I used your settings in a \parameters\autoexec2.con and tried in start.txt (opened ingame console) but didn`t see any change in the game. Also I saved both files in unicode. Im using the steam version, whats I made wrong?
I used your settings in a \parameters\autoexec2.con and tried in start.txt (opened ingame console) but didn`t see any change in the game. Also I saved both files in unicode. Im using the steam version, whats I made wrong?
@titus: Hmmm, sounds right what you did. This should work. Perhaps your autoexec2.con is a autoexec2.con.txt? This sometimes happens depending on how you save it. Might be that some these commands cannot be used via console/start.txt batch file either. Just guessing though.
@Arioch: I tried your settings and really like it. Still fiddling with it myself. The GUI/HUD at 50/50 makes it collide with everything though.
@titus: Hmmm, sounds right what you did. This should work. Perhaps your autoexec2.con is a autoexec2.con.txt? This sometimes happens depending on how you save it. Might be that some these commands cannot be used via console/start.txt batch file either. Just guessing though.
@Arioch: I tried your settings and really like it. Still fiddling with it myself. The GUI/HUD at 50/50 makes it collide with everything though.
@Bobarr
Hi, I also have a steam version of the game, but I am on Windows 7 and I do not have any shortcuts on my start menu to the game. How exactly do I go about creating this parameter manually?
Right now the game is not working in 3d vision using the dx10.exe. And although the dx9.exe offers 3d vision, it is as bad as before the patch.
Thanks for your help!
- nvm, I figured it out, just add the parameter through steam. It now works :)
Hi, I also have a steam version of the game, but I am on Windows 7 and I do not have any shortcuts on my start menu to the game. How exactly do I go about creating this parameter manually?
Right now the game is not working in 3d vision using the dx10.exe. And although the dx9.exe offers 3d vision, it is as bad as before the patch.
Thanks for your help!
- nvm, I figured it out, just add the parameter through steam. It now works :)
I still can't make it work with steam, I choose game properties, set game launch options and I use -adapter there, but still 3d is all messed up and there are no 3d options anywhere, and I can confirm I have 1.3 version, any help?
I still can't make it work with steam, I choose game properties, set game launch options and I use -adapter there, but still 3d is all messed up and there are no 3d options anywhere, and I can confirm I have 1.3 version, any help?
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
[quote name='birthright' date='10 September 2011 - 06:07 AM' timestamp='1315652823' post='1291022']
I still can't make it work with steam, I choose game properties, set game launch options and I use -adapter there, but still 3d is all messed up and there are no 3d options anywhere, and I can confirm I have 1.3 version, any help?
[/quote]
Just make sure to launch the dx10 version. The dx9 version is still messed up for me.
[quote name='birthright' date='10 September 2011 - 06:07 AM' timestamp='1315652823' post='1291022']
I still can't make it work with steam, I choose game properties, set game launch options and I use -adapter there, but still 3d is all messed up and there are no 3d options anywhere, and I can confirm I have 1.3 version, any help?
Just make sure to launch the dx10 version. The dx9 version is still messed up for me.
[quote name='Arioch' date='09 September 2011 - 07:12 AM' timestamp='1315505532' post='1290318']
I have been fiddling around for over an hour trying to find the best settings for my own personal taste using the file the developer posted in the thread posted above: http://www.insidetwoworlds.com/showthread.php?t=33698
So far I have this inside that file:
[b]
//3D settings ranges (current values)
//min - settings=0, max - settings=50 def=default settings value
I have the engine separation slider at only 3 as with the high maximum range every number makes a big change. You can obviously lower that number to fine tune it more. I really want more depth but I think we are limited with how much we can do with their 3D rendering technique. Here are some screenshot to show what I got so far. I am thinking of actually turning DOF back on to mitigate the lack of depth in the game. Things close up look ok I suppose.
[/quote]
Thanks for the post Arioch, you have definitely struck an improvement. Normally I like the character to be a few feet behind screen depth, and apart from foliage, and the odd tree branch, not much popping out.
I would like to ask, how do you normally prefer 'over the shoulder' 3D?
