Rise of the Tomb Raider (3D Vision Ready Support)
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[quote="DarkStarSword"]Downloading... It will probably take a day or so given my Internet connection (and assuming it doesn't BSOD too much), so I'll report back tomorrow. I'm somewhat tempted to try to get it to reuse the files I downloaded from Steam, but that might not work and could invalidate the test, so I'll let it do it's thing.[/quote]I've put this on the backburner for now - Windows 10 BSODd me again and the download seems to have started over (based on the c:\program files\WindowsApps\*riseofthetombraider* directory size going back to almost 0). pirateguybrush was able to use my account to test though, and was able to get 3D Vision to engage - sounded like it's a little finnicky and may have to change the full screen and resolution settings a few times, but does work.
DarkStarSword said:Downloading... It will probably take a day or so given my Internet connection (and assuming it doesn't BSOD too much), so I'll report back tomorrow. I'm somewhat tempted to try to get it to reuse the files I downloaded from Steam, but that might not work and could invalidate the test, so I'll let it do it's thing.
I've put this on the backburner for now - Windows 10 BSODd me again and the download seems to have started over (based on the c:\program files\WindowsApps\*riseofthetombraider* directory size going back to almost 0).

pirateguybrush was able to use my account to test though, and was able to get 3D Vision to engage - sounded like it's a little finnicky and may have to change the full screen and resolution settings a few times, but does work.

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

Posted 02/02/2016 01:32 AM   
[quote="DarkStarSword"]I made a post on the auto crosshair a while back: [url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4694095/#4694095[/url] The crosshair code has evolved over time as I've used it in more games. The most up to date DX11 version is in Far Cry 4 and MGSV - grab ShaderFixes/crosshair.hlsl from either of those and remove anything game specific (keep world_z_from_depth_buffer, adjust_from_depth_buffer and adjust_from_stereo2mono_depth_buffer). You will need to edit the scaling in world_z_from_depth_buffer to match whatever the game is using (which might involve copying in a constant buffer like I did in MGSV). Then, follow the post above to copy the depth buffer (and any constant buffers you may need) in to the crosshair shader, and add #include <ShaderFixes/crosshair.hlsl> just above 'void main', and in the body of the shader add o0.x += adjust_from_depth_buffer(0, 0) * o0.w; Note that 3DMigoto does not currently reload the shader if you only modify crosshair.hlsl - you have to touch the shader that included it. There are some tweaks you can use - the (0,0) are the 2D coordinates at the center of the screen to scan around to work out the depth (it uses a lot more than just that coordinate - it traces a ray from the eyes through that coordinate towards infinity), so you could adjust that for an off-center crosshair, or even the use the position of a floating icon (FC4 has a bunch of code to find the center of the floating icons from the vertex buffer and uses that to auto adjust them independently of the crosshair). You can also use the adjust_from_stereo2mono_depth_buffer variant in conjunction with 3DMigoto's stereo2mono copy mode (does not work on MSAA buffers yet) to get a more accurate crosshair (but make sure the normal variant works before trying this). This allows both eyes to agree on the depth to place the crosshair, whereas the regular variant calculates the crosshair position independently in each eye. This makes a difference when aiming around the edge of an object, or when something is partially obscuring the view of the target. The stereo2mono has two variants in the code, that are currently just selected based on which of these two is uncommented: [code] // Only adjust the crosshair once it has intersected something in *both* eyes: sampled_w = max(left_sampled_w, right_sampled_w); // Adjust crosshair in both eyes once it intersects something in *either* eye: //sampled_w = min(left_sampled_w, right_sampled_w); [/code] The first is best for a crosshair in 1st person games as the crosshair will instantly move to the background when it is moved off the side of a target, but the second might be more suitable for other HUD elements in some cases as it will prefer to appear closer (I've been experimenting a bit with that in Witcher 3 to see if I can sort out the nameplates, but that game's HUD is tricky to separate everything). For DX9, the most up to date is probably Dreamfall Chapters, where I use it to adjust floating icons based on the first vertex position of one of them. The Forest is also pretty up to date (but the first vertex trick didn't work there so each vertex is adjusted independently, and it's only used on a couple of icons as most of the HUD was already 3D), as is Viscera & Life Is Strange (but in those games I use it to adjust bloom depth, not a crosshair). [/quote] Great stuff - thanks. Maybe Helifax can have a look at this? I fixed decals, lens flares, and local lights/shadows, just the tricky Tile Lighting to finish off - it's kinda stumping me right now. Of course I need to propagate the fix patterns to all shaders, but I can script that. It's going to look nice when it's done.
DarkStarSword said:I made a post on the auto crosshair a while back:
https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/4694095/#4694095

