[quote="joker18"]Sorry if my question is dumb. But does it mean that 3dmigoto can provide Stereo 3D to a non Nvidia Gpu?[/quote]
Nope. Because 3DM relies on 3D Vision Automatic to do the stereo + nvidia drivers.
Oomek is doing a non 3D fix from what I understood hence the requirement to run on AMD cards. My reluctance was to adding extra code in the wrapper for it to work on AMD drivers since we all know that when you are touching driver-related code all hell might break...
joker18 said:Sorry if my question is dumb. But does it mean that 3dmigoto can provide Stereo 3D to a non Nvidia Gpu?
Nope. Because 3DM relies on 3D Vision Automatic to do the stereo + nvidia drivers.
Oomek is doing a non 3D fix from what I understood hence the requirement to run on AMD cards. My reluctance was to adding extra code in the wrapper for it to work on AMD drivers since we all know that when you are touching driver-related code all hell might break...
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
OK, good to know that dropping in the DLL is a workaround. I expect to take a look at this problem this weekend, as based on that result, that suggests that it might be as easy as just not returning an error when looking for the DLL.
As a general idea, I think it would be great to have 3Dmigoto working in ShaderHacker fashion on AMD cards, but of course without 3D. There is a small sub-community of people using 3Dmigoto to hack other games for 2D purposes. One I helped with was some Watch Dogs modders who wanted to 86 the white lines around all the hackable items.
We aren't going to do anything heroic for AMD cards, but if we can support them easily, that would be good.
OK, good to know that dropping in the DLL is a workaround. I expect to take a look at this problem this weekend, as based on that result, that suggests that it might be as easy as just not returning an error when looking for the DLL.
As a general idea, I think it would be great to have 3Dmigoto working in ShaderHacker fashion on AMD cards, but of course without 3D. There is a small sub-community of people using 3Dmigoto to hack other games for 2D purposes. One I helped with was some Watch Dogs modders who wanted to 86 the white lines around all the hackable items.
We aren't going to do anything heroic for AMD cards, but if we can support them easily, that would be good.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"]OK, good to know that dropping in the DLL is a workaround. I expect to take a look at this problem this weekend, as based on that result, that suggests that it might be as easy as just not returning an error when looking for the DLL.
As a general idea, I think it would be great to have 3Dmigoto working in ShaderHacker fashion on AMD cards, but of course without 3D. There is a small sub-community of people using 3Dmigoto to hack other games for 2D purposes. One I helped with was some Watch Dogs modders who wanted to 86 the white lines around all the hackable items.
We aren't going to do anything heroic for AMD cards, but if we can support them easily, that would be good.[/quote]
Can you do this? Just disable all the hooks for NVAPI.DLL and leave the rest working? I mean what happens to all the settings in the ini file related to 3D Vision? Will they be ignored or set to default values (and ofc never changed).
I ask this because I also have a working prototype for my wrapper that is decoupled-ish from the NVAPI, but in my case I relied heavily on NVAPI to get all the values, etc (and which I actually had to swap with my functions and such) and while "porting" I often found it entering states where previously it wasn't possible (when using NVAPI I mean).
Still awesome! (as long as it doesn't break the 3D Vision component^_^)
bo3b said:OK, good to know that dropping in the DLL is a workaround. I expect to take a look at this problem this weekend, as based on that result, that suggests that it might be as easy as just not returning an error when looking for the DLL.
As a general idea, I think it would be great to have 3Dmigoto working in ShaderHacker fashion on AMD cards, but of course without 3D. There is a small sub-community of people using 3Dmigoto to hack other games for 2D purposes. One I helped with was some Watch Dogs modders who wanted to 86 the white lines around all the hackable items.
We aren't going to do anything heroic for AMD cards, but if we can support them easily, that would be good.
Can you do this? Just disable all the hooks for NVAPI.DLL and leave the rest working? I mean what happens to all the settings in the ini file related to 3D Vision? Will they be ignored or set to default values (and ofc never changed).
I ask this because I also have a working prototype for my wrapper that is decoupled-ish from the NVAPI, but in my case I relied heavily on NVAPI to get all the values, etc (and which I actually had to swap with my functions and such) and while "porting" I often found it entering states where previously it wasn't possible (when using NVAPI I mean).
