Maybe it will help :) This is on a single 27" monitor. (The tool currently doesn't take into account the monitor physical width, but I can add that into account, so the separation values match across every screen size)
So it also works for 24" monitors without changing anything?
can you take as a basis for other games whit monitor 24"?
Thanks Helifax
Maybe it will help :) This is on a single 27" monitor. (The tool currently doesn't take into account the monitor physical width, but I can add that into account, so the separation values match across every screen size)
So it also works for 24" monitors without changing anything?
can you take as a basis for other games whit monitor 24"?
Thanks Helifax
[quote="maurizioclaudio21"]Maybe it will help :) This is on a single 27" monitor. (The tool currently doesn't take into account the monitor physical width, but I can add that into account, so the separation values match across every screen size)
So it also works for 24" monitors without changing anything?
can you take as a basis for other games whit monitor 24"?
Thanks Helifax
[/quote]
It will work for any monitor size. I was talking about the profile that was tweaked for a 27" monitor size.
You can tweak the depth multiplier and the convergence a bit more if you want.
maurizioclaudio21 said:Maybe it will help :) This is on a single 27" monitor. (The tool currently doesn't take into account the monitor physical width, but I can add that into account, so the separation values match across every screen size)
So it also works for 24" monitors without changing anything?
can you take as a basis for other games whit monitor 24"?
Thanks Helifax
It will work for any monitor size. I was talking about the profile that was tweaked for a 27" monitor size.
You can tweak the depth multiplier and the convergence a bit more if you want.
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="Helifax"]For Metro: Exodus, this is the profile I am using and tweaked:
[code]
[General]
; MAKE SURE THERE ARE NO SPACES in this section between "=" and the value!
; Name of the Game EXE
GameExecutable="MetroExodus.exe"
; Auto start and Patch once the "GameExecutable" is found. (Delay: 10 seconds, to give time for the game to start and render.)
; Recommendation: Only set this to "true" WHEN you are happy with the shortcuts and the profile and you don't need to constantly re-load the ini file!
AutoStart=false
; Delay in Seconds between the game is started and it actually starts rendering.
; This must be updated with each game! (The Patching will fail, if we try to Patch too soon, as the driver is NOT loaded yet.)
; Hoewever it is still possible to manually enable it with "CTRL + SHIFT + T".
; A value of 0 will default to 10 seconds if "Autostart=true"
AutoStartDelay = 15
; Enable Nvidia 3D Vision Compatibility Mode Profile Update:
; False - don't update the Nvidia Profile. True - update the Nvidia Profile with the specified values.
; This will only happen when the "GameExecutable" is detected!
2DDEnableUpdates=true
; This value is also used in Nvidia 3D Vision Compatibility Mode. Most of the times a value of "0x00000001" is enough!
; However, it might not always be the case!
; By default the driver initialises this to 0x00000023!
; A value of 0x0 will be ignored and not written to the Profile.
StereoTexture = 0x00000023
; The magic value that tells how Compatibility Mode should work.
; For a list of possible values see http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings
; Or you can use Nvidia Inspector and look in an existing Profile for "0x709ADADA" and copy the value from there.
; A value of 0x0 will be ignored and not written to the Profile.
2DDHUDSettings=0x0000010B
; Default Convergence for CM Mode.
; A value of 0.0 will be ignored and not written to the Profile.
; Convergence can be between 0.2 and 1.0. (Anything else and the driver will clamp it. Honestly there is no need for any other value).
2DDConvergence=0.882509
; Comments that will appear in the Nvidia Overlay when CM is enabled.
; A value of ="" (empty string) will be ignored.
2DD_Notes="Powered by 3DVision CM Unleashed - made by Helifax."
[Key_Settings]
; See https://docs.microsoft.com/en-us/windows/desktop/inputdev/virtual-key-codes for the KEYBOARD VK_ keys!
; For XBOX Controller use the following keys:
; XINPUT_GAMEPAD_DPAD_UP
; XINPUT_GAMEPAD_DPAD_DOWN
; XINPUT_GAMEPAD_DPAD_LEFT
; XINPUT_GAMEPAD_DPAD_RIGHT
; XINPUT_GAMEPAD_START
; XINPUT_GAMEPAD_BACK
; XINPUT_GAMEPAD_LEFT_THUMB
; XINPUT_GAMEPAD_RIGHT_THUMB
; XINPUT_GAMEPAD_LEFT_SHOULDER
; XINPUT_GAMEPAD_RIGHT_SHOULDER
; XINPUT_GAMEPAD_A
; XINPUT_GAMEPAD_B
; XINPUT_GAMEPAD_X
; XINPUT_GAMEPAD_Y
; XINPUT_GAMEPAD_LEFT_TRIGGER (once & hold ONLY)
; XINPUT_GAMEPAD_RIGHT_TRIGGER (once & hold ONLY)
; Usage: "NewKey(key, separation, convergence, type)".