The crosshair code has evolved over time as I've used it in more games. The most up to date DX11 version is in Far Cry 4 and MGSV - grab ShaderFixes/crosshair.hlsl from either of those and remove anything game specific (keep world_z_from_depth_buffer, adjust_from_depth_buffer and adjust_from_stereo2mono_depth_buffer). You will need to edit the scaling in world_z_from_depth_buffer to match whatever the game is using (which might involve copying in a constant buffer like I did in MGSV).

Then, follow the post above to copy the depth buffer (and any constant buffers you may need) in to the crosshair shader, and add #include <ShaderFixes/crosshair.hlsl> just above 'void main', and in the body of the shader add o0.x += adjust_from_depth_buffer(0, 0) * o0.w;

Note that 3DMigoto does not currently reload the shader if you only modify crosshair.hlsl - you have to touch the shader that included it.

There are some tweaks you can use - the (0,0) are the 2D coordinates at the center of the screen to scan around to work out the depth (it uses a lot more than just that coordinate - it traces a ray from the eyes through that coordinate towards infinity), so you could adjust that for an off-center crosshair, or even the use the position of a floating icon (FC4 has a bunch of code to find the center of the floating icons from the vertex buffer and uses that to auto adjust them independently of the crosshair).

You can also use the adjust_from_stereo2mono_depth_buffer variant in conjunction with 3DMigoto's stereo2mono copy mode (does not work on MSAA buffers yet) to get a more accurate crosshair (but make sure the normal variant works before trying this). This allows both eyes to agree on the depth to place the crosshair, whereas the regular variant calculates the crosshair position independently in each eye. This makes a difference when aiming around the edge of an object, or when something is partially obscuring the view of the target.

The stereo2mono has two variants in the code, that are currently just selected based on which of these two is uncommented:
// Only adjust the crosshair once it has intersected something in *both* eyes:
sampled_w = max(left_sampled_w, right_sampled_w);

// Adjust crosshair in both eyes once it intersects something in *either* eye:
//sampled_w = min(left_sampled_w, right_sampled_w);


The first is best for a crosshair in 1st person games as the crosshair will instantly move to the background when it is moved off the side of a target, but the second might be more suitable for other HUD elements in some cases as it will prefer to appear closer (I've been experimenting a bit with that in Witcher 3 to see if I can sort out the nameplates, but that game's HUD is tricky to separate everything).


For DX9, the most up to date is probably Dreamfall Chapters, where I use it to adjust floating icons based on the first vertex position of one of them. The Forest is also pretty up to date (but the first vertex trick didn't work there so each vertex is adjusted independently, and it's only used on a couple of icons as most of the HUD was already 3D), as is Viscera & Life Is Strange (but in those games I use it to adjust bloom depth, not a crosshair).

Great stuff - thanks. Maybe Helifax can have a look at this? I fixed decals, lens flares, and local lights/shadows, just the tricky Tile Lighting to finish off - it's kinda stumping me right now. Of course I need to propagate the fix patterns to all shaders, but I can script that. It's going to look nice when it's done.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/02/2016 02:26 AM   
Sounds great Mike, happy to hear things are progressing well! Could I get a copy of the WIP fix please? I'll be able to confirm if the Windows store version is using the same CRCs.
Sounds great Mike, happy to hear things are progressing well!

Could I get a copy of the WIP fix please? I'll be able to confirm if the Windows store version is using the same CRCs.