Still awesome! (as long as it doesn't break the 3D Vision component^_^)
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
No, the hooks are still there, when you link, you link against an nvapi library that does smart handling for whether the dll is there or not. So you can be certain that it won't crash on any call, but you'll get an error return.
I'm pretty sure that we already handle error returns in all cases, because stereo can be disabled for example, and we want to not go crazy if we can't get the stereo texture. We do a lot of null testing to make sure it still runs, but maybe doesn't do what it was going to do.
So... yeah, should work as long as you can handle the error returns and/or null values.
No, the hooks are still there, when you link, you link against an nvapi library that does smart handling for whether the dll is there or not. So you can be certain that it won't crash on any call, but you'll get an error return.
I'm pretty sure that we already handle error returns in all cases, because stereo can be disabled for example, and we want to not go crazy if we can't get the stereo texture. We do a lot of null testing to make sure it still runs, but maybe doesn't do what it was going to do.
So... yeah, should work as long as you can handle the error returns and/or null values.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
As we are speaking of no 3D usage of 3dmigoto, I wonder if it should be possible to add it the wonderfull softTH functions. Unfortunatelly softth does not work for dx10.
It seems to me that 3dmigoto allow to provide whatever resolution to game, so if it open its own borderless windows display, maybe it should be possible to let Windows 10 spread it over multiple monitors ?
We could manage bezels and scaling on each monitor with shader manipulation...
So it may enable again heterogeneous multi display dx10 gaming !
For example a center 24" 3dvision screen and 2d side monitor of 19", left one with left eye view and right one with rigt eye view.
It should be really helpfull for DCS, the MFD can only be exported on the same display than the main view of the game with the new DCS version and, as 3dvision requires full screen mode, it is no more possible to spread display on two monitord
As we are speaking of no 3D usage of 3dmigoto, I wonder if it should be possible to add it the wonderfull softTH functions. Unfortunatelly softth does not work for dx10.
It seems to me that 3dmigoto allow to provide whatever resolution to game, so if it open its own borderless windows display, maybe it should be possible to let Windows 10 spread it over multiple monitors ?
We could manage bezels and scaling on each monitor with shader manipulation...
So it may enable again heterogeneous multi display dx10 gaming !
For example a center 24" 3dvision screen and 2d side monitor of 19", left one with left eye view and right one with rigt eye view.
It should be really helpfull for DCS, the MFD can only be exported on the same display than the main view of the game with the new DCS version and, as 3dvision requires full screen mode, it is no more possible to spread display on two monitord
[quote="lefuneste"]As we are speaking of no 3D usage of 3dmigoto, I wonder if it should be possible to add it the wonderfull softTH functions. Unfortunatelly softth does not work for dx10.
It seems to me that 3dmigoto allow to provide whatever resolution to game, so if it open its own borderless windows display, maybe it should be possible to let Windows 10 spread it over multiple monitors ?
We could manage bezels and scaling on each monitor with shader manipulation...
So it may enable again heterogeneous multi display dx10 gaming !
For example a center 24" 3dvision screen and 2d side monitor of 19", left one with left eye view and right one with rigt eye view.
It should be really helpfull for DCS, the MFD can only be exported on the same display than the main view of the game with the new DCS version and, as 3dvision requires full screen mode, it is no more possible to spread display on two monitord[/quote]
No, sorry, this isn't going to be possible. The screen resolution forcing functions in 3Dmigoto are for a single screen only because we need the DXGI driver level functions, we can't make an arbitrary resolution. We also required full-screen mode because that's the only way that 3D Vision Automatic will kick in and setup the 3D for us.
So both of those problems will make it not possible to add a SoftTH type functionality here.
lefuneste said:As we are speaking of no 3D usage of 3dmigoto, I wonder if it should be possible to add it the wonderfull softTH functions. Unfortunatelly softth does not work for dx10.
It seems to me that 3dmigoto allow to provide whatever resolution to game, so if it open its own borderless windows display, maybe it should be possible to let Windows 10 spread it over multiple monitors ?
We could manage bezels and scaling on each monitor with shader manipulation...
So it may enable again heterogeneous multi display dx10 gaming !
For example a center 24" 3dvision screen and 2d side monitor of 19", left one with left eye view and right one with rigt eye view.
