Pretty typical how it's either DX11 or 3d. Got the game recently, and chose DX11 like I always do (there's a reason why I have GTX 580 SLI). Like some of these last posts say, it's not working at all. Cars further away than a few meters are completely buggy, and have several ghost cars and stuff around them. The cars only have half tires, which looks pretty funny. And, then it's the freeze thing. It's not often my computer freezes, but just a few seconds or minutes in the game and the whole thing just stops working. I just changed to DX9 mode, and it's working great. 3d > DX11 on this title for me, as I already have it on Xbox and wanted the 3d.
Pretty typical how it's either DX11 or 3d. Got the game recently, and chose DX11 like I always do (there's a reason why I have GTX 580 SLI). Like some of these last posts say, it's not working at all. Cars further away than a few meters are completely buggy, and have several ghost cars and stuff around them. The cars only have half tires, which looks pretty funny. And, then it's the freeze thing. It's not often my computer freezes, but just a few seconds or minutes in the game and the whole thing just stops working. I just changed to DX9 mode, and it's working great. 3d > DX11 on this title for me, as I already have it on Xbox and wanted the 3d.
Spent about 3 hours in the game the other night (for the first time) and I must say I'm really impressed!
Playing in DX9 mode of course as DX11 is completely ruined in S3D. But man, this game just oozes detail, and the gameplay is fun and engaging. Everyone talks about making an "adult" game these days, as in, mature subjects that are compelling and get you to think. They really nailed it in this game - I love the dialogue and the tediousness of investigating a crime scene. That's more enjoyable to me than constantly shooting everything that moves as in other action shooters. I've never played a Rockstar game before but this one was worth the purchase for sure.
Spent about 3 hours in the game the other night (for the first time) and I must say I'm really impressed!
Playing in DX9 mode of course as DX11 is completely ruined in S3D. But man, this game just oozes detail, and the gameplay is fun and engaging. Everyone talks about making an "adult" game these days, as in, mature subjects that are compelling and get you to think. They really nailed it in this game - I love the dialogue and the tediousness of investigating a crime scene. That's more enjoyable to me than constantly shooting everything that moves as in other action shooters. I've never played a Rockstar game before but this one was worth the purchase for sure.
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
[quote name='Saltjunkie' date='29 March 2012 - 08:47 PM' timestamp='1333054050' post='1389664']
Can someone create a new link to the Convergence fix, please? I'm unable to adjust convergence in-game, and would love to try this fix. Thank you.
[/quote]
Sorry, I was busy playing Wii games in stereovision. Just seen your message.
[quote name='gapper4' date='29 November 2011 - 06:39 PM' timestamp='1322591989' post='1334806']
I tried what you suggested and it worked. Thanks for the suggestion. I then downloaded the latest Beta drivers, the ones which rate the game as 3D Vision-Ready, and re-installed the game to see what happens. Everything works and I have to admit it looks pretty good in the game world but there are still serious convergence problems with the notebook, during interviews, cutscenes, etc. I wouldn't call it 3D Vision-ready. Good to excellent, maybe.
[/quote]
I agree about the convergence problems during different scenes, requiring different, fine tuned convergence settings. It's very annoying in notebook view etc.
That's the reason I made a new nvapi.dll with the following improvements:
1) No more dirty patching of a specific driver version DLL. The new nvapi.dll is a decorator(wrapper) to the original dll in the windows/system directory and should work with any driver version.
2) Not all convergence settings written by the game are ignored: The DLL reads a nvapi.ini file from the current directory which contains a convergence value mapping for conversion values which should be used to override the user set convergence value using hot keys.
Here is my nvapi.ini file for L.A. Noire:
[Logging]
Convergence=0
Separation=0
[ConvergenceMap]
Map1=from 3e99999a to 0.3
;Map2=from 3ffb4e53 to 2.0
Map2=from 3f800000 to 1.0
Map3=from 3f666666 to 0.9
The value 3ffb4e53 (= around 1.9) is the game setting for normal play settings. This is not mapped by the ini file (; = comment) and therefore overwritten with the user convergence file from hot-keys. The other entries map fixed game values like notebook view, title screen etc. which can be mapped to other values.
3) Logging of game value writes: If you set Convergence=1 in the ini file, all writes to convergence value from the game are logged into a text file. This allows you to find the values to set in [ConvergenceMap].
Note: I just dirty coded the DLL in a few minutes and only tested it for 5min in L.A.Noire. I might missing values for cut-scenes etc.
[quote name='Saltjunkie' date='29 March 2012 - 08:47 PM' timestamp='1333054050' post='1389664']
Can someone create a new link to the Convergence fix, please? I'm unable to adjust convergence in-game, and would love to try this fix. Thank you.
Sorry, I was busy playing Wii games in stereovision. Just seen your message.
[quote name='gapper4' date='29 November 2011 - 06:39 PM' timestamp='1322591989' post='1334806']
I tried what you suggested and it worked. Thanks for the suggestion. I then downloaded the latest Beta drivers, the ones which rate the game as 3D Vision-Ready, and re-installed the game to see what happens. Everything works and I have to admit it looks pretty good in the game world but there are still serious convergence problems with the notebook, during interviews, cutscenes, etc. I wouldn't call it 3D Vision-ready. Good to excellent, maybe.
I agree about the convergence problems during different scenes, requiring different, fine tuned convergence settings. It's very annoying in notebook view etc.
That's the reason I made a new nvapi.dll with the following improvements:
1) No more dirty patching of a specific driver version DLL. The new nvapi.dll is a decorator(wrapper) to the original dll in the windows/system directory and should work with any driver version.
2) Not all convergence settings written by the game are ignored: The DLL reads a nvapi.ini file from the current directory which contains a convergence value mapping for conversion values which should be used to override the user set convergence value using hot keys.