Posted 02/02/2016 04:10 AM   
I won't be using nvidia 3D technologies because 1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke 2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system ) Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me. I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.
I won't be using nvidia 3D technologies because

1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke

2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system )

Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me.

I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.

Alienware 17 R3 GTX 980M (internal GPU)
RAM: 32GB
Storage: 4*512GB SSD

Display: Samsung UE55JU7500 (55 inches 4096x2160 capable display , 3840x2160 native resolution @ chroma 4:4:4 over HDMI 2.0)

Alienware Graphics Amplifier + GTX1080 connected to the above configuration (external GPU)

Posted 02/02/2016 11:05 AM   
[quote="mathieulh"]I won't be using nvidia 3D technologies because 1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke 2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system ) Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me. I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.[/quote] Dude, NO ONE CARES! What's up with all the hate and frustration I see there? Good luck getting Tridef for Work in SLI or Crossfire though... Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays... In any case, your comment is totally outside of the scope of the game or the fix discussed here:) Simple as that, you don't like something, no body forces you to use it:)
mathieulh said:I won't be using nvidia 3D technologies because

1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke

2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system )

Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me.

I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.


Dude, NO ONE CARES!
What's up with all the hate and frustration I see there?
Good luck getting Tridef for Work in SLI or Crossfire though...

Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays...

In any case, your comment is totally outside of the scope of the game or the fix discussed here:)

Simple as that, you don't like something, no body forces you to use it:)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/02/2016 11:18 AM   
[quote="Pirateguybrush"]Sounds great Mike, happy to hear things are progressing well! Could I get a copy of the WIP fix please? I'll be able to confirm if the Windows store version is using the same CRCs.[/quote] From what I know currently there isn't a WIP version yet:) and I doubt that before the tile lighting is fixed Mike will make one;) There is a quick test to this though;) If you can hunt the Pixel Shader for the shadows in the start of the game and let me know the CRC number I can tell you if is the same number. I can even send you the shader that fixes the shadows there;) Did anyone notice that if Bloom is enabled we get a "bleed" image in the left eye from the Main Menu ? I know is not something BIG and we could perfectly play with Bloom disabled but I was wondering if you guys see the same thing and I was wondering how we can fix this hmm...
Pirateguybrush said:Sounds great Mike, happy to hear things are progressing well!

Could I get a copy of the WIP fix please? I'll be able to confirm if the Windows store version is using the same CRCs.


From what I know currently there isn't a WIP version yet:) and I doubt that before the tile lighting is fixed Mike will make one;)

There is a quick test to this though;) If you can hunt the Pixel Shader for the shadows in the start of the game and let me know the CRC number I can tell you if is the same number. I can even send you the shader that fixes the shadows there;)

Did anyone notice that if Bloom is enabled we get a "bleed" image in the left eye from the Main Menu ? I know is not something BIG and we could perfectly play with Bloom disabled but I was wondering if you guys see the same thing and I was wondering how we can fix this hmm...

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/02/2016 11:22 AM   
[quote="mike_ar69"] It's going to look nice when it's done.[/quote] No doubt for that, it will be the next masterpiece for 3Dvision :)
mike_ar69 said: It's going to look nice when it's done.

No doubt for that, it will be the next masterpiece for 3Dvision :)

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 02/02/2016 11:56 AM   
Anyone can tell me how I can manually fix these lines in HLSL please?:) [code] r2.xyz = v1.xyz * r1.www; // Known bad code for instruction (needs manual fix): ld_structured_indexable(structured_buffer, stride=72)(mixed,mixed,mixed,mixed) r0.w, r0.w, l(4), t5.xxxx r0.w = g_sTrilinear[]..swiz; [/code] [code] r2.y = (((uint)r0.y << 0) & bitmask.y) | ((uint)r0.x & ~bitmask.y); r0.xy = (uint2)v0.yx; // Needs manual fix for instruction: imm_atomic_iadd r1.x, u3, l(0, 0, 0, 0), l(1) InterlockedAdd?(dest, value, orig_value); [/code] Thank you in advance:)
Anyone can tell me how I can manually fix these lines in HLSL please?:)