I notice that the character is slightly infront of the screen, and not -completely- round, is this the 'engine technique' limitation you referred to?
[quote name='Arioch' date='09 September 2011 - 07:12 AM' timestamp='1315505532' post='1290318']
I have been fiddling around for over an hour trying to find the best settings for my own personal taste using the file the developer posted in the thread posted above: http://www.insidetwoworlds.com/showthread.php?t=33698
So far I have this inside that file:
//3D settings ranges (current values)
//min - settings=0, max - settings=50 def=default settings value
settings.StereoSeparationDef 0.25
settings.StereoSeparationMin 0.0
settings.StereoSeparationMax 50
settings.GUIStereoSeparationDef -0.015
settings.GUIStereoSeparationMin -0.08
settings.GUIStereoSeparationMax 0.0
engine.StereoFocal 10000
I have the engine separation slider at only 3 as with the high maximum range every number makes a big change. You can obviously lower that number to fine tune it more. I really want more depth but I think we are limited with how much we can do with their 3D rendering technique. Here are some screenshot to show what I got so far. I am thinking of actually turning DOF back on to mitigate the lack of depth in the game. Things close up look ok I suppose.
Thanks for the post Arioch, you have definitely struck an improvement. Normally I like the character to be a few feet behind screen depth, and apart from foliage, and the odd tree branch, not much popping out.
I would like to ask, how do you normally prefer 'over the shoulder' 3D?
I notice that the character is slightly infront of the screen, and not -completely- round, is this the 'engine technique' limitation you referred to?
It's still not working for me, either. I've got the 280 drivers. I've got -adapter set up in the Steam preferences. I start the game and select DirectX 10. The game then asks me about my video card. I pick my only video card, I pick my only monitor (listed as \\.\DISPLAY 1), and I pick "vendor specific". The game starts up and is using 3D... but where are these sliders!?
My problem with the videos went away when I told FFDSHOW to never run with this program. (It probably would have worked fine if I had told it to always run with this program, too.) I also turned the Steam Community thing off as interacting with that at all while the game was starting would mangle the videos.
It's still not working for me, either. I've got the 280 drivers. I've got -adapter set up in the Steam preferences. I start the game and select DirectX 10. The game then asks me about my video card. I pick my only video card, I pick my only monitor (listed as \\.\DISPLAY 1), and I pick "vendor specific". The game starts up and is using 3D... but where are these sliders!?
My problem with the videos went away when I told FFDSHOW to never run with this program. (It probably would have worked fine if I had told it to always run with this program, too.) I also turned the Steam Community thing off as interacting with that at all while the game was starting would mangle the videos.
I don't own the steam version, so it's hard to give advice on this. But that the game asks the graphic card and monitor (and wished stereo render mode I guess, i.e. nvidia), is a very good sign. The menu system of TW2 is a little misleading sometimes: Have you scrolled all the way down in the ingame graphic options menu? This menu covers several pages, so keep on scrolling. At the very end there are three new entries for safe zone, normal separation and gui/hud separation. These are our sliders.
I don't own the steam version, so it's hard to give advice on this. But that the game asks the graphic card and monitor (and wished stereo render mode I guess, i.e. nvidia), is a very good sign. The menu system of TW2 is a little misleading sometimes: Have you scrolled all the way down in the ingame graphic options menu? This menu covers several pages, so keep on scrolling. At the very end there are three new entries for safe zone, normal separation and gui/hud separation. These are our sliders.
[quote name='Zloth' date='11 September 2011 - 04:13 AM' timestamp='1315710783' post='1291267']
It's still not working for me, either. I've got the 280 drivers. I've got -adapter set up in the Steam preferences. I start the game and select DirectX 10. The game then asks me about my video card. I pick my only video card, I pick my only monitor (listed as \\.\DISPLAY 1), and I pick "vendor specific". The game starts up and is using 3D... but where are these sliders!?
My problem with the videos went away when I told FFDSHOW to never run with this program. (It probably would have worked fine if I had told it to always run with this program, too.) I also turned the Steam Community thing off as interacting with that at all while the game was starting would mangle the videos.
[/quote]
In the graphic options there are an (hide) arrow while show more options, you see it?