Here is my nvapi.ini file for L.A. Noire:
[Logging]
Convergence=0
Separation=0
[ConvergenceMap]
Map1=from 3e99999a to 0.3
;Map2=from 3ffb4e53 to 2.0
Map2=from 3f800000 to 1.0
Map3=from 3f666666 to 0.9
The value 3ffb4e53 (= around 1.9) is the game setting for normal play settings. This is not mapped by the ini file (; = comment) and therefore overwritten with the user convergence file from hot-keys. The other entries map fixed game values like notebook view, title screen etc. which can be mapped to other values.
3) Logging of game value writes: If you set Convergence=1 in the ini file, all writes to convergence value from the game are logged into a text file. This allows you to find the values to set in [ConvergenceMap].
Note: I just dirty coded the DLL in a few minutes and only tested it for 5min in L.A.Noire. I might missing values for cut-scenes etc.
First of all thank you for responding to my post before I did write :)
And a big thank you for this tip works perfectly and I was looking for a long time.
hello every one^^
i was wondering if your dll can be used to force convergence in google earth? so that it can be used with the ps2 emulator(pcsx2) "activating 3d in pcsx2 by renaming the .exe to GE" thanx and keep up^^
i was wondering if your dll can be used to force convergence in google earth? so that it can be used with the ps2 emulator(pcsx2) "activating 3d in pcsx2 by renaming the .exe to GE" thanx and keep up^^
Uh.. I can't even imagine how to describe what kind of super hack this would be and I also don't see any connection between google earth and pcsx2.
But pcsx2 is open source, so we can enable any stereovision we want as long as DirectX is used. I'll take a look at it.
Update: I have now activated stereo mode in pcsx2 in 720p by patching the device handling code in GSdx plugin, but there's no W depth info in all the shaders. If someone could fix the shaders in PCSX2\plugins\GSdx\res\*.fx, we could have stereovision.
Uh.. I can't even imagine how to describe what kind of super hack this would be and I also don't see any connection between google earth and pcsx2.
But pcsx2 is open source, so we can enable any stereovision we want as long as DirectX is used. I'll take a look at it.
Update: I have now activated stereo mode in pcsx2 in 720p by patching the device handling code in GSdx plugin, but there's no W depth info in all the shaders. If someone could fix the shaders in PCSX2\plugins\GSdx\res\*.fx, we could have stereovision.
[quote name='Chiri' date='09 May 2012 - 01:55 PM' timestamp='1336568122' post='1405998']
Uh.. I can't even imagine how to describe what kind of super hack this would be and I also don't see any connection between google earth and pcsx2.
But pcsx2 is open source, so we can enable any stereovision we want as long as DirectX is used. I'll take a look at it.
Update: I have now activated stereo mode in pcsx2 in 720p by patching the device handling code in GSdx plugin, but there's no W depth info in all the shaders. If someone could fix the shaders in PCSX2\plugins\GSdx\res\*.fx, we could have stereovision.
[/quote]
thanx man for your quick replay ^^
i mentioned google earth coz its an application that run in windowed stereovision and by naming the pcsx2.exe to googleearth.exe 3d vision driver activates the stereovision in the emulator but since google earth has a blocked convergence it is blocked as well in pcsx2, and i have tested alot of names of games that run in windowed mode like wow.exe but it didn't even activated the 3d .
but my friend i realy appreciate your effort and your attention cause its been a long time that im asking for help to fix this but no one replys to me .sorry for my poor english and thanx again^^
[quote name='Chiri' date='09 May 2012 - 01:55 PM' timestamp='1336568122' post='1405998']
Uh.. I can't even imagine how to describe what kind of super hack this would be and I also don't see any connection between google earth and pcsx2.
But pcsx2 is open source, so we can enable any stereovision we want as long as DirectX is used. I'll take a look at it.
Update: I have now activated stereo mode in pcsx2 in 720p by patching the device handling code in GSdx plugin, but there's no W depth info in all the shaders. If someone could fix the shaders in PCSX2\plugins\GSdx\res\*.fx, we could have stereovision.
thanx man for your quick replay ^^
i mentioned google earth coz its an application that run in windowed stereovision and by naming the pcsx2.exe to googleearth.exe 3d vision driver activates the stereovision in the emulator but since google earth has a blocked convergence it is blocked as well in pcsx2, and i have tested alot of names of games that run in windowed mode like wow.exe but it didn't even activated the 3d .
but my friend i realy appreciate your effort and your attention cause its been a long time that im asking for help to fix this but no one replys to me .sorry for my poor english and thanx again^^
@ukyo31
Could you create a new topic for pcsx2 please? I will then post my patches and the GSdx plugin there and then somebody might see it and could contribute some shader patches.
[quote name='Xerion404' date='17 November 2011 - 09:49 PM' timestamp='1321566567' post='1328478']
Wait... Andrew, could you please explain the 23 value of StereoTextureEnable? It used to be just an on/off toggle on the legacy stereodrivers afaik. Actually can't you give us a list with every option we can set in the registry and the possible values plus explanation? Would be fun to try and make our own profiles, and if they work it might save you some work /wink.gif' class='bbc_emoticon' alt=';)' />
[/quote]
Is anyone from NVidia reading this forum at all? We don't receive any feedback lately concerning 3DVision Live or technical questions at all.
Here's what I figured out so far: It's a bit flag array with the following functions
bit 0 : [ET] = Stereoize render target textures which are of size or exceeding the size of the backbuffer (and are not square).
bit 1 : [ESMT] = Stereoize all non square render target textures smaller then backbuffer.
bit 2 : [ESQT] = Stereoize sqare render target textures.
bit 3 : [DBBST] = ???
bit 4 : [DBBS] = ???
If we would know all the details, there's a chance to enable a bunch more games. Anybody knows more about this registry entry?
Update: I took a look into the driver and found also the following sttings
Could you create a new topic for pcsx2 please? I will then post my patches and the GSdx plugin there and then somebody might see it and could contribute some shader patches.
