DarkStarSword's TODO list
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bug
bug

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

#16
Posted 03/17/2015 12:19 PM   
bug bug
bug bug

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#17
Posted 03/17/2015 12:42 PM   
bug bug bug
bug bug bug

#18
Posted 03/17/2015 02:06 PM   
[quote="DarkStarSword"]I've got a bunch of projects on my TODO list at the moment, and while I tend to work on whatever I want to play I'd be interested to get some feedback and see what other people would like me to work on to help me prioritise things. At the end of the day I'll still work on what I actually want to, and if some new shiny game comes out that I want to play it will trump whatever else I'm working on.[/quote] bo3b initiated a list in January 2014 and perhaps it should be reimplemented since some of these games have been fixed, along with a link on the Helixblog game list page so that non-forum visitors might also vote. https://forums.geforce.com/default/topic/678227/?comment=4150113 http://lists.bo3b.net/wish/index.php EDIT: It might also be good to note the games on the list using OpenGL, there are several. Since they require Helifax's wrapper.
DarkStarSword said:I've got a bunch of projects on my TODO list at the moment, and while I tend to work on whatever I want to play I'd be interested to get some feedback and see what other people would like me to work on to help me prioritise things. At the end of the day I'll still work on what I actually want to, and if some new shiny game comes out that I want to play it will trump whatever else I'm working on.



bo3b initiated a list in January 2014 and perhaps it should be reimplemented since some of these games have been fixed, along with a link on the Helixblog game list page so that non-forum visitors might also vote.

https://forums.geforce.com/default/topic/678227/?comment=4150113

http://lists.bo3b.net/wish/index.php


EDIT: It might also be good to note the games on the list using OpenGL, there are several.
Since they require Helifax's wrapper.

#19
Posted 03/19/2015 08:23 PM   
There also seemed to be some shenanigans with Votes [quote="bo3b"]Just a heads up for anyone wishing to game the wishlist- if your vote name doesn't match a forum name, I will delete your votes. Someone decided to try to game World of Tanks to the top of the list with fake names. I left in one of the votes, but you can be sure that World of Tanks will not get my attention anytime soon. Unless of course you fess up and apologize. Anyone is of course welcome to try 3Dmigoto themselves, on anything they want. Arma 3 also has a suspicious vote that you may want to reconsider.[/quote]
There also seemed to be some shenanigans with Votes

bo3b said:Just a heads up for anyone wishing to game the wishlist- if your vote name doesn't match a forum name, I will delete your votes.

Someone decided to try to game World of Tanks to the top of the list with fake names. I left in one of the votes, but you can be sure that World of Tanks will not get my attention anytime soon. Unless of course you fess up and apologize.

Anyone is of course welcome to try 3Dmigoto themselves, on anything they want.

Arma 3 also has a suspicious vote that you may want to reconsider.

#20
Posted 03/19/2015 09:22 PM   
Some kind of ongoing voting system would be a good idea, but ideally one that allows entries to be crossed off as they are completed (or possibly annotated if there is some reason they can't be fixed), and can prevent abuse in some way. A colleague who is into Minecraft modding suggested Patreon as apparently some of the modders there use it and it allows voting. I haven't been able to check out what that voting actually looks like and how suitable it would be for us - it seems like voting is only open to people who are willing to pay to support the content creators and is aimed at individual creators rather than groups (mind you - that would at least prevent abuse, and it seems like it might be a reasonable model if someone wanted to accept donations for fixes. I've never said that I wouldn't accept donations to say thanks for fixes, but like the other shaderhackers I'm concerned that if I go down that path people would see it as a way to pay for games they want to be fixed, which I don't want).
Some kind of ongoing voting system would be a good idea, but ideally one that allows entries to be crossed off as they are completed (or possibly annotated if there is some reason they can't be fixed), and can prevent abuse in some way.

A colleague who is into Minecraft modding suggested Patreon as apparently some of the modders there use it and it allows voting. I haven't been able to check out what that voting actually looks like and how suitable it would be for us - it seems like voting is only open to people who are willing to pay to support the content creators and is aimed at individual creators rather than groups (mind you - that would at least prevent abuse, and it seems like it might be a reasonable model if someone wanted to accept donations for fixes. I've never said that I wouldn't accept donations to say thanks for fixes, but like the other shaderhackers I'm concerned that if I go down that path people would see it as a way to pay for games they want to be fixed, which I don't want).

