[quote="costiq"][quote="TURDxSANDWICH"]Hmmm, i feel like i missed something. SBS is available in 3DMigoto now?!?! That's awesome!
Does it work in windowed mode? Meaning, would I be able to see both the left and right sides on my desktop monitor? Or does it only output directly to the TV/monitor that supports a SBS feed?
Mostly, I'm curious if I can use this with GearVR and TrinusVR using my galaxy note 5.[/quote]
Yes!!! :)
Just played FCP on my Note4 with GearVR and TrinusVR and it works!
[/quote]
This is huge! Thanks so much for the reply. I think i know what my plans are for the foreseeable future!
And of course, a huge thank you to the wizards around here that made this possible!
TURDxSANDWICH said:Hmmm, i feel like i missed something. SBS is available in 3DMigoto now?!?! That's awesome!
Does it work in windowed mode? Meaning, would I be able to see both the left and right sides on my desktop monitor? Or does it only output directly to the TV/monitor that supports a SBS feed?
Mostly, I'm curious if I can use this with GearVR and TrinusVR using my galaxy note 5.
Yes!!! :)
Just played FCP on my Note4 with GearVR and TrinusVR and it works!
This is huge! Thanks so much for the reply. I think i know what my plans are for the foreseeable future!
And of course, a huge thank you to the wizards around here that made this possible!
3D Vision Surround | Driver 359.00 | Windows 7
GTX 980 SLI | i7 3770K @ 4.2 GHz | 16 GB RAM
3x ASUS VG248QE w/ G-SYNC
[quote="DarkStarSword"]Well this is just plain awesome :)[/quote]
Yupp;) Now we just need a custom shader for the distort effect the lens produces and we are VR ready (relying on 3D Vision Automatic underneath ^_^)
BUT!!! What is MORE IMPORTANT!!! Is that it seems 3D Vision Automatic heuristics WORK under VR;)
Which also means I can add this to my wrapper as well as it outputs SBS by default - rest is up to the 3D Vision driver to use those images via the STEREO HEADER.
Will be interesting to see at 90 FPS how bad rendering sequential frames is;)(I bet no one will even notice...lol... we are talking 90FPS in 3D and 180 in 2D - if the ENGINE IS NOT LOCKED at 60 -_-)
Worst case scenario I can look into making a FAKE 3D from the depth buffer (so I can render same frame twice) but...well... not a fan of that:(
In any case FREAKING AWESOME!
DarkStarSword said:Well this is just plain awesome :)
Yupp;) Now we just need a custom shader for the distort effect the lens produces and we are VR ready (relying on 3D Vision Automatic underneath ^_^)
BUT!!! What is MORE IMPORTANT!!! Is that it seems 3D Vision Automatic heuristics WORK under VR;)
Which also means I can add this to my wrapper as well as it outputs SBS by default - rest is up to the 3D Vision driver to use those images via the STEREO HEADER.
Will be interesting to see at 90 FPS how bad rendering sequential frames is;)(I bet no one will even notice...lol... we are talking 90FPS in 3D and 180 in 2D - if the ENGINE IS NOT LOCKED at 60 -_-)
Worst case scenario I can look into making a FAKE 3D from the depth buffer (so I can render same frame twice) but...well... not a fan of that:(
In any case FREAKING AWESOME!
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
[quote="D-Man11"]Is the VorpX game list a copy and paste from the Helixmodblog?
http://www.vorpx.com/supported-games/
Doesn't vorpX need side by side to work?[/quote]
Was wondering that myself actually... If it is... I can't see him giving credits to the people responsible for the fixes and what is more he CHARGES MONEY for his software + PROFILES/FIXES. If this is the case...well... then IT IS REALLY BAD... (and we should go Medieval on his ass...lol &_&)
Was wondering that myself actually... If it is... I can't see him giving credits to the people responsible for the fixes and what is more he CHARGES MONEY for his software + PROFILES/FIXES. If this is the case...well... then IT IS REALLY BAD... (and we should go Medieval on his ass...lol &_&)
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
@TURDxSANDWICH
TrinusVR and 3Dmigoto (SBS mode) works together.....was the second thing i test when DSS release the SBS/TB mode option in 3Dmigoto.
