A general 3d question, whats the difference between outputing line interlaced vs top and bottom on a passive tv?
Is it simply that if you send a top bottom source, the tv does the line interlacing, whereas the drivers do it all before hitting the tv for an interlaced source?
The resolution per eye should be the same (e.g 1080x3840 on a 4k display)?
Is there any other difference?
Cheers
A general 3d question, whats the difference between outputing line interlaced vs top and bottom on a passive tv?
Is it simply that if you send a top bottom source, the tv does the line interlacing, whereas the drivers do it all before hitting the tv for an interlaced source?
The resolution per eye should be the same (e.g 1080x3840 on a 4k display)?
Post processing can add additional lag, so it's best to avoid it.
So on a passive TV using a film pattern retarder, it's best to send it a native stereoscopic format of line-interlaced, thus avoiding the minute delay of converting SbS or TnB.
Post processing can add additional lag, so it's best to avoid it.
So on a passive TV using a film pattern retarder, it's best to send it a native stereoscopic format of line-interlaced, thus avoiding the minute delay of converting SbS or TnB.
To maintain maximum displayed resolution, a passive line-interlaced display/TV should always use line-interlaced or TAB 3D formats (NOT SBS, which also compresses horizontal/stereo baseline axis). Some forum members have indicated that they observed slightly sharper 3D images when they used TAB instead of SBS formats, on active TVs without interlace restrictions. I believe this difference may arise because 3D is sensitive to any compression of stereo baseline axis.
Note that conversion to line-interlaced from TAB is trivial, with respect to TV data processing. 3Dmigoto now supports TAB and SBS display on some newer games at helixmod.blogspot, so mods like EDID replacement are not required for these games to display great 3D on 4K 3D TVs.
To maintain maximum displayed resolution, a passive line-interlaced display/TV should always use line-interlaced or TAB 3D formats (NOT SBS, which also compresses horizontal/stereo baseline axis). Some forum members have indicated that they observed slightly sharper 3D images when they used TAB instead of SBS formats, on active TVs without interlace restrictions. I believe this difference may arise because 3D is sensitive to any compression of stereo baseline axis.
Note that conversion to line-interlaced from TAB is trivial, with respect to TV data processing. 3Dmigoto now supports TAB and SBS display on some newer games at helixmod.blogspot, so mods like EDID replacement are not required for these games to display great 3D on 4K 3D TVs.
Thanks the info. I did see the side by side/ top bottom modification of 3d vision in 3d migoto, which i plan to use for newer games. Thanks yet again to the awesome modding community.
Dx9 games are generally well supported by tridef, so Ill use that for the time being.
Whats the performance hit like with top bottom 3d migoto? From what i can tell, with tridef you get the performance hit of 4k, but not 3D + 4k (i.e the game isnt asked to render two 4k images, just two squashed 1080x3840 images).
I didnt consider input lag of top bottom conversion, but its not something im particularly sensitive too, and it allows me to use some lg 3d settings if i wanted to (3d colour correction ect), whatever it is they do, and i dont need an edid override.
Thanks the info. I did see the side by side/ top bottom modification of 3d vision in 3d migoto, which i plan to use for newer games. Thanks yet again to the awesome modding community.
Dx9 games are generally well supported by tridef, so Ill use that for the time being.
Whats the performance hit like with top bottom 3d migoto? From what i can tell, with tridef you get the performance hit of 4k, but not 3D + 4k (i.e the game isnt asked to render two 4k images, just two squashed 1080x3840 images).
I didnt consider input lag of top bottom conversion, but its not something im particularly sensitive too, and it allows me to use some lg 3d settings if i wanted to (3d colour correction ect), whatever it is they do, and i dont need an edid override.
Unfortunately, with current 3D format processing, entire 3840x2160 image must be rendered first, before half the data is thrown away for TAB or SBS output display. So, GPU loading is 4x 1080p (Surround is only 3x 1080p). TAB to line-interlace conversion involves no computation, just data resequencing, so there is minimal processing lag.
As a point of reference, I am using Pascal Titan X for GPU.
Unfortunately, with current 3D format processing, entire 3840x2160 image must be rendered first, before half the data is thrown away for TAB or SBS output display. So, GPU loading is 4x 1080p (Surround is only 3x 1080p). TAB to line-interlace conversion involves no computation, just data resequencing, so there is minimal processing lag.
