Indigomod - DX11 wrapper by Chiri and elbarterino - Bioshock Infinite
  13 / 28    
[quote="Pirateguybrush"]Only a select few people can play with Tridef, not to mention the fact that you halve the resolution when doing so.[/quote] You mean that TriDef only supports 3D Vision monitors using 3D Vision glasses if they are the ones with internal emitters/HDMI 1.4 support then you get half resolution? Otherwise TriDef supports Frame Sequential, Dual Output and Frame Packed in full resolution.
Pirateguybrush said:Only a select few people can play with Tridef, not to mention the fact that you halve the resolution when doing so.


You mean that TriDef only supports 3D Vision monitors using 3D Vision glasses if they are the ones with internal emitters/HDMI 1.4 support then you get half resolution?

Otherwise TriDef supports Frame Sequential, Dual Output and Frame Packed in full resolution.

Posted 07/29/2013 01:39 AM   
As I understand it, to use Tridef with 3dvision, you must: Have a monitor with HDMI input Have that monitor also support side by side mode Have an internal emitter on the monitor I've never been able to get the other outputs to work on my monitor, and from the threads about BI - I've not seen anyone else do it either. Apparently it's possible on DX9 games, though I can't get this to work.
As I understand it, to use Tridef with 3dvision, you must:

Have a monitor with HDMI input
Have that monitor also support side by side mode
Have an internal emitter on the monitor

I've never been able to get the other outputs to work on my monitor, and from the threads about BI - I've not seen anyone else do it either. Apparently it's possible on DX9 games, though I can't get this to work.

Posted 07/29/2013 01:52 AM   
[quote="eqzitara"] It's main problem, is definetly [u]performance[/u]. Even on a single card it runs pretty poorly. 3D kind of needs SLI. Don't get me wrong, some of us get by on non-sli but for constant high fps and not changing video cards every year. You need SLI. Multi-monitors like helifax have no chance on Tridef. Its kind of like you need SLI to get good performance out of it, but that's not an option. [/quote] I'll admit to getting lazy over the years but I recall when Nvidia introduced SLI and users had to create their own profiles. With tools like Nvidia Inspector we have access to and can change settings that the modern NCP no longer gives us access to. Even back in the old days you ether (sometimes painstakingly and time consuming benchmarking all the different options) created your own profile or waited for a Nvidia driver update with a 'official' profile. In those early years sometimes the profiles we created ourselves performed better than the Nvidia supplied one. ;) Given that games are written to make DX[n] calls to a driver, unless Nvidia drivers are specifically coded to disable the SLI feature set when called by the Tridef driver I don't see why SLI functionality could not be enabled via a 'nvidia inspector' profile. Granted some games were specifically optimized to make the best use of SLI and as a result perform much better than games that were not coded to make use of this feature (if available) so a "tridef" SLI profile and game likely would not perform as well as a 3DVision+SLI optimized game. Last but not least, since I game at 60Hz/720P my GPU performance requirements are much less than those needing 120Hz/1080P (or multimonitor S3D) and top-of-the-line SLI rigs to drive it. Not having SLI or having 'non-optimized' SLI is not a 'show stopper' for me.
eqzitara said:
It's main problem, is definetly performance. Even on a single card it runs pretty poorly. 3D kind of needs SLI. Don't get me wrong, some of us get by on non-sli but for constant high fps and not changing video cards every year. You need SLI. Multi-monitors like helifax have no chance on Tridef.
Its kind of like you need SLI to get good performance out of it, but that's not an option.


I'll admit to getting lazy over the years but I recall when Nvidia introduced SLI and users had to create their own profiles. With tools like Nvidia Inspector we have access to and can change settings that the modern NCP no longer gives us access to. Even back in the old days you ether (sometimes painstakingly and time consuming benchmarking all the different options) created your own profile or waited for a Nvidia driver update with a 'official' profile. In those early years sometimes the profiles we created ourselves performed better than the Nvidia supplied one. ;)

Given that games are written to make DX[n] calls to a driver, unless Nvidia drivers are specifically coded to disable the SLI feature set when called by the Tridef driver I don't see why SLI functionality could not be enabled via a 'nvidia inspector' profile.