[quote name='Zloth' date='11 September 2011 - 04:13 AM' timestamp='1315710783' post='1291267']
It's still not working for me, either. I've got the 280 drivers. I've got -adapter set up in the Steam preferences. I start the game and select DirectX 10. The game then asks me about my video card. I pick my only video card, I pick my only monitor (listed as \\.\DISPLAY 1), and I pick "vendor specific". The game starts up and is using 3D... but where are these sliders!?
My problem with the videos went away when I told FFDSHOW to never run with this program. (It probably would have worked fine if I had told it to always run with this program, too.) I also turned the Steam Community thing off as interacting with that at all while the game was starting would mangle the videos.
In the graphic options there are an (hide) arrow while show more options, you see it?
[quote]The menu system of TW2 is a little misleading sometimes: Have you scrolled all the way down in the ingame graphic options menu? This menu covers several pages, so keep on scrolling.[/quote]
What are you talking about? There's no scroll bars on that... OH GORRAM IT!!! Remind me to send a copy of [u]GUIs for Dummies[/u] to the devs.
The menu system of TW2 is a little misleading sometimes: Have you scrolled all the way down in the ingame graphic options menu? This menu covers several pages, so keep on scrolling.
What are you talking about? There's no scroll bars on that... OH GORRAM IT!!! Remind me to send a copy of GUIs for Dummies to the devs.
You're welcome, Zloth, fine to hear you got it sorted out. And yes, we mentioned that misleading part of the interface a few times during beta tests /smile2.gif' class='bbc_emoticon' alt=':))' />, but that's really a very minor niggle compared to all the joys TW2 brings, especially now in stereo 3d, speaking of which - an update:
The commands below are what I use in my autoexec2.con (with Nvidia 3d Vision, a 23 inch screen, res. 1680 * 1050):
// And in the ingame menu:
// safezone on
// Separation 12/50
// GUI/HUD separation 29/50
Watch Antaloor come to life as you never did before... This stereo 3d implementation in this game is something different than i am used to from other games (all popout instead of indepth/popout mix) and I am liking it more with every hour that passes. It's totally immersive. I just had to learn not to overdo it, so that the mind can grasp what the eyes see. The gui/hud now hovers about half an underarm's length out of my screen, roughly at the beginning of my upper keyboard border. When I stretch my arm I am utterly surprised that I can do this seemingly forever, delving into what should be solid monitor glass, but surprisingly isn't. It has liquified. No drugs involved folks - try it.
You're welcome, Zloth, fine to hear you got it sorted out. And yes, we mentioned that misleading part of the interface a few times during beta tests /smile2.gif' class='bbc_emoticon' alt=':))' />, but that's really a very minor niggle compared to all the joys TW2 brings, especially now in stereo 3d, speaking of which - an update:
The commands below are what I use in my autoexec2.con (with Nvidia 3d Vision, a 23 inch screen, res. 1680 * 1050):
// *updated settings, v2*
settings.StereoSeparationDef 0.75
settings.StereoSeparationMin 0.0
settings.StereoSeparationMax 4.5
settings.GUIStereoSeparationDef -0.015
settings.GUIStereoSeparationMin -0.16
settings.GUIStereoSeparationMax 0.0
engine.StereoFocal 19200
// Yes, that's staggering 19200, no misprinting
// And in the ingame menu:
// safezone on
// Separation 12/50
// GUI/HUD separation 29/50
Watch Antaloor come to life as you never did before... This stereo 3d implementation in this game is something different than i am used to from other games (all popout instead of indepth/popout mix) and I am liking it more with every hour that passes. It's totally immersive. I just had to learn not to overdo it, so that the mind can grasp what the eyes see. The gui/hud now hovers about half an underarm's length out of my screen, roughly at the beginning of my upper keyboard border. When I stretch my arm I am utterly surprised that I can do this seemingly forever, delving into what should be solid monitor glass, but surprisingly isn't. It has liquified. No drugs involved folks - try it.
So this 3D is [b]purely [/b]popout? With distant objects appearing at screen depth!? The old game had a lot of trouble with HDR affects but at least distant objects looked distant.
