Dragon Age Origins HOW IS IT IN 3D?
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hi guys, here some pictures of mine playing dragon age 3d:

[code]http://rapidshare.com/files/304104983/Dragon_Age.rar[/code]
hi guys, here some pictures of mine playing dragon age 3d:



http://rapidshare.com/files/304104983/Dragon_Age.rar

#16
Posted 11/08/2009 03:53 PM   
[quote name='Alexious' post='947494' date='Nov 8 2009, 03:49 PM']My problem isn't about the dialog, but the faces themselves. They are just too close in view even at 20% sometimes!

Any tips?[/quote]

Try to lower your convergence. That should work.
[quote name='Alexious' post='947494' date='Nov 8 2009, 03:49 PM']My problem isn't about the dialog, but the faces themselves. They are just too close in view even at 20% sometimes!



Any tips?



Try to lower your convergence. That should work.

#17
Posted 11/08/2009 08:00 PM   
[quote name='ev3' post='947597' date='Nov 8 2009, 10:00 PM']Try to lower your convergence. That should work.[/quote]

I didn't modify the convergence at all in this game yet...It is at zero!
[quote name='ev3' post='947597' date='Nov 8 2009, 10:00 PM']Try to lower your convergence. That should work.



I didn't modify the convergence at all in this game yet...It is at zero!

#18
Posted 11/08/2009 11:52 PM   
[quote name='Alexious' post='947686' date='Nov 8 2009, 11:52 PM']I didn't modify the convergence at all in this game yet...It is at zero![/quote]

Strange, im sure that with all setting set to zero (or min) the close view should work.
[quote name='Alexious' post='947686' date='Nov 8 2009, 11:52 PM']I didn't modify the convergence at all in this game yet...It is at zero!



Strange, im sure that with all setting set to zero (or min) the close view should work.

#19
Posted 11/09/2009 06:24 AM   
[quote name='ev3' post='947808' date='Nov 9 2009, 08:24 AM']Strange, im sure that with all setting set to zero (or min) the close view should work.[/quote]

Can the convergence be lowered further than the default setting?
[quote name='ev3' post='947808' date='Nov 9 2009, 08:24 AM']Strange, im sure that with all setting set to zero (or min) the close view should work.



Can the convergence be lowered further than the default setting?

#20
Posted 11/09/2009 09:11 AM   
[quote name='Alexious' post='947851' date='Nov 9 2009, 09:11 AM']Can the convergence be lowered further than the default setting?[/quote]

Could be, have you tried lower it to the minimum?

I mean even without the glasses you can see that the picture is getting nearly normal again. Just start the game and zoom close to any avatar. Hold down the decrease convergence button als long as the picture keeps moving. Than Lower the detph ... have you tried that?
[quote name='Alexious' post='947851' date='Nov 9 2009, 09:11 AM']Can the convergence be lowered further than the default setting?



Could be, have you tried lower it to the minimum?



I mean even without the glasses you can see that the picture is getting nearly normal again. Just start the game and zoom close to any avatar. Hold down the decrease convergence button als long as the picture keeps moving. Than Lower the detph ... have you tried that?

#21
Posted 11/09/2009 09:49 AM   
I found this game to be extremely good in 3D vision, because of the dark colours ghosting is at a real minimum and after playing round with the convergence and depth I have got the game looking extremely good in 3D, so much so that going back to 2D in this game is almost impossible (it just looks so lifeless) :O

When playing the game, I normally play in the over the shoulder view as zoomed in as you can get to see all the nice texture detail. And when in heavy battle I sometimes zoom to the top down view. I have found that if you take the glasses off and zoom the view in the 3rd person view as zoomed in as you can get it, then set your convergence so that the face of your player character overlaps in both frames to make the face look one picture (just on your player characters face). With these views I get extremely good depth perception and can crank the depth up to 80% with the game looking great in both zoomed and top down views.

But the problem with convergence is defiantly there when it comes to the dialogue scenes. The problem that comes from these settings is that when a cut scene plays instead of setting the scene a certain distance from the camera the scene is set right in front of the camera. So when you have your convergence focused on your player characters face that is about 3 metres (in game terms) away from the camera view then switch to the scene being set to about 30cm’s away from the camera you will get extreme pop-out that will make you feel like your squinting (well you actually are).