Granted some games were specifically optimized to make the best use of SLI and as a result perform much better than games that were not coded to make use of this feature (if available) so a "tridef" SLI profile and game likely would not perform as well as a 3DVision+SLI optimized game.

Last but not least, since I game at 60Hz/720P my GPU performance requirements are much less than those needing 120Hz/1080P (or multimonitor S3D) and top-of-the-line SLI rigs to drive it. Not having SLI or having 'non-optimized' SLI is not a 'show stopper' for me.

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Posted 07/29/2013 02:04 AM   
Several years ago while using a trial version of TriDef I was able to use my 3D Vision glasses and my projector. I'm unsure if that is still possible, I think Nvidia sabatoged/disallowed it.
Several years ago while using a trial version of TriDef I was able to use my 3D Vision glasses and my projector. I'm unsure if that is still possible, I think Nvidia sabatoged/disallowed it.

Posted 07/29/2013 02:09 AM   
@pirateguybrush Tridef doesn't support hdmi on Nvidia cards. EDIT: I ment 120hz dvi-d [1080P @ 60hz] is not supported. @dman-11 Its still possible to use Nvidia + Tridef. People didn't realize the fact you are running 3D vision + tridef at same time [ridiculous performance]. [u]This only worked on DX9 [Possibly 10] as well.[/u]
@pirateguybrush
Tridef doesn't support hdmi on Nvidia cards.
EDIT: I ment 120hz dvi-d [1080P @ 60hz] is not supported.
@dman-11
Its still possible to use Nvidia + Tridef. People didn't realize the fact you are running 3D vision + tridef at same time [ridiculous performance]. This only worked on DX9 [Possibly 10] as well.

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

Posted 07/29/2013 02:15 AM   
[quote="mbloof"][quote="eqzitara"] It's main problem, is definetly [u]performance[/u]. Even on a single card it runs pretty poorly. 3D kind of needs SLI. Don't get me wrong, some of us get by on non-sli but for constant high fps and not changing video cards every year. You need SLI. Multi-monitors like helifax have no chance on Tridef. Its kind of like you need SLI to get good performance out of it, but that's not an option. [/quote] I'll admit to getting lazy over the years but I recall when Nvidia introduced SLI and users had to create their own profiles. With tools like Nvidia Inspector we have access to and can change settings that the modern NCP no longer gives us access to. Even back in the old days you ether (sometimes painstakingly and time consuming benchmarking all the different options) created your own profile or waited for a Nvidia driver update with a 'official' profile. In those early years sometimes the profiles we created ourselves performed better than the Nvidia supplied one. ;) Given that games are written to make DX[n] calls to a driver, unless Nvidia drivers are specifically coded to disable the SLI feature set when called by the Tridef driver I don't see why SLI functionality could not be enabled via a 'nvidia inspector' profile. Granted some games were specifically optimized to make the best use of SLI and as a result perform much better than games that were not coded to make use of this feature (if available) so a "tridef" SLI profile and game likely would not perform as well as a 3DVision+SLI optimized game. Last but not least, since I game at 60Hz/720P my GPU performance requirements are much less than those needing 120Hz/1080P (or multimonitor S3D) and top-of-the-line SLI rigs to drive it. Not having SLI or having 'non-optimized' SLI is not a 'show stopper' for me.[/quote] Problem is....Tridef needs to know of SLI... In a normal scenario using a front & back buffer (no triple buffering) you render a frame to BK buffer and then swap buffers. This normally is done by one GPU. In SLI, This is done differently... I don't want to say any stupid thing, but the way I remember it is the 2nd GPU renders frames in advance and is being kept in sync by the 1st GPU (sorry if I said a big poo, I haven't looked into SLI coding). Because of this (in 3D) the frames must be supplied at a constant rate no higher than 120fps (60 per eye) in case of 3D Vision. Tridef simply "uses" the frames supplied by one GPU. Normally tridef will not even kick the "3D" in a SLI scenario....but there are some workarounds and you will see that only frames from one GPU will be rendered. The same problem is with OpenGL for example. nVidia 3D vision doesn't work in a SLI scenario under Windows. Under Linux, I was able to render it using "Multi GPU on" and "Mozaic" on all 3 screens. (but then again hacks are required). The same thing happens with crossfire...is not supported. So making a little comparison: unknown app uses SLI (maybe not correctly), Tridef doesn't. If is blocked by nVidia I don't know but I doubt it... Now even on a single GPU if you compare Tridef vs 3D Vision => Performance is way better using 3D Vision... this again is Tridef related.... I love the fact that Tridef is giving an alternative...but I dislike the fact that is poorly optimized... PS: The depth buffer approach is the most terrible way of doing "3D" (if you can call it so) The way nvidia is creating the stereo is the "way to go" If people are interested they can read this: http://www.nvidia.com/content/GTC-2010/pdfs/2010_GTC2010.pdf also the presentation from SIGGRAPH is around the web (from 2010) telling kinda the same thing
mbloof said:
eqzitara said:
It's main problem, is definetly performance. Even on a single card it runs pretty poorly. 3D kind of needs SLI. Don't get me wrong, some of us get by on non-sli but for constant high fps and not changing video cards every year. You need SLI. Multi-monitors like helifax have no chance on Tridef.
Its kind of like you need SLI to get good performance out of it, but that's not an option.


