Can you apply stereo separation to 2D objects, screenshot uploaded for analysis. Attention Devs, jus
Here is a sample from an actual JPS screenshot.
Notice how the 3D object of the character is stereo split but the 2D billboard isn't. I wonder if that text is a simple 2D billboard? If so can't an object like that be looped and iterated through then applied with stereo separation? If you can loop through all mesh objects why not the 2D ones?
If the text was split it should show up correctly when we were the glasses right?
[b]No stereo separation on 2D text billboard? Why not?[/b]
[img]http://img5.imageshack.us/img5/9718/splitgg.jpg[/img]
[b]Hypothetical - Apply Stereo Separation to 2D Text Billboard[/b]
[img]http://img5.imageshack.us/img5/8048/afterca.jpg[/img]
Notice how the 3D object of the character is stereo split but the 2D billboard isn't. I wonder if that text is a simple 2D billboard? If so can't an object like that be looped and iterated through then applied with stereo separation? If you can loop through all mesh objects why not the 2D ones?
If the text was split it should show up correctly when we were the glasses right?
No stereo separation on 2D text billboard? Why not?
Hypothetical - Apply Stereo Separation to 2D Text Billboard
In WoW this actually works, nameplates have depth, though it's broken in the new DX11path.
It's probably not an NVidia thing the game engine isn't rendering the billboard with depth.
It's fairly normal to render text with a 1:1 screen pixel to texel ratio, so you don't get extra distortion on the text with the scaling that occurs.
It's a little odd that in the image above that it's directly over the head of one of the images, I'd expect it to be centered between them if it were at screen depth. It might be rendered at depth with Z disabled which prevents the drive from rendering it in stereo.
It's one of the issues with automatically doing 3d conversion in the driver, it's based on the assumption that depth in the scene is correct, that nothing is done in screen space and it's simply not true in almost all cases. Nvidia uses a bunch of heuristics to determine what to do, but the original intent is lost. The only real way to do this right is have the developers develop for 3d, but if NVidia waited for that there would be very few games to play.
Things will get better, with Sony pushing stereo 3d in the console space, developers will have to use techniques that work, that in itself will clean up a lot of the issues.
In WoW this actually works, nameplates have depth, though it's broken in the new DX11path.
It's probably not an NVidia thing the game engine isn't rendering the billboard with depth.
It's fairly normal to render text with a 1:1 screen pixel to texel ratio, so you don't get extra distortion on the text with the scaling that occurs.
It's a little odd that in the image above that it's directly over the head of one of the images, I'd expect it to be centered between them if it were at screen depth. It might be rendered at depth with Z disabled which prevents the drive from rendering it in stereo.
It's one of the issues with automatically doing 3d conversion in the driver, it's based on the assumption that depth in the scene is correct, that nothing is done in screen space and it's simply not true in almost all cases. Nvidia uses a bunch of heuristics to determine what to do, but the original intent is lost. The only real way to do this right is have the developers develop for 3d, but if NVidia waited for that there would be very few games to play.
Things will get better, with Sony pushing stereo 3d in the console space, developers will have to use techniques that work, that in itself will clean up a lot of the issues.
Notice how the 3D object of the character is stereo split but the 2D billboard isn't. I wonder if that text is a simple 2D billboard? If so can't an object like that be looped and iterated through then applied with stereo separation? If you can loop through all mesh objects why not the 2D ones?
If the text was split it should show up correctly when we were the glasses right?
[b]No stereo separation on 2D text billboard? Why not?[/b]
[img]http://img5.imageshack.us/img5/9718/splitgg.jpg[/img]
[b]Hypothetical - Apply Stereo Separation to 2D Text Billboard[/b]
[img]http://img5.imageshack.us/img5/8048/afterca.jpg[/img]
I uploaded the original JPS.
Notice how the 3D object of the character is stereo split but the 2D billboard isn't. I wonder if that text is a simple 2D billboard? If so can't an object like that be looped and iterated through then applied with stereo separation? If you can loop through all mesh objects why not the 2D ones?
If the text was split it should show up correctly when we were the glasses right?
No stereo separation on 2D text billboard? Why not?
Hypothetical - Apply Stereo Separation to 2D Text Billboard
I uploaded the original JPS.
It's probably not an NVidia thing the game engine isn't rendering the billboard with depth.
It's fairly normal to render text with a 1:1 screen pixel to texel ratio, so you don't get extra distortion on the text with the scaling that occurs.
It's a little odd that in the image above that it's directly over the head of one of the images, I'd expect it to be centered between them if it were at screen depth. It might be rendered at depth with Z disabled which prevents the drive from rendering it in stereo.
It's one of the issues with automatically doing 3d conversion in the driver, it's based on the assumption that depth in the scene is correct, that nothing is done in screen space and it's simply not true in almost all cases. Nvidia uses a bunch of heuristics to determine what to do, but the original intent is lost. The only real way to do this right is have the developers develop for 3d, but if NVidia waited for that there would be very few games to play.
Things will get better, with Sony pushing stereo 3d in the console space, developers will have to use techniques that work, that in itself will clean up a lot of the issues.
It's probably not an NVidia thing the game engine isn't rendering the billboard with depth.
It's fairly normal to render text with a 1:1 screen pixel to texel ratio, so you don't get extra distortion on the text with the scaling that occurs.
It's a little odd that in the image above that it's directly over the head of one of the images, I'd expect it to be centered between them if it were at screen depth. It might be rendered at depth with Z disabled which prevents the drive from rendering it in stereo.
It's one of the issues with automatically doing 3d conversion in the driver, it's based on the assumption that depth in the scene is correct, that nothing is done in screen space and it's simply not true in almost all cases. Nvidia uses a bunch of heuristics to determine what to do, but the original intent is lost. The only real way to do this right is have the developers develop for 3d, but if NVidia waited for that there would be very few games to play.
Things will get better, with Sony pushing stereo 3d in the console space, developers will have to use techniques that work, that in itself will clean up a lot of the issues.
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