3DMigoto Upscaling Feature
  4 / 4    
Ah sorry. I should have read more precisely. I tried it again for "Grim Dawn" but results are the same now as without changing the order. I'll try it for more games and post my results. Thanks again DSS!
Ah sorry. I should have read more precisely. I tried it again for "Grim Dawn" but results are the same now as without changing the order. I'll try it for more games and post my results. Thanks again DSS!

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#46
Posted 04/05/2018 02:10 PM   
Thanks Paul for the updated installer, I'll probably give it a go soon Thanks DSS for the comments on the mouse issues with Upscaling. This will definitely temper my expectations, it's not often that you qualify something as "difficult", so I'll just try to suffer through the eye desync (or use a gamepad ... oh the horror!) I'm like a 3D-hungry deer trapped in the headlights of the first-world problem of owning a 4K HDR OLED. The image quality is so overwhelmingly better than anything I've ever seen, that I will never willingly switch back to monitors. Even if it will kill me, to continue the metaphor, by breaking my eyes with desync or subjecting me to less than optimal frame rates. Really though ... maybe I'm totally ignorant about technical capabilities in audio-visual, but it's such a stupid problem to have: to not be able to lower the resolution in games because the TV "don't wanna 3D!" Anyway, I'll definitely monitor this thread and try to provide test results, in the hope that this will be looked at in the future. The other "hope" is that next generations of video cards and CPUs will solve my issue by brute-forcing poorly performing games. But from what I've seen since 2011, even with Upscaling very low on your and ColAngel's priority list, my bet is that your solution will still come sooner than any advancements in hardware (or software, if you count the ugly core limitation bug).
Thanks Paul for the updated installer, I'll probably give it a go soon

Thanks DSS for the comments on the mouse issues with Upscaling. This will definitely temper my expectations, it's not often that you qualify something as "difficult", so I'll just try to suffer through the eye desync (or use a gamepad ... oh the horror!)

I'm like a 3D-hungry deer trapped in the headlights of the first-world problem of owning a 4K HDR OLED. The image quality is so overwhelmingly better than anything I've ever seen, that I will never willingly switch back to monitors. Even if it will kill me, to continue the metaphor, by breaking my eyes with desync or subjecting me to less than optimal frame rates.

Really though ... maybe I'm totally ignorant about technical capabilities in audio-visual, but it's such a stupid problem to have: to not be able to lower the resolution in games because the TV "don't wanna 3D!"

Anyway, I'll definitely monitor this thread and try to provide test results, in the hope that this will be looked at in the future. The other "hope" is that next generations of video cards and CPUs will solve my issue by brute-forcing poorly performing games. But from what I've seen since 2011, even with Upscaling very low on your and ColAngel's priority list, my bet is that your solution will still come sooner than any advancements in hardware (or software, if you count the ugly core limitation bug).

#47
Posted 04/05/2018 05:19 PM   
Game update: Upscaling works with Final Fantasy XV, don't forget to use the latest 3DMigoto dll with DJ-RK's fix to avoid crashing.
Game update:

Upscaling works with Final Fantasy XV, don't forget to use the latest 3DMigoto dll with DJ-RK's fix to avoid crashing.

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#48
Posted 04/07/2018 02:15 AM   
Lacuna, great to hear upscaling works in FF15. So no issues with the reduced mouse range? I've also tested recently this feature in Far Cry 4, with DDS's stellar fix. The mouse scaling issue is present, but fortunately you don't need the mouse much in invetories, everything can be activated by movement keys. Probably it will be difficult to select camps for fast travel, but I'm not there yet. I've tested all the Upscaling settings. Upscaling works with both mode 0 and mode 1, but only with the Normal Fullscreen option. Force fullscreen option will crash the game. Thank you DSS for this awesome fix, and thanks Paul for the great FIx manager which made my testing very easy.
Lacuna, great to hear upscaling works in FF15. So no issues with the reduced mouse range?

I've also tested recently this feature in Far Cry 4, with DDS's stellar fix.
The mouse scaling issue is present, but fortunately you don't need the mouse much in invetories, everything can be activated by movement keys. Probably it will be difficult to select camps for fast travel, but I'm not there yet.
I've tested all the Upscaling settings. Upscaling works with both mode 0 and mode 1, but only with the Normal Fullscreen option. Force fullscreen option will crash the game.

Thank you DSS for this awesome fix, and thanks Paul for the great FIx manager which made my testing very easy.

#49
Posted 04/17/2018 10:21 AM   
What happens if you right click the game's exe and select compatibility, then check/uncheck DPI scaling? Try to see if that frees up the cursor, when it's a problem.
What happens if you right click the game's exe and select compatibility, then check/uncheck DPI scaling?

Try to see if that frees up the cursor, when it's a problem.

