and even a 4k upscaled image would IMHO be a vast improvement. That said, I tried tilt brush on a Vive a couple of weeks ago and found it a great experience, so I just know that with the right software the current limitations can be overlooked, at least to some extent.

@Stryker - Your experience was totally the opposite to mine. Interesting I'd already tried a Rift and was underwhelmed, particularly about the low pixel density/blockyness/screen door effect (call it what you will).
With the Vive, I felt a part of something and the immersion factor was totally there.

With the Vive currently £100 off here in the U.K. until Monday, I have some serious thinking to do, especially as I want a new AV Receiver with HDMI 2.0a/Atmos etc. etc.

GTX 1070 SLI, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310

#17
Posted 11/25/2016 06:22 PM   
[quote="bo3b"] Bah. Not even gamers care about 3D Vision. Fortunately it's fun, but I always feel like an idiot spending my time on this stuff.[/quote] Most game threads here have at least thousands of views. I dounbt it's the same 10-20 people pressing F5 all the time :p. I'll care about 3D Vision until I die, lose one eye, or something better in all respects and compatibility comes out (dream virtual reality with sound and graphics generated by our brains at infinite fps and resolution :p. Ummm..... The Matrix?).
bo3b said:
Bah. Not even gamers care about 3D Vision. Fortunately it's fun, but I always feel like an idiot spending my time on this stuff.


Most game threads here have at least thousands of views. I dounbt it's the same 10-20 people pressing F5 all the time :p.

I'll care about 3D Vision until I die, lose one eye, or something better in all respects and compatibility comes out (dream virtual reality with sound and graphics generated by our brains at infinite fps and resolution :p. Ummm..... The Matrix?).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#18
Posted 11/25/2016 09:14 PM   
I think its fucking scary that some one would actually PLAY minecraft on VR headset. I think there should be a death penalty for playing that pointless shit. But some of us like boys and others girls so ill let it slide. VR for me is like 3D glasses were for some. - sounds fun but there is still so many things wrong its not worth the effort....maby the next gen.. Atleast failure this gen gives me time to stackup on hardware!
I think its fucking scary that some one would actually PLAY minecraft on VR headset.
I think there should be a death penalty for playing that pointless shit.
But some of us like boys and others girls so ill let it slide.

VR for me is like 3D glasses were for some.
- sounds fun but there is still so many things wrong its not worth the effort....maby the next gen..
Atleast failure this gen gives me time to stackup on hardware!

CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele

#19
Posted 11/25/2016 10:36 PM   
[quote="Metaloholic"]I think its fucking scary that some one would actually PLAY minecraft on VR headset. I think there should be a death penalty for playing that pointless shit. But some of us like boys and others girls so ill let it slide. VR for me is like 3D glasses were for some. - sounds fun but there is still so many things wrong its not worth the effort....maby the next gen.. Atleast failure this gen gives me time to stackup on hardware![/quote] I like girls >: ;)) <3 ::)))))) & 3D of course;) Problem with VR is I can't see my wife when I look at her in the VR helmet, while with the 3D Glasses I can >: ^_- (Buhahaha) While VR is awesome (on paper) showing it side-by-side with 3D Vision (on a laptop screen, no fancy Surround or 3D Projector)... guess who wins the context... (Initially VR for the immersion, but after 20 minutes 3D Vision for the GRAPHICS fidelity - and AAA games ofc. ) Biggest problem for VR is not the crappy hardware-resolution of the hardware limitations (no SLI) or crappy graphics (... that much...) but THE LACK OF PROPER AAA GAMES! Tell me ONE MAJOR AAA game that came out for VR in Oct-Nov 2016? NOTHING? Now if we would get Battlefield One or any other proper AAA game in PROPER VR (Even Alien Isolation which is 2 ?!?! years old) in OFFICIALLY SUPPORTED VR, I guarantee a lot more people would jump on VR !!! (I would buy a VR helmet instead of "borrowing" one, as well) (Let's not talk about VorpX as is mediocre AT BEST and lame imitation of what can be achieved.) VorpX is 3rd party and NOT OFFICIALLY supported by any VT manufacturer, so 90% of the "casual consumers" don't know about it (notice the consumer and not gamer word).
Metaloholic said:I think its fucking scary that some one would actually PLAY minecraft on VR headset.
I think there should be a death penalty for playing that pointless shit.
But some of us like boys and others girls so ill let it slide.

