I know this is not the most appropriate board to post Shadowplay issues, but you all know as well as I do that few in the GeForce Experience forum care about 3D Vision game capture. This topic would get buried.
[b]GeForce Experience Forum Post:[/b] [url]https://forums.geforce.com/default/topic/778378/geforce-experience/-bug-shadowplay-stereoscopic-capture-problems/[/url]
I have created a video that shows exactly why Shadowplay cannot create acceptable stereoscopic videos. There is a very small delay in the left eye image that is unnoticable most of the time. But when there is fast motion on screen, most usually a rapidly changing camera in an FPS or TPS, the nonsynchronousness right and left views cause stereoscopic anomalies that were not present in the original game.
If the camera is quickly moving horizontally, it can make the scene appear to have more depth, or less depth, depending on if the movement is towards the left or the right. If the movement is vertical, such as foreground objects quickly getting closer to the camera when the player runs forward, then vertical parallax is possible.
Vertical parallax is one of the major No-Nos in stereoscopic imagery. Even though it's visible for just a fraction of a second in a video recorded with Shadowplay, the brain detects that something is off with what it's seeing.
In this demonstration video I've made, I show freeze frames of out-of-sync left and right eye views. It's difficult to show incorrect horizontal parallax in a 2D video, so I focused on a case of easily viewed-vertical parallax.
[b]First Demonstration Video with detailed explanation:[/b]
https://www.youtube.com/watch?v=1NgRT1dzk-I
I've observed this in several games and I've seen it in other people's stereoscopic videos recorded using Shadowplay. Let's bring this to NVIDIA's attention and hopefully get a fix. Shadowplay has some major benefits over Fraps, and I'd like to have it as an option for stereoscopic game footage capture. For now, it is unusable.
[b]Second Demonstration Video in 3D:[/b]
https://www.youtube.com/watch?v=Tvot-XKO9tA
I know this is not the most appropriate board to post Shadowplay issues, but you all know as well as I do that few in the GeForce Experience forum care about 3D Vision game capture. This topic would get buried.
I have created a video that shows exactly why Shadowplay cannot create acceptable stereoscopic videos. There is a very small delay in the left eye image that is unnoticable most of the time. But when there is fast motion on screen, most usually a rapidly changing camera in an FPS or TPS, the nonsynchronousness right and left views cause stereoscopic anomalies that were not present in the original game.
If the camera is quickly moving horizontally, it can make the scene appear to have more depth, or less depth, depending on if the movement is towards the left or the right. If the movement is vertical, such as foreground objects quickly getting closer to the camera when the player runs forward, then vertical parallax is possible.
Vertical parallax is one of the major No-Nos in stereoscopic imagery. Even though it's visible for just a fraction of a second in a video recorded with Shadowplay, the brain detects that something is off with what it's seeing.
In this demonstration video I've made, I show freeze frames of out-of-sync left and right eye views. It's difficult to show incorrect horizontal parallax in a 2D video, so I focused on a case of easily viewed-vertical parallax.
First Demonstration Video with detailed explanation:
I've observed this in several games and I've seen it in other people's stereoscopic videos recorded using Shadowplay. Let's bring this to NVIDIA's attention and hopefully get a fix. Shadowplay has some major benefits over Fraps, and I'd like to have it as an option for stereoscopic game footage capture. For now, it is unusable.
Unless its changed in last few drivers [which is always a possibility].
Whatever your recording at you need to be recording at above the rate you are recording at.
Like if your recording 60 FPS. You need ABOVE 60 CONSTANT.
Drop the FPS on record to 30 FPS and you should see less visual issues. When my card went down and I was down to a single card all my videos were a mess. Or I forgot to drop framerate and was too lazy to do over.
Unless its changed in last few drivers [which is always a possibility].
Whatever your recording at you need to be recording at above the rate you are recording at.
Like if your recording 60 FPS. You need ABOVE 60 CONSTANT.