I'll admit to getting lazy over the years but I recall when Nvidia introduced SLI and users had to create their own profiles. With tools like Nvidia Inspector we have access to and can change settings that the modern NCP no longer gives us access to. Even back in the old days you ether (sometimes painstakingly and time consuming benchmarking all the different options) created your own profile or waited for a Nvidia driver update with a 'official' profile. In those early years sometimes the profiles we created ourselves performed better than the Nvidia supplied one. ;)

Given that games are written to make DX[n] calls to a driver, unless Nvidia drivers are specifically coded to disable the SLI feature set when called by the Tridef driver I don't see why SLI functionality could not be enabled via a 'nvidia inspector' profile.

Granted some games were specifically optimized to make the best use of SLI and as a result perform much better than games that were not coded to make use of this feature (if available) so a "tridef" SLI profile and game likely would not perform as well as a 3DVision+SLI optimized game.

Last but not least, since I game at 60Hz/720P my GPU performance requirements are much less than those needing 120Hz/1080P (or multimonitor S3D) and top-of-the-line SLI rigs to drive it. Not having SLI or having 'non-optimized' SLI is not a 'show stopper' for me.


Problem is....Tridef needs to know of SLI... In a normal scenario using a front & back buffer (no triple buffering) you render a frame to BK buffer and then swap buffers. This normally is done by one GPU.
In SLI, This is done differently... I don't want to say any stupid thing, but the way I remember it is the 2nd GPU renders frames in advance and is being kept in sync by the 1st GPU (sorry if I said a big poo, I haven't looked into SLI coding). Because of this (in 3D) the frames must be supplied at a constant rate no higher than 120fps (60 per eye) in case of 3D Vision.
Tridef simply "uses" the frames supplied by one GPU. Normally tridef will not even kick the "3D" in a SLI scenario....but there are some workarounds and you will see that only frames from one GPU will be rendered.

The same problem is with OpenGL for example. nVidia 3D vision doesn't work in a SLI scenario under Windows. Under Linux, I was able to render it using "Multi GPU on" and "Mozaic" on all 3 screens. (but then again hacks are required).
The same thing happens with crossfire...is not supported.

So making a little comparison: unknown app uses SLI (maybe not correctly), Tridef doesn't. If is blocked by nVidia I don't know but I doubt it...

Now even on a single GPU if you compare Tridef vs 3D Vision => Performance is way better using 3D Vision... this again is Tridef related....

I love the fact that Tridef is giving an alternative...but I dislike the fact that is poorly optimized...


