[quote name='BlackSharkfr' post='1106786' date='Aug 20 2010, 07:21 PM']The technique used by Crytek is similar to the DDD Tridef "Virtual 3D" mode.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues[/quote]
Very interesting points, particularly about occlusion and not being able to accurately display a 3D view of partially obscured objects behind objects. I do notice this very clearly with Nvidia's 3D Vision as partially obscured objects behave just as expected, partially obscured properly for each eye. Very subtle, but noticeable for sure. But ya I think that's why the demo clearly showed very low separation and instead relies on perspective within the scene itself to give a sense of depth. This does work well even for some games with 3D Vision that cannot use Depth settings higher than minimum because of 2D crosshairs or overlays, like Splinter Cell Conviction or Dragon Age, for example. You still get a nice sense of Depth however because of the level design and perspective.
Also curious what they mean by Z-buffer + other stuff. My guess is they're able to selectively render objects in 3D on a per-object basis just as you suspected. So instead of trying to render some transparencies in 3D they'll just leave it 2D. They can probably do this by selectively choosing which assets to render in 3D, similar to what Nvidia's stereo 3D driver handles it. From what we saw with StarCraft 2, Nvidia's Stereo 3D driver is able to pick and choose what objects or game assets to render in 3D and which to exclude. They can't change the depth values I don't think without some major API intervention however. For example, in SC2, simply changing the way the UI overlays and cursor/healthbars were rendered from 3D to 2D allowed us to increase Depth and separation without breaking things. Nvidia fixed this with a Stereo 3D driver fix but the same GeForce driver, so it must've just been a change to which game assets are rendered in 3D vs. 2D.
Still, I would like the option for this kind of 3D vs. traditional 3D rendered in stereo for each eye, especially in games that can't be played with high Depth to begin with due to cursor/pointer/overlay issues.
[quote name='BlackSharkfr' post='1106786' date='Aug 20 2010, 07:21 PM']The technique used by Crytek is similar to the DDD Tridef "Virtual 3D" mode.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
Very interesting points, particularly about occlusion and not being able to accurately display a 3D view of partially obscured objects behind objects. I do notice this very clearly with Nvidia's 3D Vision as partially obscured objects behave just as expected, partially obscured properly for each eye. Very subtle, but noticeable for sure. But ya I think that's why the demo clearly showed very low separation and instead relies on perspective within the scene itself to give a sense of depth. This does work well even for some games with 3D Vision that cannot use Depth settings higher than minimum because of 2D crosshairs or overlays, like Splinter Cell Conviction or Dragon Age, for example. You still get a nice sense of Depth however because of the level design and perspective.
Also curious what they mean by Z-buffer + other stuff. My guess is they're able to selectively render objects in 3D on a per-object basis just as you suspected. So instead of trying to render some transparencies in 3D they'll just leave it 2D. They can probably do this by selectively choosing which assets to render in 3D, similar to what Nvidia's stereo 3D driver handles it. From what we saw with StarCraft 2, Nvidia's Stereo 3D driver is able to pick and choose what objects or game assets to render in 3D and which to exclude. They can't change the depth values I don't think without some major API intervention however. For example, in SC2, simply changing the way the UI overlays and cursor/healthbars were rendered from 3D to 2D allowed us to increase Depth and separation without breaking things. Nvidia fixed this with a Stereo 3D driver fix but the same GeForce driver, so it must've just been a change to which game assets are rendered in 3D vs. 2D.
Still, I would like the option for this kind of 3D vs. traditional 3D rendered in stereo for each eye, especially in games that can't be played with high Depth to begin with due to cursor/pointer/overlay issues.
[quote name='BlackSharkfr' post='1106786' date='Aug 20 2010, 07:21 PM']The technique used by Crytek is similar to the DDD Tridef "Virtual 3D" mode.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues[/quote]
Very interesting points, particularly about occlusion and not being able to accurately display a 3D view of partially obscured objects behind objects. I do notice this very clearly with Nvidia's 3D Vision as partially obscured objects behave just as expected, partially obscured properly for each eye. Very subtle, but noticeable for sure. But ya I think that's why the demo clearly showed very low separation and instead relies on perspective within the scene itself to give a sense of depth. This does work well even for some games with 3D Vision that cannot use Depth settings higher than minimum because of 2D crosshairs or overlays, like Splinter Cell Conviction or Dragon Age, for example. You still get a nice sense of Depth however because of the level design and perspective.