#50
Posted 04/17/2018 11:49 PM   
@Zappologist, played with controller, but the few times I used the mouse everything looked normal.
@Zappologist, played with controller, but the few times I used the mouse everything looked normal.

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#51
Posted 04/18/2018 10:13 AM   
D-Man, I tried to change that setting but no impact. Also, after I close the game, the setting is back on. Even if I set the file to read only. That's Windows 10 for you. Another game where upscaling works is LEGO Star Wars The force Awakens. Mouse is not active, so no way to confirm if the mouse scaling issue is present. Also, the performance gain seems less noticeable than the SBS custom shader for some reason (this might be a normal difference between the two modes, I just don't have enough experience with it in games). As for Far Cry 4, only Normal Fullscreen mode works, Forced Fullscreen crashes the game. Thank you DHR for the Lego fix. Paul, if you are reading this, it may be a good idea to set the Upscaling value to Normal Fullscreen by default in the Fix manager. Seems that the other value is less stable. But I'll continue to share my tests, I still don't have enough data points for any clear trend.
D-Man, I tried to change that setting but no impact. Also, after I close the game, the setting is back on. Even if I set the file to read only. That's Windows 10 for you.


Another game where upscaling works is LEGO Star Wars The force Awakens.
Mouse is not active, so no way to confirm if the mouse scaling issue is present. Also, the performance gain seems less noticeable than the SBS custom shader for some reason (this might be a normal difference between the two modes, I just don't have enough experience with it in games).
As for Far Cry 4, only Normal Fullscreen mode works, Forced Fullscreen crashes the game.

Thank you DHR for the Lego fix.

Paul, if you are reading this, it may be a good idea to set the Upscaling value to Normal Fullscreen by default in the Fix manager. Seems that the other value is less stable. But I'll continue to share my tests, I still don't have enough data points for any clear trend.

#52
Posted 04/19/2018 06:02 AM   
[quote="Zappologist"] Paul, if you are reading this, it may be a good idea to set the Upscaling value to Normal Fullscreen by default in the Fix manager. Seems that the other value is less stable. But I'll continue to share my tests, I still don't have enough data points for any clear trend.[/quote] Normal mode seems indeed to be more compatible. At least more games run in this mode (although mouse cursor issue is present but upscaling works). I'll change that in 3D Fix Manager.
Zappologist said:
Paul, if you are reading this, it may be a good idea to set the Upscaling value to Normal Fullscreen by default in the Fix manager. Seems that the other value is less stable. But I'll continue to share my tests, I still don't have enough data points for any clear trend.


Normal mode seems indeed to be more compatible. At least more games run in this mode (although mouse cursor issue is present but upscaling works). I'll change that in 3D Fix Manager.

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#53
Posted 04/19/2018 04:52 PM   
Today, I tried to use the upscaling feature and the SBS mode for my dual-projector setup. It kind of worked, but also kind of failed. My display is a dual-projector setup. The preferred input is 3840x1080 60Hz (SBS without squash, aka Full-SBS) The game I tried was ABZU I tried to run the latest 3D migoto manually but couldn't get the game to work, so I stick to the 3D fix manager which does it better then me. (I just can't install 3D migoto by hand, I always fail) 3D Fix manager provides the option to install 3D Migoto version 1.3.10 instead of the old version of the original fix, which I did. It does not put the scaling and SBS shader files in the shaderfixes folder, getting the files (3 attempts getting the wrong version). I finally manage to start the game without errors. I have some success : - The resolution has been set to the correct 3840x1080 with full screen, then when going back to the desktop automatically switches back to 1920x1080 2D. Excellent ! - The side by side mode is activated automatically, just one bug : the eyes are reversed. No big deal just use the SBS-reversed mode to get them back in the correct order (Is the mis-labelling in 3D Migoto or in 3D Vision fix manager ?) - Good sync from the 1st launch, no tearing, no 1-frame lag (the whole point of using SBS over frame sequential) - the game reports it's rendering 1920x1080 but do not trust ABZU for that info (that game's resolution management is not cooperative, the game always does whatever it wants) And an issue : - The game applies a 32:9 aspect ratio (anamorphic rendering) It appears that somewhere in the chain, the game has detected the actual output resolution and believes I'm using some kind of ultra-wide display. It should not, the game should believe I'm running a normal 16:9 1920x1080 display. I tried changing the scaling mode, the force/normal full screen mode, but the gmae behaves exactly the same. EDIT : I tried Ori and the Blind forest (definitive edition) 3D Vision fix manager updates 3d migoto to version 1.3.10 but does not copy the scaling files However I appear to have an issue : "Unimplemented feature to force screen width in CreateSwapChainForHwnd" "Unimplemented feature to force screen height in CreateSwapChainForHwnd" I wonder if it could be a version issue. I tried to just copy the 1.3.10 files straight into the game folder... fail... I still can't manually install these fixes.
Today, I tried to use the upscaling feature and the SBS mode for my dual-projector setup.
It kind of worked, but also kind of failed.

