Posted 10 hours ago
[quote="CHANKingYin_hk"]Support have feed back: Thank you for your submission. I am sorry but NVIDIA 3DTV Play can only support displays that are 32" or larger.
---------------------------
Monitor #1 [Real-time 0x0071]
Model name............... D2792
Manufacturer............. LGE
Plug and Play ID......... GSM5999
Serial number............
Manufacture date......... 2012, ISO week 1
Filter driver............ None
3D structures supported.. Frame packing, Top-and-bottom, Side-by-side w. horizontal sub-sampling
3D formats supported..... Mandatory formats plus some primary VICs
1920 x 1080p at 60Hz - HDTV (16:9, 1:1) [Native][/quote]
http://www.lg.com/hk_en/monitors/lg-D2792P
CHANKingYin_hk said:Support have feed back: Thank you for your submission. I am sorry but NVIDIA 3DTV Play can only support displays that are 32" or larger.
---------------------------
Monitor #1 [Real-time 0x0071]
Model name............... D2792
Manufacturer............. LGE
Plug and Play ID......... GSM5999
Serial number............
Manufacture date......... 2012, ISO week 1
Filter driver............ None
3D structures supported.. Frame packing, Top-and-bottom, Side-by-side w. horizontal sub-sampling
3D formats supported..... Mandatory formats plus some primary VICs
1920 x 1080p at 60Hz - HDTV (16:9, 1:1) [Native]
[quote="D-Man11"]
@costiq
There's a good chance that your UE55H8000 supports checkerboard, you need to search your owner's manual. If it does, you'll find that Samsung calls it "pixel mode", simply follow the steps listed.
It will not require an EDID override unless you are stealing 3DTV Play. [/quote]
Thank you D-Man for your suggestions!
Well, I have downloaded the UE55H8000 PDF Manual, did a "search" but... not one mention of "checkerboard" or "pixel mode".
However, I found that the TV does support 1080p @60hz:
[img]http://not4cyclops.com/00/Screen%20Shot%202016-01-25%20at%2014.33.48.png[/img]
[img]http://not4cyclops.com/00/Screen%20Shot%202016-01-25%20at%2014.34.26.png[/img]
But, in nVidias's control panel, there's no option for 1080p @60Hz, for 3D... (only 24Hz)
Please don't luff @ my "noobilism", but I wonder if using a dvi to hdmi cable would make any difference...
PS
Being a law abiding citizen, I didn't steal 3DTV play. I paid the entire amount Mr N. Vidia asked for. :) (and I am not even using the glasses that came with the 3D Vision 2 device...)
There's a good chance that your UE55H8000 supports checkerboard, you need to search your owner's manual. If it does, you'll find that Samsung calls it "pixel mode", simply follow the steps listed.
It will not require an EDID override unless you are stealing 3DTV Play.
Thank you D-Man for your suggestions!
Well, I have downloaded the UE55H8000 PDF Manual, did a "search" but... not one mention of "checkerboard" or "pixel mode".
However, I found that the TV does support 1080p @60hz:
But, in nVidias's control panel, there's no option for 1080p @60Hz, for 3D... (only 24Hz)
Please don't luff @ my "noobilism", but I wonder if using a dvi to hdmi cable would make any difference...
PS
Being a law abiding citizen, I didn't steal 3DTV play. I paid the entire amount Mr N. Vidia asked for. :) (and I am not even using the glasses that came with the 3D Vision 2 device...)
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
How do you enable checkerboard in 3DTV Play? When I'm connected through HDMI 3DTV Play is selected but I can't find anywhere in the nvidia control panel to turn on checkerboard.
Lastly I'm clearly not up to date regarding TVs I just remember all the checkerboard discussions way back. How it is better or worse than L/R or T/B.
How do you enable checkerboard in 3DTV Play? When I'm connected through HDMI 3DTV Play is selected but I can't find anywhere in the nvidia control panel to turn on checkerboard.