[quote name='Xerion404' date='17 November 2011 - 09:49 PM' timestamp='1321566567' post='1328478']
Wait... Andrew, could you please explain the 23 value of StereoTextureEnable? It used to be just an on/off toggle on the legacy stereodrivers afaik. Actually can't you give us a list with every option we can set in the registry and the possible values plus explanation? Would be fun to try and make our own profiles, and if they work it might save you some work /wink.gif' class='bbc_emoticon' alt=';)' />
Is anyone from NVidia reading this forum at all? We don't receive any feedback lately concerning 3DVision Live or technical questions at all.
Here's what I figured out so far: It's a bit flag array with the following functions
bit 0 : [ET] = Stereoize render target textures which are of size or exceeding the size of the backbuffer (and are not square).
bit 1 : [ESMT] = Stereoize all non square render target textures smaller then backbuffer.
bit 2 : [ESQT] = Stereoize sqare render target textures.
bit 3 : [DBBST] = ???
bit 4 : [DBBS] = ???
If we would know all the details, there's a chance to enable a bunch more games. Anybody knows more about this registry entry?
Update: I took a look into the driver and found also the following sttings
[quote name='Chiri' date='11 May 2012 - 11:06 AM' timestamp='1336730783' post='1406912']
@ukyo31
Could you create a new topic for pcsx2 please? I will then post my patches and the GSdx plugin there and then somebody might see it and could contribute some shader patches.
Is anyone from NVidia reading this forum at all? We don't receive any feedback lately concerning 3DVision Live or technical questions at all.
Here's what I figured out so far: It's a bit flag array with the following functions
bit 0 : [ET] = Stereoize render target textures which are of size or exceeding the size of the backbuffer (and are not square).
bit 1 : [ESMT] = Stereoize all non square render target textures smaller then backbuffer.
bit 2 : [ESQT] = Stereoize sqare render target textures.
bit 3 : [DBBST] = ???
bit 4 : [DBBS] = ???
If we would know all the details, there's a chance to enable a bunch more games. Anybody knows more about this registry entry?
Update: I took a look into the driver and found also the following sttings
[quote name='Chiri' date='11 May 2012 - 11:06 AM' timestamp='1336730783' post='1406912']
@ukyo31
Could you create a new topic for pcsx2 please? I will then post my patches and the GSdx plugin there and then somebody might see it and could contribute some shader patches.
Is anyone from NVidia reading this forum at all? We don't receive any feedback lately concerning 3DVision Live or technical questions at all.
Here's what I figured out so far: It's a bit flag array with the following functions
bit 0 : [ET] = Stereoize render target textures which are of size or exceeding the size of the backbuffer (and are not square).
bit 1 : [ESMT] = Stereoize all non square render target textures smaller then backbuffer.
bit 2 : [ESQT] = Stereoize sqare render target textures.
bit 3 : [DBBST] = ???
bit 4 : [DBBS] = ???
If we would know all the details, there's a chance to enable a bunch more games. Anybody knows more about this registry entry?
Update: I took a look into the driver and found also the following sttings
[quote name='Chiri' date='15 April 2012 - 07:39 PM' timestamp='1334511545' post='1396709']I agree about the convergence problems during different scenes, requiring different, fine tuned convergence settings. [/quote]
thanks for your convergence unlocker!
i was wondering if you could make it so a user can define two convergence settings for the same value and a hot key to toggle between them?
[quote name='Chiri' date='15 April 2012 - 07:39 PM' timestamp='1334511545' post='1396709']I agree about the convergence problems during different scenes, requiring different, fine tuned convergence settings.
thanks for your convergence unlocker!
i was wondering if you could make it so a user can define two convergence settings for the same value and a hot key to toggle between them?
NVIDIA TITAN X (Pascal), Intel Core i7-6900K, Win 10 Pro,
ASUS ROG Rampage V Edition 10, G.Skill RipJaws V 4x 8GB DDR4-3200 CL14-14-14-34,
ASUS ROG Swift PG258Q, ASUS ROG Swift PG278Q, Acer Predator XB280HK, BenQ W710ST
[quote name='Kingping' date='11 May 2012 - 03:43 PM' timestamp='1336751013' post='1407053']
thanks for your convergence unlocker!
i was wondering if you could make it so a user can define two convergence settings for the same value and a hot key to toggle between them?
[/quote]
Glad to hear it's of use. Well, the source code is included in the attached rar and it should be easy to integrate this hot key behavior. I just don't have the time for it at the moment.
[quote name='Kingping' date='11 May 2012 - 03:43 PM' timestamp='1336751013' post='1407053']
thanks for your convergence unlocker!
i was wondering if you could make it so a user can define two convergence settings for the same value and a hot key to toggle between them?
Glad to hear it's of use. Well, the source code is included in the attached rar and it should be easy to integrate this hot key behavior. I just don't have the time for it at the moment.
[quote name='Chiri' date='11 May 2012 - 06:32 PM' timestamp='1336753935' post='1407075']
Glad to hear it's of use. Well, the source code is included in the attached rar and it should be easy to integrate this hot key behavior. I just don't have the time for it at the moment.
[/quote]
...this would be great if someone could do that ... :-)
[quote name='Chiri' date='11 May 2012 - 06:32 PM' timestamp='1336753935' post='1407075']
Glad to hear it's of use. Well, the source code is included in the attached rar and it should be easy to integrate this hot key behavior. I just don't have the time for it at the moment.
...this would be great if someone could do that ... :-)
@Chiri:
As we are already off topic - I would be really very interested in a convergence unlocker for Google Earth!!! The locked convergence in Google Earth is another example how S3D experience gets ruined by locked convergence especially when a value is fixed that doesn't make sense at all. Convergence in Google Earth is adjusted for the case that You extremly zoom into the map - something You usually won't do as the texture gets much too blurred then. On the other hand if You zoom out to distances You would choose in 99% of the time You only get extreme ghosting and almost no depth. So with the locked convergence settings the S3D support for Google Earth is completely useless /sad.gif' class='bbc_emoticon' alt=':sad:' /> Would be great if You could find a way to unlock it!