r2.xyz = v1.xyz * r1.www;
// Known bad code for instruction (needs manual fix):
ld_structured_indexable(structured_buffer, stride=72)(mixed,mixed,mixed,mixed) r0.w, r0.w, l(4), t5.xxxx
r0.w = g_sTrilinear[]..swiz;


r2.y = (((uint)r0.y << 0) & bitmask.y) | ((uint)r0.x & ~bitmask.y);
r0.xy = (uint2)v0.yx;
// Needs manual fix for instruction:
imm_atomic_iadd r1.x, u3, l(0, 0, 0, 0), l(1)
InterlockedAdd?(dest, value, orig_value);


Thank you in advance:)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/02/2016 12:01 PM   
[quote="mathieulh"]I won't be using nvidia 3D technologies because I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.[/quote] Not the proper topic, but I only answer you that i can play in 3840x1080 x2 at 60fps in 3D interlieved (3840x1080 per eye) on my Philipps 49PUS7100 (49" 4K passive 3D Tv) using 3Dvision technology (with Acer inf overide) :) and of course, I can play your resolution in tridef...
mathieulh said:I won't be using nvidia 3D technologies because


I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.


Not the proper topic, but I only answer you that i can play in 3840x1080 x2 at 60fps in 3D interlieved (3840x1080 per eye) on my Philipps 49PUS7100 (49" 4K passive 3D Tv) using 3Dvision technology (with Acer inf overide)

:)

and of course, I can play your resolution in tridef...

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

Posted 02/02/2016 12:04 PM   
[quote="helifax"][quote="mathieulh"]I won't be using nvidia 3D technologies because 1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke 2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system ) Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me. I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.[/quote] Dude, NO ONE CARES! What's up with all the hate and frustration I see there? Good luck getting Tridef for Work in SLI or Crossfire though... Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays... In any case, your comment is totally outside of the scope of the game or the fix discussed here:) Simple as that, you don't like something, no body forces you to use it:)[/quote] Not that it matters, but 3*27" != 81" inches are calculated from the diagonal, you can't just add them up, by putting 3 27 inches screens next to each others, you don't gain any height. In the same way, you can only add up the number of horizontal pixels in your actual resolution as the vertical height remains the same. Finally, you might not care, but there have been a lot of topics with many people complaining about this issue.
helifax said:
mathieulh said:I won't be using nvidia 3D technologies because

1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke

2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system )

Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me.

I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.


Dude, NO ONE CARES!
What's up with all the hate and frustration I see there?
Good luck getting Tridef for Work in SLI or Crossfire though...

Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays...

In any case, your comment is totally outside of the scope of the game or the fix discussed here:)

Simple as that, you don't like something, no body forces you to use it:)


Not that it matters, but 3*27" != 81" inches are calculated from the diagonal, you can't just add them up, by putting 3 27 inches screens next to each others, you don't gain any height. In the same way, you can only add up the number of horizontal pixels in your actual resolution as the vertical height remains the same.

Finally, you might not care, but there have been a lot of topics with many people complaining about this issue.

Alienware 17 R3 GTX 980M (internal GPU)
RAM: 32GB
Storage: 4*512GB SSD

Display: Samsung UE55JU7500 (55 inches 4096x2160 capable display , 3840x2160 native resolution @ chroma 4:4:4 over HDMI 2.0)

Alienware Graphics Amplifier + GTX1080 connected to the above configuration (external GPU)