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

#21
Posted 03/21/2015 05:53 AM   
[quote="chtiblue"]Did you check daylight. It's in3D and With unreal engine 4. Is it real 3D ?[/quote]I haven't checked it out yet - I've added it to my wishlist so I might pick it up when it goes on sale, but I can test UE4 with UT and other sample maps and have lots of other things to do as well, so I'm not in a particular rush to look at that one.
chtiblue said:Did you check daylight. It's in3D and With unreal engine 4.
Is it real 3D ?
I haven't checked it out yet - I've added it to my wishlist so I might pick it up when it goes on sale, but I can test UE4 with UT and other sample maps and have lots of other things to do as well, so I'm not in a particular rush to look at that one.

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

#22
Posted 03/21/2015 05:56 AM   
For the voting system, like a lot of these sorts of things, it doesn't really matter what the initial choice is- what matters is the maintenance. Nothing will continue to exist without maintenance. For the voting list, I'll likely revive my voting system there, and improve it based on the experience last time. The gaming of the votes was really minor, and someone, probably me, will need to keep an eye on it anyway. If someone wanted to 'own' the voting system, I'm more than happy to hand it off of course. One tweak needed to the voting will be to put a cap on a max vote. People tended to ignore trying to pick anything except their 'gotta have it' game, and put 100 votes in one. We'll tweak that by making a max vote of 25 or 30 or something. My goal is to add this as a page off of HelixModBlog navbar, where we can direct that voting and request energy. We'll have some way to mark them off, and also a way to add a lot more detail. I think it's seriously cool that we've fixed 12 out of the top 20 games.
For the voting system, like a lot of these sorts of things, it doesn't really matter what the initial choice is- what matters is the maintenance. Nothing will continue to exist without maintenance.

For the voting list, I'll likely revive my voting system there, and improve it based on the experience last time. The gaming of the votes was really minor, and someone, probably me, will need to keep an eye on it anyway. If someone wanted to 'own' the voting system, I'm more than happy to hand it off of course.

One tweak needed to the voting will be to put a cap on a max vote. People tended to ignore trying to pick anything except their 'gotta have it' game, and put 100 votes in one. We'll tweak that by making a max vote of 25 or 30 or something. My goal is to add this as a page off of HelixModBlog navbar, where we can direct that voting and request energy.

We'll have some way to mark them off, and also a way to add a lot more detail.

I think it's seriously cool that we've fixed 12 out of the top 20 games.

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

#23
Posted 03/21/2015 10:08 AM   
[quote="DarkStarSword"][quote="chtiblue"]Did you check daylight. It's in3D and With unreal engine 4. Is it real 3D ?[/quote]I haven't checked it out yet - I've added it to my wishlist so I might pick it up when it goes on sale, but I can test UE4 with UT and other sample maps and have lots of other things to do as well, so I'm not in a particular rush to look at that one.[/quote] It was just because "Daylight" is already 3D ready so a good way to see how 3D is implemented in Unreal Engine 4.
DarkStarSword said:
chtiblue said:Did you check daylight. It's in3D and With unreal engine 4.
Is it real 3D ?
I haven't checked it out yet - I've added it to my wishlist so I might pick it up when it goes on sale, but I can test UE4 with UT and other sample maps and have lots of other things to do as well, so I'm not in a particular rush to look at that one.


It was just because "Daylight" is already 3D ready so a good way to see how 3D is implemented in Unreal Engine 4.

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

#24
Posted 03/21/2015 11:16 AM   
Epic released version 4.9 of their Unreal Engine a few weeks ago "This release brings hundreds of updates for Unreal Engine 4, including 129 improvements submitted by the community of Unreal Engine developers on GitHub! Thanks to all of these contributors to Unreal Engine 4.9:" https://www.unrealengine.com/blog/unreal-engine-49-released With version 4.9 comes experimental DirectX 12 support. Epic's team worked with Microsoft's engineers to add early support for the new API. The company said it is still in experimental stages but is committed to improving the implementation going forward. If you have Windows 10 and wish to try it out, simply add "-DX12" to the command line before running the engine. http://www.tomshardware.com/news/unreal-engine-49-out-now,29973.html Unity has released 5.2 as well. https://unity3d.com/unity/whats-new/unity-5.2?utm_source=unity3d&utm_medium=blog&utm_campaign=unity-5.2 http://www.tomshardware.com/news/unity-52-adds-morpheus-win10,30039.html
Epic released version 4.9 of their Unreal Engine a few weeks ago