; NewKey(
; - Virtual Key
; - Separation Factor
; - Convergence Value
; - Type:
; - once (all lower caps)
; - hold (all lower caps)
; - toggle (all lower caps)
;)
; Possible values:
; -1 - value is ignored
; Separation:
; - 1.0 means 100% of the current Separation.
; - 2.2 means 220% of the current Separation.
; Convergence:
; - values from 0.200 to 1.000 (The Driver CLAMPS between these values, and you don't need anything above or lower anyway.)
;
; Ex: NewKey(VK_F1, -1.0, 1.0, once) -> On key F1, don't set the separation, set convergence to 1.0, JUST once (when you press the key).
; Ex: NewKey(T, 1.0, -1.0, toggle) -> On key T, set 100% separation, don't set convergence, as a toggle (Pressing T again, will set you back to the previous values.)
; Ex: NewKey(XINPUT_GAMEPAD_LEFT_SHOULDER, 0.15, 0.22, hold) -> On XBOX controller Left Shoulder button, set 15% separation, 0.22 Convergence, AS LONG as you HOLD the button!
; 10% Separation
NewKey(VK_F10, 0.10, -1, once)
; 300% Separation
NewKey(VK_F12, 3.0, -1, toggle)
; GAMEPLAY normal
NewKey(VK_F1, -1.0, 0.287550, once)
NewKey(XINPUT_GAMEPAD_LEFT_THUMB, -1.0, 0.287550, once)
; Cinematics
NewKey(VK_F2, -1.0, 0.544176, once)
NewKey(XINPUT_GAMEPAD_RIGHT_THUMB, -1.0, 0.544176, once)
; MENU - HIGH Convergence
NewKey(VK_F4, -1.0, 0.882509, toggle)
; Cinematics Mode 2
NewKey(VK_F3, -1.0, 0.768305, toggle)
;AIM
NewKey(VK_RBUTTON, -1.0, 0.001, hold)
NewKey(XINPUT_GAMEPAD_LEFT_TRIGGER, -1.0, 0.001, hold)
[End]
[/code]
Maybe it will help :) This is on a single 27" monitor. (The tool currently doesn't take into account the monitor physical width, but I can add that into account, so the separation values match across every screen size)[/quote]
Thx for that file. This is a good starting point. The only thing I have to change there is to give more gameplay convergence. Although the weapon is rendered 2D then due to the missing pop out effects of CM I prefer to have more convergence as the rest of the image looks more 3D then.
Helifax said:For Metro: Exodus, this is the profile I am using and tweaked:
[General]
; MAKE SURE THERE ARE NO SPACES in this section between "=" and the value!
; Name of the Game EXE
GameExecutable="MetroExodus.exe"
; Auto start and Patch once the "GameExecutable" is found. (Delay: 10 seconds, to give time for the game to start and render.)
; Recommendation: Only set this to "true" WHEN you are happy with the shortcuts and the profile and you don't need to constantly re-load the ini file!
AutoStart=false
; Delay in Seconds between the game is started and it actually starts rendering.
; This must be updated with each game! (The Patching will fail, if we try to Patch too soon, as the driver is NOT loaded yet.)
; Hoewever it is still possible to manually enable it with "CTRL + SHIFT + T".
; A value of 0 will default to 10 seconds if "Autostart=true"
AutoStartDelay = 15
; Enable Nvidia 3D Vision Compatibility Mode Profile Update:
; False - don't update the Nvidia Profile. True - update the Nvidia Profile with the specified values.
; This will only happen when the "GameExecutable" is detected!
2DDEnableUpdates=true
; This value is also used in Nvidia 3D Vision Compatibility Mode. Most of the times a value of "0x00000001" is enough!
; However, it might not always be the case!
; By default the driver initialises this to 0x00000023!
; A value of 0x0 will be ignored and not written to the Profile.
StereoTexture = 0x00000023
; The magic value that tells how Compatibility Mode should work.