Posted 02/02/2016 12:25 PM   
[quote="mathieulh"][quote="helifax"][quote="mathieulh"]I won't be using nvidia 3D technologies because 1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke 2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system ) Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me. I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.[/quote] Dude, NO ONE CARES! What's up with all the hate and frustration I see there? Good luck getting Tridef for Work in SLI or Crossfire though... Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays... In any case, your comment is totally outside of the scope of the game or the fix discussed here:) Simple as that, you don't like something, no body forces you to use it:)[/quote] Not that it matters, but 2*27" != 81" inches are calculated from the diagonal, you can't just add them up, by putting 3 27 inches screens next to each others, you don't gain any height. In the same way, you can only add up the number of horizontal pixels in your actual resolution as the vertical height remains the same. Finally, you might not care, but there have been a lot of topics with many people complaining about this issue.[/quote] But... I don't care about height. I care about FOV:) In any case this is a different topic that shouldn't discussed here. Fine by me if you want to complain about the lack of support! But please do it in a proper thread and Don't pollute this one...
mathieulh said:
helifax said:
mathieulh said:I won't be using nvidia 3D technologies because

1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke

2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system )

Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me.

I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.


Dude, NO ONE CARES!
What's up with all the hate and frustration I see there?
Good luck getting Tridef for Work in SLI or Crossfire though...

Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays...

In any case, your comment is totally outside of the scope of the game or the fix discussed here:)

Simple as that, you don't like something, no body forces you to use it:)


Not that it matters, but 2*27" != 81" inches are calculated from the diagonal, you can't just add them up, by putting 3 27 inches screens next to each others, you don't gain any height. In the same way, you can only add up the number of horizontal pixels in your actual resolution as the vertical height remains the same.

Finally, you might not care, but there have been a lot of topics with many people complaining about this issue.


But... I don't care about height. I care about FOV:) In any case this is a different topic that shouldn't discussed here.

Fine by me if you want to complain about the lack of support! But please do it in a proper thread and Don't pollute this one...

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 02/02/2016 12:28 PM   
[quote="helifax"][quote="mathieulh"][quote="helifax"][quote="mathieulh"]I won't be using nvidia 3D technologies because 1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke 2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system ) Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me. I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.[/quote] Dude, NO ONE CARES! What's up with all the hate and frustration I see there? Good luck getting Tridef for Work in SLI or Crossfire though... Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays... In any case, your comment is totally outside of the scope of the game or the fix discussed here:) Simple as that, you don't like something, no body forces you to use it:)[/quote] Not that it matters, but 2*27" != 81" inches are calculated from the diagonal, you can't just add them up, by putting 3 27 inches screens next to each others, you don't gain any height. In the same way, you can only add up the number of horizontal pixels in your actual resolution as the vertical height remains the same. Finally, you might not care, but there have been a lot of topics with many people complaining about this issue.[/quote] But... I don't care about height. I care about FOV:) In any case this is a different topic that shouldn't discussed here. Fine by me if you want to complain about the lack of support! But please do it in a proper thread and Don't pollute this one...[/quote] By the way, I don't know where you've heard that, but SLI does work with Tridef 3D (at least with Power 3D on, I haven't tried it with it off), provided your game has a working SLI profile of course. You should try it.
helifax said:
mathieulh said:
helifax said:
mathieulh said:I won't be using nvidia 3D technologies because

1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke

2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system )

Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me.

I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.


Dude, NO ONE CARES!
What's up with all the hate and frustration I see there?
Good luck getting Tridef for Work in SLI or Crossfire though...

Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays...

In any case, your comment is totally outside of the scope of the game or the fix discussed here:)

Simple as that, you don't like something, no body forces you to use it:)


Not that it matters, but 2*27" != 81" inches are calculated from the diagonal, you can't just add them up, by putting 3 27 inches screens next to each others, you don't gain any height. In the same way, you can only add up the number of horizontal pixels in your actual resolution as the vertical height remains the same.

Finally, you might not care, but there have been a lot of topics with many people complaining about this issue.


But... I don't care about height. I care about FOV:) In any case this is a different topic that shouldn't discussed here.

Fine by me if you want to complain about the lack of support! But please do it in a proper thread and Don't pollute this one...


By the way, I don't know where you've heard that, but SLI does work with Tridef 3D (at least with Power 3D on, I haven't tried it with it off), provided your game has a working SLI profile of course. You should try it.