Also curious what they mean by Z-buffer + other stuff. My guess is they're able to selectively render objects in 3D on a per-object basis just as you suspected. So instead of trying to render some transparencies in 3D they'll just leave it 2D. They can probably do this by selectively choosing which assets to render in 3D, similar to what Nvidia's stereo 3D driver handles it. From what we saw with StarCraft 2, Nvidia's Stereo 3D driver is able to pick and choose what objects or game assets to render in 3D and which to exclude. They can't change the depth values I don't think without some major API intervention however. For example, in SC2, simply changing the way the UI overlays and cursor/healthbars were rendered from 3D to 2D allowed us to increase Depth and separation without breaking things. Nvidia fixed this with a Stereo 3D driver fix but the same GeForce driver, so it must've just been a change to which game assets are rendered in 3D vs. 2D.
Still, I would like the option for this kind of 3D vs. traditional 3D rendered in stereo for each eye, especially in games that can't be played with high Depth to begin with due to cursor/pointer/overlay issues.
[quote name='BlackSharkfr' post='1106786' date='Aug 20 2010, 07:21 PM']The technique used by Crytek is similar to the DDD Tridef "Virtual 3D" mode.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
Very interesting points, particularly about occlusion and not being able to accurately display a 3D view of partially obscured objects behind objects. I do notice this very clearly with Nvidia's 3D Vision as partially obscured objects behave just as expected, partially obscured properly for each eye. Very subtle, but noticeable for sure. But ya I think that's why the demo clearly showed very low separation and instead relies on perspective within the scene itself to give a sense of depth. This does work well even for some games with 3D Vision that cannot use Depth settings higher than minimum because of 2D crosshairs or overlays, like Splinter Cell Conviction or Dragon Age, for example. You still get a nice sense of Depth however because of the level design and perspective.
Also curious what they mean by Z-buffer + other stuff. My guess is they're able to selectively render objects in 3D on a per-object basis just as you suspected. So instead of trying to render some transparencies in 3D they'll just leave it 2D. They can probably do this by selectively choosing which assets to render in 3D, similar to what Nvidia's stereo 3D driver handles it. From what we saw with StarCraft 2, Nvidia's Stereo 3D driver is able to pick and choose what objects or game assets to render in 3D and which to exclude. They can't change the depth values I don't think without some major API intervention however. For example, in SC2, simply changing the way the UI overlays and cursor/healthbars were rendered from 3D to 2D allowed us to increase Depth and separation without breaking things. Nvidia fixed this with a Stereo 3D driver fix but the same GeForce driver, so it must've just been a change to which game assets are rendered in 3D vs. 2D.
Still, I would like the option for this kind of 3D vs. traditional 3D rendered in stereo for each eye, especially in games that can't be played with high Depth to begin with due to cursor/pointer/overlay issues.
[quote name='tritosine' post='1106878' date='Aug 21 2010, 03:09 AM']UE4 wont come until many many core consoles :)
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.[/quote]
Well, next-gen consoles are due in 2012? Not too far away, UE3 is already pretty good with multi-core support but it definitely needs a refresh when it comes to DX11 and native AA support. Last I heard however it does "officially" support 3D Vision, but given how hit or miss UE3 games are in 3D Vision that probably just means they have a toggle switch to disable the post-process effects UE3 loves to use that simultaneously break the 3D Vision experience. [url="http://hothardware.com/News/Unreal-Engine-3-Gains-NVIDIA-3D-Vision-Support-The-Future-Is-Depth/"]http://hothardware.com/News/Unreal-Engine-...uture-Is-Depth/[/url]
For Crysis 2 I just want a better game, with better performance with or without 3D and it sounds like they're going to deliver all of that. I don't care too much about multiplayer mods though, as I think it dilutes the player base too much especially in a game that already has a weak installed multiplayer gaming base. That's another big reason why I think better performance is key, as it will naturally increase potential player base.
[quote name='tritosine' post='1106878' date='Aug 21 2010, 03:09 AM']UE4 wont come until many many core consoles :)
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.