; For a list of possible values see http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings ; Or you can use Nvidia Inspector and look in an existing Profile for "0x709ADADA" and copy the value from there.
; A value of 0x0 will be ignored and not written to the Profile.
2DDHUDSettings=0x0000010B
; Default Convergence for CM Mode.
; A value of 0.0 will be ignored and not written to the Profile.
; Convergence can be between 0.2 and 1.0. (Anything else and the driver will clamp it. Honestly there is no need for any other value).
2DDConvergence=0.882509
; Comments that will appear in the Nvidia Overlay when CM is enabled.
; A value of ="" (empty string) will be ignored.
2DD_Notes="Powered by 3DVision CM Unleashed - made by Helifax."
; Possible values:
; -1 - value is ignored
; Separation:
; - 1.0 means 100% of the current Separation.
; - 2.2 means 220% of the current Separation.
; Convergence:
; - values from 0.200 to 1.000 (The Driver CLAMPS between these values, and you don't need anything above or lower anyway.)
;
; Ex: NewKey(VK_F1, -1.0, 1.0, once) -> On key F1, don't set the separation, set convergence to 1.0, JUST once (when you press the key).
; Ex: NewKey(T, 1.0, -1.0, toggle) -> On key T, set 100% separation, don't set convergence, as a toggle (Pressing T again, will set you back to the previous values.)
; Ex: NewKey(XINPUT_GAMEPAD_LEFT_SHOULDER, 0.15, 0.22, hold) -> On XBOX controller Left Shoulder button, set 15% separation, 0.22 Convergence, AS LONG as you HOLD the button!
Maybe it will help :) This is on a single 27" monitor. (The tool currently doesn't take into account the monitor physical width, but I can add that into account, so the separation values match across every screen size)
Thx for that file. This is a good starting point. The only thing I have to change there is to give more gameplay convergence. Although the weapon is rendered 2D then due to the missing pop out effects of CM I prefer to have more convergence as the rest of the image looks more 3D then.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
btw @helifax: Could it be that Nvidia originally designed CM for large screens? The maximum 3D depth looks perfect with my projector (90 inch screen). 100% 3D depth even is too much for my eyes. However on my monitor maximum 3D depth is very low on my 27" monitor (without your tool).
How does your tool work? You wrote that the tool is injecting code to the UDM driver. Does it overwrite something like the "monitor size" there for allowing higher maximum 3D depth? Can you see which value is set by Nvidia default? I wouldn't wonder if something like 90 inches is set there hard coded. That would explain why maximum 3D depth is already ideal for my projector but not for monitors.
btw @helifax: Could it be that Nvidia originally designed CM for large screens? The maximum 3D depth looks perfect with my projector (90 inch screen). 100% 3D depth even is too much for my eyes. However on my monitor maximum 3D depth is very low on my 27" monitor (without your tool).
How does your tool work? You wrote that the tool is injecting code to the UDM driver. Does it overwrite something like the "monitor size" there for allowing higher maximum 3D depth? Can you see which value is set by Nvidia default? I wouldn't wonder if something like 90 inches is set there hard coded. That would explain why maximum 3D depth is already ideal for my projector but not for monitors.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
[quote="Pauldusler"]btw @helifax: Could it be that Nvidia originally designed CM for large screens? The maximum 3D depth looks perfect with my projector (90 inch screen). 100% 3D depth even is too much for my eyes. However on my monitor maximum 3D depth is very low on my 27" monitor (without your tool).
How does your tool work? You wrote that the tool is injecting code to the UDM driver. Does it overwrite something like the "monitor size" there for allowing higher maximum 3D depth? Can you see which value is set by Nvidia default? I wouldn't wonder if something like 90 inches is set there hard coded. That would explain why maximum 3D depth is already ideal for my projector but not for monitors.[/quote]
I don't know if there is a reference value based on which they calculate the maximum depth available in CM, nor if Nvidia developed CM with projectors in mind.
As for the second question, I am basically injecting a couple of Assembly code-caves in the driver modules in order for me to use the new values for convergence and separation and allow the driver to also modify them.
[quote="Pauldusler"]
Thx for that file. This is a good starting point. The only thing I have to change there is to give more gameplay convergence. Although the weapon is rendered 2D then due to the missing pop out effects of CM I prefer to have more convergence as the rest of the image looks more 3D then.