Lastly I'm clearly not up to date regarding TVs I just remember all the checkerboard discussions way back. How it is better or worse than L/R or T/B.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
As mentioned previously, Nvidia is "very" restrictive with their formats, resolutions and refresh rates.
On certain displays, the option is available via a drop down menu.
You can try that JVC EDID I posted over at the 3D Vision blog, it should give you the option to select it. But I can tell you now, that you'll see checkerboard images presented but will not be able to see 3D because the glasses will not activate.
http://www.3dvision-blog.com/forum/viewtopic.php?f=13&t=2026&start=10
lol, 39 people have downloaded it, I hope it's working for the intended use, because it's not good for anything else.
As mentioned previously, Nvidia is "very" restrictive with their formats, resolutions and refresh rates.
On certain displays, the option is available via a drop down menu.
You can try that JVC EDID I posted over at the 3D Vision blog, it should give you the option to select it. But I can tell you now, that you'll see checkerboard images presented but will not be able to see 3D because the glasses will not activate.
Please ask for SBS support in the driver feedback posted today.
let's get the ball rolling....
[url]https://forums.geforce.com/default/topic/912985/geforce-drivers/official-361-75-game-ready-whql-display-driver-feedback-thread-1-27-16-/?offset=3#4790635[/url]
Update: A more recent version of this support is included with 3DMigoto 1.2.32 - see [url=https://forums.geforce.com/default/topic/912552/3d-vision/modifying-3d-vision-to-support-sbs/post/4819779/#4819779]this post[/url] for more details.
Here's a proof of concept converting a game to SBS / TAB with 3DMigoto. This only solves one of the issues - the driver will still be driving the display as 3D Vision (meaning the 720p limit still applies with 3D TV Play) and if it cannot force SBS/TAB in that mode it will not work. It also does not support full frame SBS/TAB, only half-packed. EDID overrides may help, but I haven't tried. I am not working on this actively, there is no ETA as to when or if it will be usable. Edit: joker18 and DHR figured out an easy solution to the output problem by using checkerboard mode, so this actually works now :)
Regular 3D Vision:
[img]http://darkstarsword.net/3dvision2sbs/ROTTR%20-%202016-02-23%20-%20172708.0.jps[/img]
Reversed 3D Vision:
[img]http://darkstarsword.net/3dvision2sbs/ROTTR%20-%202016-02-23%20-%20172713.0.jps[/img]
Side by Side:
[img]http://darkstarsword.net/3dvision2sbs/2016-02-23_00001.jpg[/img]
Reversed Side by Side:
[img]http://darkstarsword.net/3dvision2sbs/2016-02-23_00002.jpg[/img]
Top and Bottom:
[img]http://darkstarsword.net/3dvision2sbs/2016-02-23_00003.jpg[/img]
Reversed Top and Bottom:
[img]http://darkstarsword.net/3dvision2sbs/2016-02-23_00003.jpg[/img]
This was achieved using 3DMigoto 1.2.31 with the below settings & custom shaders:
Add this to the d3dx.ini:
[code]
[Present]
run = CustomShader3DVision2SBS
[ResourceBackupo0]
[CustomShader3DVision2SBS]
vs = ShaderFixes/full_screen.hlsl
ps = ShaderFixes/3dvision2sbs.hlsl
blend = disable
ResourceBackupo0 = ref o0
ps-t100 = stereo2mono bb
o0 = bb
draw = 6, 0
post ps-t100 = null
post o0 = ResourceBackupo0
[KeyChangeMode]
key = F11
; 0 = Regular 3D Vision
; 1 = Reversed 3D Vision
; 2 = Side by Side
; 3 = Reversed Side by Side
; 4 = Top and Bottom
; 5 = Reversed Top and Bottom
x7 = 1, 2, 3, 4, 5, 0
type = cycle
[/code]
ShaderFixes/full_screen.hlsl:
[code]
void main(
out float4 pos : SV_Position0,
uint vertex : SV_VertexID)
{
// Not using vertex buffers so manufacture our own coordinates.