Alienware 17 R3 GTX 980M (internal GPU)
RAM: 32GB
Storage: 4*512GB SSD

Display: Samsung UE55JU7500 (55 inches 4096x2160 capable display , 3840x2160 native resolution @ chroma 4:4:4 over HDMI 2.0)

Alienware Graphics Amplifier + GTX1080 connected to the above configuration (external GPU)

Posted 02/02/2016 12:42 PM   
[quote="mathieulh"][quote="helifax"][quote="mathieulh"][quote="helifax"][quote="mathieulh"]I won't be using nvidia 3D technologies because 1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke 2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system ) Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me. I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.[/quote] Dude, NO ONE CARES! What's up with all the hate and frustration I see there? Good luck getting Tridef for Work in SLI or Crossfire though... Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays... In any case, your comment is totally outside of the scope of the game or the fix discussed here:) Simple as that, you don't like something, no body forces you to use it:)[/quote] Not that it matters, but 2*27" != 81" inches are calculated from the diagonal, you can't just add them up, by putting 3 27 inches screens next to each others, you don't gain any height. In the same way, you can only add up the number of horizontal pixels in your actual resolution as the vertical height remains the same. Finally, you might not care, but there have been a lot of topics with many people complaining about this issue.[/quote] But... I don't care about height. I care about FOV:) In any case this is a different topic that shouldn't discussed here. Fine by me if you want to complain about the lack of support! But please do it in a proper thread and Don't pollute this one...[/quote] By the way, I don't know where you've heard that, but SLI does work with Tridef 3D (at least with Power 3D on, I haven't tried it with it off), provided your game has a working SLI profile of course. You should try it.[/quote] Stop hijacking this thread, make your own !!! And for the matter of screen size... the viewing distance matters eaqualy, I'm 15" from my screen. As my wife says: It has nothing to do with the size - only the performance :D
mathieulh said:
helifax said:
mathieulh said:
helifax said:
mathieulh said:I won't be using nvidia 3D technologies because

1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke

2. 3D Vision does not work on all the monitors (even 120hz+ ones), nobody who likes immersion wants to play on anything smaller than 40 inches anyway, (Why the hell do you want 3D if it's to play on a 27" monitor ? O_o), and finally the glasses behind the (nowadays overpriced) nvidia 3d vision kit technilogy is outdated and still uses IR technilogies when everyone else is now using the RF based Full HD 3D Glasses universal standard ( https://en.wikipedia.org/wiki/Active_shutter_3D_system )

Until Nvidia updates its 3DTV Play software to allow using SBS, TB or/and frame packing at higher resolutions and frame rates, I will stick to using Tridef 3D. These are features Nvidia costumers have been asking for (quite literally) years and still aren't getting. I guess Nvidia doesn't care about 3D at all anymore, a shame if you ask me.

I can play in 1980x2160 resolution at 60fps in 3D (3840x2160 SBS image) on my UE55JU7500 display (55 inches 4K curved TV) using Tridef 3D, good luck doing that with 3DTV play.


Dude, NO ONE CARES!
What's up with all the hate and frustration I see there?
Good luck getting Tridef for Work in SLI or Crossfire though...

Also since you want to brag about it I am using 3x27 inch displays that totals of 81 inch of "real estate". I want to see when Tridef will support SLI and Multiple Displays...

In any case, your comment is totally outside of the scope of the game or the fix discussed here:)

Simple as that, you don't like something, no body forces you to use it:)


Not that it matters, but 2*27" != 81" inches are calculated from the diagonal, you can't just add them up, by putting 3 27 inches screens next to each others, you don't gain any height. In the same way, you can only add up the number of horizontal pixels in your actual resolution as the vertical height remains the same.

Finally, you might not care, but there have been a lot of topics with many people complaining about this issue.


But... I don't care about height. I care about FOV:) In any case this is a different topic that shouldn't discussed here.

Fine by me if you want to complain about the lack of support! But please do it in a proper thread and Don't pollute this one...


By the way, I don't know where you've heard that, but SLI does work with Tridef 3D (at least with Power 3D on, I haven't tried it with it off), provided your game has a working SLI profile of course. You should try it.