It should be really helpfull for DCS, the MFD can only be exported on the same display than the main view of the game with the new DCS version and, as 3dvision requires full screen mode, it is no more possible to spread display on two monitord
No, sorry, this isn't going to be possible. The screen resolution forcing functions in 3Dmigoto are for a single screen only because we need the DXGI driver level functions, we can't make an arbitrary resolution. We also required full-screen mode because that's the only way that 3D Vision Automatic will kick in and setup the 3D for us.
So both of those problems will make it not possible to add a SoftTH type functionality here.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="TsaebehT"]The Zip file linked on the [url=https://github.com/bo3b/3Dmigoto/releases/tag/0.1.1-alpha]Experimental DX10 Release Build[/url] page is corrupt(?)[/quote]Thought I'd follow up since I mentioned it, 7zip was the only thing I could get to open it... odd because it was a zip. I used the command line version(7za), really not a fan of installing unnecessary crap. ;)
7za.exe x 3Dmigoto-exp-DX10.zip -o3Dmigoto-exp-DX10
Thought I'd follow up since I mentioned it, 7zip was the only thing I could get to open it... odd because it was a zip. I used the command line version(7za), really not a fan of installing unnecessary crap. ;)
7za.exe x 3Dmigoto-exp-DX10.zip -o3Dmigoto-exp-DX10
Hello to all the devs! I think this is the place to ask my question...
How is the resolution override function supposed to work? I tried it in a few games but it didn't do anything.
Is it supposed to scale the games rendering resolution to a different output resolution specified in the ini? Because that is waht I'd need...
I am looking to render the game at 1920x1080 but my output resolution should be 3840x2160. Gedosato can do this, but only for dx9. When I saw that 3Dmigoto's ini has this resolution override thing there, I was hoping it could do it for dx11.... If it worked, It would be a big help to 4k TV users.
Hello to all the devs! I think this is the place to ask my question...
How is the resolution override function supposed to work? I tried it in a few games but it didn't do anything.
Is it supposed to scale the games rendering resolution to a different output resolution specified in the ini? Because that is waht I'd need...
I am looking to render the game at 1920x1080 but my output resolution should be 3840x2160. Gedosato can do this, but only for dx9. When I saw that 3Dmigoto's ini has this resolution override thing there, I was hoping it could do it for dx11.... If it worked, It would be a big help to 4k TV users.
[quote="D-Man11"]Have a look here
[url]https://forums.geforce.com/default/topic/751549/3d-vision/gedosato/post/4854709/#4854709[/url][/quote]
Unfortunately, using nvidia's GPU resolution scaling alters the 3D interleaving pattern to be 1920x1080. When using GeDoSaTo, the result is different: The game renders at 1920x1080 but the 3D scanlines are still 3840x2160. This is the goal.
Unfortunately, using nvidia's GPU resolution scaling alters the 3D interleaving pattern to be 1920x1080. When using GeDoSaTo, the result is different: The game renders at 1920x1080 but the 3D scanlines are still 3840x2160. This is the goal.
[quote="innuendo1231b"][quote="D-Man11"]Have a look here
[url]https://forums.geforce.com/default/topic/751549/3d-vision/gedosato/post/4854709/#4854709[/url][/quote]
Unfortunately, using nvidia's GPU resolution scaling alters the 3D interleaving pattern to be 1920x1080. When using GeDoSaTo, the result is different: The game renders at 1920x1080 but the 3D scanlines are still 3840x2160. This is the goal.[/quote]
If your TV is able to decode 3D SBS or TAB mode you can force it in the latest 3DMigoto. Your TV will rearrange the interleaving pattern for you.
Unfortunately, using nvidia's GPU resolution scaling alters the 3D interleaving pattern to be 1920x1080. When using GeDoSaTo, the result is different: The game renders at 1920x1080 but the 3D scanlines are still 3840x2160. This is the goal.
If your TV is able to decode 3D SBS or TAB mode you can force it in the latest 3DMigoto. Your TV will rearrange the interleaving pattern for you.
[quote="Oomek"]
If your TV is able to decode 3D SBS or TAB mode you can force it in the latest 3DMigoto. Your TV will rearrange the interleaving pattern for you.[/quote]
The problem isn't compatibility, it is efficiency. There is a 4k passive 3d tv, which in 3D mode is capable of outputting full hd per eye (3840x1080 per eye to be precise). Wich means that rendering in 3840x2160 is pointless because half of the resolution is lost anyway, more importantly rendering 3840x2160 3D results in 10 or 15 fps even with a gtx 980. But if I plainly use 1920x1080, than that gets halved too, no matter if it's line interleaved or sbs or tab mode, the resolution gets halved. The only efficient solution is to render at 1920x1080, upsacle to 3840x2160 and apply line interleaving. This way it is truly full HD 3D, and framerates are great. GeDoSaTo can do this for dx9 games, but of course the issue is even more critical with dx11 games sice those need more horsepower.