Update: Found a way to overcome the convergence lock by editing the profiles, see http://forums.nvidia.com/index.php?showtopic=226971&st=0&gopid=1413684&
As we are already off topic - I would be really very interested in a convergence unlocker for Google Earth!!! The locked convergence in Google Earth is another example how S3D experience gets ruined by locked convergence especially when a value is fixed that doesn't make sense at all. Convergence in Google Earth is adjusted for the case that You extremly zoom into the map - something You usually won't do as the texture gets much too blurred then. On the other hand if You zoom out to distances You would choose in 99% of the time You only get extreme ghosting and almost no depth. So with the locked convergence settings the S3D support for Google Earth is completely useless /sad.gif' class='bbc_emoticon' alt=':sad:' /> Would be great if You could find a way to unlock it!
Playing in DX9 mode of course as DX11 is completely ruined in S3D. But man, this game just oozes detail, and the gameplay is fun and engaging. Everyone talks about making an "adult" game these days, as in, mature subjects that are compelling and get you to think. They really nailed it in this game - I love the dialogue and the tediousness of investigating a crime scene. That's more enjoyable to me than constantly shooting everything that moves as in other action shooters. I've never played a Rockstar game before but this one was worth the purchase for sure.
Playing in DX9 mode of course as DX11 is completely ruined in S3D. But man, this game just oozes detail, and the gameplay is fun and engaging. Everyone talks about making an "adult" game these days, as in, mature subjects that are compelling and get you to think. They really nailed it in this game - I love the dialogue and the tediousness of investigating a crime scene. That's more enjoyable to me than constantly shooting everything that moves as in other action shooters. I've never played a Rockstar game before but this one was worth the purchase for sure.
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
Can someone create a new link to the Convergence fix, please? I'm unable to adjust convergence in-game, and would love to try this fix. Thank you.
[/quote]
Sorry, I was busy playing Wii games in stereovision. Just seen your message.
[quote name='gapper4' date='29 November 2011 - 06:39 PM' timestamp='1322591989' post='1334806']
I tried what you suggested and it worked. Thanks for the suggestion. I then downloaded the latest Beta drivers, the ones which rate the game as 3D Vision-Ready, and re-installed the game to see what happens. Everything works and I have to admit it looks pretty good in the game world but there are still serious convergence problems with the notebook, during interviews, cutscenes, etc. I wouldn't call it 3D Vision-ready. Good to excellent, maybe.
[/quote]
I agree about the convergence problems during different scenes, requiring different, fine tuned convergence settings. It's very annoying in notebook view etc.
That's the reason I made a new nvapi.dll with the following improvements:
1) No more dirty patching of a specific driver version DLL. The new nvapi.dll is a decorator(wrapper) to the original dll in the windows/system directory and should work with any driver version.
2) Not all convergence settings written by the game are ignored: The DLL reads a nvapi.ini file from the current directory which contains a convergence value mapping for conversion values which should be used to override the user set convergence value using hot keys.
Here is my nvapi.ini file for L.A. Noire:
[Logging]
Convergence=0
Separation=0
[ConvergenceMap]
Map1=from 3e99999a to 0.3
;Map2=from 3ffb4e53 to 2.0
Map2=from 3f800000 to 1.0
Map3=from 3f666666 to 0.9
The value 3ffb4e53 (= around 1.9) is the game setting for normal play settings. This is not mapped by the ini file (; = comment) and therefore overwritten with the user convergence file from hot-keys. The other entries map fixed game values like notebook view, title screen etc. which can be mapped to other values.
3) Logging of game value writes: If you set Convergence=1 in the ini file, all writes to convergence value from the game are logged into a text file. This allows you to find the values to set in [ConvergenceMap].
Note: I just dirty coded the DLL in a few minutes and only tested it for 5min in L.A.Noire. I might missing values for cut-scenes etc.
Can someone create a new link to the Convergence fix, please? I'm unable to adjust convergence in-game, and would love to try this fix. Thank you.
Sorry, I was busy playing Wii games in stereovision. Just seen your message.
[quote name='gapper4' date='29 November 2011 - 06:39 PM' timestamp='1322591989' post='1334806']
I tried what you suggested and it worked. Thanks for the suggestion. I then downloaded the latest Beta drivers, the ones which rate the game as 3D Vision-Ready, and re-installed the game to see what happens. Everything works and I have to admit it looks pretty good in the game world but there are still serious convergence problems with the notebook, during interviews, cutscenes, etc. I wouldn't call it 3D Vision-ready. Good to excellent, maybe.
I agree about the convergence problems during different scenes, requiring different, fine tuned convergence settings. It's very annoying in notebook view etc.
That's the reason I made a new nvapi.dll with the following improvements:
1) No more dirty patching of a specific driver version DLL. The new nvapi.dll is a decorator(wrapper) to the original dll in the windows/system directory and should work with any driver version.
2) Not all convergence settings written by the game are ignored: The DLL reads a nvapi.ini file from the current directory which contains a convergence value mapping for conversion values which should be used to override the user set convergence value using hot keys.
Here is my nvapi.ini file for L.A. Noire:
[Logging]
Convergence=0
Separation=0
[ConvergenceMap]
Map1=from 3e99999a to 0.3
;Map2=from 3ffb4e53 to 2.0
Map2=from 3f800000 to 1.0
Map3=from 3f666666 to 0.9
The value 3ffb4e53 (= around 1.9) is the game setting for normal play settings. This is not mapped by the ini file (; = comment) and therefore overwritten with the user convergence file from hot-keys. The other entries map fixed game values like notebook view, title screen etc. which can be mapped to other values.