Drop the FPS on record to 30 FPS and you should see less visual issues. When my card went down and I was down to a single card all my videos were a mess. Or I forgot to drop framerate and was too lazy to do over.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
I've been doing some recording in 3D with The Ball, but that easily runs at higher than the 30 fps I'm recording at. Haven't seen the glitches there, but also didn't look closely. I have seen instances of audio being out of sync, especially if I start recording at desktop, then run game in 3D.
Be sure to file a Bug Report for this if you haven't already. NVidia doesn't follow the forums closely, but they do follow bug reports.
I've been doing some recording in 3D with The Ball, but that easily runs at higher than the 30 fps I'm recording at. Haven't seen the glitches there, but also didn't look closely. I have seen instances of audio being out of sync, especially if I start recording at desktop, then run game in 3D.
Be sure to file a Bug Report for this if you haven't already. NVidia doesn't follow the forums closely, but they do follow bug reports.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
EQ,
I don't know what you mean by "record above the rate you're recording at." It's easily possible to record [i]below[/i] the intended capture rate if your system can't handle it, but the opposite doesn't make much sense.
This issue happens with 30FPS recordings, too. The Thief 2014 videos I mentioned were recorded at 30FPS. Also, those videos sometimes had the audio sync problem bo3b had, as well. I haven't seen the audio sync problems since then, though. I thought it had been fixed, but maybe not.
This Dead Rising 3 video has some extreme examples of this Shadowplay problem in the first 45 seconds. I point them out in a comment.
http://www.3dvisionlive.com/ugc/28341/dead-rising-3
I don't know what you mean by "record above the rate you're recording at." It's easily possible to record below the intended capture rate if your system can't handle it, but the opposite doesn't make much sense.
This issue happens with 30FPS recordings, too. The Thief 2014 videos I mentioned were recorded at 30FPS. Also, those videos sometimes had the audio sync problem bo3b had, as well. I haven't seen the audio sync problems since then, though. I thought it had been fixed, but maybe not.
This Dead Rising 3 video has some extreme examples of this Shadowplay problem in the first 45 seconds. I point them out in a comment.
bo3b,
If you could check your videos for this eye-sync issue, that would be helpful. You're used to viewing proper S3D images, so it should be really obvious to you. It's going to take a lot more than one bug report to make NVIDIA pay attention.
There's another way I can demonstrate this problem, but it's not possible thanks to Google breaking 3D on Youtube again. I might have to dust off my 3DVL account....
If you could check your videos for this eye-sync issue, that would be helpful. You're used to viewing proper S3D images, so it should be really obvious to you. It's going to take a lot more than one bug report to make NVIDIA pay attention.
There's another way I can demonstrate this problem, but it's not possible thanks to Google breaking 3D on Youtube again. I might have to dust off my 3DVL account....
Ah, I see. I checked one of my videos, and I think I have a very good test case/example for you.
This video: [url]http://sg.bo3b.net/Lesson%201%20-%20using%20helixmod.mp4[/url]
If you run that half-1080p video in 3D using stereoscopic player, you can see that the left and right are not properly aligned, right from the start. The desktop should be at screen depth, but in fact is floating slightly above the desktop. This adds artificial depth. Probably because of the problem you have seen.
Also, once I drop in game, the menus and setting screen are not at screen depth in the video, but they are in the real game.
Let me know if that doesn't seem related.
I would not be too quick to dismiss bug reports. NVidia generally takes them seriously, although it also takes them a long time to address them.
Edit: Hmmm... probably strike that. I think this is an artifact of the video editing software I used. When I look at raw footage from ShadowPlay I do not see this problem.
If you run that half-1080p video in 3D using stereoscopic player, you can see that the left and right are not properly aligned, right from the start. The desktop should be at screen depth, but in fact is floating slightly above the desktop. This adds artificial depth. Probably because of the problem you have seen.
Also, once I drop in game, the menus and setting screen are not at screen depth in the video, but they are in the real game.
Let me know if that doesn't seem related.
I would not be too quick to dismiss bug reports. NVidia generally takes them seriously, although it also takes them a long time to address them.
Edit: Hmmm... probably strike that. I think this is an artifact of the video editing software I used. When I look at raw footage from ShadowPlay I do not see this problem.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Here is another video that is raw footage from ShadowPlay in 3D. I looked for the effect you are seeing, but don't see it in this example. (this will be uploaded in 25 minutes, but you can probably stream initial data.)