So this 3D is purely popout? With distant objects appearing at screen depth!? The old game had a lot of trouble with HDR affects but at least distant objects looked distant.
Yes, "only" popout. But some rethinking is in order that I had to undergo myself, too: Distant objects appear very distant with this solution,too. It's all about relative difference to the foreground objects. Now the separation itself is low, but because all this separation is on the popout side of things, it has an immense spacial/depth effect.
I don't talk about extra little icing by a sword or shoulder pad pooping out. This implemenation means great overall depth by popout.
I think that separation has different effect strengths depending on whether it happens beyond or before convergence point. One centimeter of separation between left and right image on the popout side is like 3 centimeters on the other side.
And furthermore: The whole stereo model of this game is V-shaped (convergence point at the bottom where the sky is, all popout), while traditonally games have an X-shape. The trick here is that moving the bottom of the V further down doesn't make its top ends more separated. We can change the angle of the lines instead. In many X-shaped models I know we could just move the central crossing point using the same angle of lines. This resulted in a tied change of separation distance.
I think the most important thing for depth is how many layers exist(or paraphrased: how long the lines of the V/X actually are). Trying to reach long lines with high separation has its limits: after a certain separation level watching becomes strenouous and ultimately is not possible anymore. In TW2 with these console commands the length of the lines can be scaled rather fluently by moving engine stereo.focal (ie the convergence point)further back [b]while maintaining the same end separation[/b], in other words: [b]we are allowed to reduce the angle and lenghten the line[/b]. Our lines will reach the same separation point in the end, but they will do so at a smaller angle, which allows more line length and therewith layers of depth.
Separation distance and angle are untied here. Allowing for depth without eye strain and with minimal ghosting at all.
Who knows.. perhaps it all works out differently. But what I know for sure is, that stereo 3d in TW2 with above settings is very impressive. Don't miss out on it. An eye opener is to stretch your hand towards the screen - how far can you grab into things? You will be amazed...
Yes, "only" popout. But some rethinking is in order that I had to undergo myself, too: Distant objects appear very distant with this solution,too. It's all about relative difference to the foreground objects. Now the separation itself is low, but because all this separation is on the popout side of things, it has an immense spacial/depth effect.
I don't talk about extra little icing by a sword or shoulder pad pooping out. This implemenation means great overall depth by popout.
I think that separation has different effect strengths depending on whether it happens beyond or before convergence point. One centimeter of separation between left and right image on the popout side is like 3 centimeters on the other side.
And furthermore: The whole stereo model of this game is V-shaped (convergence point at the bottom where the sky is, all popout), while traditonally games have an X-shape. The trick here is that moving the bottom of the V further down doesn't make its top ends more separated. We can change the angle of the lines instead. In many X-shaped models I know we could just move the central crossing point using the same angle of lines. This resulted in a tied change of separation distance.
I think the most important thing for depth is how many layers exist(or paraphrased: how long the lines of the V/X actually are). Trying to reach long lines with high separation has its limits: after a certain separation level watching becomes strenouous and ultimately is not possible anymore. In TW2 with these console commands the length of the lines can be scaled rather fluently by moving engine stereo.focal (ie the convergence point)further back while maintaining the same end separation, in other words: we are allowed to reduce the angle and lenghten the line. Our lines will reach the same separation point in the end, but they will do so at a smaller angle, which allows more line length and therewith layers of depth.
Separation distance and angle are untied here. Allowing for depth without eye strain and with minimal ghosting at all.
Who knows.. perhaps it all works out differently. But what I know for sure is, that stereo 3d in TW2 with above settings is very impressive. Don't miss out on it. An eye opener is to stretch your hand towards the screen - how far can you grab into things? You will be amazed...
@Arioch: I tried your settings and really like it. Still fiddling with it myself. The GUI/HUD at 50/50 makes it collide with everything though.
@Arioch: I tried your settings and really like it. Still fiddling with it myself. The GUI/HUD at 50/50 makes it collide with everything though.
Hi, I also have a steam version of the game, but I am on Windows 7 and I do not have any shortcuts on my start menu to the game. How exactly do I go about creating this parameter manually?