VR for me is like 3D glasses were for some.
- sounds fun but there is still so many things wrong its not worth the effort....maby the next gen..
Atleast failure this gen gives me time to stackup on hardware!


I like girls >: ;)) <3 ::)))))) & 3D of course;)
Problem with VR is I can't see my wife when I look at her in the VR helmet, while with the 3D Glasses I can >: ^_- (Buhahaha)

While VR is awesome (on paper) showing it side-by-side with 3D Vision (on a laptop screen, no fancy Surround or 3D Projector)... guess who wins the context... (Initially VR for the immersion, but after 20 minutes 3D Vision for the GRAPHICS fidelity - and AAA games ofc. )

Biggest problem for VR is not the crappy hardware-resolution of the hardware limitations (no SLI) or crappy graphics (... that much...) but THE LACK OF PROPER AAA GAMES!

Tell me ONE MAJOR AAA game that came out for VR in Oct-Nov 2016? NOTHING? Now if we would get Battlefield One or any other proper AAA game in PROPER VR (Even Alien Isolation which is 2 ?!?! years old) in OFFICIALLY SUPPORTED VR, I guarantee a lot more people would jump on VR !!! (I would buy a VR helmet instead of "borrowing" one, as well)

(Let's not talk about VorpX as is mediocre AT BEST and lame imitation of what can be achieved.) VorpX is 3rd party and NOT OFFICIALLY supported by any VT manufacturer, so 90% of the "casual consumers" don't know about it (notice the consumer and not gamer word).

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)

#20
Posted 11/25/2016 10:47 PM   
Helifax you Are right on point! "Biggest problem for VR is not the crappy hardware-resolution of the hardware limitations (no SLI) or crappy graphics (... that much...) but THE LACK OF PROPER AAA GAMES!" - im there with you, killer apps where are you. My system is super complicated but i still prefer it.
Helifax you Are right on point!

"Biggest problem for VR is not the crappy hardware-resolution of the hardware limitations (no SLI) or crappy graphics (... that much...) but THE LACK OF PROPER AAA GAMES!"
- im there with you, killer apps where are you.
My system is super complicated but i still prefer it.

CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele

#21
Posted 11/25/2016 11:05 PM   
Agree 100% with the lack of content, but i will say that Doom3 on the recently release Vive mod looks like serious fun. https://www.youtube.com/watch?v=6PCWZubE1Ig https://www.youtube.com/watch?v=rdedfzJAUl4 Definitely want roomscale now that i've seen this. Boogles my mind the games like Metro 2033, Mirrors Edge, Dead Space, etc don't even have a basic 3D function on all the headsets.
Agree 100% with the lack of content, but i will say that Doom3 on the recently release Vive mod looks like serious fun.






Definitely want roomscale now that i've seen this.

Boogles my mind the games like Metro 2033, Mirrors Edge, Dead Space, etc don't even have a basic 3D function on all the headsets.

46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530

#22
Posted 11/26/2016 12:27 AM   
How hard would it be to mod existing 3D vision games into full VR featuring head tracking and motion controls? Does anyone here have any experience with what that would entail? There is a huge market for something like this given the lack of AAA games. Got approval for my next article and it's actually going to focus on the lack of AAA games in VR and I'm specifically gonna call out Valve as they are the Unique position of having helped create the Vive and it's technology (specifically ligtt house) but have left the Indie Devs to create all the content which IMHO is pretty shit overall and they really need to release a AAA IP. It's a weird situation as the current VR headset sales don't justify AAA budgets, BUT Value has the capital (billions) to take the risk and create something that will be VR's first system seller. Oculus is trying with it's original content but it's still nowhere near the level of an average AAA PC title. HL 3, Portal 3, LFD 3 are all begging for a VR update...
How hard would it be to mod existing 3D vision games into full VR featuring head tracking and motion controls? Does anyone here have any experience with what that would entail? There is a huge market for something like this given the lack of AAA games.

