[quote name='andrewf@nvidia' date='04 March 2011 - 11:56 AM' timestamp='1299265000' post='1202259']
Keep asking the developer for support. We are working with them to address 3D issues in their game. Community support helps that effort :)
[/quote]
Sweet, that's the best news. I am very glad to hear that nVidia is interested in making it work, and it sounds like you've had contact with Trion about it.
Let's keep after them, I've made a thread in the tech area of their forum:
http://forums.riftgame.com/showthread.php?96653-nVidia-3D-Vision-Detailed-list-of-bugs
[quote name='andrewf@nvidia' date='04 March 2011 - 11:56 AM' timestamp='1299265000' post='1202259']
Keep asking the developer for support. We are working with them to address 3D issues in their game. Community support helps that effort :)
Sweet, that's the best news. I am very glad to hear that nVidia is interested in making it work, and it sounds like you've had contact with Trion about it.
[quote name='andrewf@nvidia' date='04 March 2011 - 06:56 PM' timestamp='1299265000' post='1202259']
Keep asking the developer for support. We are working with them to address 3D issues in their game. Community support helps that effort :)
[/quote]
Thanks Andrew, will do. One issue that does seem to be on Nvidia's end, though, is the fact that the wrong profile seems to load when Rift is started. It's a profile for "The Rift" and only renders UI in 3D. There are workarounds listed in this thread, but seems like there is a profile issue on top of everything else.
[quote name='andrewf@nvidia' date='04 March 2011 - 06:56 PM' timestamp='1299265000' post='1202259']
Keep asking the developer for support. We are working with them to address 3D issues in their game. Community support helps that effort :)
Thanks Andrew, will do. One issue that does seem to be on Nvidia's end, though, is the fact that the wrong profile seems to load when Rift is started. It's a profile for "The Rift" and only renders UI in 3D. There are workarounds listed in this thread, but seems like there is a profile issue on top of everything else.
Hey, hey, hey, hey-now. Don't be mean; we don't have to be mean, cuz, remember, no matter where you go, there you are.
I've been running into similar issues with Dungeons & Dragons Online (DDO). Turns out that a lot of those issues (if not all in that particular game) have disappeared entirely when I unchecked the "Dynamic Occlusions" box in the advanced video settings. After a bit of reading off the Net, it appears that dynamic occlusions is a method employed by DirectX to enhance shadow performance and realism by asking the renderer if a given pixel would be rendered when looked at from the light source (or at least, something along those lines). Now, it comes as no surprise that this kind of tweaking could appear differently in the two 3D Vision channels depending on how this call is issued by the software and handled by the renderer/hardware. Maybe that's what is causing most of the inconsistencies?
Maybe trying to find settings related to that particular feature would help? Maybe in the .cfg? Couldn't find anything in the in-game configs that would change any of that...
I've been running into similar issues with Dungeons & Dragons Online (DDO). Turns out that a lot of those issues (if not all in that particular game) have disappeared entirely when I unchecked the "Dynamic Occlusions" box in the advanced video settings. After a bit of reading off the Net, it appears that dynamic occlusions is a method employed by DirectX to enhance shadow performance and realism by asking the renderer if a given pixel would be rendered when looked at from the light source (or at least, something along those lines). Now, it comes as no surprise that this kind of tweaking could appear differently in the two 3D Vision channels depending on how this call is issued by the software and handled by the renderer/hardware. Maybe that's what is causing most of the inconsistencies?
Maybe trying to find settings related to that particular feature would help? Maybe in the .cfg? Couldn't find anything in the in-game configs that would change any of that...
[quote name='Garosh' date='07 March 2011 - 02:23 PM' timestamp='1299533017' post='1203840']
Good day to all,
I've been running into similar issues with Dungeons & Dragons Online (DDO). Turns out that a lot of those issues (if not all in that particular game) have disappeared entirely when I unchecked the "Dynamic Occlusions" box in the advanced video settings. After a bit of reading off the Net, it appears that dynamic occlusions is a method employed by DirectX to enhance shadow performance and realism by asking the renderer if a given pixel would be rendered when looked at from the light source (or at least, something along those lines). Now, it comes as no surprise that this kind of tweaking could appear differently in the two 3D Vision channels depending on how this call is issued by the software and handled by the renderer/hardware. Maybe that's what is causing most of the inconsistencies?