Right now the game is not working in 3d vision using the dx10.exe. And although the dx9.exe offers 3d vision, it is as bad as before the patch.
Thanks for your help!
- nvm, I figured it out, just add the parameter through steam. It now works :)
Hi, I also have a steam version of the game, but I am on Windows 7 and I do not have any shortcuts on my start menu to the game. How exactly do I go about creating this parameter manually?
Right now the game is not working in 3d vision using the dx10.exe. And although the dx9.exe offers 3d vision, it is as bad as before the patch.
Thanks for your help!
- nvm, I figured it out, just add the parameter through steam. It now works :)
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
I still can't make it work with steam, I choose game properties, set game launch options and I use -adapter there, but still 3d is all messed up and there are no 3d options anywhere, and I can confirm I have 1.3 version, any help?
[/quote]
Just make sure to launch the dx10 version. The dx9 version is still messed up for me.
I still can't make it work with steam, I choose game properties, set game launch options and I use -adapter there, but still 3d is all messed up and there are no 3d options anywhere, and I can confirm I have 1.3 version, any help?
Just make sure to launch the dx10 version. The dx9 version is still messed up for me.
I have been fiddling around for over an hour trying to find the best settings for my own personal taste using the file the developer posted in the thread posted above: http://www.insidetwoworlds.com/showthread.php?t=33698
So far I have this inside that file:
[b]
//3D settings ranges (current values)
//min - settings=0, max - settings=50 def=default settings value
settings.StereoSeparationDef 0.25
settings.StereoSeparationMin 0.0
settings.StereoSeparationMax 50
settings.GUIStereoSeparationDef -0.015
settings.GUIStereoSeparationMin -0.08
settings.GUIStereoSeparationMax 0.0
engine.StereoFocal 10000[/b]
I have the engine separation slider at only 3 as with the high maximum range every number makes a big change. You can obviously lower that number to fine tune it more. I really want more depth but I think we are limited with how much we can do with their 3D rendering technique. Here are some screenshot to show what I got so far. I am thinking of actually turning DOF back on to mitigate the lack of depth in the game. Things close up look ok I suppose.
[/quote]
Thanks for the post Arioch, you have definitely struck an improvement. Normally I like the character to be a few feet behind screen depth, and apart from foliage, and the odd tree branch, not much popping out.
I would like to ask, how do you normally prefer 'over the shoulder' 3D?
I notice that the character is slightly infront of the screen, and not -completely- round, is this the 'engine technique' limitation you referred to?
I have been fiddling around for over an hour trying to find the best settings for my own personal taste using the file the developer posted in the thread posted above: http://www.insidetwoworlds.com/showthread.php?t=33698
So far I have this inside that file:
//3D settings ranges (current values)
//min - settings=0, max - settings=50 def=default settings value
settings.StereoSeparationDef 0.25
settings.StereoSeparationMin 0.0
settings.StereoSeparationMax 50
settings.GUIStereoSeparationDef -0.015
settings.GUIStereoSeparationMin -0.08
settings.GUIStereoSeparationMax 0.0
engine.StereoFocal 10000
I have the engine separation slider at only 3 as with the high maximum range every number makes a big change. You can obviously lower that number to fine tune it more. I really want more depth but I think we are limited with how much we can do with their 3D rendering technique. Here are some screenshot to show what I got so far. I am thinking of actually turning DOF back on to mitigate the lack of depth in the game. Things close up look ok I suppose.
Thanks for the post Arioch, you have definitely struck an improvement. Normally I like the character to be a few feet behind screen depth, and apart from foliage, and the odd tree branch, not much popping out.
I would like to ask, how do you normally prefer 'over the shoulder' 3D?
I notice that the character is slightly infront of the screen, and not -completely- round, is this the 'engine technique' limitation you referred to?
My problem with the videos went away when I told FFDSHOW to never run with this program. (It probably would have worked fine if I had told it to always run with this program, too.) I also turned the Steam Community thing off as interacting with that at all while the game was starting would mangle the videos.
My problem with the videos went away when I told FFDSHOW to never run with this program. (It probably would have worked fine if I had told it to always run with this program, too.) I also turned the Steam Community thing off as interacting with that at all while the game was starting would mangle the videos.