Got approval for my next article and it's actually going to focus on the lack of AAA games in VR and I'm specifically gonna call out Valve as they are the Unique position of having helped create the Vive and it's technology (specifically ligtt house) but have left the Indie Devs to create all the content which IMHO is pretty shit overall and they really need to release a AAA IP. It's a weird situation as the current VR headset sales don't justify AAA budgets, BUT Value has the capital (billions) to take the risk and create something that will be VR's first system seller. Oculus is trying with it's original content but it's still nowhere near the level of an average AAA PC title. HL 3, Portal 3, LFD 3 are all begging for a VR update...

#23
Posted 11/26/2016 02:42 AM   
Everyone here agrees on AAA titles. I feel that the rabbit hole goes a little further, and I'm sure everyone will have their own input on this as well. I'll list my personal gripes with VR below: [color="green"]Locomotion in FPS games:[/color] "Proper" VR games designed for VR are severely lacking in playability too; the trend is to have the player go from a static position to another static position. Granted, this improves sickness, but it severely limits immersion. Features to allow free movement in games are rarely implemented after the fact, and there is no real research going into the locomotion problem - it's like removing an itch from a finger by chopping off the arm. For me personally, I do have locomotion problems when I use control pad turning (which intrinsically has smooth equalised movement) but I have zero locomotion problems when using mouse look in VR, which is a twitch kind of movement. The ideal scenareo would be if an AAA title were out of the box compatible with VR. Unfortunately, due the industry's compulsion to lock down free movement in favour of "comfort movement", it would be difficult to make a game which does both well. I personally feel that we should abandon "comfort movement" altogether in favour of free movement and free turning; IMO, the disadvantages of 'comfort' far outweigh any perceived advantages for all but the most easily nauseated of people. Example: Bathesda are making Fallout 4 VR. Rumour has it that it will be a static position "comfort" mover (dammit AARG!). Give us the original game which works with VR and headtracking! You won't have to recode as much and it would be more immersive dammit! [color="green"]Supersampling vs. VR Game Rendering Resolution:[/color] What is somewhat firgiveable is that a lot of games just don't give a super sampling option. Most of the advanced users have to use the debug tool. What is unforgiveable is that most games don't give a VR rendering resolution option! Game Resolution =/= Sampling Resolution, as seems to be the common misconception. I might have the wrong end of the stick here, but I feel that the developers lack understanding of VR resolutions. They think game resolution = sampling resolution. This is fundamentally an unforgivable misconception by someone who is supposedly a know-all making a game. The image is rendered by the game, and then that image is sent to the VR software (suh as Oculus software) which then resamples it to account for the warping. The resampling only accounts for the resampling of the original image rendered by the game, and no matter how high resampling is set, it will not make the game's original rendering resolution any better. The problem is that the games which do allow you to select the resampling resolution via a slider etc (which mimics the debug tool) also do not let you change the game's render resolution, which I find is a gross oversight. It's like a game allowing you to enable antialiasing but not allowing you to change the resolution. Ridiculous, right? The only games which allows one to change the VR resolution are the ones primarily designed for non VR, such as Dirt Rally, and VorpX games ironically. I don't know if I am explaining myself well but fire up a game which you know lets you adjust VR resolution in game. Set the Oculus debug tool to supersample at 1.4 etc and then go in game and change the game render resolution from say 640x480 to 1080p to 1440p to 4k. You will notice a huge difference in each step. The problem is that the default and unchangeable rendering resolution for VR games is set to something low like 1920x1080 or worse! Ideally, as bo3b once helped me ascertain (bo3b, you know we all appreciate what you do mate), the best results are attained when game sampling resolutions in the debug tool/in game are set to ~1.4 and the rendering resolution is set to ~2560x1600. Try it and compare this to default VR settings - the difference is remarkable. This is what I wanted out of VR, and this is what people complain of when they say that the VR resolution is too low. The irony is that if devs understood this fundamental difference and took advantage of both these settings, their games would look far superior without any extra effort being required. [color="green"]Heavy handed banning of SLi by Oculus.[/color] With Supersampling set to 1.4+ and game resolution set to ~2560x1600, I need my SLi dammit. Why force the game to disable it? It's 11ms of extra lag for double the FPS. SLi worked without problems or noticeable lag with the DK2. Why not give me the advanced option to enable it if I want to, dammit? Granted nvidia's VR SLi exists if specifically coded for, but no sane developer will code specifically for it as the investment to reward ratio is too low. We need SLi working by default as it does with the majority of 2D and 3D Vision games. The argument is that most people don't use SLi, and that's a fair, if uneducated statement. The truth is that the people who are buying VR headsets will be the enthusiast crowd who are far more likely than the average Joe to have a powerful system which makes use of SLi, and will upgrade to SLi if required if the devs make proper use of the supersampling resolution combined with the game rendering resolution. There are a few more gripes, but these cover the main ones which I feel would add much to VR but are unfortunately, not much talked about on various VR discussion boards. The Rift has been given the console treatment, and we have been provided with an xbox controller to boot. Heaven forbid if we actually want to change anything. [color="green"]The advantage of 3D Vision[/color] (aside from the elephant in the room being AAA titles) is that: 1. It has no locomotion problems, 2. DSR and all kinds of supersampling, as well as custom resolutions work great to immediate effect, 3. SLi works beautifully, and scales in 3D Vision even better than in 2D! Now if only the 'super advanced' VR technology would stop pandering to the lowest common denominator and actually catch up to Stereo3D - a piece of technology released to PC gamers 2 decades ago... ;-)
Everyone here agrees on AAA titles.