3) Logging of game value writes: If you set Convergence=1 in the ini file, all writes to convergence value from the game are logged into a text file. This allows you to find the values to set in [ConvergenceMap].
Note: I just dirty coded the DLL in a few minutes and only tested it for 5min in L.A.Noire. I might missing values for cut-scenes etc.
Thank you in advance
Thank you in advance
First of all thank you for responding to my post before I did write :)
And a big thank you for this tip works perfectly and I was looking for a long time.
Does it works for other games?
First of all thank you for responding to my post before I did write :)
And a big thank you for this tip works perfectly and I was looking for a long time.
Does it works for other games?
i was wondering if your dll can be used to force convergence in google earth? so that it can be used with the ps2 emulator(pcsx2) "activating 3d in pcsx2 by renaming the .exe to GE" thanx and keep up^^
i was wondering if your dll can be used to force convergence in google earth? so that it can be used with the ps2 emulator(pcsx2) "activating 3d in pcsx2 by renaming the .exe to GE" thanx and keep up^^
But pcsx2 is open source, so we can enable any stereovision we want as long as DirectX is used. I'll take a look at it.
Update: I have now activated stereo mode in pcsx2 in 720p by patching the device handling code in GSdx plugin, but there's no W depth info in all the shaders. If someone could fix the shaders in PCSX2\plugins\GSdx\res\*.fx, we could have stereovision.
But pcsx2 is open source, so we can enable any stereovision we want as long as DirectX is used. I'll take a look at it.
Update: I have now activated stereo mode in pcsx2 in 720p by patching the device handling code in GSdx plugin, but there's no W depth info in all the shaders. If someone could fix the shaders in PCSX2\plugins\GSdx\res\*.fx, we could have stereovision.
Uh.. I can't even imagine how to describe what kind of super hack this would be and I also don't see any connection between google earth and pcsx2.
But pcsx2 is open source, so we can enable any stereovision we want as long as DirectX is used. I'll take a look at it.
Update: I have now activated stereo mode in pcsx2 in 720p by patching the device handling code in GSdx plugin, but there's no W depth info in all the shaders. If someone could fix the shaders in PCSX2\plugins\GSdx\res\*.fx, we could have stereovision.
[/quote]
thanx man for your quick replay ^^
i mentioned google earth coz its an application that run in windowed stereovision and by naming the pcsx2.exe to googleearth.exe 3d vision driver activates the stereovision in the emulator but since google earth has a blocked convergence it is blocked as well in pcsx2, and i have tested alot of names of games that run in windowed mode like wow.exe but it didn't even activated the 3d .
but my friend i realy appreciate your effort and your attention cause its been a long time that im asking for help to fix this but no one replys to me .sorry for my poor english and thanx again^^
Uh.. I can't even imagine how to describe what kind of super hack this would be and I also don't see any connection between google earth and pcsx2.
But pcsx2 is open source, so we can enable any stereovision we want as long as DirectX is used. I'll take a look at it.
Update: I have now activated stereo mode in pcsx2 in 720p by patching the device handling code in GSdx plugin, but there's no W depth info in all the shaders. If someone could fix the shaders in PCSX2\plugins\GSdx\res\*.fx, we could have stereovision.
thanx man for your quick replay ^^
i mentioned google earth coz its an application that run in windowed stereovision and by naming the pcsx2.exe to googleearth.exe 3d vision driver activates the stereovision in the emulator but since google earth has a blocked convergence it is blocked as well in pcsx2, and i have tested alot of names of games that run in windowed mode like wow.exe but it didn't even activated the 3d .
but my friend i realy appreciate your effort and your attention cause its been a long time that im asking for help to fix this but no one replys to me .sorry for my poor english and thanx again^^
Could you create a new topic for pcsx2 please? I will then post my patches and the GSdx plugin there and then somebody might see it and could contribute some shader patches.
[quote name='Xerion404' date='17 November 2011 - 09:49 PM' timestamp='1321566567' post='1328478']
Wait... Andrew, could you please explain the 23 value of StereoTextureEnable? It used to be just an on/off toggle on the legacy stereodrivers afaik. Actually can't you give us a list with every option we can set in the registry and the possible values plus explanation? Would be fun to try and make our own profiles, and if they work it might save you some work
[/quote]
Is anyone from NVidia reading this forum at all? We don't receive any feedback lately concerning 3DVision Live or technical questions at all.
Here's what I figured out so far: It's a bit flag array with the following functions
bit 0 : [ET] = Stereoize render target textures which are of size or exceeding the size of the backbuffer (and are not square).
bit 1 : [ESMT] = Stereoize all non square render target textures smaller then backbuffer.
bit 2 : [ESQT] = Stereoize sqare render target textures.
bit 3 : [DBBST] = ???
bit 4 : [DBBS] = ???
If we would know all the details, there's a chance to enable a bunch more games. Anybody knows more about this registry entry?