// You may have to adjust this depending on whether the game is using
// clockwise or counterclockwise for front-facing surfaces:
switch(vertex) {
case 0:
pos.xy = float2(1, -1);
break;
case 1:
pos.xy = float2(-1, -1);
break;
case 2:
pos.xy = float2(-1, 1);
break;
case 3:
pos.xy = float2(-1, 1);
break;
case 4:
pos.xy = float2(1, -1);
break;
case 5:
pos.xy = float2(1, 1);
break;
default:
pos.xy = 0;
break;
};
pos.zw = float2(0, 1);
}
[/code]
ShaderFixes/3dvision2sbs.hlsl:
[code]
Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> t100 : register(t100);
void main(float4 pos : SV_Position0, out float4 result : SV_Target0)
{
float4 stereo = StereoParams.Load(0);
float mode = IniParams.Load(int2(7, 0)).x;
float x = pos.x;
float y = pos.y;
float width, height;
t100.GetDimensions(width, height);
if (mode == 0) { // Regular 3D Vision
if (stereo.z == 1)
x += width / 2;
} else if (mode == 1) { // Regular 3D Vision with eyes swapped
if (stereo.z == -1)
x += width / 2;
} else if (mode == 2 || mode == 3) { // Side by side
x *= 2;
if (mode == 3) { // Swap eyes
x += width / 2 * (x >= width / 2 ? -1 : 1);
}
} else if (mode == 4 || mode == 5) { // Top and bottom
y *= 2;
if (y >= height) {
y -= height;
if (mode == 4) {
x += width / 2;
}
} else if (mode == 5) {
x += width / 2;
}
}
result = t100.Load(float3(x, y, 0));
result.w = 1;
}
[/code]
As I said above, I am not actively working towards solving the SBS/TAB output problem. This experiment was just a natural step in the evolution of 3DMigoto given the pieces that have recently fallen into place for other reasons. Edit: Since joker18 and DHR quickly solved the missing piece I have now put this on my TODO list to polish up and start shipping with 3DMigoto :)
Update: A more recent version of this support is included with 3DMigoto 1.2.32 - see this post for more details.
Here's a proof of concept converting a game to SBS / TAB with 3DMigoto. This only solves one of the issues - the driver will still be driving the display as 3D Vision (meaning the 720p limit still applies with 3D TV Play) and if it cannot force SBS/TAB in that mode it will not work. It also does not support full frame SBS/TAB, only half-packed. EDID overrides may help, but I haven't tried. I am not working on this actively, there is no ETA as to when or if it will be usable. Edit: joker18 and DHR figured out an easy solution to the output problem by using checkerboard mode, so this actually works now :)
Regular 3D Vision:
Reversed 3D Vision:
Side by Side:
Reversed Side by Side:
Top and Bottom:
Reversed Top and Bottom:
This was achieved using 3DMigoto 1.2.31 with the below settings & custom shaders:
[KeyChangeMode]
key = F11
; 0 = Regular 3D Vision
; 1 = Reversed 3D Vision
; 2 = Side by Side
; 3 = Reversed Side by Side
; 4 = Top and Bottom
; 5 = Reversed Top and Bottom
x7 = 1, 2, 3, 4, 5, 0
type = cycle
ShaderFixes/full_screen.hlsl:
void main(
out float4 pos : SV_Position0,
uint vertex : SV_VertexID)
{
// Not using vertex buffers so manufacture our own coordinates.