I feel that the rabbit hole goes a little further, and I'm sure everyone will have their own input on this as well. I'll list my personal gripes with VR below:

Locomotion in FPS games:
"Proper" VR games designed for VR are severely lacking in playability too; the trend is to have the player go from a static position to another static position. Granted, this improves sickness, but it severely limits immersion. Features to allow free movement in games are rarely implemented after the fact, and there is no real research going into the locomotion problem - it's like removing an itch from a finger by chopping off the arm.

For me personally, I do have locomotion problems when I use control pad turning (which intrinsically has smooth equalised movement) but I have zero locomotion problems when using mouse look in VR, which is a twitch kind of movement.

The ideal scenareo would be if an AAA title were out of the box compatible with VR. Unfortunately, due the industry's compulsion to lock down free movement in favour of "comfort movement", it would be difficult to make a game which does both well. I personally feel that we should abandon "comfort movement" altogether in favour of free movement and free turning; IMO, the disadvantages of 'comfort' far outweigh any perceived advantages for all but the most easily nauseated of people.

Example: Bathesda are making Fallout 4 VR. Rumour has it that it will be a static position "comfort" mover (dammit AARG!). Give us the original game which works with VR and headtracking! You won't have to recode as much and it would be more immersive dammit!

Supersampling vs. VR Game Rendering Resolution:
What is somewhat firgiveable is that a lot of games just don't give a super sampling option. Most of the advanced users have to use the debug tool.

What is unforgiveable is that most games don't give a VR rendering resolution option!

Game Resolution =/= Sampling Resolution, as seems to be the common misconception.

I might have the wrong end of the stick here, but I feel that the developers lack understanding of VR resolutions. They think game resolution = sampling resolution. This is fundamentally an unforgivable misconception by someone who is supposedly a know-all making a game.