I could solve this if I set the convergence crossover to the point at which they close into the scene (30cm’s). But when the game goes back to the 3rd person view the depth of the world has all gone and everything now looks flat, even at 100% depth.

So it’s really a problem with the game not being designed to work with 3D depth of scene and the Nvidia drivers not having multiple game settings for depth and convergence depending on the scene used... You see if Nvidia talked to game developers with 3D in mind when setting the convergence levels and such I am sure they could make a much better driver set for us that would work with multiple camera scene depths. It really is a simple fix if Nvidia talk with the game developers (if Cut Scene = Depth: / Convergence: or if Action Scene = Depth: / Convergence: ), even if we could press an F key to change between two settings, but it seems that Nvidia don’t really put much thought in to 3D Vision or these things would have been realised by now. So as we are the drivers are just not good enough and the recognition of 3D Vision in games is just not there yet...

Will it ever be?

P.s. When are we ever going to get a cursor that reacts to depth? It’s annoying having to click things in the distance between the two cursers that you are straining to focus on? Could it not work in the same way the 3D Vision Crosshair works?
I found this game to be extremely good in 3D vision, because of the dark colours ghosting is at a real minimum and after playing round with the convergence and depth I have got the game looking extremely good in 3D, so much so that going back to 2D in this game is almost impossible (it just looks so lifeless) :O



When playing the game, I normally play in the over the shoulder view as zoomed in as you can get to see all the nice texture detail. And when in heavy battle I sometimes zoom to the top down view. I have found that if you take the glasses off and zoom the view in the 3rd person view as zoomed in as you can get it, then set your convergence so that the face of your player character overlaps in both frames to make the face look one picture (just on your player characters face). With these views I get extremely good depth perception and can crank the depth up to 80% with the game looking great in both zoomed and top down views.



But the problem with convergence is defiantly there when it comes to the dialogue scenes. The problem that comes from these settings is that when a cut scene plays instead of setting the scene a certain distance from the camera the scene is set right in front of the camera. So when you have your convergence focused on your player characters face that is about 3 metres (in game terms) away from the camera view then switch to the scene being set to about 30cm’s away from the camera you will get extreme pop-out that will make you feel like your squinting (well you actually are).



I could solve this if I set the convergence crossover to the point at which they close into the scene (30cm’s). But when the game goes back to the 3rd person view the depth of the world has all gone and everything now looks flat, even at 100% depth.



So it’s really a problem with the game not being designed to work with 3D depth of scene and the Nvidia drivers not having multiple game settings for depth and convergence depending on the scene used... You see if Nvidia talked to game developers with 3D in mind when setting the convergence levels and such I am sure they could make a much better driver set for us that would work with multiple camera scene depths. It really is a simple fix if Nvidia talk with the game developers (if Cut Scene = Depth: / Convergence: or if Action Scene = Depth: / Convergence: ), even if we could press an F key to change between two settings, but it seems that Nvidia don’t really put much thought in to 3D Vision or these things would have been realised by now. So as we are the drivers are just not good enough and the recognition of 3D Vision in games is just not there yet...



Will it ever be?



P.s. When are we ever going to get a cursor that reacts to depth? It’s annoying having to click things in the distance between the two cursers that you are straining to focus on? Could it not work in the same way the 3D Vision Crosshair works?

#22
Posted 11/09/2009 12:04 PM   
I basically spammed CTRL+F5 and dialogues seem to be nice now. I had 20% depth before, I hope I can crank this up...

Basically, since the game is dialogue-heayv, the convergence must stay low. But how much depth can we crank with low convergence in your opinion?
I basically spammed CTRL+F5 and dialogues seem to be nice now. I had 20% depth before, I hope I can crank this up...



Basically, since the game is dialogue-heayv, the convergence must stay low. But how much depth can we crank with low convergence in your opinion?

#23
Posted 11/09/2009 12:48 PM   
That’s what I mentioned in my post, you can crank convergence to crossover right in front of your screen so that everything in the 3D world that is right in front of your screen does not pop out at you. But when you do that you are instantly treating everything that is far away in your game to shot at almost the same level.

Basically if you spam F5 like you said (Setting your convergence to focus roughly at the front of your screen) and having depth set to 100% would be equivalent in look to playing the game with convergence set properly and having your depth set to 15%. Basically it would look pants and your best off not using 3D at all.