// You may have to adjust this depending on whether the game is using
// clockwise or counterclockwise for front-facing surfaces:
switch(vertex) {
case 0:
pos.xy = float2(1, -1);
break;
case 1:
pos.xy = float2(-1, -1);
break;
case 2:
pos.xy = float2(-1, 1);
break;
case 3:
pos.xy = float2(-1, 1);
break;
case 4:
pos.xy = float2(1, -1);
break;
case 5:
pos.xy = float2(1, 1);
break;
default:
pos.xy = 0;
break;
};
pos.zw = float2(0, 1);
}
void main(float4 pos : SV_Position0, out float4 result : SV_Target0)
{
float4 stereo = StereoParams.Load(0);
float mode = IniParams.Load(int2(7, 0)).x;
float x = pos.x;
float y = pos.y;
float width, height;
t100.GetDimensions(width, height);
if (mode == 0) { // Regular 3D Vision
if (stereo.z == 1)
x += width / 2;
} else if (mode == 1) { // Regular 3D Vision with eyes swapped
if (stereo.z == -1)
x += width / 2;
} else if (mode == 2 || mode == 3) { // Side by side
x *= 2;
if (mode == 3) { // Swap eyes
x += width / 2 * (x >= width / 2 ? -1 : 1);
}
} else if (mode == 4 || mode == 5) { // Top and bottom
y *= 2;
if (y >= height) {
y -= height;
if (mode == 4) {
x += width / 2;
}
} else if (mode == 5) {
x += width / 2;
}
}
result = t100.Load(float3(x, y, 0));
result.w = 1;
}
As I said above, I am not actively working towards solving the SBS/TAB output problem. This experiment was just a natural step in the evolution of 3DMigoto given the pieces that have recently fallen into place for other reasons. Edit: Since joker18 and DHR quickly solved the missing piece I have now put this on my TODO list to polish up and start shipping with 3DMigoto :)
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Doing this the proper way actually requires driver level coding. Because of legal issues this can only be done from within Nvidia. I'm currently attempting to join the Nvidia driver team.
I had some ideas on how to solve it without any involvement from Nvidia which is possible. It requires the expensive software IDA Pro that cost about $1000 and then there it will take a lot of time.
Time is something I have in abundance but not money so buying IDA Pro is currently impossible without help from the community.
You should be aware that this is an extremely difficult task. The nvidia driver has as much code as the whole of windows. But the code is all there in assembler language. The driver is obvioiusly compartmented so I need to find the code responsible of outputing 3D to the monitor. I also have to change the display detection so that a tv is not threated by the 3DTV Play code but just like a 1080p60hz display. It could be problematic to do this while still keeping the Nvidia security features that forces you to buy 3DTV Play. Even if this is the cas don't be cheap and buy a licence to 3DTVPlay. Nvidia deserves your money.
What you can do with 1080p60hz is:
checkerboard (60 hz per eye half resolution)
frame alternative mode (30 hz per eye full resolution)
Side-by-Side (60 hz per eye half resolution)
Top-and-Bottom (60 hz per eye half resolution)
interlaced (60 hz per eye half resolution)
If you see something very important here is that we are missiing the holy grail.
1080p60hz per eye
I believe this should be possible but I'm not sure how it should be done.
Feel free to call me ignoorant but I've never owned a TV my whole life and withour knowing more abuut HDMI 2.0 I don't know how TVs would recieve such a signal.
Moving on we have
4k interlaced (60hz half resolution)
4k side-by-side (60hz half resolution) does it exist?
4k top-and-bottom (60hz half resolution) does it exist?
4k frame alternative mode (30hz full resolution) does it exist?
4k checkerboaard (60hz half resolution) does it exist?
I don't know if HDMI is powerful enough to provide
4k (60hz full resolution)
1080p60hz per eye and
4k,60hz per eye
Are currently the difficult modes. I don't know if 3DTV's can recieve such signals at all.
Doing this the proper way actually requires driver level coding. Because of legal issues this can only be done from within Nvidia. I'm currently attempting to join the Nvidia driver team.
I had some ideas on how to solve it without any involvement from Nvidia which is possible. It requires the expensive software IDA Pro that cost about $1000 and then there it will take a lot of time.
Time is something I have in abundance but not money so buying IDA Pro is currently impossible without help from the community.