The image is rendered by the game, and then that image is sent to the VR software (suh as Oculus software) which then resamples it to account for the warping. The resampling only accounts for the resampling of the original image rendered by the game, and no matter how high resampling is set, it will not make the game's original rendering resolution any better.

The problem is that the games which do allow you to select the resampling resolution via a slider etc (which mimics the debug tool) also do not let you change the game's render resolution, which I find is a gross oversight. It's like a game allowing you to enable antialiasing but not allowing you to change the resolution. Ridiculous, right?

The only games which allows one to change the VR resolution are the ones primarily designed for non VR, such as Dirt Rally, and VorpX games ironically.

I don't know if I am explaining myself well but fire up a game which you know lets you adjust VR resolution in game. Set the Oculus debug tool to supersample at 1.4 etc and then go in game and change the game render resolution from say 640x480 to 1080p to 1440p to 4k. You will notice a huge difference in each step.

The problem is that the default and unchangeable rendering resolution for VR games is set to something low like 1920x1080 or worse!

Ideally, as bo3b once helped me ascertain (bo3b, you know we all appreciate what you do mate), the best results are attained when game sampling resolutions in the debug tool/in game are set to ~1.4 and the rendering resolution is set to ~2560x1600. Try it and compare this to default VR settings - the difference is remarkable. This is what I wanted out of VR, and this is what people complain of when they say that the VR resolution is too low. The irony is that if devs understood this fundamental difference and took advantage of both these settings, their games would look far superior without any extra effort being required.

Heavy handed banning of SLi by Oculus.
With Supersampling set to 1.4+ and game resolution set to ~2560x1600, I need my SLi dammit. Why force the game to disable it? It's 11ms of extra lag for double the FPS. SLi worked without problems or noticeable lag with the DK2. Why not give me the advanced option to enable it if I want to, dammit?

Granted nvidia's VR SLi exists if specifically coded for, but no sane developer will code specifically for it as the investment to reward ratio is too low. We need SLi working by default as it does with the majority of 2D and 3D Vision games.

The argument is that most people don't use SLi, and that's a fair, if uneducated statement. The truth is that the people who are buying VR headsets will be the enthusiast crowd who are far more likely than the average Joe to have a powerful system which makes use of SLi, and will upgrade to SLi if required if the devs make proper use of the supersampling resolution combined with the game rendering resolution.

There are a few more gripes, but these cover the main ones which I feel would add much to VR but are unfortunately, not much talked about on various VR discussion boards. The Rift has been given the console treatment, and we have been provided with an xbox controller to boot. Heaven forbid if we actually want to change anything.


The advantage of 3D Vision (aside from the elephant in the room being AAA titles) is that:

1. It has no locomotion problems,
2. DSR and all kinds of supersampling, as well as custom resolutions work great to immediate effect,
3. SLi works beautifully, and scales in 3D Vision even better than in 2D!

Now if only the 'super advanced' VR technology would stop pandering to the lowest common denominator and actually catch up to Stereo3D - a piece of technology released to PC gamers 2 decades ago... ;-)

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#24
Posted 11/26/2016 04:24 AM   
[quote="Conan481"]How hard would it be to mod existing 3D vision games into full VR featuring head tracking and motion controls? Does anyone here have any experience with what that would entail? There is a huge market for something like this given the lack of AAA games. Got approval for my next article and it's actually going to focus on the lack of AAA games in VR and I'm specifically gonna call out Valve as they are the Unique position of having helped create the Vive and it's technology (specifically ligtt house) but have left the Indie Devs to create all the content which IMHO is pretty shit overall and they really need to release a AAA IP. It's a weird situation as the current VR headset sales don't justify AAA budgets, BUT Value has the capital (billions) to take the risk and create something that will be VR's first system seller. Oculus is trying with it's original content but it's still nowhere near the level of an average AAA PC title. HL 3, Portal 3, LFD 3 are all begging for a VR update...[/quote] Full VR experience modding for current 3D Vision games (or fixed games)? Not likely. It would be a titanic task to try to make a game/engine do something it wasn't designed to do. However, making 3D Vision games work in the helmet as 3D Vision games (like they do work on the Sony HMZ-T1/T2/T3 should be possible). However, I don't know how hard it will be. I think bo3b and DarkStarSword are the best people to ask for this. However, don't expect making a non-VR game a VR game;) (VR is not just about graphics, but above movement tracking etc. We here, deal only with graphics ^_^ ) I am now seriously thinking about buying a HMZ-T1 instead of the Vive/Oculus. (Literally waiting on Amazon to press the "buy" button).
Conan481 said:How hard would it be to mod existing 3D vision games into full VR featuring head tracking and motion controls? Does anyone here have any experience with what that would entail? There is a huge market for something like this given the lack of AAA games.