Stop hijacking this thread, make your own !!!

And for the matter of screen size... the viewing distance matters eaqualy, I'm 15" from my screen.

As my wife says: It has nothing to do with the size - only the performance :D

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

Posted 02/02/2016 02:01 PM   
[quote="mathieulh"]I won't be using nvidia 3D technologies because 1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke [/quote] Thats not nvidias fault, thats the HDMI 1.4 standard
mathieulh said:I won't be using nvidia 3D technologies because

1. 3DTV play is severely outdated and limited to 720p@60fps or 1080p@24fps, which in all honesty is a joke


Thats not nvidias fault, thats the HDMI 1.4 standard

Posted 02/02/2016 03:03 PM   
[quote="helifax"]Did anyone notice that if Bloom is enabled we get a "bleed" image in the left eye from the Main Menu ? I know is not something BIG and we could perfectly play with Bloom disabled but I was wondering if you guys see the same thing and I was wondering how we can fix this hmm...[/quote]Sounds like a mono render target that needs to be forced to Stereo (same thing in Mad Max IIRC). I find that frame analysis tends to be the easiest and most reliable way to find these. [quote="helifax"]Anyone can tell me how I can manually fix these lines in HLSL please?:) [code] r2.xyz = v1.xyz * r1.www; // Known bad code for instruction (needs manual fix): ld_structured_indexable(structured_buffer, stride=72)(mixed,mixed,mixed,mixed) r0.w, r0.w, l(4), t5.xxxx r0.w = g_sTrilinear[]..swiz; [/code] [/quote] I think I gave you a hand on one of these before: [url]https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/4739720/#4739720[/url] Something like: r0.w = <whatever the StructuredBuffer for t5 is called>[r0.w].<whatever is 4 bytes into the structure>.<possibly with a swizzle to select the right offset if it's in a float4, uint4 or similar>; [quote] [code] r2.y = (((uint)r0.y << 0) & bitmask.y) | ((uint)r0.x & ~bitmask.y); r0.xy = (uint2)v0.yx; // Needs manual fix for instruction: imm_atomic_iadd r1.x, u3, l(0, 0, 0, 0), l(1) InterlockedAdd?(dest, value, orig_value); [/code] [/quote] I think that will be something like: [code] uint oldval; <whatever the buffer for u3 is called>.InterlockedAdd(0, 1, oldval); r1.x = oldval; [/code]
helifax said:Did anyone notice that if Bloom is enabled we get a "bleed" image in the left eye from the Main Menu ? I know is not something BIG and we could perfectly play with Bloom disabled but I was wondering if you guys see the same thing and I was wondering how we can fix this hmm...
Sounds like a mono render target that needs to be forced to Stereo (same thing in Mad Max IIRC). I find that frame analysis tends to be the easiest and most reliable way to find these.

helifax said:Anyone can tell me how I can manually fix these lines in HLSL please?:)

r2.xyz = v1.xyz * r1.www;
// Known bad code for instruction (needs manual fix):
ld_structured_indexable(structured_buffer, stride=72)(mixed,mixed,mixed,mixed) r0.w, r0.w, l(4), t5.xxxx
r0.w = g_sTrilinear[]..swiz;


I think I gave you a hand on one of these before:
https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/4739720/#4739720

Something like:
r0.w = <whatever the StructuredBuffer for t5 is called>[r0.w].<whatever is 4 bytes into the structure>.<possibly with a swizzle to select the right offset if it's in a float4, uint4 or similar>;


r2.y = (((uint)r0.y << 0) & bitmask.y) | ((uint)r0.x & ~bitmask.y);
r0.xy = (uint2)v0.yx;
// Needs manual fix for instruction:
imm_atomic_iadd r1.x, u3, l(0, 0, 0, 0), l(1)
InterlockedAdd?(dest, value, orig_value);


I think that will be something like:
uint oldval;
<whatever the buffer for u3 is called>.InterlockedAdd(0, 1, oldval);
r1.x = oldval;

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

Posted 02/02/2016 03:12 PM   
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