[/quote]
That is because you go for the toyfication effect, which breaks the laws of physics:)) but I understand what you want;)
There are 4 convergence profiles. I normally use:
- F1 for gun gameplay
- F2 for the lighter equipped gameplay and cinematics
- F3 for some menu stuff and maybe some cinematics
- F4 is the default value and is reserved for the Main Menu.
Pauldusler said:btw @helifax: Could it be that Nvidia originally designed CM for large screens? The maximum 3D depth looks perfect with my projector (90 inch screen). 100% 3D depth even is too much for my eyes. However on my monitor maximum 3D depth is very low on my 27" monitor (without your tool).
How does your tool work? You wrote that the tool is injecting code to the UDM driver. Does it overwrite something like the "monitor size" there for allowing higher maximum 3D depth? Can you see which value is set by Nvidia default? I wouldn't wonder if something like 90 inches is set there hard coded. That would explain why maximum 3D depth is already ideal for my projector but not for monitors.
I don't know if there is a reference value based on which they calculate the maximum depth available in CM, nor if Nvidia developed CM with projectors in mind.
As for the second question, I am basically injecting a couple of Assembly code-caves in the driver modules in order for me to use the new values for convergence and separation and allow the driver to also modify them.
Pauldusler said:
Thx for that file. This is a good starting point. The only thing I have to change there is to give more gameplay convergence. Although the weapon is rendered 2D then due to the missing pop out effects of CM I prefer to have more convergence as the rest of the image looks more 3D then.
That is because you go for the toyfication effect, which breaks the laws of physics:)) but I understand what you want;)
There are 4 convergence profiles. I normally use:
- F1 for gun gameplay
- F2 for the lighter equipped gameplay and cinematics
- F3 for some menu stuff and maybe some cinematics
- F4 is the default value and is reserved for the Main Menu.
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="Losti"]I dont have followed the conversation, the only thing for me to know about CM is: IS THE GLOSSY HALO HISTORY???[/quote]
No, afaik it can't be prevented. I think I read here somewehere that the same effect also exists for SuperDepth3D more or less. It's a tradeoff if you want to play games which are unfixable or not fixed yet in 3D.
Losti said:I dont have followed the conversation, the only thing for me to know about CM is: IS THE GLOSSY HALO HISTORY???
No, afaik it can't be prevented. I think I read here somewehere that the same effect also exists for SuperDepth3D more or less. It's a tradeoff if you want to play games which are unfixable or not fixed yet in 3D.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
[quote="Losti"]I dont have followed the conversation, the only thing for me to know about CM is: IS THE GLOSSY HALO HISTORY???[/quote]
Is it REALLLY HarD to LooK AT the OP and At THe ImaGES thERE?!?! (ALL CAPS) ^_^ and make your own opinion ?:))
It tells exactly what it does and it shows what it looks like.
Also, I think CM looks 100+ better than some half-ass fixes I've seen around :) (without the performance bottleneck, but hey, each to their own).
For a Geometry based 3D Fix, you either fix everything or nothing at all :) (Yes, I do remember my half-ass ME:A original fix, which I never really liked, but CM was so damn restricted there - until now ^_^, that I couldn't even play it with that.)
Losti said:I dont have followed the conversation, the only thing for me to know about CM is: IS THE GLOSSY HALO HISTORY???
Is it REALLLY HarD to LooK AT the OP and At THe ImaGES thERE?!?! (ALL CAPS) ^_^ and make your own opinion ?:))
It tells exactly what it does and it shows what it looks like.
Also, I think CM looks 100+ better than some half-ass fixes I've seen around :) (without the performance bottleneck, but hey, each to their own).
For a Geometry based 3D Fix, you either fix everything or nothing at all :) (Yes, I do remember my half-ass ME:A original fix, which I never really liked, but CM was so damn restricted there - until now ^_^, that I couldn't even play it with that.)
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="Pauldusler"][quote="Losti"]I dont have followed the conversation, the only thing for me to know about CM is: IS THE GLOSSY HALO HISTORY???[/quote]
No, afaik it can't be prevented. I think I read here somewehere that the same effect also exists for SuperDepth3D more or less. It's a tradeoff if you want to play games which are unfixable or not fixed yet in 3D. [/quote]
I used both CM mode and SuperDepth3D with SuperDepth3D the haloing effects are hardly noticeable this is on a 55-inch Samsung 3DTV so results could be different on a monitor. SuperDepth3D was designed for 3DTVs not 3D Vision monitors.