Got approval for my next article and it's actually going to focus on the lack of AAA games in VR and I'm specifically gonna call out Valve as they are the Unique position of having helped create the Vive and it's technology (specifically ligtt house) but have left the Indie Devs to create all the content which IMHO is pretty shit overall and they really need to release a AAA IP. It's a weird situation as the current VR headset sales don't justify AAA budgets, BUT Value has the capital (billions) to take the risk and create something that will be VR's first system seller. Oculus is trying with it's original content but it's still nowhere near the level of an average AAA PC title. HL 3, Portal 3, LFD 3 are all begging for a VR update...


Full VR experience modding for current 3D Vision games (or fixed games)? Not likely. It would be a titanic task to try to make a game/engine do something it wasn't designed to do.

However, making 3D Vision games work in the helmet as 3D Vision games (like they do work on the Sony HMZ-T1/T2/T3 should be possible). However, I don't know how hard it will be. I think bo3b and DarkStarSword are the best people to ask for this. However, don't expect making a non-VR game a VR game;) (VR is not just about graphics, but above movement tracking etc. We here, deal only with graphics ^_^ )

I am now seriously thinking about buying a HMZ-T1 instead of the Vive/Oculus. (Literally waiting on Amazon to press the "buy" button).

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)

#25
Posted 11/26/2016 04:50 AM   
[quote="helifax"][quote="Conan481"]How hard would it be to mod existing 3D vision games into full VR featuring head tracking and motion controls? Does anyone here have any experience with what that would entail? There is a huge market for something like this given the lack of AAA games. Got approval for my next article and it's actually going to focus on the lack of AAA games in VR and I'm specifically gonna call out Valve as they are the Unique position of having helped create the Vive and it's technology (specifically ligtt house) but have left the Indie Devs to create all the content which IMHO is pretty shit overall and they really need to release a AAA IP. It's a weird situation as the current VR headset sales don't justify AAA budgets, BUT Value has the capital (billions) to take the risk and create something that will be VR's first system seller. Oculus is trying with it's original content but it's still nowhere near the level of an average AAA PC title. HL 3, Portal 3, LFD 3 are all begging for a VR update...[/quote] Full VR experience modding for current 3D Vision games (or fixed games)? Not likely. It would be a titanic task to try to make a game/engine do something it wasn't designed to do. However, making 3D Vision games work in the helmet as 3D Vision games (like they do work on the Sony HMZ-T1/T2/T3 should be possible). However, I don't know how hard it will be. I think bo3b and DarkStarSword are the best people to ask for this. However, don't expect making a non-VR game a VR game;) (VR is not just about graphics, but above movement tracking etc. We here, deal only with graphics ^_^ ) I am now seriously thinking about buying a HMZ-T1 instead of the Vive/Oculus. (Literally waiting on Amazon to press the "buy" button).[/quote] helefax, AFAIK, you can buy it, test it out for a couple of weeks, and then return it within 14 days for a full refund without giving any reason under UK distance selling regulations. There are new 21:9 4k curved HDR OLED monitors around the corner. Perhaps you would like them as a better replacement to your surround setup?
helifax said:
Conan481 said:How hard would it be to mod existing 3D vision games into full VR featuring head tracking and motion controls? Does anyone here have any experience with what that would entail? There is a huge market for something like this given the lack of AAA games.