Update: I took a look into the driver and found also the following sttings
Shortcuts: LaserSightTrigger, WriteConfig, StereoUnsuggestSettings, ToggleStereoTextures, ToggleMemo, ToggleInGameLaserSight, ToggleLaserSight, ToggleFPSDisplay, ToggleAutoConvergence, ToggleAutoConvergenceRestore, StereoToggle, StereoSuggestSettings, StereoSeparationAdjustLess, StereoSeparationAdjustMore, RHWAtScreenMore, RHWAtScreenLess, SaveStereoImage, StereoList1, StereoList, LaserAdjustYPlus, LaserAdjustYMinus, LaserAdjustXPlus, LaserAdjustXMinus, GlassesDelayPlus, GlassesDelayMinus, GammaAdjustMore, GammaAdjustLess, CycleFrustumAdjust, DeleteConfig, CutoffStepMore, CutoffStepLess, CutoffFarDepthMore, CutoffFarDepthLess, CutoffNearDepthMore, CutoffNearDepthLess, StereoConvergenceAdjustMore, StereoConvergenceAdjustLess, RHWLessAtScreenMore, RHWLessAtScreenLess
Game settings: Zscr, Zinf, ZDirection, StereoTransformationType, StereoTextureEnable, StereoStrictLSCheck, StereoViewerType, StereoMode, SharpVPI, StereoSeparationStep, StereoSeparation, RightColorFilter1, RightColorFilter0, RightAnaglyphFilter, Rhwscr, RHWLessAtScreen, Rhwinf, RHWEqualAtScreen, RHWGreaterAtScreen, RHW2DDetectionMin, StereoResolution, PartialClearMode, StereoOSDEnable, StereoOrthoEnable, StereoNotSupported, NoLockSubstitute, StereoNoDepthOverride, StereoMsgVerticalOffset, MonitorSize, MixedTnL, StereoMemoEnabled, MaxVertexCount, LineCodeColor, LeftColorFilter1, LeftColorFilter0, LeftAnaglyphFilter, StereoLCDPatternType, LaserZAdjust, LaserYAdjust, LaserXAdjust, LaserSightProperty, LaserSightEnabled, LaserSightIndex, LaserSightFile, StereoAdjustEnable, AllowNonExclusiveStereo, AutoConvergence, StereoColorKey, CompareEyes, CompareFrom, StereoCompatibility, StereoConvergence, AutoConvergenceAdjustPace, StereoConvergenceMultiplier, StereoDefaultOn, StereoDisableAsync, DisableOnOutOfMemory, StereoDisableTnL, StereoEasyZCheck, StereoAdvancedHKConfig, EnablePartialStereoBlit, D3DOGL_EnableConsumerStereoSupport, FavorSZ, StereoFlywheelCycle, StereoFlywheelCycleState, StereoForceCPLViewerType, StereoForceVSync, FrustumAdjustMode, StereoFullHKConfig, StereoGamma, GlassesSwitchDelay, StereoImageType, SnapShotQuality, InterleavePattern0, InterleavePattern1, StereoIROutput, StereoPointer, LaserSight
Could you create a new topic for pcsx2 please? I will then post my patches and the GSdx plugin there and then somebody might see it and could contribute some shader patches.
[quote name='Xerion404' date='17 November 2011 - 09:49 PM' timestamp='1321566567' post='1328478']
Wait... Andrew, could you please explain the 23 value of StereoTextureEnable? It used to be just an on/off toggle on the legacy stereodrivers afaik. Actually can't you give us a list with every option we can set in the registry and the possible values plus explanation? Would be fun to try and make our own profiles, and if they work it might save you some work
Is anyone from NVidia reading this forum at all? We don't receive any feedback lately concerning 3DVision Live or technical questions at all.
Here's what I figured out so far: It's a bit flag array with the following functions
bit 0 : [ET] = Stereoize render target textures which are of size or exceeding the size of the backbuffer (and are not square).
bit 1 : [ESMT] = Stereoize all non square render target textures smaller then backbuffer.
bit 2 : [ESQT] = Stereoize sqare render target textures.
bit 3 : [DBBST] = ???
bit 4 : [DBBS] = ???
If we would know all the details, there's a chance to enable a bunch more games. Anybody knows more about this registry entry?
Update: I took a look into the driver and found also the following sttings
Shortcuts: LaserSightTrigger, WriteConfig, StereoUnsuggestSettings, ToggleStereoTextures, ToggleMemo, ToggleInGameLaserSight, ToggleLaserSight, ToggleFPSDisplay, ToggleAutoConvergence, ToggleAutoConvergenceRestore, StereoToggle, StereoSuggestSettings, StereoSeparationAdjustLess, StereoSeparationAdjustMore, RHWAtScreenMore, RHWAtScreenLess, SaveStereoImage, StereoList1, StereoList, LaserAdjustYPlus, LaserAdjustYMinus, LaserAdjustXPlus, LaserAdjustXMinus, GlassesDelayPlus, GlassesDelayMinus, GammaAdjustMore, GammaAdjustLess, CycleFrustumAdjust, DeleteConfig, CutoffStepMore, CutoffStepLess, CutoffFarDepthMore, CutoffFarDepthLess, CutoffNearDepthMore, CutoffNearDepthLess, StereoConvergenceAdjustMore, StereoConvergenceAdjustLess, RHWLessAtScreenMore, RHWLessAtScreenLess
Game settings: Zscr, Zinf, ZDirection, StereoTransformationType, StereoTextureEnable, StereoStrictLSCheck, StereoViewerType, StereoMode, SharpVPI, StereoSeparationStep, StereoSeparation, RightColorFilter1, RightColorFilter0, RightAnaglyphFilter, Rhwscr, RHWLessAtScreen, Rhwinf, RHWEqualAtScreen, RHWGreaterAtScreen, RHW2DDetectionMin, StereoResolution, PartialClearMode, StereoOSDEnable, StereoOrthoEnable, StereoNotSupported, NoLockSubstitute, StereoNoDepthOverride, StereoMsgVerticalOffset, MonitorSize, MixedTnL, StereoMemoEnabled, MaxVertexCount, LineCodeColor, LeftColorFilter1, LeftColorFilter0, LeftAnaglyphFilter, StereoLCDPatternType, LaserZAdjust, LaserYAdjust, LaserXAdjust, LaserSightProperty, LaserSightEnabled, LaserSightIndex, LaserSightFile, StereoAdjustEnable, AllowNonExclusiveStereo, AutoConvergence, StereoColorKey, CompareEyes, CompareFrom, StereoCompatibility, StereoConvergence, AutoConvergenceAdjustPace, StereoConvergenceMultiplier, StereoDefaultOn, StereoDisableAsync, DisableOnOutOfMemory, StereoDisableTnL, StereoEasyZCheck, StereoAdvancedHKConfig, EnablePartialStereoBlit, D3DOGL_EnableConsumerStereoSupport, FavorSZ, StereoFlywheelCycle, StereoFlywheelCycleState, StereoForceCPLViewerType, StereoForceVSync, FrustumAdjustMode, StereoFullHKConfig, StereoGamma, GlassesSwitchDelay, StereoImageType, SnapShotQuality, InterleavePattern0, InterleavePattern1, StereoIROutput, StereoPointer, LaserSight
@ukyo31
Could you create a new topic for pcsx2 please? I will then post my patches and the GSdx plugin there and then somebody might see it and could contribute some shader patches.