Well, next-gen consoles are due in 2012? Not too far away, UE3 is already pretty good with multi-core support but it definitely needs a refresh when it comes to DX11 and native AA support. Last I heard however it does "officially" support 3D Vision, but given how hit or miss UE3 games are in 3D Vision that probably just means they have a toggle switch to disable the post-process effects UE3 loves to use that simultaneously break the 3D Vision experience. http://hothardware.com/News/Unreal-Engine-...uture-Is-Depth/
For Crysis 2 I just want a better game, with better performance with or without 3D and it sounds like they're going to deliver all of that. I don't care too much about multiplayer mods though, as I think it dilutes the player base too much especially in a game that already has a weak installed multiplayer gaming base. That's another big reason why I think better performance is key, as it will naturally increase potential player base.
[quote name='tritosine' post='1106878' date='Aug 21 2010, 03:09 AM']UE4 wont come until many many core consoles :)
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.[/quote]
Well, next-gen consoles are due in 2012? Not too far away, UE3 is already pretty good with multi-core support but it definitely needs a refresh when it comes to DX11 and native AA support. Last I heard however it does "officially" support 3D Vision, but given how hit or miss UE3 games are in 3D Vision that probably just means they have a toggle switch to disable the post-process effects UE3 loves to use that simultaneously break the 3D Vision experience. [url="http://hothardware.com/News/Unreal-Engine-3-Gains-NVIDIA-3D-Vision-Support-The-Future-Is-Depth/"]http://hothardware.com/News/Unreal-Engine-...uture-Is-Depth/[/url]
For Crysis 2 I just want a better game, with better performance with or without 3D and it sounds like they're going to deliver all of that. I don't care too much about multiplayer mods though, as I think it dilutes the player base too much especially in a game that already has a weak installed multiplayer gaming base. That's another big reason why I think better performance is key, as it will naturally increase potential player base.
[quote name='tritosine' post='1106878' date='Aug 21 2010, 03:09 AM']UE4 wont come until many many core consoles :)
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.
Well, next-gen consoles are due in 2012? Not too far away, UE3 is already pretty good with multi-core support but it definitely needs a refresh when it comes to DX11 and native AA support. Last I heard however it does "officially" support 3D Vision, but given how hit or miss UE3 games are in 3D Vision that probably just means they have a toggle switch to disable the post-process effects UE3 loves to use that simultaneously break the 3D Vision experience. http://hothardware.com/News/Unreal-Engine-...uture-Is-Depth/
For Crysis 2 I just want a better game, with better performance with or without 3D and it sounds like they're going to deliver all of that. I don't care too much about multiplayer mods though, as I think it dilutes the player base too much especially in a game that already has a weak installed multiplayer gaming base. That's another big reason why I think better performance is key, as it will naturally increase potential player base.
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues[/quote]
Very interesting points, particularly about occlusion and not being able to accurately display a 3D view of partially obscured objects behind objects. I do notice this very clearly with Nvidia's 3D Vision as partially obscured objects behave just as expected, partially obscured properly for each eye. Very subtle, but noticeable for sure. But ya I think that's why the demo clearly showed very low separation and instead relies on perspective within the scene itself to give a sense of depth. This does work well even for some games with 3D Vision that cannot use Depth settings higher than minimum because of 2D crosshairs or overlays, like Splinter Cell Conviction or Dragon Age, for example. You still get a nice sense of Depth however because of the level design and perspective.
Also curious what they mean by Z-buffer + other stuff. My guess is they're able to selectively render objects in 3D on a per-object basis just as you suspected. So instead of trying to render some transparencies in 3D they'll just leave it 2D. They can probably do this by selectively choosing which assets to render in 3D, similar to what Nvidia's stereo 3D driver handles it. From what we saw with StarCraft 2, Nvidia's Stereo 3D driver is able to pick and choose what objects or game assets to render in 3D and which to exclude. They can't change the depth values I don't think without some major API intervention however. For example, in SC2, simply changing the way the UI overlays and cursor/healthbars were rendered from 3D to 2D allowed us to increase Depth and separation without breaking things. Nvidia fixed this with a Stereo 3D driver fix but the same GeForce driver, so it must've just been a change to which game assets are rendered in 3D vs. 2D.