Oomek said:
If your TV is able to decode 3D SBS or TAB mode you can force it in the latest 3DMigoto. Your TV will rearrange the interleaving pattern for you.
The problem isn't compatibility, it is efficiency. There is a 4k passive 3d tv, which in 3D mode is capable of outputting full hd per eye (3840x1080 per eye to be precise). Wich means that rendering in 3840x2160 is pointless because half of the resolution is lost anyway, more importantly rendering 3840x2160 3D results in 10 or 15 fps even with a gtx 980. But if I plainly use 1920x1080, than that gets halved too, no matter if it's line interleaved or sbs or tab mode, the resolution gets halved. The only efficient solution is to render at 1920x1080, upsacle to 3840x2160 and apply line interleaving. This way it is truly full HD 3D, and framerates are great. GeDoSaTo can do this for dx9 games, but of course the issue is even more critical with dx11 games sice those need more horsepower.
I'm facing a very peculiar/frustrating issue, and wondering if anyone can help.
I've been fixing a game while running in SLI, and gotten mostly everything fixed. I recently tried loading up the game with SLI off and found that there is a bloom effect shader that is broken in non-SLI, where one eye (left side) is off and creates a halo effect to the right of any objects, while the other eye (right) is perfectly fine.
Applying the standard stereo fix fixes it in the broken eye, but then breaks the eye that isn't broken. Basically the effect just shifts to the left in both eyes. I tried using an if(stereo.z>0) check to try to apply the fix only to the right eye, but for some reason both eyes get adjusted, whereas if I do a if(stereo.z<0) neither eye gets adjusted.
Any ideas on this one?
I'm facing a very peculiar/frustrating issue, and wondering if anyone can help.
I've been fixing a game while running in SLI, and gotten mostly everything fixed. I recently tried loading up the game with SLI off and found that there is a bloom effect shader that is broken in non-SLI, where one eye (left side) is off and creates a halo effect to the right of any objects, while the other eye (right) is perfectly fine.
Applying the standard stereo fix fixes it in the broken eye, but then breaks the eye that isn't broken. Basically the effect just shifts to the left in both eyes. I tried using an if(stereo.z>0) check to try to apply the fix only to the right eye, but for some reason both eyes get adjusted, whereas if I do a if(stereo.z<0) neither eye gets adjusted.
Any ideas on this one?
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Singularity had that issue where only one eye would be fixed on its current profile in either sli or not sli I really can't remember. [singularity.exe/singularity profile]
Probably unrelated but Id figure Id say it.
Singularity had that issue where only one eye would be fixed on its current profile in either sli or not sli I really can't remember. [singularity.exe/singularity profile]
Tried the stereo compute shader enable setting (StereoFlagsDX10 = 0x00004000)? If that doesn't work try the Max Payne 3 profile, and if that doesn't work throw frame analysis at it to try to work out exactly what isn't being stereoised and come up with a theory as to why.
Tried the stereo compute shader enable setting (StereoFlagsDX10 = 0x00004000)? If that doesn't work try the Max Payne 3 profile, and if that doesn't work throw frame analysis at it to try to work out exactly what isn't being stereoised and come up with a theory as to why.
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
Nope. Because 3DM relies on 3D Vision Automatic to do the stereo + nvidia drivers.
Oomek is doing a non 3D fix from what I understood hence the requirement to run on AMD cards. My reluctance was to adding extra code in the wrapper for it to work on AMD drivers since we all know that when you are touching driver-related code all hell might break...
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)
As a general idea, I think it would be great to have 3Dmigoto working in ShaderHacker fashion on AMD cards, but of course without 3D. There is a small sub-community of people using 3Dmigoto to hack other games for 2D purposes. One I helped with was some Watch Dogs modders who wanted to 86 the white lines around all the hackable items.