I played most of RE2 remake with SuperDepth3D and it was fine until the final patch for 3D vision came out and then it was 3D Vision Ready. Both SuperDepth3D and Helifax's fix for CM mode are great and this makes a lot of games playable in 3D from day one.
Losti said:I dont have followed the conversation, the only thing for me to know about CM is: IS THE GLOSSY HALO HISTORY???
No, afaik it can't be prevented. I think I read here somewehere that the same effect also exists for SuperDepth3D more or less. It's a tradeoff if you want to play games which are unfixable or not fixed yet in 3D.
I used both CM mode and SuperDepth3D with SuperDepth3D the haloing effects are hardly noticeable this is on a 55-inch Samsung 3DTV so results could be different on a monitor. SuperDepth3D was designed for 3DTVs not 3D Vision monitors.
I played most of RE2 remake with SuperDepth3D and it was fine until the final patch for 3D vision came out and then it was 3D Vision Ready. Both SuperDepth3D and Helifax's fix for CM mode are great and this makes a lot of games playable in 3D from day one.
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
TriDef's Power3D has the haloing too. All of these depth buffer based methods seem to.
The necessity makes sense to me in theory. You're presenting a separated image to the second eye and you don't really have the visual information needed to recreate the picture behind closer objects from that faked angle. You have to fill that gap of visual detail with something....so blurring that area using pixels from the outside edge of the large/close objects (and maybe the original background detail in that space?) is a compromise.
At least that's my guess on why there's no solution without that side effect and why it's so prominent on objects close to the screen (TPS characters and FPS guns).
If there was a solution to this, you'd be faithfully recreating the 3D geometry (aka Witchcraft).
TriDef's Power3D has the haloing too. All of these depth buffer based methods seem to.
The necessity makes sense to me in theory. You're presenting a separated image to the second eye and you don't really have the visual information needed to recreate the picture behind closer objects from that faked angle. You have to fill that gap of visual detail with something....so blurring that area using pixels from the outside edge of the large/close objects (and maybe the original background detail in that space?) is a compromise.
At least that's my guess on why there's no solution without that side effect and why it's so prominent on objects close to the screen (TPS characters and FPS guns).
If there was a solution to this, you'd be faithfully recreating the 3D geometry (aka Witchcraft).
3DTV Play / TriDef 3D
EVGA GTX 1070 (x2 SLI)
Win 10 Pro
i5-3570k @ 4.2GHz
8GB RAM
Optoma UHD51A
[quote="Dazzle233"]TriDef's Power3D has the haloing too. All of these depth buffer based methods seem to.
The necessity makes sense to me in theory. You're presenting a separated image to the second eye and you don't really have the visual information needed to recreate the picture behind closer objects from that faked angle. You have to fill that gap of visual detail with something....so blurring that area using pixels from the outside edge of the large/close objects (and maybe the original background detail in that space?) is a compromise.
At least that's my guess on why there's no solution without that side effect and why it's so prominent on objects close to the screen (TPS characters and FPS guns).
If there was a solution to this, you'd be faithfully recreating the 3D geometry (aka Witchcraft).[/quote]
Bingo!
Dazzle233 said:TriDef's Power3D has the haloing too. All of these depth buffer based methods seem to.
The necessity makes sense to me in theory. You're presenting a separated image to the second eye and you don't really have the visual information needed to recreate the picture behind closer objects from that faked angle. You have to fill that gap of visual detail with something....so blurring that area using pixels from the outside edge of the large/close objects (and maybe the original background detail in that space?) is a compromise.
At least that's my guess on why there's no solution without that side effect and why it's so prominent on objects close to the screen (TPS characters and FPS guns).
If there was a solution to this, you'd be faithfully recreating the 3D geometry (aka Witchcraft).
Bingo!
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="Dazzle233"]
If there was a solution to this, you'd be faithfully recreating the 3D geometry (aka Witchcraft).[/quote]
Yes, that's the explanation for the halo effect I tried to offer some posts above. I just wonder if it really would be witchcraft to fill the gap of visual detail with a better effect than just stretching/blurring pixels. Movies with 2D to 3D conversion do it much better - but have much more time and man and compute power to do that. Of course our PCs can't do it this way in real time. On the other hand they are able to calculate real 3D with two different perspectives as the game geometry offers the necessary information (in contrary to 2D film material). So shouldn't it be possible to fill the visual details by (partially) calculating a second perspective? Just imagine: a CM without the issues we have in (unfixed) real 3D but also without (obvious) halo effects. This would be the best of two worlds. And not necessarily witchcraft. But the consumers and so Nvidia are more interested in 8K and raytracing so the further development of 3D seems to be abandoned...
