The more Pop-out the less Depth? The more pop-out you want the more you have to lower depth-settings
1 / 2
I guess the most of us have read the 3d-setting-principles guide on mtbs3d.
I got it the way that the depth-setting determines the OVERALL-amount of "deepness" while
the convergence-setting determines how far this deepness-amount pops out of the screen (the more convergence the more of the overall "deepness-amount" pops out of the screen).
Reading this forum I found some posts that say you have to lower the depths-level to get a good pop-out experience (with high convergence settings). That doesn't make sense to me. Wouldn't a low depth-setting create an overall flat experience, so that the the pop-out couldn't also be that great?
My perception is, that you would get the best pop-out experience with the HIGHEST possible depth-level in conjunction with the HIGHEST possible convergence setting!?
Is anyone here, who can literally light up my darkness?
I guess the most of us have read the 3d-setting-principles guide on mtbs3d.
I got it the way that the depth-setting determines the OVERALL-amount of "deepness" while
the convergence-setting determines how far this deepness-amount pops out of the screen (the more convergence the more of the overall "deepness-amount" pops out of the screen).
Reading this forum I found some posts that say you have to lower the depths-level to get a good pop-out experience (with high convergence settings). That doesn't make sense to me. Wouldn't a low depth-setting create an overall flat experience, so that the the pop-out couldn't also be that great?
My perception is, that you would get the best pop-out experience with the HIGHEST possible depth-level in conjunction with the HIGHEST possible convergence setting!?
Is anyone here, who can literally light up my darkness?
ive wondered this too and have come to a pretty good conclusion
less depth and more convergence does equal more pop out , but thats not to say you cant have jaw dropping popout and good depth at the same time
Honestly what i do in most of my games is leave depth up 100% and adjust the convergence and i get a decent popout effect
the best to test this on is nvidias demo test , ive had the nvidia logo in my hands with a low depth high popout , but it looks just as good with high depth and convergence also
ive wondered this too and have come to a pretty good conclusion
less depth and more convergence does equal more pop out , but thats not to say you cant have jaw dropping popout and good depth at the same time
Honestly what i do in most of my games is leave depth up 100% and adjust the convergence and i get a decent popout effect
the best to test this on is nvidias demo test , ive had the nvidia logo in my hands with a low depth high popout , but it looks just as good with high depth and convergence also
You're right, the ideal would be high depths + high convergence. But what they were saying is that in some games when you rise too much the depth or convergence the result is ghosting and other glitches, like a wrong separation etc.
You're right, the ideal would be high depths + high convergence. But what they were saying is that in some games when you rise too much the depth or convergence the result is ghosting and other glitches, like a wrong separation etc.
1:There are so many different settings one could apply to a given application.
2:Comfortable settings may be a matter of personal preference.
3:Depth and pop out are dependent on the engine of the game/app you're running.
So based on this, me thinks it's impossible Nvidia will ever implement an
auto convergence feature or auto depth feature for that matter, because
it would piss everyone off.. lol
Personally I try and get as much pop out as I can.. Usually about 40% depth average.
Converge the image of the gun, or your character so that the two are almost seamless
and viola.
[quote name='dreamingawake' post='950412' date='Nov 13 2009, 08:15 AM']double post[/quote]
I keep my depth at 50% for the most part but it does depend on the game, then adjust convergence for max popout possible...really rocks :-)
Lately i normally brign depth down to zero then I get the best possible pop out I can.
After that I incrementally increase depth and decrease convergecne to keep it comfortabe. I only have a 22inch screen so my mind jumps back to reality when objects hits the side of the screen and vanishes.
Lately i normally brign depth down to zero then I get the best possible pop out I can.
After that I incrementally increase depth and decrease convergecne to keep it comfortabe. I only have a 22inch screen so my mind jumps back to reality when objects hits the side of the screen and vanishes.
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The problem is, if you use too much depth and too much convergence you end up with things right in your face and you go cross-eyed trying look at anything close up. It just doesn't work. Imagine that increasing Depth stretches the object to and away from you (more depth) while convergence moves your pop out point back. The higher the convergence the more items that pop out of the screen. If you have depth and convergence too high it eventually moves objects too far into your face and it breaks your brain's ability to decipher the image.
I prefer high depth and low convergence. It makes me feel like I'm looking at 3d objects through a window and only things close up stick out of the monitor.
The problem is, if you use too much depth and too much convergence you end up with things right in your face and you go cross-eyed trying look at anything close up. It just doesn't work. Imagine that increasing Depth stretches the object to and away from you (more depth) while convergence moves your pop out point back. The higher the convergence the more items that pop out of the screen. If you have depth and convergence too high it eventually moves objects too far into your face and it breaks your brain's ability to decipher the image.
I prefer high depth and low convergence. It makes me feel like I'm looking at 3d objects through a window and only things close up stick out of the monitor.
Your eyes cannot see depth of field while focusing on something in the front, your brain does it for you when you move your focus to something else in the real world. So the game would have to do this for us, again what I think they are doing with RE5 or trying to get there
Your eyes cannot see depth of field while focusing on something in the front, your brain does it for you when you move your focus to something else in the real world. So the game would have to do this for us, again what I think they are doing with RE5 or trying to get there
ok, now I tried it myself with the help of the Batmann AA Demo.