It's still not working for me, either. I've got the 280 drivers. I've got -adapter set up in the Steam preferences. I start the game and select DirectX 10. The game then asks me about my video card. I pick my only video card, I pick my only monitor (listed as \\.\DISPLAY 1), and I pick "vendor specific". The game starts up and is using 3D... but where are these sliders!?
My problem with the videos went away when I told FFDSHOW to never run with this program. (It probably would have worked fine if I had told it to always run with this program, too.) I also turned the Steam Community thing off as interacting with that at all while the game was starting would mangle the videos.
[/quote]
In the graphic options there are an (hide) arrow while show more options, you see it?
It's still not working for me, either. I've got the 280 drivers. I've got -adapter set up in the Steam preferences. I start the game and select DirectX 10. The game then asks me about my video card. I pick my only video card, I pick my only monitor (listed as \\.\DISPLAY 1), and I pick "vendor specific". The game starts up and is using 3D... but where are these sliders!?
My problem with the videos went away when I told FFDSHOW to never run with this program. (It probably would have worked fine if I had told it to always run with this program, too.) I also turned the Steam Community thing off as interacting with that at all while the game was starting would mangle the videos.
In the graphic options there are an (hide) arrow while show more options, you see it?
settings.StereoSeparationDef 1.5
settings.StereoSeparationMin 0.0
settings.StereoSeparationMax 9
settings.GUIStereoSeparationDef -0.015
settings.GUIStereoSeparationMin -0.16
settings.GUIStereoSeparationMax 0.0
engine.StereoFocal 1920
Additionally in the ingame graphic options menu I used the following:
Separation 6/50
GUI/HUD Separation 21/50
Safezone on - set in away that no hud element's left/right image gets off screen.
Now lets hope we find a way to get the mouse cursor separation aligned to the hud/gui separation...
settings.StereoSeparationDef 1.5
settings.StereoSeparationMin 0.0
settings.StereoSeparationMax 9
settings.GUIStereoSeparationDef -0.015
settings.GUIStereoSeparationMin -0.16
settings.GUIStereoSeparationMax 0.0
engine.StereoFocal 1920
Additionally in the ingame graphic options menu I used the following:
Separation 6/50
GUI/HUD Separation 21/50
Safezone on - set in away that no hud element's left/right image gets off screen.
Now lets hope we find a way to get the mouse cursor separation aligned to the hud/gui separation...
What are you talking about? There's no scroll bars on that... OH GORRAM IT!!! Remind me to send a copy of [u]GUIs for Dummies[/u] to the devs.
The 3D is working, though. Thanks folks!
What are you talking about? There's no scroll bars on that... OH GORRAM IT!!! Remind me to send a copy of GUIs for Dummies to the devs.
The 3D is working, though. Thanks folks!
The commands below are what I use in my autoexec2.con (with Nvidia 3d Vision, a 23 inch screen, res. 1680 * 1050):
// *updated settings, v2*
settings.StereoSeparationDef 0.75
settings.StereoSeparationMin 0.0
settings.StereoSeparationMax 4.5
settings.GUIStereoSeparationDef -0.015
settings.GUIStereoSeparationMin -0.16
settings.GUIStereoSeparationMax 0.0
engine.StereoFocal 19200
// Yes, that's staggering 19200, no misprinting
// And in the ingame menu:
// safezone on
// Separation 12/50
// GUI/HUD separation 29/50
Watch Antaloor come to life as you never did before... This stereo 3d implementation in this game is something different than i am used to from other games (all popout instead of indepth/popout mix) and I am liking it more with every hour that passes. It's totally immersive. I just had to learn not to overdo it, so that the mind can grasp what the eyes see. The gui/hud now hovers about half an underarm's length out of my screen, roughly at the beginning of my upper keyboard border. When I stretch my arm I am utterly surprised that I can do this seemingly forever, delving into what should be solid monitor glass, but surprisingly isn't. It has liquified. No drugs involved folks - try it.