[url]http://sg.bo3b.net/ShadowVideo-Lava.mp4[/url]
Now I think I do remember seeing what you are mentioning though. Every once in awhile I'll drop in and get a wicked effect that is only bad when I quickly move left/right. In my case I assumed that was a game bug. When I had that happen, if I did alt-tab out then back in, it would generally be fixed.
Here is another video that is raw footage from ShadowPlay in 3D. I looked for the effect you are seeing, but don't see it in this example. (this will be uploaded in 25 minutes, but you can probably stream initial data.)
Now I think I do remember seeing what you are mentioning though. Every once in awhile I'll drop in and get a wicked effect that is only bad when I quickly move left/right. In my case I assumed that was a game bug. When I had that happen, if I did alt-tab out then back in, it would generally be fixed.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
One more comment- I watched that DeadRising video above, and yeah, that's pretty heinous.
I don't think what I saw in my video was related to the effect you are seeing there, but maybe.
Also, it looked to me like the game was running Compatibility Mode. A big difference there is that my video above is running in geometric-3D. It wouldn't surprise me too much if CM was introducing these errors, and could be a key part of the problem.
One more comment- I watched that DeadRising video above, and yeah, that's pretty heinous.
I don't think what I saw in my video was related to the effect you are seeing there, but maybe.
Also, it looked to me like the game was running Compatibility Mode. A big difference there is that my video above is running in geometric-3D. It wouldn't surprise me too much if CM was introducing these errors, and could be a key part of the problem.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
I've made a 3D video that highlights this problem, but 3DVisionLive isn't letting me upload like Eqzitara said, and Youtube broke the 3D player. So download this video to watch it locally: http://youtu.be/Tvot-XKO9tA
@ b03b
Thanks for the videos. I've never used Shadowplay to capture my screen, but the depth in the first video is unrelated to the sync issue. Since the depth of your screen seems to be the same depth as both The Ball's UI and the "Bo3b's School for Shaderhackers" text at the start, I'd guess that the depth came from the video editing.
I looked carefully at the footage from The Ball, but I couldn't notice any points where the views went out of sync. There wasn't much fast motion in the clip, so it's difficult to tell.
I'm glad someone has finally stepping up to make tutorial videos about the Helix Mod. I've wanted to do it for years, but I didn't have the knowledge to teach more than the very basics. I'm looking forward to learning from you.
I've made a 3D video that highlights this problem, but 3DVisionLive isn't letting me upload like Eqzitara said, and Youtube broke the 3D player. So download this video to watch it locally: http://youtu.be/Tvot-XKO9tA
@ b03b
Thanks for the videos. I've never used Shadowplay to capture my screen, but the depth in the first video is unrelated to the sync issue. Since the depth of your screen seems to be the same depth as both The Ball's UI and the "Bo3b's School for Shaderhackers" text at the start, I'd guess that the depth came from the video editing.
I looked carefully at the footage from The Ball, but I couldn't notice any points where the views went out of sync. There wasn't much fast motion in the clip, so it's difficult to tell.
I'm glad someone has finally stepping up to make tutorial videos about the Helix Mod. I've wanted to do it for years, but I didn't have the knowledge to teach more than the very basics. I'm looking forward to learning from you.
GeForce Experience Forum Post: https://forums.geforce.com/default/topic/778378/geforce-experience/-bug-shadowplay-stereoscopic-capture-problems/
I have created a video that shows exactly why Shadowplay cannot create acceptable stereoscopic videos. There is a very small delay in the left eye image that is unnoticable most of the time. But when there is fast motion on screen, most usually a rapidly changing camera in an FPS or TPS, the nonsynchronousness right and left views cause stereoscopic anomalies that were not present in the original game.
If the camera is quickly moving horizontally, it can make the scene appear to have more depth, or less depth, depending on if the movement is towards the left or the right. If the movement is vertical, such as foreground objects quickly getting closer to the camera when the player runs forward, then vertical parallax is possible.