Maybe trying to find settings related to that particular feature would help? Maybe in the .cfg? Couldn't find anything in the in-game configs that would change any of that...
Regards,
[/quote]
Tried pretty much everything imaginable .CFG wise after that post above regarding the MAXLOD=0 parameter. There's not a lot of control over the rendering either in game or in the CFG. The ambient occlusion settings doesn't seem to do anything at all either; 3D or otherwise lol.
[quote name='Garosh' date='07 March 2011 - 02:23 PM' timestamp='1299533017' post='1203840']
Good day to all,
I've been running into similar issues with Dungeons & Dragons Online (DDO). Turns out that a lot of those issues (if not all in that particular game) have disappeared entirely when I unchecked the "Dynamic Occlusions" box in the advanced video settings. After a bit of reading off the Net, it appears that dynamic occlusions is a method employed by DirectX to enhance shadow performance and realism by asking the renderer if a given pixel would be rendered when looked at from the light source (or at least, something along those lines). Now, it comes as no surprise that this kind of tweaking could appear differently in the two 3D Vision channels depending on how this call is issued by the software and handled by the renderer/hardware. Maybe that's what is causing most of the inconsistencies?
Maybe trying to find settings related to that particular feature would help? Maybe in the .cfg? Couldn't find anything in the in-game configs that would change any of that...
Regards,
Tried pretty much everything imaginable .CFG wise after that post above regarding the MAXLOD=0 parameter. There's not a lot of control over the rendering either in game or in the CFG. The ambient occlusion settings doesn't seem to do anything at all either; 3D or otherwise lol.
[quote name='CaliBuckeye' date='05 March 2011 - 08:01 PM' timestamp='1299376892' post='1202944']
Thanks Andrew, will do. One issue that does seem to be on Nvidia's end, though, is the fact that the wrong profile seems to load when Rift is started. It's a profile for "The Rift" and only renders UI in 3D. There are workarounds listed in this thread, but seems like there is a profile issue on top of everything else.
[/quote]
[quote name='CaliBuckeye' date='05 March 2011 - 08:01 PM' timestamp='1299376892' post='1202944']
Thanks Andrew, will do. One issue that does seem to be on Nvidia's end, though, is the fact that the wrong profile seems to load when Rift is started. It's a profile for "The Rift" and only renders UI in 3D. There are workarounds listed in this thread, but seems like there is a profile issue on top of everything else.
The issue has been around for some time, amazed nVidia did not adress it in recent beta driver released given the attention Rift was getting in gamers community. Whart about Two Worlds 2, Dead Space 2 and DA 2 - have you overslept it? These are major PC releases announced ages ago, and where are we with your "vision"? Blind. Thx for Bulletstorm though, truly a highlight in pc gaming.
And I mean - look at the competition, AMD is catching up fast, they even boast ME 2 works with their tech
http://www.amd.com/us/products/technologies/amd-hd3d/pages/gaming.aspx
so, wake up, nVidia. and - given the investment in s3d - monitor, 3d kit etc - we deserve better
The issue has been around for some time, amazed nVidia did not adress it in recent beta driver released given the attention Rift was getting in gamers community. Whart about Two Worlds 2, Dead Space 2 and DA 2 - have you overslept it? These are major PC releases announced ages ago, and where are we with your "vision"? Blind. Thx for Bulletstorm though, truly a highlight in pc gaming.