SBS and TB mode works in windows mode, so TrinusVR can display a SBS image in the phone with the distortion needed.
I test with Dying Light, crank up the FOV to the max option. If you want the same depth sense in VR than in 3Dvision you have to increase convergence a lot (in Dying light i play with 1.3, and that is high.....and with TrinusVR i use 3.6)
The bad things of TrinusVR is they still need to improve the USB connection...i have stutter in the phone, but of course not in the 3DTV. The Headtracking works very well.
TrinusVR and 3Dmigoto (SBS mode) works together.....was the second thing i test when DSS release the SBS/TB mode option in 3Dmigoto.
SBS and TB mode works in windows mode, so TrinusVR can display a SBS image in the phone with the distortion needed.
I test with Dying Light, crank up the FOV to the max option. If you want the same depth sense in VR than in 3Dvision you have to increase convergence a lot (in Dying light i play with 1.3, and that is high.....and with TrinusVR i use 3.6)
The bad things of TrinusVR is they still need to improve the USB connection...i have stutter in the phone, but of course not in the 3DTV. The Headtracking works very well.
[quote="helifax"]
Yupp;) Now we just need a custom shader for the distort effect the lens produces and we are VR ready (relying on 3D Vision Automatic underneath ^_^)[/quote]
Not necessarily, VorpX is pretty feature rich and adds a lot more than just the needed warping
EdgePeek + ImageZoom
VR-Hotkeys
Gamepad Emulation
Head tracking for games without mouselook
Head and Neck’ – Headtracking
I'm still curious how VorpX is getting OpenGL games to work, specifically Star Wars Knights of the Old Republic. Maybe Disney patched in dx9 support?
helifax said:
Yupp;) Now we just need a custom shader for the distort effect the lens produces and we are VR ready (relying on 3D Vision Automatic underneath ^_^)
Not necessarily, VorpX is pretty feature rich and adds a lot more than just the needed warping
EdgePeek + ImageZoom
VR-Hotkeys
Gamepad Emulation
Head tracking for games without mouselook
Head and Neck’ – Headtracking
I'm still curious how VorpX is getting OpenGL games to work, specifically Star Wars Knights of the Old Republic. Maybe Disney patched in dx9 support?
No. They VorpX added opengl support recently. It might be Z-buffer only though.
Vorpx is amazing from what I been following as far as features. My only problem is its almost[like 95%] entirely Zbuffer focused.
-------------------------------
No his list is entirely his though the support on Geometry 3D on those titles is a bit iffy.
I don't want to turn this into a bashing thread of VorpX. Cause I am 100% VERY IMPRESSED with his Zbuffer support of 3D. I really don't see anyone doing a better job of it ever. It goes out of its way to make any game work in some form of 3D.
No. They VorpX added opengl support recently. It might be Z-buffer only though.
Vorpx is amazing from what I been following as far as features. My only problem is its almost[like 95%] entirely Zbuffer focused.
-------------------------------
No his list is entirely his though the support on Geometry 3D on those titles is a bit iffy.
I don't want to turn this into a bashing thread of VorpX. Cause I am 100% VERY IMPRESSED with his Zbuffer support of 3D. I really don't see anyone doing a better job of it ever. It goes out of its way to make any game work in some form of 3D.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
TY, that explains it. I was looking through their forums and the only thing I could find was a thread for Quake. In order to use Quake with VorpX, they were using a fan made dx9 mod.
That's the only reason I was questioning VorpX was all of the OpenGL games, it made zero sense since TriDef and iz3D never supported them. Nvidia supported them but only with legacy drivers.
But I do know that a few could be force to display stereo via configuration files or the wrapper from helifax.