PS: The depth buffer approach is the most terrible way of doing "3D" (if you can call it so)
The way nvidia is creating the stereo is the "way to go"

If people are interested they can read this:
http://www.nvidia.com/content/GTC-2010/pdfs/2010_GTC2010.pdf

also the presentation from SIGGRAPH is around the web (from 2010) telling kinda the same thing

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Posted 07/29/2013 02:36 AM   
[quote="Pirateguybrush"]I have a reddit account, but I don't post. I'll join in any threads over there, but I wouldn't know how to start a successful thread.[/quote] ... I don't think it's possible to start a successful 3D thread anywhere but here. :)
Pirateguybrush said:I have a reddit account, but I don't post. I'll join in any threads over there, but I wouldn't know how to start a successful thread.
... I don't think it's possible to start a successful 3D thread anywhere but here. :)
Posted 07/29/2013 04:00 AM   
[quote="eqzitara"]Tridef doesn't support hdmi on Nvidia cards.[/quote] It does if your monitor can handle side-by-side input. Most don't, I got lucky. That's how I've already played Bioshock Infinite in 3d.
eqzitara said:Tridef doesn't support hdmi on Nvidia cards.


It does if your monitor can handle side-by-side input. Most don't, I got lucky. That's how I've already played Bioshock Infinite in 3d.

Posted 07/29/2013 05:18 AM   
Dont know how but in my mind when I responded I was thinking Framepacking/dvi-d [120hz mode] not hdmi. Yes it supports hdmi. It doesnt support framepacking dvi-d mode. It may support side by side through dvi-d if display supports it [Not sure how many do/ if they do]. Basically the point of owning a monitor is null and void if you use tridef with an nvidia card.
Dont know how but in my mind when I responded I was thinking Framepacking/dvi-d [120hz mode] not hdmi.
Yes it supports hdmi. It doesnt support framepacking dvi-d mode. It may support side by side through dvi-d if display supports it [Not sure how many do/ if they do]. Basically the point of owning a monitor is null and void if you use tridef with an nvidia card.

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

Posted 07/29/2013 05:33 AM   
First of all thanks to all the users who donated money to this project - and you gave a LOT. I didn't expect so few donaters overall giving so much. The idea of croudsourcing is a lot of people giving only a dollar or so but apparently the targeted user group it just too small. [quote="mbloof"]The other important thing to note is that while this DX11 wrapper may be important to 3DVision users, it may not be as important or required at all for the Tridef camp of S3D gamers. So this may only be useful to 3DVision users that use 'proper' 3DVision (dual DVI-D) LCD monitors[/quote] I'm using 3DTVPlay with a stereo projector. But about the NVidia depencency: Most shader fixes require a stereo parameter texture containing convergence and separation values and those values are read using the NVAPI, if available. But you could use the wrapper for any other shader modification you want. About the progress on Bioshock Infinite: It's now totally playable and I'm tweaking shadow positions and minor effects for the next version which I'll send 3DSolutionGaming this week. On some movable objects I had to replace environmental lighting with plain lighting because the calculation is impossible to rewrite in stereo: I tried 3 weeks to fix the environment lighting on those objects but couldn't get it calculated perfectly, but the difference in lighting is minor. The only noticable thing at the moment are infrequent black bars on the borders of shadows because the shadow texture sizes are too small on high stereo settings. [quote="baragon"]I hope you guys don't give up even if goal is not met.[/quote] In the last few months I spent all my freetime and some project time on this. That's about 2 months of full time work. If the goal won't be met, I have to catch up on other projects to compensate for the lost money and will not be able to do any work on the wrapper or other 3d stuff. So everything would be put on hold for the next few months. [quote="Foulplay99"]the only title I use Tridef for is Rift, but the FPS hit is terrible so its only just worth it, but going back to playing Rift in 2D is like trying to watch my favourite films in black and white :-([/quote] Is there a large enough user base to enhance the wrapper for Oculus Rift support? A side-by-side output could be forced by the NVAPI and transformation matrices could be modified from head-tracking data. An image distortion shader can also be injected. [code]/////////////////////////////////////////////////////////////////////////////// // // FUNCTION NAME: NvAPI_Stereo_ReverseStereoBlitControl // //! DESCRIPTION: This API turns on/off reverse stereo blit. //! //! HOW TO USE: Use after the stereo handle for the device interface is created via successfull call to the appropriate //! NvAPI_Stereo_CreateHandleFrom() function. //! After reversed stereo blit control is turned on, blits from the stereo surface will //! produce the right-eye image in the left side of the destination surface and the left-eye //! image in the right side of the destination surface. [/code] But I'm not shure if many people would spent money on this. The Rift is not available in FullHD for a long time.
First of all thanks to all the users who donated money to this project - and you gave a LOT. I didn't expect so few donaters overall giving so much. The idea of croudsourcing is a lot of people giving only a dollar or so but apparently the targeted user group it just too small.

mbloof said:The other important thing to note is that while this DX11 wrapper may be important to 3DVision users, it may not be as important or required at all for the Tridef camp of S3D gamers.