Is anyone from NVidia reading this forum at all? We don't receive any feedback lately concerning 3DVision Live or technical questions at all.
Here's what I figured out so far: It's a bit flag array with the following functions
bit 0 : [ET] = Stereoize render target textures which are of size or exceeding the size of the backbuffer (and are not square).
bit 1 : [ESMT] = Stereoize all non square render target textures smaller then backbuffer.
bit 2 : [ESQT] = Stereoize sqare render target textures.
bit 3 : [DBBST] = ???
bit 4 : [DBBS] = ???
If we would know all the details, there's a chance to enable a bunch more games. Anybody knows more about this registry entry?
Update: I took a look into the driver and found also the following sttings
Shortcuts: LaserSightTrigger, WriteConfig, StereoUnsuggestSettings, ToggleStereoTextures, ToggleMemo, ToggleInGameLaserSight, ToggleLaserSight, ToggleFPSDisplay, ToggleAutoConvergence, ToggleAutoConvergenceRestore, StereoToggle, StereoSuggestSettings, StereoSeparationAdjustLess, StereoSeparationAdjustMore, RHWAtScreenMore, RHWAtScreenLess, SaveStereoImage, StereoList1, StereoList, LaserAdjustYPlus, LaserAdjustYMinus, LaserAdjustXPlus, LaserAdjustXMinus, GlassesDelayPlus, GlassesDelayMinus, GammaAdjustMore, GammaAdjustLess, CycleFrustumAdjust, DeleteConfig, CutoffStepMore, CutoffStepLess, CutoffFarDepthMore, CutoffFarDepthLess, CutoffNearDepthMore, CutoffNearDepthLess, StereoConvergenceAdjustMore, StereoConvergenceAdjustLess, RHWLessAtScreenMore, RHWLessAtScreenLess
Game settings: Zscr, Zinf, ZDirection, StereoTransformationType, StereoTextureEnable, StereoStrictLSCheck, StereoViewerType, StereoMode, SharpVPI, StereoSeparationStep, StereoSeparation, RightColorFilter1, RightColorFilter0, RightAnaglyphFilter, Rhwscr, RHWLessAtScreen, Rhwinf, RHWEqualAtScreen, RHWGreaterAtScreen, RHW2DDetectionMin, StereoResolution, PartialClearMode, StereoOSDEnable, StereoOrthoEnable, StereoNotSupported, NoLockSubstitute, StereoNoDepthOverride, StereoMsgVerticalOffset, MonitorSize, MixedTnL, StereoMemoEnabled, MaxVertexCount, LineCodeColor, LeftColorFilter1, LeftColorFilter0, LeftAnaglyphFilter, StereoLCDPatternType, LaserZAdjust, LaserYAdjust, LaserXAdjust, LaserSightProperty, LaserSightEnabled, LaserSightIndex, LaserSightFile, StereoAdjustEnable, AllowNonExclusiveStereo, AutoConvergence, StereoColorKey, CompareEyes, CompareFrom, StereoCompatibility, StereoConvergence, AutoConvergenceAdjustPace, StereoConvergenceMultiplier, StereoDefaultOn, StereoDisableAsync, DisableOnOutOfMemory, StereoDisableTnL, StereoEasyZCheck, StereoAdvancedHKConfig, EnablePartialStereoBlit, D3DOGL_EnableConsumerStereoSupport, FavorSZ, StereoFlywheelCycle, StereoFlywheelCycleState, StereoForceCPLViewerType, StereoForceVSync, FrustumAdjustMode, StereoFullHKConfig, StereoGamma, GlassesSwitchDelay, StereoImageType, SnapShotQuality, InterleavePattern0, InterleavePattern1, StereoIROutput, StereoPointer, LaserSight
[/quote]
pcsx2 topic :http://forums.nvidia.com/index.php?showtopic=229190
@ukyo31
Could you create a new topic for pcsx2 please? I will then post my patches and the GSdx plugin there and then somebody might see it and could contribute some shader patches.
Is anyone from NVidia reading this forum at all? We don't receive any feedback lately concerning 3DVision Live or technical questions at all.
Here's what I figured out so far: It's a bit flag array with the following functions
bit 0 : [ET] = Stereoize render target textures which are of size or exceeding the size of the backbuffer (and are not square).
bit 1 : [ESMT] = Stereoize all non square render target textures smaller then backbuffer.
bit 2 : [ESQT] = Stereoize sqare render target textures.
bit 3 : [DBBST] = ???
bit 4 : [DBBS] = ???
If we would know all the details, there's a chance to enable a bunch more games. Anybody knows more about this registry entry?