And I mean - look at the competition, AMD is catching up fast, they even boast ME 2 works with their tech
But we didn't pay $500+ to play games in 2D, Rift is good enough that I've given up perfectly working 3D WoW to play 2D Rift for now... I can't believe I did that - let's get this game working properly :)
But we didn't pay $500+ to play games in 2D, Rift is good enough that I've given up perfectly working 3D WoW to play 2D Rift for now... I can't believe I did that - let's get this game working properly :)
It says here http://www.geforce.com/#/GamesandApps/games/rift/description that Rift has 3D vision support. Can we assume this means it's going to be true very shortly? :)
Also says the client supports DX11 - nVidia must know a few things we don't about Rift!
It says here http://www.geforce.com/#/GamesandApps/games/rift/description that Rift has 3D vision support. Can we assume this means it's going to be true very shortly? :)
Also says the client supports DX11 - nVidia must know a few things we don't about Rift!
[quote name='oblivioner' date='15 March 2011 - 01:49 PM' timestamp='1300218550' post='1208062']
I can't wait for the new driver to come out
[/quote]
Come on Andrew, throw us a little bone - what sort of timeframe are we talking about to see Rift working properly from your perspective? Weeks or Months?
Does the fact that it's listed as working on your main site mean that we are in fact just waiting for drivers?
[quote name='oblivioner' date='15 March 2011 - 01:49 PM' timestamp='1300218550' post='1208062']
I can't wait for the new driver to come out
Come on Andrew, throw us a little bone - what sort of timeframe are we talking about to see Rift working properly from your perspective? Weeks or Months?
Does the fact that it's listed as working on your main site mean that we are in fact just waiting for drivers?
My friends who bought Rift are raving about this game. I bit and ordered the game. I'll be darn if I play this game in 2D though. It will stay in it's box until a fix for 3D comes out. I can't play games in 2D anymore. LOL!
Hopefully Nvidia will release a beta patch with the new profile on Rift so we at least don't have to worry about doing that hack. However, I don't think the full 3D support will happen anytime soon. Possibly summer.
My friends who bought Rift are raving about this game. I bit and ordered the game. I'll be darn if I play this game in 2D though. It will stay in it's box until a fix for 3D comes out. I can't play games in 2D anymore. LOL!
Hopefully Nvidia will release a beta patch with the new profile on Rift so we at least don't have to worry about doing that hack. However, I don't think the full 3D support will happen anytime soon. Possibly summer.
Keep asking the developer for support. We are working with them to address 3D issues in their game. Community support helps that effort :)
[/quote]
Sweet, that's the best news. I am very glad to hear that nVidia is interested in making it work, and it sounds like you've had contact with Trion about it.
Let's keep after them, I've made a thread in the tech area of their forum:
http://forums.riftgame.com/showthread.php?96653-nVidia-3D-Vision-Detailed-list-of-bugs
Keep asking the developer for support. We are working with them to address 3D issues in their game. Community support helps that effort :)
Sweet, that's the best news. I am very glad to hear that nVidia is interested in making it work, and it sounds like you've had contact with Trion about it.
Let's keep after them, I've made a thread in the tech area of their forum:
http://forums.riftgame.com/showthread.php?96653-nVidia-3D-Vision-Detailed-list-of-bugs
Core i7 920 @ 3.6Ghz, 6GB 3 Channel, SLi GTX670 2GB, SSD
Keep asking the developer for support. We are working with them to address 3D issues in their game. Community support helps that effort :)
[/quote]
Thanks Andrew, will do. One issue that does seem to be on Nvidia's end, though, is the fact that the wrong profile seems to load when Rift is started. It's a profile for "The Rift" and only renders UI in 3D. There are workarounds listed in this thread, but seems like there is a profile issue on top of everything else.
Keep asking the developer for support. We are working with them to address 3D issues in their game. Community support helps that effort :)
Thanks Andrew, will do. One issue that does seem to be on Nvidia's end, though, is the fact that the wrong profile seems to load when Rift is started. It's a profile for "The Rift" and only renders UI in 3D. There are workarounds listed in this thread, but seems like there is a profile issue on top of everything else.
Hey, hey, hey, hey-now. Don't be mean; we don't have to be mean, cuz, remember, no matter where you go, there you are.