Got approval for my next article and it's actually going to focus on the lack of AAA games in VR and I'm specifically gonna call out Valve as they are the Unique position of having helped create the Vive and it's technology (specifically ligtt house) but have left the Indie Devs to create all the content which IMHO is pretty shit overall and they really need to release a AAA IP. It's a weird situation as the current VR headset sales don't justify AAA budgets, BUT Value has the capital (billions) to take the risk and create something that will be VR's first system seller. Oculus is trying with it's original content but it's still nowhere near the level of an average AAA PC title. HL 3, Portal 3, LFD 3 are all begging for a VR update...


Full VR experience modding for current 3D Vision games (or fixed games)? Not likely. It would be a titanic task to try to make a game/engine do something it wasn't designed to do.

However, making 3D Vision games work in the helmet as 3D Vision games (like they do work on the Sony HMZ-T1/T2/T3 should be possible). However, I don't know how hard it will be. I think bo3b and DarkStarSword are the best people to ask for this. However, don't expect making a non-VR game a VR game;) (VR is not just about graphics, but above movement tracking etc. We here, deal only with graphics ^_^ )

I am now seriously thinking about buying a HMZ-T1 instead of the Vive/Oculus. (Literally waiting on Amazon to press the "buy" button).


helefax, AFAIK, you can buy it, test it out for a couple of weeks, and then return it within 14 days for a full refund without giving any reason under UK distance selling regulations.

There are new 21:9 4k curved HDR OLED monitors around the corner. Perhaps you would like them as a better replacement to your surround setup?

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#26
Posted 11/26/2016 05:13 AM   
[quote="Conan481"]How hard would it be to mod existing 3D vision games into full VR featuring head tracking and motion controls? Does anyone here have any experience with what that would entail? There is a huge market for something like this given the lack of AAA games..[/quote] I've see a few Arcade Games that look like they were made for VR. These seem like they could modded somewhat easily due to the nature of the controls and weapon rendering. Plus the low res graphichs would would work well performance wise. Motion sickness could be a problem though. There are emulators that play some of these games on the PC. Like DeadStorm Pirates, which actually found it's way to PS3 as well. https://www.youtube.com/watch?v=XZ5tMwtl28I Definitely waiting to see some AAA games on the platform prior to taking the jump myself.
Conan481 said:How hard would it be to mod existing 3D vision games into full VR featuring head tracking and motion controls? Does anyone here have any experience with what that would entail? There is a huge market for something like this given the lack of AAA games..


I've see a few Arcade Games that look like they were made for VR. These seem like they could modded somewhat easily due to the nature of the controls and weapon rendering. Plus the low res graphichs would would work well performance wise. Motion sickness could be a problem though. There are emulators that play some of these games on the PC.

Like DeadStorm Pirates, which actually found it's way to PS3 as well.



Definitely waiting to see some AAA games on the platform prior to taking the jump myself.

#27
Posted 11/28/2016 05:07 AM   
This is actually related topic - see [url]https://forums.geforce.com/default/topic/978846/3d-vision/this-guy-gets-it/[/url], including practical solution for motion sickness (same reason we never experience motion sickness with 3D Vision games)...
This is actually related topic - see https://forums.geforce.com/default/topic/978846/3d-vision/this-guy-gets-it/, including practical solution for motion sickness (same reason we never experience motion sickness with 3D Vision games)...