"This release brings hundreds of updates for Unreal Engine 4, including 129 improvements submitted by the community of Unreal Engine developers on GitHub! Thanks to all of these contributors to Unreal Engine 4.9:"

https://www.unrealengine.com/blog/unreal-engine-49-released

With version 4.9 comes experimental DirectX 12 support. Epic's team worked with Microsoft's engineers to add early support for the new API. The company said it is still in experimental stages but is committed to improving the implementation going forward. If you have Windows 10 and wish to try it out, simply add "-DX12" to the command line before running the engine.

http://www.tomshardware.com/news/unreal-engine-49-out-now,29973.html

Unity has released 5.2 as well.

https://unity3d.com/unity/whats-new/unity-5.2?utm_source=unity3d&utm_medium=blog&utm_campaign=unity-5.2

http://www.tomshardware.com/news/unity-52-adds-morpheus-win10,30039.html

#25
Posted 09/18/2015 10:31 PM   
I spent this weekend hacking up a plugin for UE4 to make it work with 3D Vision. The result: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66052/[/img] I'm using UE4s stereo renderer that they are using for VR with 3D Vision Direct mode. I've used a projection matrix that includes an equivalent adjustment to the nvidia formula, meaning that despite the fact that this is not 3D Vision Automatic, the familiar separation + convergence controls will still work exactly the same and we will get the good high quality stereo projection we all know and love. I'm also hoping that will make it easier to fix games with 3DMigoto when they are inevitably broken, though I have yet to work out how the shaders will know which eye is currently being rendered since that won't be available in the stereo texture. For this early proof of concept, I'm alternating eyes with each frame (similar to Helifax' OpenGL wrapper), but it should be fairly straight forward to render both simultaneously (indeed - I had a side by side mode working already before I got nvapi hooked up), just needs more code thrown at it ;-) If you have access to the UE4 source code on gituhb, the ***extremely rough*** code is here: https://github.com/DarkStarSword/UnrealEngine/tree/3DVisionWIP My goal was to get a demo up and running that I can show to Uppercut Games this week while I'm back in Canberra - hopefully I'll be able to find some time to drop into their office this week.
I spent this weekend hacking up a plugin for UE4 to make it work with 3D Vision. The result:

Image

I'm using UE4s stereo renderer that they are using for VR with 3D Vision Direct mode. I've used a projection matrix that includes an equivalent adjustment to the nvidia formula, meaning that despite the fact that this is not 3D Vision Automatic, the familiar separation + convergence controls will still work exactly the same and we will get the good high quality stereo projection we all know and love. I'm also hoping that will make it easier to fix games with 3DMigoto when they are inevitably broken, though I have yet to work out how the shaders will know which eye is currently being rendered since that won't be available in the stereo texture.

For this early proof of concept, I'm alternating eyes with each frame (similar to Helifax' OpenGL wrapper), but it should be fairly straight forward to render both simultaneously (indeed - I had a side by side mode working already before I got nvapi hooked up), just needs more code thrown at it ;-)

If you have access to the UE4 source code on gituhb, the ***extremely rough*** code is here:
https://github.com/DarkStarSword/UnrealEngine/tree/3DVisionWIP

My goal was to get a demo up and running that I can show to Uppercut Games this week while I'm back in Canberra - hopefully I'll be able to find some time to drop into their office this week.

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

#26
Posted 09/20/2015 06:47 PM   
Really awsome work there! I gave a look at the image and looking "strong!!!" Wish OGL was more like DX when dealing with Framebuffers and Render Targets... Maybe the new iteration (Vulkan) will be C++ rather than C (context based). In any case, Congrats again! Really looking sweet! (AKA Looking really sweet :)) )
Really awsome work there! I gave a look at the image and looking "strong!!!"

Wish OGL was more like DX when dealing with Framebuffers and Render Targets... Maybe the new iteration (Vulkan) will be C++ rather than C (context based).