I would not have mentioned it if VorpX had OpenGLL listed as supported/limited support or something. He only lists directX.
Honest mistake, sorry.
TY, that explains it. I was looking through their forums and the only thing I could find was a thread for Quake. In order to use Quake with VorpX, they were using a fan made dx9 mod.
That's the only reason I was questioning VorpX was all of the OpenGL games, it made zero sense since TriDef and iz3D never supported them. Nvidia supported them but only with legacy drivers.
But I do know that a few could be force to display stereo via configuration files or the wrapper from helifax.
I would not have mentioned it if VorpX had OpenGLL listed as supported/limited support or something. He only lists directX.
[quote="D-Man11"]
I'm still curious how VorpX is getting OpenGL games to work, specifically Star Wars Knights of the Old Republic. Maybe Disney patched in dx9 support?[/quote]
No, it just uses the "Legacy" Mode that I have in the wrapper and that works and stereorizes by default;) It was easier like that before;) Plus, that is an old game and the today hardware can push the FPS in that game in the hundreds;)) Did you see any eye-lag or problems in my fix? Nope cause it can constantly render 60 FPS per eye;)
What I am more interested if they managed to duplicate the frame-calls but I expect they didn't, although...being an older OpenGL game with simplistic OpenGL it might be possible;) I already have the code for this but it only works when I am using one framebuffer.... Adding more framebuffers and renderbuffers...things get extremely complicated extremely fast! I've already sank around 200 hours in this without any real palpable result, but it can be done...if you have the time and resources to do it;)
The easiest way to do it would be from the driver though...If only I could tell the GPU to reschedule the last frame and draw it again;)) then it would be piece of cake lol...but no such mechanism exists (that I am aware of..)... So.. yeah frame sequential ^_^
But back on topic, I don't think it has OpenGL support although I remember reading they plan to add OpenGL 2.0 support (everything after gets tons more complicated...so no wonder;)) )
D-Man11 said:
I'm still curious how VorpX is getting OpenGL games to work, specifically Star Wars Knights of the Old Republic. Maybe Disney patched in dx9 support?
No, it just uses the "Legacy" Mode that I have in the wrapper and that works and stereorizes by default;) It was easier like that before;) Plus, that is an old game and the today hardware can push the FPS in that game in the hundreds;)) Did you see any eye-lag or problems in my fix? Nope cause it can constantly render 60 FPS per eye;)
What I am more interested if they managed to duplicate the frame-calls but I expect they didn't, although...being an older OpenGL game with simplistic OpenGL it might be possible;) I already have the code for this but it only works when I am using one framebuffer.... Adding more framebuffers and renderbuffers...things get extremely complicated extremely fast! I've already sank around 200 hours in this without any real palpable result, but it can be done...if you have the time and resources to do it;)
The easiest way to do it would be from the driver though...If only I could tell the GPU to reschedule the last frame and draw it again;)) then it would be piece of cake lol...but no such mechanism exists (that I am aware of..)... So.. yeah frame sequential ^_^
But back on topic, I don't think it has OpenGL support although I remember reading they plan to add OpenGL 2.0 support (everything after gets tons more complicated...so no wonder;)) )
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
I found a video of a guy playing Prey 9idtech 4 engine) on the Rift using VorpX. In his comments, he lists his configuration settings. When he starts out he's in cinema mode so that he can navigate the menu after that he switches to geometry.
https://www.youtube.com/watch?v=gy1OyCw1WBA
But your right helifax, VorpX only officially supports older OpenGL games that I can see by what's on it's list.
I found a video of a guy playing Prey 9idtech 4 engine) on the Rift using VorpX. In his comments, he lists his configuration settings. When he starts out he's in cinema mode so that he can navigate the menu after that he switches to geometry.
But your right helifax, VorpX only officially supports older OpenGL games that I can see by what's on it's list.