You should be aware that this is an extremely difficult task. The nvidia driver has as much code as the whole of windows. But the code is all there in assembler language. The driver is obvioiusly compartmented so I need to find the code responsible of outputing 3D to the monitor. I also have to change the display detection so that a tv is not threated by the 3DTV Play code but just like a 1080p60hz display. It could be problematic to do this while still keeping the Nvidia security features that forces you to buy 3DTV Play. Even if this is the cas don't be cheap and buy a licence to 3DTVPlay. Nvidia deserves your money.
What you can do with 1080p60hz is:
checkerboard (60 hz per eye half resolution)
frame alternative mode (30 hz per eye full resolution)
Side-by-Side (60 hz per eye half resolution)
Top-and-Bottom (60 hz per eye half resolution)
interlaced (60 hz per eye half resolution)
If you see something very important here is that we are missiing the holy grail.
1080p60hz per eye
I believe this should be possible but I'm not sure how it should be done.
Feel free to call me ignoorant but I've never owned a TV my whole life and withour knowing more abuut HDMI 2.0 I don't know how TVs would recieve such a signal.
Moving on we have
4k interlaced (60hz half resolution)
4k side-by-side (60hz half resolution) does it exist?
4k top-and-bottom (60hz half resolution) does it exist?
4k frame alternative mode (30hz full resolution) does it exist?
4k checkerboaard (60hz half resolution) does it exist?
I don't know if HDMI is powerful enough to provide
4k (60hz full resolution)
1080p60hz per eye and
4k,60hz per eye
Are currently the difficult modes. I don't know if 3DTV's can recieve such signals at all.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
I'm talking about modifying the driver as this needs to be done in driver mode in the kernel.
I will start by locking down a driver release and work on that. When I understand how the driver is structured I should be able to patch every driver that comes out.
To be clear I am a hardware engineer and this goes far beyond anything we have done before.
I also believe I'm the only experienced hardware engineer in this forum.
My master project was building was building a flexible VLIW CPU and an optimizing compiler for it.
I didn't have time to finish the the instruction compression circuit and decoder so the instruction bus was pretty massive. As a University project I can't remember if we included a dedicated multiplying unit.
The compiler was built in Haskell, the actuall hardware was produced by PHP and the the resulting hardware was VHDL. It was manufactured within 6 month after me leaving university by a team of post grad students.
So it kind of is my only ASIC I've ever created as I did most of the work leaving the last few bits to the team. They obvouly fixated the actual FlexCore to be produced and did the physical layout oo the silicon. Considering it cost at least $10 000 to produce it's nothing you do every day. And that is just doing a tiny chip sharing the cost with other universities. Creating a whole wafer is at a completely different price point.
If you want to manufacture something for real the starting point is one million dollars and goes up depending on quantity.
There is a reason fewer people design hardware these days.
There is obviously some minor software cost to align your design with the foundry doing the manufacturing but that is negligible compared to the cost of actually making a chip.
A company like Nvidia has to wait for the new manufacturing process to become stable to take advantage of it.
Pascal is the first chip in a long time on a new manufacturing process.
The smaller transistors should give some significant benefit.
I'm talking about modifying the driver as this needs to be done in driver mode in the kernel.
I will start by locking down a driver release and work on that. When I understand how the driver is structured I should be able to patch every driver that comes out.
To be clear I am a hardware engineer and this goes far beyond anything we have done before.
I also believe I'm the only experienced hardware engineer in this forum.
My master project was building was building a flexible VLIW CPU and an optimizing compiler for it.
I didn't have time to finish the the instruction compression circuit and decoder so the instruction bus was pretty massive. As a University project I can't remember if we included a dedicated multiplying unit.
The compiler was built in Haskell, the actuall hardware was produced by PHP and the the resulting hardware was VHDL. It was manufactured within 6 month after me leaving university by a team of post grad students.