My display is a dual-projector setup.
The preferred input is 3840x1080 60Hz (SBS without squash, aka Full-SBS)

The game I tried was ABZU

I tried to run the latest 3D migoto manually but couldn't get the game to work, so I stick to the 3D fix manager which does it better then me. (I just can't install 3D migoto by hand, I always fail)
3D Fix manager provides the option to install 3D Migoto version 1.3.10 instead of the old version of the original fix, which I did.

It does not put the scaling and SBS shader files in the shaderfixes folder, getting the files (3 attempts getting the wrong version).
I finally manage to start the game without errors.

I have some success :
- The resolution has been set to the correct 3840x1080 with full screen, then when going back to the desktop automatically switches back to 1920x1080 2D. Excellent !
- The side by side mode is activated automatically, just one bug : the eyes are reversed.
No big deal just use the SBS-reversed mode to get them back in the correct order (Is the mis-labelling in 3D Migoto or in 3D Vision fix manager ?)
- Good sync from the 1st launch, no tearing, no 1-frame lag (the whole point of using SBS over frame sequential)
- the game reports it's rendering 1920x1080 but do not trust ABZU for that info (that game's resolution management is not cooperative, the game always does whatever it wants)

And an issue :
- The game applies a 32:9 aspect ratio (anamorphic rendering) It appears that somewhere in the chain, the game has detected the actual output resolution and believes I'm using some kind of ultra-wide display. It should not, the game should believe I'm running a normal 16:9 1920x1080 display.

I tried changing the scaling mode, the force/normal full screen mode, but the gmae behaves exactly the same.

EDIT : I tried Ori and the Blind forest (definitive edition)

3D Vision fix manager updates 3d migoto to version 1.3.10 but does not copy the scaling files

However I appear to have an issue :
"Unimplemented feature to force screen width in CreateSwapChainForHwnd"
"Unimplemented feature to force screen height in CreateSwapChainForHwnd"

I wonder if it could be a version issue. I tried to just copy the 1.3.10 files straight into the game folder... fail... I still can't manually install these fixes.

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#54
Posted 05/10/2018 09:26 AM   
IS there any chance for the upscaling to work with 3D Vision Direct? On the first page Briefkasten16a said something about altering the code to run the scaler shader twice or something... i don't quite understand... Shadow of the Tomb Raider uses direct mode, I can't get it to upscale. It only scales up one eye, the other one's just black screen.
IS there any chance for the upscaling to work with 3D Vision Direct?
On the first page Briefkasten16a said something about altering the code to run the scaler shader twice or something... i don't quite understand...
Shadow of the Tomb Raider uses direct mode, I can't get it to upscale. It only scales up one eye, the other one's just black screen.

#55
Posted 01/10/2019 10:03 PM   
Eureka! I've been trying to get Full SBS/TAB for quite a while now in VR with 3DVision. Eventually I'd just give up because I used to be limited to a single 1080p frame for output anyway, and I'd always get stuck with either the game rendering at the wrong size, or the SBS/TAB output still squashed. This is working for me though! I'm creating a custom resolution of either 3840x1080 or 1920x2160, and then capture with either Virtual Desktop or VRToolbox. Bigscreen is not happy with non-16:9 resolutions at the moment. Pauldusler, your 3D Fix Manager is great! It makes testing different configs very easy, and when I get to the point where I messed something up so bad I can't even tell, the manager makes it so easy to just reset everything and start again with just a few clicks. "Try the new wrapper? no problem... by the way, there have been problems with that. Do it anyway? Here we go!" There's a minor bug though where once I set my target resolution, and launch the game through the manager, it will reset the target output resolution to the monitor default (in d3dx.ini: height, width under [Device]). I've been getting around this by setting the target, saving the config in the manager (writes d3dx.ini), then launching the game directly. So the games I've tested: ME:Andromeda Settings: Normal Fullscreen, Mode 1, both 3840x1080 and 1920x2160, running Fullscreen Exclusive Mode 0 causes crash on initial load. Migoto 1.2.70 loaded by default. This has a problem with the mouse... it still acts like it's on 1920x1080 (default res for my monitor). The cursor itself is squashed, and if I hover at half the position of the target, it will register. Tried a few tweaks here and there, no difference. Otherwise, rendering fine. Updated to Migoto 1.3.14. Initially, no change in mouse. However, editing in mouse.ini, line 51: y1 = window_height/2 fixes it for target TAB:1920x2160. Good to go! Witcher 3 SettingS: Normal Fullscreen, Mode 0, both 3840x1080 and 1920x2160, running Fullscreen Exclusive No problems here. Renders great, plays great. Blurriness due to minor tearing (of the eyes). Great Job guys... This is fantastic! Really!! So many talented individuals coming together for the sole purpose of making 3D great, and succeeding!!! Just to check though, is this really it.. Full frame 3D rendering? Image quality is obviously better, but that's not from a better form of scaling, is it?
Eureka! I've been trying to get Full SBS/TAB for quite a while now in VR with 3DVision. Eventually I'd just give up because I used to be limited to a single 1080p frame for output anyway, and I'd always get stuck with either the game rendering at the wrong size, or the SBS/TAB output still squashed.