The commands below are what I use in my autoexec2.con (with Nvidia 3d Vision, a 23 inch screen, res. 1680 * 1050):
// *updated settings, v2*
settings.StereoSeparationDef 0.75
settings.StereoSeparationMin 0.0
settings.StereoSeparationMax 4.5
settings.GUIStereoSeparationDef -0.015
settings.GUIStereoSeparationMin -0.16
settings.GUIStereoSeparationMax 0.0
engine.StereoFocal 19200
// Yes, that's staggering 19200, no misprinting
// And in the ingame menu:
// safezone on
// Separation 12/50
// GUI/HUD separation 29/50
Watch Antaloor come to life as you never did before... This stereo 3d implementation in this game is something different than i am used to from other games (all popout instead of indepth/popout mix) and I am liking it more with every hour that passes. It's totally immersive. I just had to learn not to overdo it, so that the mind can grasp what the eyes see. The gui/hud now hovers about half an underarm's length out of my screen, roughly at the beginning of my upper keyboard border. When I stretch my arm I am utterly surprised that I can do this seemingly forever, delving into what should be solid monitor glass, but surprisingly isn't. It has liquified. No drugs involved folks - try it.
I don't talk about extra little icing by a sword or shoulder pad pooping out. This implemenation means great overall depth by popout.
I think that separation has different effect strengths depending on whether it happens beyond or before convergence point. One centimeter of separation between left and right image on the popout side is like 3 centimeters on the other side.
And furthermore: The whole stereo model of this game is V-shaped (convergence point at the bottom where the sky is, all popout), while traditonally games have an X-shape. The trick here is that moving the bottom of the V further down doesn't make its top ends more separated. We can change the angle of the lines instead. In many X-shaped models I know we could just move the central crossing point using the same angle of lines. This resulted in a tied change of separation distance.
I think the most important thing for depth is how many layers exist(or paraphrased: how long the lines of the V/X actually are). Trying to reach long lines with high separation has its limits: after a certain separation level watching becomes strenouous and ultimately is not possible anymore. In TW2 with these console commands the length of the lines can be scaled rather fluently by moving engine stereo.focal (ie the convergence point)further back [b]while maintaining the same end separation[/b], in other words: [b]we are allowed to reduce the angle and lenghten the line[/b]. Our lines will reach the same separation point in the end, but they will do so at a smaller angle, which allows more line length and therewith layers of depth.
Separation distance and angle are untied here. Allowing for depth without eye strain and with minimal ghosting at all.
Who knows.. perhaps it all works out differently. But what I know for sure is, that stereo 3d in TW2 with above settings is very impressive. Don't miss out on it. An eye opener is to stretch your hand towards the screen - how far can you grab into things? You will be amazed...
I don't talk about extra little icing by a sword or shoulder pad pooping out. This implemenation means great overall depth by popout.
I think that separation has different effect strengths depending on whether it happens beyond or before convergence point. One centimeter of separation between left and right image on the popout side is like 3 centimeters on the other side.
And furthermore: The whole stereo model of this game is V-shaped (convergence point at the bottom where the sky is, all popout), while traditonally games have an X-shape. The trick here is that moving the bottom of the V further down doesn't make its top ends more separated. We can change the angle of the lines instead. In many X-shaped models I know we could just move the central crossing point using the same angle of lines. This resulted in a tied change of separation distance.
I think the most important thing for depth is how many layers exist(or paraphrased: how long the lines of the V/X actually are). Trying to reach long lines with high separation has its limits: after a certain separation level watching becomes strenouous and ultimately is not possible anymore. In TW2 with these console commands the length of the lines can be scaled rather fluently by moving engine stereo.focal (ie the convergence point)further back while maintaining the same end separation, in other words: we are allowed to reduce the angle and lenghten the line. Our lines will reach the same separation point in the end, but they will do so at a smaller angle, which allows more line length and therewith layers of depth.
Separation distance and angle are untied here. Allowing for depth without eye strain and with minimal ghosting at all.
Who knows.. perhaps it all works out differently. But what I know for sure is, that stereo 3d in TW2 with above settings is very impressive. Don't miss out on it. An eye opener is to stretch your hand towards the screen - how far can you grab into things? You will be amazed...