So it kind of is my only ASIC I've ever created as I did most of the work leaving the last few bits to the team. They obvouly fixated the actual FlexCore to be produced and did the physical layout oo the silicon. Considering it cost at least $10 000 to produce it's nothing you do every day. And that is just doing a tiny chip sharing the cost with other universities. Creating a whole wafer is at a completely different price point.
If you want to manufacture something for real the starting point is one million dollars and goes up depending on quantity.
There is a reason fewer people design hardware these days.
There is obviously some minor software cost to align your design with the foundry doing the manufacturing but that is negligible compared to the cost of actually making a chip.
A company like Nvidia has to wait for the new manufacturing process to become stable to take advantage of it.
Pascal is the first chip in a long time on a new manufacturing process.
The smaller transistors should give some significant benefit.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
[quote="joker18"]Good steps forward. Thanks
Does it work like Helifax's wrapper? showing SBS/TAB when 3Dvision is not active?
[/quote]No, 3D Vision has to be active for this to work. The holy grail would be replacing the 3D Vision middleware with our own open source implementation - and we do actually have a few of the pieces necessary to make that work already in 3DMigoto, but there is still a lot to do on that front and it is just not a priority for me right now.
joker18 said:Good steps forward. Thanks
Does it work like Helifax's wrapper? showing SBS/TAB when 3Dvision is not active?
No, 3D Vision has to be active for this to work. The holy grail would be replacing the 3D Vision middleware with our own open source implementation - and we do actually have a few of the pieces necessary to make that work already in 3DMigoto, but there is still a lot to do on that front and it is just not a priority for me right now.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword]
No, 3D Vision has to be active for this to work. The holy grail would be replacing the 3D Vision middleware with our own open source implementation - and we do actually have a few of the pieces necessary to make that work already in 3DMigoto, but there is still a lot to do on that front and it is just not a priority for me right now.[/quote]
Still selecting Checkerboard form 3Dtvplay should give availability of 1080p 60HZ.
I don't have Rise of the Tombraider and I tried the 1.2.31 3Dmigoto on older Tombraider and Madmax and Fallout 4 but I couldn't get the game to start.
So if I understood correctly I should add the lined to D3dx.ini and create the two files in the SharedFixes folder with attached content?
DarkStarSword said:
No, 3D Vision has to be active for this to work. The holy grail would be replacing the 3D Vision middleware with our own open source implementation - and we do actually have a few of the pieces necessary to make that work already in 3DMigoto, but there is still a lot to do on that front and it is just not a priority for me right now.
Still selecting Checkerboard form 3Dtvplay should give availability of 1080p 60HZ.
I don't have Rise of the Tombraider and I tried the 1.2.31 3Dmigoto on older Tombraider and Madmax and Fallout 4 but I couldn't get the game to start.
So if I understood correctly I should add the lined to D3dx.ini and create the two files in the SharedFixes folder with attached content?
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Avegant Glyph
Windows 10 64bits
Checkerboard will always be 1080p60hz half resolution however you look at it.
Of all the half resolution solutions it's probably the best as it does not skip pixels either on the horizontal or vertical borders but has a more balanced filter function that should bring the best result.
Nothing beats 1080p60hz full resolution but that topic has not been researched at this point.
Nvidia already supports checherboard so nothing needs to be changed in the driver to make it work.
Checkerboard will always be 1080p60hz half resolution however you look at it.
Of all the half resolution solutions it's probably the best as it does not skip pixels either on the horizontal or vertical borders but has a more balanced filter function that should bring the best result.
Nothing beats 1080p60hz full resolution but that topic has not been researched at this point.
Nvidia already supports checherboard so nothing needs to be changed in the driver to make it work.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
Success in Dying Light, Top/Bottom 1080P@60HZ. Works flawlessly and looks much better than 720p frame packed.
Thank you DarkStarSword!!
LE: Works also with Fallout 4.
This is what I was waiting for :D . Thank youuuuuuuuuuuuu!!!
Flugan, indeed half resolution is not as Full res but is the best that can be achieved on my projector for example.