Dazzle233 said:
If there was a solution to this, you'd be faithfully recreating the 3D geometry (aka Witchcraft).
Yes, that's the explanation for the halo effect I tried to offer some posts above. I just wonder if it really would be witchcraft to fill the gap of visual detail with a better effect than just stretching/blurring pixels. Movies with 2D to 3D conversion do it much better - but have much more time and man and compute power to do that. Of course our PCs can't do it this way in real time. On the other hand they are able to calculate real 3D with two different perspectives as the game geometry offers the necessary information (in contrary to 2D film material). So shouldn't it be possible to fill the visual details by (partially) calculating a second perspective? Just imagine: a CM without the issues we have in (unfixed) real 3D but also without (obvious) halo effects. This would be the best of two worlds. And not necessarily witchcraft. But the consumers and so Nvidia are more interested in 8K and raytracing so the further development of 3D seems to be abandoned...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Dont want to start the ball rolling for a discussion of likes or dis likes ^^
Just wanted to know, thats all. One answer would have been enough.
@ Heli: Your post sounds like i have attacked you or make your work wors...i dont have in any word. You do not have to justify yourself.
[quote="Losti"]
@ Heli: Your post sounds like i have attacked you or make your work wors...i dont have in any word. You do not have to justify yourself. [/quote]
Neah! I didn't take it as an attack! Quite the opposite!
The 1st sentence is supposed to be funny (but maybe is not that clear this was the intent).
But honestly, look at the images, grab the tool and give it a go! It's easy and doesn't cost you anything;)
Since is based around Compatibility Mode, the implementation will be the same (the masking/hiding of the missing geometry is there, but man it looks soo good in Metro Exodus for example. 95% you will not even see it, unless you pump some big convergence values and you will see it around the close objects - like your gun).
Losti said:
@ Heli: Your post sounds like i have attacked you or make your work wors...i dont have in any word. You do not have to justify yourself.
Neah! I didn't take it as an attack! Quite the opposite!
The 1st sentence is supposed to be funny (but maybe is not that clear this was the intent).
But honestly, look at the images, grab the tool and give it a go! It's easy and doesn't cost you anything;)
Since is based around Compatibility Mode, the implementation will be the same (the masking/hiding of the missing geometry is there, but man it looks soo good in Metro Exodus for example. 95% you will not even see it, unless you pump some big convergence values and you will see it around the close objects - like your gun).
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
Yeah if I ever will be in the circumstance to go with CM than with 2D I will do it :-) Because CM suffers from 2 things: Low Depth, HALO.....the damn thing for me here is the halo....but I’ll give CM a try with your tool of cause if I am at the border line ^^
But i think i have games to play for over a year watching the time i have and the games released i havnt played ^^..... :-)
ELEX
KINGDOME COMES
PATHFINDER
.
.
.
lets see what else ^^
Yeah if I ever will be in the circumstance to go with CM than with 2D I will do it :-) Because CM suffers from 2 things: Low Depth, HALO.....the damn thing for me here is the halo....but I’ll give CM a try with your tool of cause if I am at the border line ^^
But i think i have games to play for over a year watching the time i have and the games released i havnt played ^^..... :-)
ELEX
KINGDOME COMES
PATHFINDER
.
.
.
lets see what else ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
So it also works for 24" monitors without changing anything?
can you take as a basis for other games whit monitor 24"?
Thanks Helifax
It will work for any monitor size. I was talking about the profile that was tweaked for a 27" monitor size.
You can tweak the depth multiplier and the convergence a bit more if you want.
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)
Thx for that file. This is a good starting point. The only thing I have to change there is to give more gameplay convergence. Although the weapon is rendered 2D then due to the missing pop out effects of CM I prefer to have more convergence as the rest of the image looks more 3D then.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
How does your tool work? You wrote that the tool is injecting code to the UDM driver. Does it overwrite something like the "monitor size" there for allowing higher maximum 3D depth? Can you see which value is set by Nvidia default? I wouldn't wonder if something like 90 inches is set there hard coded. That would explain why maximum 3D depth is already ideal for my projector but not for monitors.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
I don't know if there is a reference value based on which they calculate the maximum depth available in CM, nor if Nvidia developed CM with projectors in mind.