So this may only be useful to 3DVision users that use 'proper' 3DVision (dual DVI-D) LCD monitors

I'm using 3DTVPlay with a stereo projector. But about the NVidia depencency: Most shader fixes require a stereo parameter texture containing convergence and separation values and those values are read using the NVAPI, if available. But you could use the wrapper for any other shader modification you want.

About the progress on Bioshock Infinite: It's now totally playable and I'm tweaking shadow positions and minor effects for the next version which I'll send 3DSolutionGaming this week. On some movable objects I had to replace environmental lighting with plain lighting because the calculation is impossible to rewrite in stereo: I tried 3 weeks to fix the environment lighting on those objects but couldn't get it calculated perfectly, but the difference in lighting is minor. The only noticable thing at the moment are infrequent black bars on the borders of shadows because the shadow texture sizes are too small on high stereo settings.

baragon said:I hope you guys don't give up even if goal is not met.

In the last few months I spent all my freetime and some project time on this. That's about 2 months of full time work. If the goal won't be met, I have to catch up on other projects to compensate for the lost money and will not be able to do any work on the wrapper or other 3d stuff. So everything would be put on hold for the next few months.

Foulplay99 said:the only title I use Tridef for is Rift, but the FPS hit is terrible so its only just worth it, but going back to playing Rift in 2D is like trying to watch my favourite films in black and white :-(

Is there a large enough user base to enhance the wrapper for Oculus Rift support? A side-by-side output could be forced by the NVAPI and transformation matrices could be modified from head-tracking data. An image distortion shader can also be injected.
///////////////////////////////////////////////////////////////////////////////
//
// FUNCTION NAME: NvAPI_Stereo_ReverseStereoBlitControl
//
//! DESCRIPTION: This API turns on/off reverse stereo blit.
//!
//! HOW TO USE: Use after the stereo handle for the device interface is created via successfull call to the appropriate
//! NvAPI_Stereo_CreateHandleFrom() function.
//! After reversed stereo blit control is turned on, blits from the stereo surface will
//! produce the right-eye image in the left side of the destination surface and the left-eye
//! image in the right side of the destination surface.


But I'm not shure if many people would spent money on this. The Rift is not available in FullHD for a long time.

Posted 07/29/2013 09:06 AM   
I think he meant Rift the game, instead of Oculus Rift the headset. Still, for Oculus Rift support, it's worth considering, since you've discovered it's possible. Even though the user base is an order of magnitude smaller at about 15K people, they are much more enthusiastic and interested. I suspect that merely adding Oculus support to your wrapper would get enough attention to push your campaign over the top. For an example of that Riftmania, look at how much enthusiasm there is behind these: Omni directional treadmill: [url]http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game?play=1&ref=search[/url] The Gallery game, designed for Oculus: [url]http://www.kickstarter.com/projects/494598080/the-gallery-six-elements[/url] Among the Sleep game, with Oculus Support: [url]http://www.kickstarter.com/projects/krillbite/among-the-sleep[/url]
I think he meant Rift the game, instead of Oculus Rift the headset.

Still, for Oculus Rift support, it's worth considering, since you've discovered it's possible. Even though the user base is an order of magnitude smaller at about 15K people, they are much more enthusiastic and interested. I suspect that merely adding Oculus support to your wrapper would get enough attention to push your campaign over the top.

For an example of that Riftmania, look at how much enthusiasm there is behind these:

Omni directional treadmill:
http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game?play=1&ref=search

The Gallery game, designed for Oculus:
http://www.kickstarter.com/projects/494598080/the-gallery-six-elements

Among the Sleep game, with Oculus Support:
http://www.kickstarter.com/projects/krillbite/among-the-sleep

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Posted 07/29/2013 11:17 AM   
I have no doubt in my mind that you could raise a whole lot more with Oculus Rift support, basically anything OR raises lots of money like bo3d said. A wrapper that could make 3d vision games work on OR would be amazing, even more with this DX11 wrapper included.
I have no doubt in my mind that you could raise a whole lot more with Oculus Rift support, basically anything OR raises lots of money like bo3d said. A wrapper that could make 3d vision games work on OR would be amazing, even more with this DX11 wrapper included.