It's great if DarkStarSword solves the problem but I think we are forgetting all the dx9 games using HeliX mod. Unless DarkStarSword can do his magic even there.
We also realy need this to work on an actual TV.
It's great if DarkStarSword solves the problem but I think we are forgetting all the dx9 games using HeliX mod. Unless DarkStarSword can do his magic even there.
We also realy need this to work on an actual TV.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
http://www.lg.com/hk_en/monitors/lg-D2792P
Thank you D-Man for your suggestions!
Well, I have downloaded the UE55H8000 PDF Manual, did a "search" but... not one mention of "checkerboard" or "pixel mode".
However, I found that the TV does support 1080p @60hz:
But, in nVidias's control panel, there's no option for 1080p @60Hz, for 3D... (only 24Hz)
Please don't luff @ my "noobilism", but I wonder if using a dvi to hdmi cable would make any difference...
PS
Being a law abiding citizen, I didn't steal 3DTV play. I paid the entire amount Mr N. Vidia asked for. :) (and I am not even using the glasses that came with the 3D Vision 2 device...)
Overclocked Intel® Core™i5-4690k Quad Core
32 Gb RAM
8GB GEFORCE GTX 1080
3D Vision 2
Windows 10 64 Bit
NVidia driver 419.17
SAMSUNG - UE55H8000 Smart 3D 55" Curved
Philips G-Sync 272G
Oculus Rift with Touch controlers
Lastly I'm clearly not up to date regarding TVs I just remember all the checkerboard discussions way back. How it is better or worse than L/R or T/B.
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On certain displays, the option is available via a drop down menu.
You can try that JVC EDID I posted over at the 3D Vision blog, it should give you the option to select it. But I can tell you now, that you'll see checkerboard images presented but will not be able to see 3D because the glasses will not activate.
http://www.3dvision-blog.com/forum/viewtopic.php?f=13&t=2026&start=10
lol, 39 people have downloaded it, I hope it's working for the intended use, because it's not good for anything else.
let's get the ball rolling....
https://forums.geforce.com/default/topic/912985/geforce-drivers/official-361-75-game-ready-whql-display-driver-feedback-thread-1-27-16-/?offset=3#4790635
Here's a proof of concept converting a game to SBS / TAB with 3DMigoto. This only solves one of the issues - the driver will still be driving the display as 3D Vision (meaning the 720p limit still applies with 3D TV Play) and if it cannot force SBS/TAB in that mode it will not work. It also does not support full frame SBS/TAB, only half-packed. EDID overrides may help, but I haven't tried. I am not working on this actively, there is no ETA as to when or if it will be usable. Edit: joker18 and DHR figured out an easy solution to the output problem by using checkerboard mode, so this actually works now :)
Regular 3D Vision:
Reversed 3D Vision:
Side by Side:
Reversed Side by Side:
Top and Bottom:
Reversed Top and Bottom:
This was achieved using 3DMigoto 1.2.31 with the below settings & custom shaders:
Add this to the d3dx.ini:
ShaderFixes/full_screen.hlsl:
ShaderFixes/3dvision2sbs.hlsl:
As I said above, I am not actively working towards solving the SBS/TAB output problem. This experiment was just a natural step in the evolution of 3DMigoto given the pieces that have recently fallen into place for other reasons. Edit: Since joker18 and DHR quickly solved the missing piece I have now put this on my TODO list to polish up and start shipping with 3DMigoto :)
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Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
I had some ideas on how to solve it without any involvement from Nvidia which is possible. It requires the expensive software IDA Pro that cost about $1000 and then there it will take a lot of time.
Time is something I have in abundance but not money so buying IDA Pro is currently impossible without help from the community.