Still, I would like the option for this kind of 3D vs. traditional 3D rendered in stereo for each eye, especially in games that can't be played with high Depth to begin with due to cursor/pointer/overlay issues.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
Very interesting points, particularly about occlusion and not being able to accurately display a 3D view of partially obscured objects behind objects. I do notice this very clearly with Nvidia's 3D Vision as partially obscured objects behave just as expected, partially obscured properly for each eye. Very subtle, but noticeable for sure. But ya I think that's why the demo clearly showed very low separation and instead relies on perspective within the scene itself to give a sense of depth. This does work well even for some games with 3D Vision that cannot use Depth settings higher than minimum because of 2D crosshairs or overlays, like Splinter Cell Conviction or Dragon Age, for example. You still get a nice sense of Depth however because of the level design and perspective.
Also curious what they mean by Z-buffer + other stuff. My guess is they're able to selectively render objects in 3D on a per-object basis just as you suspected. So instead of trying to render some transparencies in 3D they'll just leave it 2D. They can probably do this by selectively choosing which assets to render in 3D, similar to what Nvidia's stereo 3D driver handles it. From what we saw with StarCraft 2, Nvidia's Stereo 3D driver is able to pick and choose what objects or game assets to render in 3D and which to exclude. They can't change the depth values I don't think without some major API intervention however. For example, in SC2, simply changing the way the UI overlays and cursor/healthbars were rendered from 3D to 2D allowed us to increase Depth and separation without breaking things. Nvidia fixed this with a Stereo 3D driver fix but the same GeForce driver, so it must've just been a change to which game assets are rendered in 3D vs. 2D.
Still, I would like the option for this kind of 3D vs. traditional 3D rendered in stereo for each eye, especially in games that can't be played with high Depth to begin with due to cursor/pointer/overlay issues.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues[/quote]
Very interesting points, particularly about occlusion and not being able to accurately display a 3D view of partially obscured objects behind objects. I do notice this very clearly with Nvidia's 3D Vision as partially obscured objects behave just as expected, partially obscured properly for each eye. Very subtle, but noticeable for sure. But ya I think that's why the demo clearly showed very low separation and instead relies on perspective within the scene itself to give a sense of depth. This does work well even for some games with 3D Vision that cannot use Depth settings higher than minimum because of 2D crosshairs or overlays, like Splinter Cell Conviction or Dragon Age, for example. You still get a nice sense of Depth however because of the level design and perspective.
Also curious what they mean by Z-buffer + other stuff. My guess is they're able to selectively render objects in 3D on a per-object basis just as you suspected. So instead of trying to render some transparencies in 3D they'll just leave it 2D. They can probably do this by selectively choosing which assets to render in 3D, similar to what Nvidia's stereo 3D driver handles it. From what we saw with StarCraft 2, Nvidia's Stereo 3D driver is able to pick and choose what objects or game assets to render in 3D and which to exclude. They can't change the depth values I don't think without some major API intervention however. For example, in SC2, simply changing the way the UI overlays and cursor/healthbars were rendered from 3D to 2D allowed us to increase Depth and separation without breaking things. Nvidia fixed this with a Stereo 3D driver fix but the same GeForce driver, so it must've just been a change to which game assets are rendered in 3D vs. 2D.
Still, I would like the option for this kind of 3D vs. traditional 3D rendered in stereo for each eye, especially in games that can't be played with high Depth to begin with due to cursor/pointer/overlay issues.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
Very interesting points, particularly about occlusion and not being able to accurately display a 3D view of partially obscured objects behind objects. I do notice this very clearly with Nvidia's 3D Vision as partially obscured objects behave just as expected, partially obscured properly for each eye. Very subtle, but noticeable for sure. But ya I think that's why the demo clearly showed very low separation and instead relies on perspective within the scene itself to give a sense of depth. This does work well even for some games with 3D Vision that cannot use Depth settings higher than minimum because of 2D crosshairs or overlays, like Splinter Cell Conviction or Dragon Age, for example. You still get a nice sense of Depth however because of the level design and perspective.