Vertical parallax is one of the major No-Nos in stereoscopic imagery. Even though it's visible for just a fraction of a second in a video recorded with Shadowplay, the brain detects that something is off with what it's seeing.
In this demonstration video I've made, I show freeze frames of out-of-sync left and right eye views. It's difficult to show incorrect horizontal parallax in a 2D video, so I focused on a case of easily viewed-vertical parallax.
First Demonstration Video with detailed explanation:
I've observed this in several games and I've seen it in other people's stereoscopic videos recorded using Shadowplay. Let's bring this to NVIDIA's attention and hopefully get a fix. Shadowplay has some major benefits over Fraps, and I'd like to have it as an option for stereoscopic game footage capture. For now, it is unusable.
Second Demonstration Video in 3D:
Whatever your recording at you need to be recording at above the rate you are recording at.
Like if your recording 60 FPS. You need ABOVE 60 CONSTANT.
Drop the FPS on record to 30 FPS and you should see less visual issues. When my card went down and I was down to a single card all my videos were a mess. Or I forgot to drop framerate and was too lazy to do over.
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
Be sure to file a Bug Report for this if you haven't already. NVidia doesn't follow the forums closely, but they do follow bug reports.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
I don't know what you mean by "record above the rate you're recording at." It's easily possible to record below the intended capture rate if your system can't handle it, but the opposite doesn't make much sense.
This issue happens with 30FPS recordings, too. The Thief 2014 videos I mentioned were recorded at 30FPS. Also, those videos sometimes had the audio sync problem bo3b had, as well. I haven't seen the audio sync problems since then, though. I thought it had been fixed, but maybe not.
This Dead Rising 3 video has some extreme examples of this Shadowplay problem in the first 45 seconds. I point them out in a comment.
http://www.3dvisionlive.com/ugc/28341/dead-rising-3
If you could check your videos for this eye-sync issue, that would be helpful. You're used to viewing proper S3D images, so it should be really obvious to you. It's going to take a lot more than one bug report to make NVIDIA pay attention.
There's another way I can demonstrate this problem, but it's not possible thanks to Google breaking 3D on Youtube again. I might have to dust off my 3DVL account....
This video: http://sg.bo3b.net/Lesson%201%20-%20using%20helixmod.mp4
If you run that half-1080p video in 3D using stereoscopic player, you can see that the left and right are not properly aligned, right from the start. The desktop should be at screen depth, but in fact is floating slightly above the desktop. This adds artificial depth. Probably because of the problem you have seen.
Also, once I drop in game, the menus and setting screen are not at screen depth in the video, but they are in the real game.
Let me know if that doesn't seem related.
I would not be too quick to dismiss bug reports. NVidia generally takes them seriously, although it also takes them a long time to address them.
Edit: Hmmm... probably strike that. I think this is an artifact of the video editing software I used. When I look at raw footage from ShadowPlay I do not see this problem.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
http://sg.bo3b.net/ShadowVideo-Lava.mp4
Now I think I do remember seeing what you are mentioning though. Every once in awhile I'll drop in and get a wicked effect that is only bad when I quickly move left/right. In my case I assumed that was a game bug. When I had that happen, if I did alt-tab out then back in, it would generally be fixed.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I don't think what I saw in my video was related to the effect you are seeing there, but maybe.
Also, it looked to me like the game was running Compatibility Mode. A big difference there is that my video above is running in geometric-3D. It wouldn't surprise me too much if CM was introducing these errors, and could be a key part of the problem.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
@ b03b
Thanks for the videos. I've never used Shadowplay to capture my screen, but the depth in the first video is unrelated to the sync issue. Since the depth of your screen seems to be the same depth as both The Ball's UI and the "Bo3b's School for Shaderhackers" text at the start, I'd guess that the depth came from the video editing.
I looked carefully at the footage from The Ball, but I couldn't notice any points where the views went out of sync. There wasn't much fast motion in the clip, so it's difficult to tell.
I'm glad someone has finally stepping up to make tutorial videos about the Helix Mod. I've wanted to do it for years, but I didn't have the knowledge to teach more than the very basics. I'm looking forward to learning from you.