Think of convergence being your focus point in a straight line away from you. And the depth being how much room you leave for the distance to be calculated. With depth the larger the amount you give the more depth detail you will notice. So you will notice the depth between two parts of one graphical item rather than with lower depth settings making it only noticeable that say a table is away from a wall and a chair is away from the table.

While with convergence as it’s a point of focus, it acts as a point at which things are perceived as being in the distance or in the foreground. A simple way to describe convergence is to look at your monitor. Put your left index finger half way in front of your face between your monitor and you. Now focus on the finger. Now with your right hand, use your index finger to fly around in front of your left finger and around behind your left finger. Notice how your right finger jumps out at you when in front and looks to be in the distance when behind. Well this is how 3D works and your left finger is convergence (your focal point) Move your left finger back and forth to see what I mean.

But the problem with convergence is that it is not infinite, you only have as much in the foreground to play with as you do background. You set the convergence too close to you and everything in the background looks flat, likewise set it too far away and everything in the foreground will then look flat. You need to work on a focal point that is roughly not too close but not too far away. And for me I found that to be the face of the player’s character on this game.

But as always it’s all trial and error, good luck ;)
That’s what I mentioned in my post, you can crank convergence to crossover right in front of your screen so that everything in the 3D world that is right in front of your screen does not pop out at you. But when you do that you are instantly treating everything that is far away in your game to shot at almost the same level.



Basically if you spam F5 like you said (Setting your convergence to focus roughly at the front of your screen) and having depth set to 100% would be equivalent in look to playing the game with convergence set properly and having your depth set to 15%. Basically it would look pants and your best off not using 3D at all.



Think of convergence being your focus point in a straight line away from you. And the depth being how much room you leave for the distance to be calculated. With depth the larger the amount you give the more depth detail you will notice. So you will notice the depth between two parts of one graphical item rather than with lower depth settings making it only noticeable that say a table is away from a wall and a chair is away from the table.



While with convergence as it’s a point of focus, it acts as a point at which things are perceived as being in the distance or in the foreground. A simple way to describe convergence is to look at your monitor. Put your left index finger half way in front of your face between your monitor and you. Now focus on the finger. Now with your right hand, use your index finger to fly around in front of your left finger and around behind your left finger. Notice how your right finger jumps out at you when in front and looks to be in the distance when behind. Well this is how 3D works and your left finger is convergence (your focal point) Move your left finger back and forth to see what I mean.



But the problem with convergence is that it is not infinite, you only have as much in the foreground to play with as you do background. You set the convergence too close to you and everything in the background looks flat, likewise set it too far away and everything in the foreground will then look flat. You need to work on a focal point that is roughly not too close but not too far away. And for me I found that to be the face of the player’s character on this game.



But as always it’s all trial and error, good luck ;)

#24
Posted 11/09/2009 04:31 PM   
I really don't want to lose the 3D experience in game due to the dialogue scenes and since those don't bother me in 2D I am going to use a workaround for a while and see if I like it. I assigned the 3D toggle in the control panel to a key I don't see myself using too much in the game, numpad 7 for instance, and then assigned that key to my Razer Copperhead's 5th mouse button. Now I can just click that button to drop 3D for the dialogue scenes then switch back after. When I get a chance to play more tomorrow I will see if I end up liking that method or not.
I really don't want to lose the 3D experience in game due to the dialogue scenes and since those don't bother me in 2D I am going to use a workaround for a while and see if I like it. I assigned the 3D toggle in the control panel to a key I don't see myself using too much in the game, numpad 7 for instance, and then assigned that key to my Razer Copperhead's 5th mouse button. Now I can just click that button to drop 3D for the dialogue scenes then switch back after. When I get a chance to play more tomorrow I will see if I end up liking that method or not.

#25
Posted 11/09/2009 09:54 PM   
It looks amazing. However, I'm a big fan of massive depth, so I turn the 3D effect all the way up and turn the convergence down far enough where close up isn't too close.


The problem is that the 2d images (like cursors) don't work too well and you end using a double image mouse for the entire game. I'm used to doing this, but I wished Nvidia had more 3D cursor options (besides just wow).
It looks amazing. However, I'm a big fan of massive depth, so I turn the 3D effect all the way up and turn the convergence down far enough where close up isn't too close.