"Basic OpenGL support
vorpX 0.9 let’s you experience classic OpenGL games ranging from the beginning of the PC gaming 3D era to about the time of the Quake 3 engine in VR with full Geometry 3D."
I saw a listing of it earlier. I was wrong about Z-buffer. The lastest games that are supported are Amnesia/ Pigs.
vorpX 0.9 let’s you experience classic OpenGL games ranging from the beginning of the PC gaming 3D era to about the time of the Quake 3 engine in VR with full Geometry 3D."
I saw a listing of it earlier. I was wrong about Z-buffer. The lastest games that are supported are Amnesia/ Pigs.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
[quote="eqzitara"]"Basic OpenGL support
vorpX 0.9 let’s you experience classic OpenGL games ranging from the beginning of the PC gaming 3D era to about the time of the Quake 3 engine in VR with full Geometry 3D."
I saw a listing of it earlier. I was wrong about Z-buffer. The lastest games that are supported are Amnesia/ Pigs.
[/quote]
Yupp... and they will probably be stuck there unfortunately:( Anything above that one...is a whole different world:( Although... Both Amnesia games use OpenGL above version 2.0 - I think is actually 3.0? which is with the full programmable pipeline...which means those 2 games aren't actually in Geometry 3D? Can't remember the engine from the top of my head :( )
vorpX 0.9 let’s you experience classic OpenGL games ranging from the beginning of the PC gaming 3D era to about the time of the Quake 3 engine in VR with full Geometry 3D."
I saw a listing of it earlier. I was wrong about Z-buffer. The lastest games that are supported are Amnesia/ Pigs.
Yupp... and they will probably be stuck there unfortunately:( Anything above that one...is a whole different world:( Although... Both Amnesia games use OpenGL above version 2.0 - I think is actually 3.0? which is with the full programmable pipeline...which means those 2 games aren't actually in Geometry 3D? Can't remember the engine from the top of my head :( )
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
Maybe but this is just one dude at the moment. Might change with actual release(s) of VR.
The featureset is pretty impressive from just one dude tbh.
Who knows right now there are like a couple of awesome Opengl a games a year.
Next year is a bit scary when it comes to DirectX's future. Microsoft is turning a lot of people off Direct X.
Maybe but this is just one dude at the moment. Might change with actual release(s) of VR.
The featureset is pretty impressive from just one dude tbh.
Who knows right now there are like a couple of awesome Opengl a games a year.
Next year is a bit scary when it comes to DirectX's future. Microsoft is turning a lot of people off Direct X.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
[quote="eqzitara"]Maybe but this is just one dude at the moment. Might change with actual release(s) of VR.
The featureset is pretty impressive from just one dude tbh.
Who knows right now there are like a couple of awesome Opengl a games a year.
Next year is a bit scary when it comes to DirectX's future. Microsoft is turning a lot of people off Direct X.[/quote]
I agree;) If he wants to implement the full OpenGL support, sing me up;)
Well OpenGL is cross platform....you phone has it, Linux has it, Android has it, Windows, Mac has it, Playstation 4 has it... DirectX except Windows and Xbone... nada...
Don't say that DX is bad...but well MS liked to keep it on a "leash" (like all it's products....)
eqzitara said:Maybe but this is just one dude at the moment. Might change with actual release(s) of VR.
The featureset is pretty impressive from just one dude tbh.
Who knows right now there are like a couple of awesome Opengl a games a year.
Next year is a bit scary when it comes to DirectX's future. Microsoft is turning a lot of people off Direct X.
I agree;) If he wants to implement the full OpenGL support, sing me up;)
Well OpenGL is cross platform....you phone has it, Linux has it, Android has it, Windows, Mac has it, Playstation 4 has it... DirectX except Windows and Xbone... nada...
Don't say that DX is bad...but well MS liked to keep it on a "leash" (like all it's products....)