We aren't going to do anything heroic for AMD cards, but if we can support them easily, that would be good.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Can you do this? Just disable all the hooks for NVAPI.DLL and leave the rest working? I mean what happens to all the settings in the ini file related to 3D Vision? Will they be ignored or set to default values (and ofc never changed).
I ask this because I also have a working prototype for my wrapper that is decoupled-ish from the NVAPI, but in my case I relied heavily on NVAPI to get all the values, etc (and which I actually had to swap with my functions and such) and while "porting" I often found it entering states where previously it wasn't possible (when using NVAPI I mean).
Still awesome! (as long as it doesn't break the 3D Vision component^_^)
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)
I'm pretty sure that we already handle error returns in all cases, because stereo can be disabled for example, and we want to not go crazy if we can't get the stereo texture. We do a lot of null testing to make sure it still runs, but maybe doesn't do what it was going to do.
So... yeah, should work as long as you can handle the error returns and/or null values.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
It seems to me that 3dmigoto allow to provide whatever resolution to game, so if it open its own borderless windows display, maybe it should be possible to let Windows 10 spread it over multiple monitors ?
We could manage bezels and scaling on each monitor with shader manipulation...
So it may enable again heterogeneous multi display dx10 gaming !
For example a center 24" 3dvision screen and 2d side monitor of 19", left one with left eye view and right one with rigt eye view.
It should be really helpfull for DCS, the MFD can only be exported on the same display than the main view of the game with the new DCS version and, as 3dvision requires full screen mode, it is no more possible to spread display on two monitord
No, sorry, this isn't going to be possible. The screen resolution forcing functions in 3Dmigoto are for a single screen only because we need the DXGI driver level functions, we can't make an arbitrary resolution. We also required full-screen mode because that's the only way that 3D Vision Automatic will kick in and setup the 3D for us.
So both of those problems will make it not possible to add a SoftTH type functionality here.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
7za.exe x 3Dmigoto-exp-DX10.zip -o3Dmigoto-exp-DX10
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
How is the resolution override function supposed to work? I tried it in a few games but it didn't do anything.
Is it supposed to scale the games rendering resolution to a different output resolution specified in the ini? Because that is waht I'd need...
I am looking to render the game at 1920x1080 but my output resolution should be 3840x2160. Gedosato can do this, but only for dx9. When I saw that 3Dmigoto's ini has this resolution override thing there, I was hoping it could do it for dx11.... If it worked, It would be a big help to 4k TV users.
https://forums.geforce.com/default/topic/751549/3d-vision/gedosato/post/4854709/#4854709
Unfortunately, using nvidia's GPU resolution scaling alters the 3D interleaving pattern to be 1920x1080. When using GeDoSaTo, the result is different: The game renders at 1920x1080 but the 3D scanlines are still 3840x2160. This is the goal.
If your TV is able to decode 3D SBS or TAB mode you can force it in the latest 3DMigoto. Your TV will rearrange the interleaving pattern for you.
EVGA GeForce GTX 980 SC
Core i5 2500K
MSI Z77A-G45
8GB DDR3
Windows 10 x64
The problem isn't compatibility, it is efficiency. There is a 4k passive 3d tv, which in 3D mode is capable of outputting full hd per eye (3840x1080 per eye to be precise). Wich means that rendering in 3840x2160 is pointless because half of the resolution is lost anyway, more importantly rendering 3840x2160 3D results in 10 or 15 fps even with a gtx 980. But if I plainly use 1920x1080, than that gets halved too, no matter if it's line interleaved or sbs or tab mode, the resolution gets halved. The only efficient solution is to render at 1920x1080, upsacle to 3840x2160 and apply line interleaving. This way it is truly full HD 3D, and framerates are great. GeDoSaTo can do this for dx9 games, but of course the issue is even more critical with dx11 games sice those need more horsepower.
I've been fixing a game while running in SLI, and gotten mostly everything fixed. I recently tried loading up the game with SLI off and found that there is a bloom effect shader that is broken in non-SLI, where one eye (left side) is off and creates a halo effect to the right of any objects, while the other eye (right) is perfectly fine.
Applying the standard stereo fix fixes it in the broken eye, but then breaks the eye that isn't broken. Basically the effect just shifts to the left in both eyes. I tried using an if(stereo.z>0) check to try to apply the fix only to the right eye, but for some reason both eyes get adjusted, whereas if I do a if(stereo.z<0) neither eye gets adjusted.
Any ideas on this one?
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