-Buckaroo Banzai
Cheers
Cheers
Core i7 920 @ 3.6Ghz, 6GB 3 Channel, SLi GTX670 2GB, SSD
I've been running into similar issues with Dungeons & Dragons Online (DDO). Turns out that a lot of those issues (if not all in that particular game) have disappeared entirely when I unchecked the "Dynamic Occlusions" box in the advanced video settings. After a bit of reading off the Net, it appears that dynamic occlusions is a method employed by DirectX to enhance shadow performance and realism by asking the renderer if a given pixel would be rendered when looked at from the light source (or at least, something along those lines). Now, it comes as no surprise that this kind of tweaking could appear differently in the two 3D Vision channels depending on how this call is issued by the software and handled by the renderer/hardware. Maybe that's what is causing most of the inconsistencies?
Maybe trying to find settings related to that particular feature would help? Maybe in the .cfg? Couldn't find anything in the in-game configs that would change any of that...
Regards,
I've been running into similar issues with Dungeons & Dragons Online (DDO). Turns out that a lot of those issues (if not all in that particular game) have disappeared entirely when I unchecked the "Dynamic Occlusions" box in the advanced video settings. After a bit of reading off the Net, it appears that dynamic occlusions is a method employed by DirectX to enhance shadow performance and realism by asking the renderer if a given pixel would be rendered when looked at from the light source (or at least, something along those lines). Now, it comes as no surprise that this kind of tweaking could appear differently in the two 3D Vision channels depending on how this call is issued by the software and handled by the renderer/hardware. Maybe that's what is causing most of the inconsistencies?
Maybe trying to find settings related to that particular feature would help? Maybe in the .cfg? Couldn't find anything in the in-game configs that would change any of that...
Regards,
Good day to all,
I've been running into similar issues with Dungeons & Dragons Online (DDO). Turns out that a lot of those issues (if not all in that particular game) have disappeared entirely when I unchecked the "Dynamic Occlusions" box in the advanced video settings. After a bit of reading off the Net, it appears that dynamic occlusions is a method employed by DirectX to enhance shadow performance and realism by asking the renderer if a given pixel would be rendered when looked at from the light source (or at least, something along those lines). Now, it comes as no surprise that this kind of tweaking could appear differently in the two 3D Vision channels depending on how this call is issued by the software and handled by the renderer/hardware. Maybe that's what is causing most of the inconsistencies?
Maybe trying to find settings related to that particular feature would help? Maybe in the .cfg? Couldn't find anything in the in-game configs that would change any of that...
Regards,
[/quote]
Tried pretty much everything imaginable .CFG wise after that post above regarding the MAXLOD=0 parameter. There's not a lot of control over the rendering either in game or in the CFG. The ambient occlusion settings doesn't seem to do anything at all either; 3D or otherwise lol.
Good day to all,
I've been running into similar issues with Dungeons & Dragons Online (DDO). Turns out that a lot of those issues (if not all in that particular game) have disappeared entirely when I unchecked the "Dynamic Occlusions" box in the advanced video settings. After a bit of reading off the Net, it appears that dynamic occlusions is a method employed by DirectX to enhance shadow performance and realism by asking the renderer if a given pixel would be rendered when looked at from the light source (or at least, something along those lines). Now, it comes as no surprise that this kind of tweaking could appear differently in the two 3D Vision channels depending on how this call is issued by the software and handled by the renderer/hardware. Maybe that's what is causing most of the inconsistencies?
Maybe trying to find settings related to that particular feature would help? Maybe in the .cfg? Couldn't find anything in the in-game configs that would change any of that...
Regards,
Tried pretty much everything imaginable .CFG wise after that post above regarding the MAXLOD=0 parameter. There's not a lot of control over the rendering either in game or in the CFG. The ambient occlusion settings doesn't seem to do anything at all either; 3D or otherwise lol.
Core i7 920 @ 3.6Ghz, 6GB 3 Channel, SLi GTX670 2GB, SSD
Thanks Andrew, will do. One issue that does seem to be on Nvidia's end, though, is the fact that the wrong profile seems to load when Rift is started. It's a profile for "The Rift" and only renders UI in 3D. There are workarounds listed in this thread, but seems like there is a profile issue on top of everything else.