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
Chatting to Hoopermation on youtube it seems that there are a couple of broken effects - he mentioned the reflections (which you can see in the video look really broken in a very strange way) and volumetric fog, and looking closely at the video it also looks like directional shadows are broken and I can't see any evidence that the crosshair adjustment is working (which might be related to the directional shadows since that's where I was copying the depth buffer from).
All of these should be working in the alpha 0.2 fix (regardless of separation, convergence or FOV), so either I've missed some shaders (discovering the GPU specific shaders in Arkham Knight got me worried about this possibility in other games), or something else in this setup is breaking them. The reflection fix uses the reverse stereo blit, so it's possible there might be an issue with it on the rift (but the SBS output mode also uses it, and that's clearly working).
If anyone in our community is able to try this I'd appreciate a report on any effects that work in 3D Vision but not on the rift, or are broken in both.
He mentioned he just edited an ini file to set the FOV.
Chatting to Hoopermation on youtube it seems that there are a couple of broken effects - he mentioned the reflections (which you can see in the video look really broken in a very strange way) and volumetric fog, and looking closely at the video it also looks like directional shadows are broken and I can't see any evidence that the crosshair adjustment is working (which might be related to the directional shadows since that's where I was copying the depth buffer from).
All of these should be working in the alpha 0.2 fix (regardless of separation, convergence or FOV), so either I've missed some shaders (discovering the GPU specific shaders in Arkham Knight got me worried about this possibility in other games), or something else in this setup is breaking them. The reflection fix uses the reverse stereo blit, so it's possible there might be an issue with it on the rift (but the SBS output mode also uses it, and that's clearly working).
If anyone in our community is able to try this I'd appreciate a report on any effects that work in 3D Vision but not on the rift, or are broken in both.
He mentioned he just edited an ini file to set the FOV.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
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Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
This is huge! Thanks so much for the reply. I think i know what my plans are for the foreseeable future!
And of course, a huge thank you to the wizards around here that made this possible!
3D Vision Surround | Driver 359.00 | Windows 7
GTX 980 SLI | i7 3770K @ 4.2 GHz | 16 GB RAM
3x ASUS VG248QE w/ G-SYNC
Yupp;) Now we just need a custom shader for the distort effect the lens produces and we are VR ready (relying on 3D Vision Automatic underneath ^_^)
BUT!!! What is MORE IMPORTANT!!! Is that it seems 3D Vision Automatic heuristics WORK under VR;)
Which also means I can add this to my wrapper as well as it outputs SBS by default - rest is up to the 3D Vision driver to use those images via the STEREO HEADER.
Will be interesting to see at 90 FPS how bad rendering sequential frames is;)(I bet no one will even notice...lol... we are talking 90FPS in 3D and 180 in 2D - if the ENGINE IS NOT LOCKED at 60 -_-)
Worst case scenario I can look into making a FAKE 3D from the depth buffer (so I can render same frame twice) but...well... not a fan of that:(
In any case FREAKING AWESOME!
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)
Was wondering that myself actually... If it is... I can't see him giving credits to the people responsible for the fixes and what is more he CHARGES MONEY for his software + PROFILES/FIXES. If this is the case...well... then IT IS REALLY BAD... (and we should go Medieval on his ass...lol &_&)
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)
TrinusVR and 3Dmigoto (SBS mode) works together.....was the second thing i test when DSS release the SBS/TB mode option in 3Dmigoto.
SBS and TB mode works in windows mode, so TrinusVR can display a SBS image in the phone with the distortion needed.
I test with Dying Light, crank up the FOV to the max option. If you want the same depth sense in VR than in 3Dvision you have to increase convergence a lot (in Dying light i play with 1.3, and that is high.....and with TrinusVR i use 3.6)
The bad things of TrinusVR is they still need to improve the USB connection...i have stutter in the phone, but of course not in the 3DTV. The Headtracking works very well.
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My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Not necessarily, VorpX is pretty feature rich and adds a lot more than just the needed warping
EdgePeek + ImageZoom
VR-Hotkeys
Gamepad Emulation
Head tracking for games without mouselook
Head and Neck’ – Headtracking
I'm still curious how VorpX is getting OpenGL games to work, specifically Star Wars Knights of the Old Republic. Maybe Disney patched in dx9 support?