Update: I took a look into the driver and found also the following sttings
Shortcuts: LaserSightTrigger, WriteConfig, StereoUnsuggestSettings, ToggleStereoTextures, ToggleMemo, ToggleInGameLaserSight, ToggleLaserSight, ToggleFPSDisplay, ToggleAutoConvergence, ToggleAutoConvergenceRestore, StereoToggle, StereoSuggestSettings, StereoSeparationAdjustLess, StereoSeparationAdjustMore, RHWAtScreenMore, RHWAtScreenLess, SaveStereoImage, StereoList1, StereoList, LaserAdjustYPlus, LaserAdjustYMinus, LaserAdjustXPlus, LaserAdjustXMinus, GlassesDelayPlus, GlassesDelayMinus, GammaAdjustMore, GammaAdjustLess, CycleFrustumAdjust, DeleteConfig, CutoffStepMore, CutoffStepLess, CutoffFarDepthMore, CutoffFarDepthLess, CutoffNearDepthMore, CutoffNearDepthLess, StereoConvergenceAdjustMore, StereoConvergenceAdjustLess, RHWLessAtScreenMore, RHWLessAtScreenLess
Game settings: Zscr, Zinf, ZDirection, StereoTransformationType, StereoTextureEnable, StereoStrictLSCheck, StereoViewerType, StereoMode, SharpVPI, StereoSeparationStep, StereoSeparation, RightColorFilter1, RightColorFilter0, RightAnaglyphFilter, Rhwscr, RHWLessAtScreen, Rhwinf, RHWEqualAtScreen, RHWGreaterAtScreen, RHW2DDetectionMin, StereoResolution, PartialClearMode, StereoOSDEnable, StereoOrthoEnable, StereoNotSupported, NoLockSubstitute, StereoNoDepthOverride, StereoMsgVerticalOffset, MonitorSize, MixedTnL, StereoMemoEnabled, MaxVertexCount, LineCodeColor, LeftColorFilter1, LeftColorFilter0, LeftAnaglyphFilter, StereoLCDPatternType, LaserZAdjust, LaserYAdjust, LaserXAdjust, LaserSightProperty, LaserSightEnabled, LaserSightIndex, LaserSightFile, StereoAdjustEnable, AllowNonExclusiveStereo, AutoConvergence, StereoColorKey, CompareEyes, CompareFrom, StereoCompatibility, StereoConvergence, AutoConvergenceAdjustPace, StereoConvergenceMultiplier, StereoDefaultOn, StereoDisableAsync, DisableOnOutOfMemory, StereoDisableTnL, StereoEasyZCheck, StereoAdvancedHKConfig, EnablePartialStereoBlit, D3DOGL_EnableConsumerStereoSupport, FavorSZ, StereoFlywheelCycle, StereoFlywheelCycleState, StereoForceCPLViewerType, StereoForceVSync, FrustumAdjustMode, StereoFullHKConfig, StereoGamma, GlassesSwitchDelay, StereoImageType, SnapShotQuality, InterleavePattern0, InterleavePattern1, StereoIROutput, StereoPointer, LaserSight
pcsx2 topic :http://forums.nvidia.com/index.php?showtopic=229190
thanks for your convergence unlocker!
i was wondering if you could make it so a user can define two convergence settings for the same value and a hot key to toggle between them?
thanks for your convergence unlocker!
i was wondering if you could make it so a user can define two convergence settings for the same value and a hot key to toggle between them?
NVIDIA TITAN X (Pascal), Intel Core i7-6900K, Win 10 Pro,
ASUS ROG Rampage V Edition 10, G.Skill RipJaws V 4x 8GB DDR4-3200 CL14-14-14-34,
ASUS ROG Swift PG258Q, ASUS ROG Swift PG278Q, Acer Predator XB280HK, BenQ W710ST
thanks for your convergence unlocker!
i was wondering if you could make it so a user can define two convergence settings for the same value and a hot key to toggle between them?
[/quote]
Glad to hear it's of use. Well, the source code is included in the attached rar and it should be easy to integrate this hot key behavior. I just don't have the time for it at the moment.
thanks for your convergence unlocker!
i was wondering if you could make it so a user can define two convergence settings for the same value and a hot key to toggle between them?
Glad to hear it's of use. Well, the source code is included in the attached rar and it should be easy to integrate this hot key behavior. I just don't have the time for it at the moment.
Glad to hear it's of use. Well, the source code is included in the attached rar and it should be easy to integrate this hot key behavior. I just don't have the time for it at the moment.
[/quote]
...this would be great if someone could do that ... :-)
cheers
steps
PS: thanks for the convergence tool ,by the way
Glad to hear it's of use. Well, the source code is included in the attached rar and it should be easy to integrate this hot key behavior. I just don't have the time for it at the moment.
...this would be great if someone could do that ... :-)
cheers
steps
PS: thanks for the convergence tool ,by the way
Windows 10 64bit, AMD Ryzen 5 1600X, Nvidia GTX 780
Acer HN274H and Acer H5360
http://phereo.com/stepsbarto
As we are already off topic - I would be really very interested in a convergence unlocker for Google Earth!!! The locked convergence in Google Earth is another example how S3D experience gets ruined by locked convergence especially when a value is fixed that doesn't make sense at all. Convergence in Google Earth is adjusted for the case that You extremly zoom into the map - something You usually won't do as the texture gets much too blurred then. On the other hand if You zoom out to distances You would choose in 99% of the time You only get extreme ghosting and almost no depth. So with the locked convergence settings the S3D support for Google Earth is completely useless
Update: Found a way to overcome the convergence lock by editing the profiles, see http://forums.nvidia.com/index.php?showtopic=226971&st=0&gopid=1413684&
As we are already off topic - I would be really very interested in a convergence unlocker for Google Earth!!! The locked convergence in Google Earth is another example how S3D experience gets ruined by locked convergence especially when a value is fixed that doesn't make sense at all. Convergence in Google Earth is adjusted for the case that You extremly zoom into the map - something You usually won't do as the texture gets much too blurred then. On the other hand if You zoom out to distances You would choose in 99% of the time You only get extreme ghosting and almost no depth. So with the locked convergence settings the S3D support for Google Earth is completely useless
Update: Found a way to overcome the convergence lock by editing the profiles, see http://forums.nvidia.com/index.php?showtopic=226971&st=0&gopid=1413684&
My original display name is 3d4dd - for some reason Nvidia changed it..?!