[/quote]
This is a known issue and we will fix that.
Thanks Andrew, will do. One issue that does seem to be on Nvidia's end, though, is the fact that the wrong profile seems to load when Rift is started. It's a profile for "The Rift" and only renders UI in 3D. There are workarounds listed in this thread, but seems like there is a profile issue on top of everything else.
This is a known issue and we will fix that.
And I mean - look at the competition, AMD is catching up fast, they even boast ME 2 works with their tech
http://www.amd.com/us/products/technologies/amd-hd3d/pages/gaming.aspx
so, wake up, nVidia. and - given the investment in s3d - monitor, 3d kit etc - we deserve better
And I mean - look at the competition, AMD is catching up fast, they even boast ME 2 works with their tech
http://www.amd.com/us/products/technologies/amd-hd3d/pages/gaming.aspx
so, wake up, nVidia. and - given the investment in s3d - monitor, 3d kit etc - we deserve better
Come on folks head over the main thread in the Trion forums and chime in, get your voice heard - the more the merrier!
http://forums.riftgame.com/showthread.php?96653-nVidia-3D-Vision-Detailed-list-of-bugs
Come on folks head over the main thread in the Trion forums and chime in, get your voice heard - the more the merrier!
http://forums.riftgame.com/showthread.php?96653-nVidia-3D-Vision-Detailed-list-of-bugs
Core i7 920 @ 3.6Ghz, 6GB 3 Channel, SLi GTX670 2GB, SSD
But we didn't pay $500+ to play games in 2D, Rift is good enough that I've given up perfectly working 3D WoW to play 2D Rift for now... I can't believe I did that - let's get this game working properly :)
But we didn't pay $500+ to play games in 2D, Rift is good enough that I've given up perfectly working 3D WoW to play 2D Rift for now... I can't believe I did that - let's get this game working properly :)
Core i7 920 @ 3.6Ghz, 6GB 3 Channel, SLi GTX670 2GB, SSD
It says here http://www.geforce.com/#/GamesandApps/games/rift/description that Rift has 3D vision support. Can we assume this means it's going to be true very shortly? :)
Also says the client supports DX11 - nVidia must know a few things we don't about Rift!
It says here http://www.geforce.com/#/GamesandApps/games/rift/description that Rift has 3D vision support. Can we assume this means it's going to be true very shortly? :)
Also says the client supports DX11 - nVidia must know a few things we don't about Rift!
Core i7 920 @ 3.6Ghz, 6GB 3 Channel, SLi GTX670 2GB, SSD
I can't wait for the new driver to come out
[/quote]
Come on Andrew, throw us a little bone - what sort of timeframe are we talking about to see Rift working properly from your perspective? Weeks or Months?
Does the fact that it's listed as working on your main site mean that we are in fact just waiting for drivers?
Cheers :)
I can't wait for the new driver to come out
Come on Andrew, throw us a little bone - what sort of timeframe are we talking about to see Rift working properly from your perspective? Weeks or Months?
Does the fact that it's listed as working on your main site mean that we are in fact just waiting for drivers?
Cheers :)
Core i7 920 @ 3.6Ghz, 6GB 3 Channel, SLi GTX670 2GB, SSD
Really though, Andrew, what's the deal with the timeframe for the advertised support to be working - or is is all out of nVidia's hands now?
Really though, Andrew, what's the deal with the timeframe for the advertised support to be working - or is is all out of nVidia's hands now?
Core i7 920 @ 3.6Ghz, 6GB 3 Channel, SLi GTX670 2GB, SSD
Hopefully Nvidia will release a beta patch with the new profile on Rift so we at least don't have to worry about doing that hack. However, I don't think the full 3D support will happen anytime soon. Possibly summer.
-M
Hopefully Nvidia will release a beta patch with the new profile on Rift so we at least don't have to worry about doing that hack. However, I don't think the full 3D support will happen anytime soon. Possibly summer.
-M