Vorpx is amazing from what I been following as far as features. My only problem is its almost[like 95%] entirely Zbuffer focused.
-------------------------------
No his list is entirely his though the support on Geometry 3D on those titles is a bit iffy.
I don't want to turn this into a bashing thread of VorpX. Cause I am 100% VERY IMPRESSED with his Zbuffer support of 3D. I really don't see anyone doing a better job of it ever. It goes out of its way to make any game work in some form of 3D.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
That's the only reason I was questioning VorpX was all of the OpenGL games, it made zero sense since TriDef and iz3D never supported them. Nvidia supported them but only with legacy drivers.
But I do know that a few could be force to display stereo via configuration files or the wrapper from helifax.
I would not have mentioned it if VorpX had OpenGLL listed as supported/limited support or something. He only lists directX.
Honest mistake, sorry.
No, it just uses the "Legacy" Mode that I have in the wrapper and that works and stereorizes by default;) It was easier like that before;) Plus, that is an old game and the today hardware can push the FPS in that game in the hundreds;)) Did you see any eye-lag or problems in my fix? Nope cause it can constantly render 60 FPS per eye;)
What I am more interested if they managed to duplicate the frame-calls but I expect they didn't, although...being an older OpenGL game with simplistic OpenGL it might be possible;) I already have the code for this but it only works when I am using one framebuffer.... Adding more framebuffers and renderbuffers...things get extremely complicated extremely fast! I've already sank around 200 hours in this without any real palpable result, but it can be done...if you have the time and resources to do it;)
The easiest way to do it would be from the driver though...If only I could tell the GPU to reschedule the last frame and draw it again;)) then it would be piece of cake lol...but no such mechanism exists (that I am aware of..)... So.. yeah frame sequential ^_^
But back on topic, I don't think it has OpenGL support although I remember reading they plan to add OpenGL 2.0 support (everything after gets tons more complicated...so no wonder;)) )
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But your right helifax, VorpX only officially supports older OpenGL games that I can see by what's on it's list.
vorpX 0.9 let’s you experience classic OpenGL games ranging from the beginning of the PC gaming 3D era to about the time of the Quake 3 engine in VR with full Geometry 3D."
I saw a listing of it earlier. I was wrong about Z-buffer. The lastest games that are supported are Amnesia/ Pigs.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Yupp... and they will probably be stuck there unfortunately:( Anything above that one...is a whole different world:( Although... Both Amnesia games use OpenGL above version 2.0 - I think is actually 3.0? which is with the full programmable pipeline...which means those 2 games aren't actually in Geometry 3D? Can't remember the engine from the top of my head :( )
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)
The featureset is pretty impressive from just one dude tbh.
Who knows right now there are like a couple of awesome Opengl a games a year.
Next year is a bit scary when it comes to DirectX's future. Microsoft is turning a lot of people off Direct X.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
I agree;) If he wants to implement the full OpenGL support, sing me up;)
Well OpenGL is cross platform....you phone has it, Linux has it, Android has it, Windows, Mac has it, Playstation 4 has it... DirectX except Windows and Xbone... nada...
Don't say that DX is bad...but well MS liked to keep it on a "leash" (like all it's products....)
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)
All of these should be working in the alpha 0.2 fix (regardless of separation, convergence or FOV), so either I've missed some shaders (discovering the GPU specific shaders in Arkham Knight got me worried about this possibility in other games), or something else in this setup is breaking them. The reflection fix uses the reverse stereo blit, so it's possible there might be an issue with it on the rift (but the SBS output mode also uses it, and that's clearly working).
If anyone in our community is able to try this I'd appreciate a report on any effects that work in 3D Vision but not on the rift, or are broken in both.
He mentioned he just edited an ini file to set the FOV.
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