As a point of reference, I am using Pascal Titan X for GPU.
When i tested tridef top bottom it didnt seem as if half the data was thrown away, but ill check again.
With 1080x3840 per eye, gpu uasge was the same as 2d 4k.
Actually i take that back, it was because AA disabled itself with tridef. Re-enabling AA and its a 4k+3d hit (half data thrown away) as you said.
I wonder if you at least get some downsampling benefits, similar to dsr.
[quote="davegl1234"]When i tested tridef top bottom it didnt seem as if half the data was thrown away, but ill check again.
With 1080x3840 per eye, gpu uasge was the same as 2d 4k.[/quote]
When he says half of the data is thrown away, he's talking about the image data in each frame.
In one frame, you'll only receive even lines with all of the odd lines being discarded.
In the other frame, you'll only receive odd lines with the even lines being discarded.
Since a passive 3D HDTV using a Film Pattern Retarder can only display the even or odd lines of an image in any given frame , the remaining unused portion is "discarded" prior to being sent.
So a Passive displays using a film pattern retarder with an interlaced resolution, does not have any performance gain per frame over an active display using a progressive resolution, because Full frames are always rendered.
davegl1234 said:When i tested tridef top bottom it didnt seem as if half the data was thrown away, but ill check again.
With 1080x3840 per eye, gpu uasge was the same as 2d 4k.
When he says half of the data is thrown away, he's talking about the image data in each frame.
In one frame, you'll only receive even lines with all of the odd lines being discarded.
In the other frame, you'll only receive odd lines with the even lines being discarded.
Since a passive 3D HDTV using a Film Pattern Retarder can only display the even or odd lines of an image in any given frame , the remaining unused portion is "discarded" prior to being sent.
So a Passive displays using a film pattern retarder with an interlaced resolution, does not have any performance gain per frame over an active display using a progressive resolution, because Full frames are always rendered.
so all passive tv wasted half of the half resolution in the same hardware resource ?
Color processing for TV seems does not increase the lag
Another tv function lags much, 60 frames Post processing into the 120 frame
so all passive tv wasted half of the half resolution in the same hardware resource ?
Color processing for TV seems does not increase the lag
Another tv function lags much, 60 frames Post processing into the 120 frame
Is it simply that if you send a top bottom source, the tv does the line interlacing, whereas the drivers do it all before hitting the tv for an interlaced source?
The resolution per eye should be the same (e.g 1080x3840 on a 4k display)?
Is there any other difference?
Cheers
So on a passive TV using a film pattern retarder, it's best to send it a native stereoscopic format of line-interlaced, thus avoiding the minute delay of converting SbS or TnB.
Note that conversion to line-interlaced from TAB is trivial, with respect to TV data processing. 3Dmigoto now supports TAB and SBS display on some newer games at helixmod.blogspot, so mods like EDID replacement are not required for these games to display great 3D on 4K 3D TVs.
Dx9 games are generally well supported by tridef, so Ill use that for the time being.
Whats the performance hit like with top bottom 3d migoto? From what i can tell, with tridef you get the performance hit of 4k, but not 3D + 4k (i.e the game isnt asked to render two 4k images, just two squashed 1080x3840 images).
I didnt consider input lag of top bottom conversion, but its not something im particularly sensitive too, and it allows me to use some lg 3d settings if i wanted to (3d colour correction ect), whatever it is they do, and i dont need an edid override.
As a point of reference, I am using Pascal Titan X for GPU.
With 1080x3840 per eye, gpu uasge was the same as 2d 4k.
I wonder if you at least get some downsampling benefits, similar to dsr.
When he says half of the data is thrown away, he's talking about the image data in each frame.
In one frame, you'll only receive even lines with all of the odd lines being discarded.
In the other frame, you'll only receive odd lines with the even lines being discarded.
Since a passive 3D HDTV using a Film Pattern Retarder can only display the even or odd lines of an image in any given frame , the remaining unused portion is "discarded" prior to being sent.
So a Passive displays using a film pattern retarder with an interlaced resolution, does not have any performance gain per frame over an active display using a progressive resolution, because Full frames are always rendered.
Color processing for TV seems does not increase the lag
Another tv function lags much, 60 frames Post processing into the 120 frame