In any case, Congrats again! Really looking sweet! (AKA Looking really sweet :)) )

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)

#27
Posted 09/20/2015 07:56 PM   
Nice! I know you had mentioned giving this a try. Does using this method add very much overhead to the rendering? Do you plan on trying this method with The Vanishing of Ethan Carter (remake) or any other games in the somewhat near future?
Nice! I know you had mentioned giving this a try.

Does using this method add very much overhead to the rendering?

Do you plan on trying this method with The Vanishing of Ethan Carter (remake) or any other games in the somewhat near future?

#28
Posted 09/20/2015 09:26 PM   
I haven't measured the overhead yet, but anecdotally the framerate in Shooter Game seemed to be very high on my system, but then again it is not as visually complex as something like ARK. Once the plugin is a bit more mature and I have something a bit more demanding to throw at it I'll know more. Right now I'm using Shooter Game (one of the UE4 sample projects) to test the plugin against, but yes, one of the goals is to use the plugin to fix existing UE4 games such as ARK, Submerged & Ethan Carter. I have yet to determine if it is possible to do this without modifying the game (only just got the prototype working, still need to run this test), but UE4 is supposed to be very moddable and I am using the HMD interface in UE4 which causes the engine to automatically try to use the plugin so I am hopeful that this will work. I'll know more in a couple of days. I have a unique opportunity with Submerged since the dev team are local (or at least were before I moved to Sydney - now they are a 4 hour drive away) and I can potentially drop into their office from time to time, so even if the other existing games are a no-go, I'm hopeful that at least that one will be on the blog in the not too distant future. Ethan Carter is a lower priority since the UE3 version is available, but I know that the game works (mostly) fine with -emulatestereo so I'm hopeful this plugin will enable 3D Vision very easily - provided that it can be made to work with an otherwise unmodified game. The second goal is to push the plugin into Epic's master repository so that games using future versions of UE4 will "just work" out of the box. Note that "just work" is relative - e.g. even if all effects render correctly, I don't expect many games will have stereo UI & crosshairs or aiming convergence presets out of the box unless the dev has gone to some effort to add them - and this is why I think it's an important goal to make sure this plugin can work in conjunction with 3DMigoto and not be mutually exclusive with it. There's still a couple of unknowns as to how this will work, but you can be sure it is a high priority for me.
I haven't measured the overhead yet, but anecdotally the framerate in Shooter Game seemed to be very high on my system, but then again it is not as visually complex as something like ARK. Once the plugin is a bit more mature and I have something a bit more demanding to throw at it I'll know more.

Right now I'm using Shooter Game (one of the UE4 sample projects) to test the plugin against, but yes, one of the goals is to use the plugin to fix existing UE4 games such as ARK, Submerged & Ethan Carter.

I have yet to determine if it is possible to do this without modifying the game (only just got the prototype working, still need to run this test), but UE4 is supposed to be very moddable and I am using the HMD interface in UE4 which causes the engine to automatically try to use the plugin so I am hopeful that this will work. I'll know more in a couple of days.

I have a unique opportunity with Submerged since the dev team are local (or at least were before I moved to Sydney - now they are a 4 hour drive away) and I can potentially drop into their office from time to time, so even if the other existing games are a no-go, I'm hopeful that at least that one will be on the blog in the not too distant future.

Ethan Carter is a lower priority since the UE3 version is available, but I know that the game works (mostly) fine with -emulatestereo so I'm hopeful this plugin will enable 3D Vision very easily - provided that it can be made to work with an otherwise unmodified game.

The second goal is to push the plugin into Epic's master repository so that games using future versions of UE4 will "just work" out of the box.

Note that "just work" is relative - e.g. even if all effects render correctly, I don't expect many games will have stereo UI & crosshairs or aiming convergence presets out of the box unless the dev has gone to some effort to add them - and this is why I think it's an important goal to make sure this plugin can work in conjunction with 3DMigoto and not be mutually exclusive with it. There's still a couple of unknowns as to how this will work, but you can be sure it is a high priority for me.

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

#29
Posted 09/21/2015 06:43 AM   
Thanks DarkStarSword, It's really encouraging to see this awesome breakthrough!
Thanks DarkStarSword, It's really encouraging to see this awesome breakthrough!

|CPU: i7-2700k @ 4.5Ghz
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|OS: Windows 10 Pro X64

#30
Posted 09/21/2015 12:41 PM   
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