#28
Posted 11/28/2016 12:33 PM   
At this moment in time it might be a better option to get some gaming partners to buy into a VR gaming headset since there aint many games on the table. Depending on how many buy into it you could devide the time share/seat into months or three weeks or something. Lowering the risk. Aslo helping promote the tech. Great article Conan! Since I saw things popping out of my monitor back in 2006 I was hooked. At the time I was living in London, sharing a house with 8 other people. Saving money for college. Everyone who saw it were amazed. Only got to play one game in that time with Edimensional's 3d glasses. Fable: the lost chapters. You could see a picture of the glasses on [URL="http://3dvision-blog.com/tag/depth-hack/"]this[/URL] page. Took me three months to understand how this works. (at the time I knew nothing about PCs). After so many attempts I weren't ready to give up. In my heart I knew there's something big hid inside this gem. nVidia stopped supporting 3rd party hardware and started producing their own. It was a sad time when I learned nVidia stopped supporting these glasses. I first heard about these glasses in Nov 2004. Had to wait 9 years to get my hands on a 3d Vision setup. Biggest problem was money. More than 10years later it still is for most gamers it seems. In 2013 another really dissapointing time when I heard nVidia wont be taking 3d Vision furthur. But Im glad theres people in this community who stayed optimistic and took matters in their hands. You guys really rock!!!! In this dark damaged world gaming is an escape for many. To some its a remedy. Others a hobby. Yesterday I took a walk after the lovely rain we had. After so many sitting and gaming its good to take walk every now and then. Just to take hold of reality. As I was walking I had my attention on the fine details of reality. Actual godrays and shadows. It made me realize virtual reality could never mimic reality. Humans are close. But no cigar =) I just hope gamers wont settle for 3d experiences like the guys over [URL="https://www.tridef.com/forum/viewtopic.php?f=9&t=6385&start=90"]here[/URL] It will be a pity if too many game developers put all their efforts at AMD. Unless AMD could live up to nVidia's 3d experience. My green heart goes out to the guys at Tridef... I hope nVidia will fix bridges with sony and build some with microsoft in the future. Or better, a merge between nVidia, Nintendo, Microsoft and Playstation. How far could we have been if there weren't so many competition in the world? Selfishness destroys us...
At this moment in time it might be a better option to get some gaming partners to buy into a VR gaming headset since there aint many games on the table. Depending on how many buy into it you could devide the time share/seat into months or three weeks or something. Lowering the risk. Aslo helping promote the tech.

Great article Conan! Since I saw things popping out of my monitor back in 2006 I was hooked. At the time I was living in London, sharing a house with 8 other people. Saving money for college. Everyone who saw it were amazed. Only got to play one game in that time with Edimensional's 3d glasses. Fable: the lost chapters. You could see a picture of the glasses on this page. Took me three months to understand how this works. (at the time I knew nothing about PCs). After so many attempts I weren't ready to give up. In my heart I knew there's something big hid inside this gem. nVidia stopped supporting 3rd party hardware and started producing their own. It was a sad time when I learned nVidia stopped supporting these glasses. I first heard about these glasses in Nov 2004. Had to wait 9 years to get my hands on a 3d Vision setup. Biggest problem was money. More than 10years later it still is for most gamers it seems.

In 2013 another really dissapointing time when I heard nVidia wont be taking 3d Vision furthur.

But Im glad theres people in this community who stayed optimistic and took matters in their hands. You guys really rock!!!!

In this dark damaged world gaming is an escape for many. To some its a remedy. Others a hobby. Yesterday I took a walk after the lovely rain we had. After so many sitting and gaming its good to take walk every now and then. Just to take hold of reality. As I was walking I had my attention on the fine details of reality. Actual godrays and shadows. It made me realize virtual reality could never mimic reality. Humans are close. But no cigar =)

I just hope gamers wont settle for 3d experiences like the guys over here It will be a pity if too many game developers put all their efforts at AMD. Unless AMD could live up to nVidia's 3d experience. My green heart goes out to the guys at Tridef...

I hope nVidia will fix bridges with sony and build some with microsoft in the future. Or better, a merge between nVidia, Nintendo, Microsoft and Playstation. How far could we have been if there weren't so many competition in the world? Selfishness destroys us...

#29
Posted 11/29/2016 08:18 AM   
KoelerMeester, that avatar image is awesome!
KoelerMeester, that avatar image is awesome!

46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530

#30
Posted 11/29/2016 08:59 AM   
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