The problem is that the 2d images (like cursors) don't work too well and you end using a double image mouse for the entire game. I'm used to doing this, but I wished Nvidia had more 3D cursor options (besides just wow).

#26
Posted 11/09/2009 11:07 PM   
i try to play the game with 3d vision but i get a warning that says attempt to run stereoscopic 3d in non-stereo display mode please change to a acceptable mode!
anyone that can help?
i try to play the game with 3d vision but i get a warning that says attempt to run stereoscopic 3d in non-stereo display mode please change to a acceptable mode!

anyone that can help?

#27
Posted 11/10/2009 12:23 AM   
[quote name='Paperninja' post='948283' date='Nov 9 2009, 04:07 PM']The problem is that the 2d images (like cursors) don't work too well and you end using a double image mouse for the entire game. I'm used to doing this, but I wished Nvidia had more 3D cursor options (besides just wow).[/quote]

Absolutely right. It is really quite annoying if you are trying to target from afar and you feel like you are goin crosseyed. This is the biggest problem. I do still enjoy it, but this game desperately needs a 3d cursor.
[quote name='Paperninja' post='948283' date='Nov 9 2009, 04:07 PM']The problem is that the 2d images (like cursors) don't work too well and you end using a double image mouse for the entire game. I'm used to doing this, but I wished Nvidia had more 3D cursor options (besides just wow).



Absolutely right. It is really quite annoying if you are trying to target from afar and you feel like you are goin crosseyed. This is the biggest problem. I do still enjoy it, but this game desperately needs a 3d cursor.

#28
Posted 11/10/2009 01:21 PM   
I have found a proper setting for convergence to be slightly more than the default and still not problematic in cutscenes.

However, as some of you have realized the real problem lies in 2D things (cursors, but most importantly numbers, miss/hit & spell/skill notices). As you increase the depth, you are bound to have major annoyances. I actually have to set the depth as low as 20% to be comfortable, and that's a total shame.

I tried the game at 40% and it's much more realistic... :(

Did anyone find a workaround yet?
I have found a proper setting for convergence to be slightly more than the default and still not problematic in cutscenes.



However, as some of you have realized the real problem lies in 2D things (cursors, but most importantly numbers, miss/hit & spell/skill notices). As you increase the depth, you are bound to have major annoyances. I actually have to set the depth as low as 20% to be comfortable, and that's a total shame.



I tried the game at 40% and it's much more realistic... :(



Did anyone find a workaround yet?

#29
Posted 11/10/2009 07:54 PM   
[quote name='Alexious' post='948819' date='Nov 10 2009, 01:54 PM']I have found a proper setting for convergence to be slightly more than the default and still not problematic in cutscenes.

However, as some of you have realized the real problem lies in 2D things (cursors, but most importantly numbers, miss/hit & spell/skill notices). As you increase the depth, you are bound to have major annoyances. I actually have to set the depth as low as 20% to be comfortable, and that's a total shame.

I tried the game at 40% and it's much more realistic... :(

Did anyone find a workaround yet?[/quote]


I ended up decreasing the depth from 100% to 40% and increasing the convergence to maintain a feeling of depth. It caused my 2d objects (cursor) to fall at the mid point and not suffer from the double imaging nearly as much.

I prefer 100% depth with low convergence, but for this game it work better with mid depth mid convergence.
[quote name='Alexious' post='948819' date='Nov 10 2009, 01:54 PM']I have found a proper setting for convergence to be slightly more than the default and still not problematic in cutscenes.



However, as some of you have realized the real problem lies in 2D things (cursors, but most importantly numbers, miss/hit & spell/skill notices). As you increase the depth, you are bound to have major annoyances. I actually have to set the depth as low as 20% to be comfortable, and that's a total shame.



I tried the game at 40% and it's much more realistic... :(



Did anyone find a workaround yet?





I ended up decreasing the depth from 100% to 40% and increasing the convergence to maintain a feeling of depth. It caused my 2d objects (cursor) to fall at the mid point and not suffer from the double imaging nearly as much.



I prefer 100% depth with low convergence, but for this game it work better with mid depth mid convergence.

#30
Posted 11/11/2009 07:39 PM   
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