As for the second question, I am basically injecting a couple of Assembly code-caves in the driver modules in order for me to use the new values for convergence and separation and allow the driver to also modify them.
That is because you go for the toyfication effect, which breaks the laws of physics:)) but I understand what you want;)
There are 4 convergence profiles. I normally use:
- F1 for gun gameplay
- F2 for the lighter equipped gameplay and cinematics
- F3 for some menu stuff and maybe some cinematics
- F4 is the default value and is reserved for the Main Menu.
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)
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
No, afaik it can't be prevented. I think I read here somewehere that the same effect also exists for SuperDepth3D more or less. It's a tradeoff if you want to play games which are unfixable or not fixed yet in 3D.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
Is it REALLLY HarD to LooK AT the OP and At THe ImaGES thERE?!?! (ALL CAPS) ^_^ and make your own opinion ?:))
It tells exactly what it does and it shows what it looks like.
Also, I think CM looks 100+ better than some half-ass fixes I've seen around :) (without the performance bottleneck, but hey, each to their own).
For a Geometry based 3D Fix, you either fix everything or nothing at all :) (Yes, I do remember my half-ass ME:A original fix, which I never really liked, but CM was so damn restricted there - until now ^_^, that I couldn't even play it with that.)
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)
I used both CM mode and SuperDepth3D with SuperDepth3D the haloing effects are hardly noticeable this is on a 55-inch Samsung 3DTV so results could be different on a monitor. SuperDepth3D was designed for 3DTVs not 3D Vision monitors.
I played most of RE2 remake with SuperDepth3D and it was fine until the final patch for 3D vision came out and then it was 3D Vision Ready. Both SuperDepth3D and Helifax's fix for CM mode are great and this makes a lot of games playable in 3D from day one.
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
The necessity makes sense to me in theory. You're presenting a separated image to the second eye and you don't really have the visual information needed to recreate the picture behind closer objects from that faked angle. You have to fill that gap of visual detail with something....so blurring that area using pixels from the outside edge of the large/close objects (and maybe the original background detail in that space?) is a compromise.
At least that's my guess on why there's no solution without that side effect and why it's so prominent on objects close to the screen (TPS characters and FPS guns).
If there was a solution to this, you'd be faithfully recreating the 3D geometry (aka Witchcraft).
3DTV Play / TriDef 3D
EVGA GTX 1070 (x2 SLI)
Win 10 Pro
i5-3570k @ 4.2GHz
8GB RAM
Optoma UHD51A
Bingo!
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)
Yes, that's the explanation for the halo effect I tried to offer some posts above. I just wonder if it really would be witchcraft to fill the gap of visual detail with a better effect than just stretching/blurring pixels. Movies with 2D to 3D conversion do it much better - but have much more time and man and compute power to do that. Of course our PCs can't do it this way in real time. On the other hand they are able to calculate real 3D with two different perspectives as the game geometry offers the necessary information (in contrary to 2D film material). So shouldn't it be possible to fill the visual details by (partially) calculating a second perspective? Just imagine: a CM without the issues we have in (unfixed) real 3D but also without (obvious) halo effects. This would be the best of two worlds. And not necessarily witchcraft. But the consumers and so Nvidia are more interested in 8K and raytracing so the further development of 3D seems to be abandoned...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Just wanted to know, thats all. One answer would have been enough.
@ Heli: Your post sounds like i have attacked you or make your work wors...i dont have in any word. You do not have to justify yourself.
Like my work? Donations can be made via PayPal to: rauti@inetmx.de
Neah! I didn't take it as an attack! Quite the opposite!
The 1st sentence is supposed to be funny (but maybe is not that clear this was the intent).
But honestly, look at the images, grab the tool and give it a go! It's easy and doesn't cost you anything;)
Since is based around Compatibility Mode, the implementation will be the same (the masking/hiding of the missing geometry is there, but man it looks soo good in Metro Exodus for example. 95% you will not even see it, unless you pump some big convergence values and you will see it around the close objects - like your gun).
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)
But i think i have games to play for over a year watching the time i have and the games released i havnt played ^^..... :-)
ELEX
KINGDOME COMES
PATHFINDER
.
.
.
lets see what else ^^
Like my work? Donations can be made via PayPal to: rauti@inetmx.de