You should be aware that this is an extremely difficult task. The nvidia driver has as much code as the whole of windows. But the code is all there in assembler language. The driver is obvioiusly compartmented so I need to find the code responsible of outputing 3D to the monitor. I also have to change the display detection so that a tv is not threated by the 3DTV Play code but just like a 1080p60hz display. It could be problematic to do this while still keeping the Nvidia security features that forces you to buy 3DTV Play. Even if this is the cas don't be cheap and buy a licence to 3DTVPlay. Nvidia deserves your money.
What you can do with 1080p60hz is:
checkerboard (60 hz per eye half resolution)
frame alternative mode (30 hz per eye full resolution)
Side-by-Side (60 hz per eye half resolution)
Top-and-Bottom (60 hz per eye half resolution)
interlaced (60 hz per eye half resolution)
If you see something very important here is that we are missiing the holy grail.
1080p60hz per eye
I believe this should be possible but I'm not sure how it should be done.
Feel free to call me ignoorant but I've never owned a TV my whole life and withour knowing more abuut HDMI 2.0 I don't know how TVs would recieve such a signal.
Moving on we have
4k interlaced (60hz half resolution)
4k side-by-side (60hz half resolution) does it exist?
4k top-and-bottom (60hz half resolution) does it exist?
4k frame alternative mode (30hz full resolution) does it exist?
4k checkerboaard (60hz half resolution) does it exist?
I don't know if HDMI is powerful enough to provide
4k (60hz full resolution)
1080p60hz per eye and
4k,60hz per eye
Are currently the difficult modes. I don't know if 3DTV's can recieve such signals at all.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Does it work like Helifax's wrapper? showing SBS/TAB when 3Dvision is not active?
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I will start by locking down a driver release and work on that. When I understand how the driver is structured I should be able to patch every driver that comes out.
To be clear I am a hardware engineer and this goes far beyond anything we have done before.
I also believe I'm the only experienced hardware engineer in this forum.
My master project was building was building a flexible VLIW CPU and an optimizing compiler for it.
I didn't have time to finish the the instruction compression circuit and decoder so the instruction bus was pretty massive. As a University project I can't remember if we included a dedicated multiplying unit.
The compiler was built in Haskell, the actuall hardware was produced by PHP and the the resulting hardware was VHDL. It was manufactured within 6 month after me leaving university by a team of post grad students.
So it kind of is my only ASIC I've ever created as I did most of the work leaving the last few bits to the team. They obvouly fixated the actual FlexCore to be produced and did the physical layout oo the silicon. Considering it cost at least $10 000 to produce it's nothing you do every day. And that is just doing a tiny chip sharing the cost with other universities. Creating a whole wafer is at a completely different price point.
If you want to manufacture something for real the starting point is one million dollars and goes up depending on quantity.
There is a reason fewer people design hardware these days.
There is obviously some minor software cost to align your design with the foundry doing the manufacturing but that is negligible compared to the cost of actually making a chip.
A company like Nvidia has to wait for the new manufacturing process to become stable to take advantage of it.
Pascal is the first chip in a long time on a new manufacturing process.
The smaller transistors should give some significant benefit.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Still selecting Checkerboard form 3Dtvplay should give availability of 1080p 60HZ.
I don't have Rise of the Tombraider and I tried the 1.2.31 3Dmigoto on older Tombraider and Madmax and Fallout 4 but I couldn't get the game to start.
So if I understood correctly I should add the lined to D3dx.ini and create the two files in the SharedFixes folder with attached content?
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Of all the half resolution solutions it's probably the best as it does not skip pixels either on the horizontal or vertical borders but has a more balanced filter function that should bring the best result.
Nothing beats 1080p60hz full resolution but that topic has not been researched at this point.
Nvidia already supports checherboard so nothing needs to be changed in the driver to make it work.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Thank you DarkStarSword!!
LE: Works also with Fallout 4.
This is what I was waiting for :D . Thank youuuuuuuuuuuuu!!!
Flugan, indeed half resolution is not as Full res but is the best that can be achieved on my projector for example.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
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Windows 10 64bits
We also realy need this to work on an actual TV.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com