This is working for me though! I'm creating a custom resolution of either 3840x1080 or 1920x2160, and then capture with either Virtual Desktop or VRToolbox. Bigscreen is not happy with non-16:9 resolutions at the moment.

Pauldusler, your 3D Fix Manager is great! It makes testing different configs very easy, and when I get to the point where I messed something up so bad I can't even tell, the manager makes it so easy to just reset everything and start again with just a few clicks. "Try the new wrapper? no problem... by the way, there have been problems with that. Do it anyway? Here we go!"

There's a minor bug though where once I set my target resolution, and launch the game through the manager, it will reset the target output resolution to the monitor default (in d3dx.ini: height, width under [Device]). I've been getting around this by setting the target, saving the config in the manager (writes d3dx.ini), then launching the game directly.

So the games I've tested:

ME:Andromeda
Settings: Normal Fullscreen, Mode 1, both 3840x1080 and 1920x2160, running Fullscreen Exclusive

Mode 0 causes crash on initial load.

Migoto 1.2.70 loaded by default. This has a problem with the mouse... it still acts like it's on 1920x1080 (default res for my monitor). The cursor itself is squashed, and if I hover at half the position of the target, it will register. Tried a few tweaks here and there, no difference. Otherwise, rendering fine.

Updated to Migoto 1.3.14. Initially, no change in mouse. However, editing in mouse.ini, line 51: y1 = window_height/2 fixes it for target TAB:1920x2160. Good to go!

Witcher 3
SettingS: Normal Fullscreen, Mode 0, both 3840x1080 and 1920x2160, running Fullscreen Exclusive

No problems here. Renders great, plays great. Blurriness due to minor tearing (of the eyes).

Great Job guys... This is fantastic! Really!! So many talented individuals coming together for the sole purpose of making 3D great, and succeeding!!!

Just to check though, is this really it.. Full frame 3D rendering? Image quality is obviously better, but that's not from a better form of scaling, is it?

#56
Posted 03/07/2019 05:28 AM   
What about the Steam VR scaler, it doesn't do the same thing? http://vrworld.com/2018/04/04/steamvr-adds-resolution-scaling-feature-htc-vive-headsets/
What about the Steam VR scaler, it doesn't do the same thing?

http://vrworld.com/2018/04/04/steamvr-adds-resolution-scaling-feature-htc-vive-headsets/

#57
Posted 03/07/2019 05:31 AM   
That's the super-sampling feature... from my understanding of it, it just increases the resolution of the mapping of each pixel on the headset display to the content it's displaying (like going from 4:4:4 colorspace to 4:2:2 or 4:2:0). So, you end up using more (or less) pixels of the content to determine what each individual pixel on the display should put out. The Game/3DVision/3DMigoto is the content generated... and what I'm hoping for here is that the content is full SBS/TAB, and not just squashed half-frames stretched back out again. If they are... the scaling function here is pretty good! I've been doing too much internet reading on the subject lately, and it gets hard to separate the facts from the BS or just a kindly misinformed source. There's a ton of good info on the forums here though... it's just making sense of all at once can be a bit much. From what I've gathered, as long as the scaling happens first to the pre-enlarged frame, and the SBS/TAB split is applied after, it should still be full resolution. This is where I'm not sure though... many variables, including the passive display driver (optimized for geforce 3D).
That's the super-sampling feature... from my understanding of it, it just increases the resolution of the mapping of each pixel on the headset display to the content it's displaying (like going from 4:4:4 colorspace to 4:2:2 or 4:2:0). So, you end up using more (or less) pixels of the content to determine what each individual pixel on the display should put out.

The Game/3DVision/3DMigoto is the content generated... and what I'm hoping for here is that the content is full SBS/TAB, and not just squashed half-frames stretched back out again. If they are... the scaling function here is pretty good!

I've been doing too much internet reading on the subject lately, and it gets hard to separate the facts from the BS or just a kindly misinformed source. There's a ton of good info on the forums here though... it's just making sense of all at once can be a bit much.

From what I've gathered, as long as the scaling happens first to the pre-enlarged frame, and the SBS/TAB split is applied after, it should still be full resolution. This is where I'm not sure though... many variables, including the passive display driver (optimized for geforce 3D).

#58
Posted 03/07/2019 06:25 AM   
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