Also curious what they mean by Z-buffer + other stuff. My guess is they're able to selectively render objects in 3D on a per-object basis just as you suspected. So instead of trying to render some transparencies in 3D they'll just leave it 2D. They can probably do this by selectively choosing which assets to render in 3D, similar to what Nvidia's stereo 3D driver handles it. From what we saw with StarCraft 2, Nvidia's Stereo 3D driver is able to pick and choose what objects or game assets to render in 3D and which to exclude. They can't change the depth values I don't think without some major API intervention however. For example, in SC2, simply changing the way the UI overlays and cursor/healthbars were rendered from 3D to 2D allowed us to increase Depth and separation without breaking things. Nvidia fixed this with a Stereo 3D driver fix but the same GeForce driver, so it must've just been a change to which game assets are rendered in 3D vs. 2D.
Still, I would like the option for this kind of 3D vs. traditional 3D rendered in stereo for each eye, especially in games that can't be played with high Depth to begin with due to cursor/pointer/overlay issues.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.[/quote]
Well, next-gen consoles are due in 2012? Not too far away, UE3 is already pretty good with multi-core support but it definitely needs a refresh when it comes to DX11 and native AA support. Last I heard however it does "officially" support 3D Vision, but given how hit or miss UE3 games are in 3D Vision that probably just means they have a toggle switch to disable the post-process effects UE3 loves to use that simultaneously break the 3D Vision experience. [url="http://hothardware.com/News/Unreal-Engine-3-Gains-NVIDIA-3D-Vision-Support-The-Future-Is-Depth/"]http://hothardware.com/News/Unreal-Engine-...uture-Is-Depth/[/url]
For Crysis 2 I just want a better game, with better performance with or without 3D and it sounds like they're going to deliver all of that. I don't care too much about multiplayer mods though, as I think it dilutes the player base too much especially in a game that already has a weak installed multiplayer gaming base. That's another big reason why I think better performance is key, as it will naturally increase potential player base.
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.
Well, next-gen consoles are due in 2012? Not too far away, UE3 is already pretty good with multi-core support but it definitely needs a refresh when it comes to DX11 and native AA support. Last I heard however it does "officially" support 3D Vision, but given how hit or miss UE3 games are in 3D Vision that probably just means they have a toggle switch to disable the post-process effects UE3 loves to use that simultaneously break the 3D Vision experience. http://hothardware.com/News/Unreal-Engine-...uture-Is-Depth/
For Crysis 2 I just want a better game, with better performance with or without 3D and it sounds like they're going to deliver all of that. I don't care too much about multiplayer mods though, as I think it dilutes the player base too much especially in a game that already has a weak installed multiplayer gaming base. That's another big reason why I think better performance is key, as it will naturally increase potential player base.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.[/quote]
Well, next-gen consoles are due in 2012? Not too far away, UE3 is already pretty good with multi-core support but it definitely needs a refresh when it comes to DX11 and native AA support. Last I heard however it does "officially" support 3D Vision, but given how hit or miss UE3 games are in 3D Vision that probably just means they have a toggle switch to disable the post-process effects UE3 loves to use that simultaneously break the 3D Vision experience. [url="http://hothardware.com/News/Unreal-Engine-3-Gains-NVIDIA-3D-Vision-Support-The-Future-Is-Depth/"]http://hothardware.com/News/Unreal-Engine-...uture-Is-Depth/[/url]
For Crysis 2 I just want a better game, with better performance with or without 3D and it sounds like they're going to deliver all of that. I don't care too much about multiplayer mods though, as I think it dilutes the player base too much especially in a game that already has a weak installed multiplayer gaming base. That's another big reason why I think better performance is key, as it will naturally increase potential player base.
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.
Well, next-gen consoles are due in 2012? Not too far away, UE3 is already pretty good with multi-core support but it definitely needs a refresh when it comes to DX11 and native AA support. Last I heard however it does "officially" support 3D Vision, but given how hit or miss UE3 games are in 3D Vision that probably just means they have a toggle switch to disable the post-process effects UE3 loves to use that simultaneously break the 3D Vision experience. http://hothardware.com/News/Unreal-Engine-...uture-Is-Depth/
For Crysis 2 I just want a better game, with better performance with or without 3D and it sounds like they're going to deliver all of that. I don't care too much about multiplayer mods though, as I think it dilutes the player base too much especially in a game that already has a weak installed multiplayer gaming base. That's another big reason why I think better performance is key, as it will naturally increase potential player base.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W