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

Posted 07/29/2013 12:08 PM   
If you can add support for the Rift and get the word out to enough people, it may increase donations. That being said, there are a number of people working on various rift wrappers already, including for Bioshock Infinite. That could make it less valuable.
If you can add support for the Rift and get the word out to enough people, it may increase donations. That being said, there are a number of people working on various rift wrappers already, including for Bioshock Infinite. That could make it less valuable.

Posted 07/29/2013 12:10 PM   
Yeah, maybe you could add a $6000 stretch goal with OR implementation and see what happens, at least I'm sure this will reach lots of gaming news sites. If you can provide some sort of WIP proof of concept and submit to OR news sites it would get a lot more publicity. I'mm sure many OR owners in this forum would gladly help you with testing
Yeah, maybe you could add a $6000 stretch goal with OR implementation and see what happens, at least I'm sure this will reach lots of gaming news sites. If you can provide some sort of WIP proof of concept and submit to OR news sites it would get a lot more publicity. I'mm sure many OR owners in this forum would gladly help you with testing

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

Posted 07/29/2013 01:44 PM   
[quote="Pirateguybrush"][quote="eqzitara"]Tridef doesn't support hdmi on Nvidia cards.[/quote] It does if your monitor can handle side-by-side input. Most don't, I got lucky. That's how I've already played Bioshock Infinite in 3d.[/quote] Actually, if your monitor has a HDMI 1.4a (SBS or TB) input Tridef will work fine (this is how I'm currently playing Bioshock) however the (dual) DVI-D and other 3D input methods may not work. Its rather doubtful that it will drive a 3DVision emitter. While their 'power 3D' looks about as fake as it gets, the current default profile (and using their real 3D solution/settings) for BI looks pretty darn good. BOTH of my 570's are 'singing' (YES, SLI DOES work) and I can maintain >60FPS fairly easy with high-very high picture quality settings. It'd be nice to use the 'ultra' preset in 3D but was unable to in 2D @ 1080P/60FPS so I don't mind. Granted, I have to manually set the output to SBS and hit the S3D button on the TV remote every time I start the game up but so far it appears fully functional. Back on topic - the 'DX11 wrapper' may be just what the DR ordered for those stuck with 3DVision specific hardware (or not enough CPU+GPU(s) to drive the Tridef solution) but I'll likely upgrade my setup to dual 780SC's before donating to a project with questionable needs+requirements+results.
Pirateguybrush said:
eqzitara said:Tridef doesn't support hdmi on Nvidia cards.


It does if your monitor can handle side-by-side input. Most don't, I got lucky. That's how I've already played Bioshock Infinite in 3d.


Actually, if your monitor has a HDMI 1.4a (SBS or TB) input Tridef will work fine (this is how I'm currently playing Bioshock) however the (dual) DVI-D and other 3D input methods may not work. Its rather doubtful that it will drive a 3DVision emitter.

While their 'power 3D' looks about as fake as it gets, the current default profile (and using their real 3D solution/settings) for BI looks pretty darn good. BOTH of my 570's are 'singing' (YES, SLI DOES work) and I can maintain >60FPS fairly easy with high-very high picture quality settings. It'd be nice to use the 'ultra' preset in 3D but was unable to in 2D @ 1080P/60FPS so I don't mind.

Granted, I have to manually set the output to SBS and hit the S3D button on the TV remote every time I start the game up but so far it appears fully functional.

Back on topic - the 'DX11 wrapper' may be just what the DR ordered for those stuck with 3DVision specific hardware (or not enough CPU+GPU(s) to drive the Tridef solution) but I'll likely upgrade my setup to dual 780SC's before donating to a project with questionable needs+requirements+results.

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Posted 07/29/2013 01:49 PM   
  13 / 28    
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