The reason why less depth indeed means more pop-out seems to be the fact that you can apply a higher convergence amount with a low depth setting without causing the well known visual problems. With the lowest depth setting I was able to crank up the convergence to a point where the Batman-avatar completely pops out of the screen. I was even able to completely put my hand behind Batman without even touching the screen........
BUT:
because of the low depth settings that are mandatory for this amount of pop-out the overall experience is kind of flat.
With a higher depth setting I had to reduce the convergence to get clear visuals and yes now I couldn't put my hand completely behind Batman now but the overall experience was much more three dimensional right now. Because of the cranked up depth even the whole pop-out effect was much more impressive.
This seems to be the reason why a good mix is the way to go.
As many many others around here I am always interested in the best pop-out experience. But now I have definitely to admit that the best pop-out effect is not related to the amount that a given item pops out of the screen. You only get the impressive pop-out effect in conjunction with a good depth setting.
With a good mixed depth/convergence setting the Batman avatar did not pop out of the screen completely but everything that did popped out of the screen much more impressive 3d-wise while the experience with maximized convergence and minimized depth was that of a completely popped-out Batman-avatar which on the flipside was looking really flat
I guess the following example makes it much more clearer:
Minimized depth allows maximized convergence without causing visual problems like ghosting or flickering. You can see an object completely pop-out of the screen; you can even put your hand completely between the screen and the object. But the object you see is let's say a flat triangle.
With a good mixed depth/Convergence setting you see that same Triangle object. This time it still pops-out the screen but not as far as with the previous low depth/high convergence setting. But the object you see is no longer only a triangle-object; this time it really looks more like a pyramid!
This is the reason why - even in case you are looking specifically for the best pop-out - you need the good mix of depth and convergence. The best pop-out experience is not related to the amount of pop-out alone.
ok, now I tried it myself with the help of the Batmann AA Demo.
The reason why less depth indeed means more pop-out seems to be the fact that you can apply a higher convergence amount with a low depth setting without causing the well known visual problems. With the lowest depth setting I was able to crank up the convergence to a point where the Batman-avatar completely pops out of the screen. I was even able to completely put my hand behind Batman without even touching the screen........
BUT:
because of the low depth settings that are mandatory for this amount of pop-out the overall experience is kind of flat.
With a higher depth setting I had to reduce the convergence to get clear visuals and yes now I couldn't put my hand completely behind Batman now but the overall experience was much more three dimensional right now. Because of the cranked up depth even the whole pop-out effect was much more impressive.
This seems to be the reason why a good mix is the way to go.
As many many others around here I am always interested in the best pop-out experience. But now I have definitely to admit that the best pop-out effect is not related to the amount that a given item pops out of the screen. You only get the impressive pop-out effect in conjunction with a good depth setting.
With a good mixed depth/convergence setting the Batman avatar did not pop out of the screen completely but everything that did popped out of the screen much more impressive 3d-wise while the experience with maximized convergence and minimized depth was that of a completely popped-out Batman-avatar which on the flipside was looking really flat
I guess the following example makes it much more clearer:
Minimized depth allows maximized convergence without causing visual problems like ghosting or flickering. You can see an object completely pop-out of the screen; you can even put your hand completely between the screen and the object. But the object you see is let's say a flat triangle.
With a good mixed depth/Convergence setting you see that same Triangle object. This time it still pops-out the screen but not as far as with the previous low depth/high convergence setting. But the object you see is no longer only a triangle-object; this time it really looks more like a pyramid!
This is the reason why - even in case you are looking specifically for the best pop-out - you need the good mix of depth and convergence. The best pop-out experience is not related to the amount of pop-out alone.
In my experience, referring to Dragon Age Origins here, I found, too, a good mix to be the best way to go.
Like the poster before me rightfully said, [b]minmum depth and max convergence [/b]leads to a lot of flat pop-outs. Interersting, but too flat to be really impressive. And the background loses the immersive depth, too, obviously.
For an long itme I tried the other way round, [b]max. depth (or 70%) and minimum convergence [/b](more convergence prevents from zooming in with max depth and I like to see close up details): this results in heavy ghosting and pop-outs are extremly rare (like only with pointy objects zoomed very close).
So I went for the [b]mix[/b]: In Dragon Age Origins that means like 30% depth (actually to the t of Depth, ghosting is a non issue for me in this zone + it gets reduced again a little by raising convergence). In order to find the right convergence accompanying this I moved my char to a wall and then let the camera zoom in as close to his face as possible (the wall effects this kind of close up zoom). I raised convergence with strg+f6 until I found the point where more would have felt painful for me.
This results for me in many deep pop outs with still deep and immersive backgrounds. Most astonishing thing is that in the area around my group the game has [b]subjectively more 3d feeling [/b]to me than even with the setting with high depth. Perhaps it's the contrast between depth and pop-out in this turnaround area (around the convergence point, which is now in game and not outside; note: convergence point is where lines for right eye and left eye perspective cross) that affects this.
Please also note that small increases of depth and convergence can have large effects, so take it slowly (in the beginning I used much too large increments for my tests).
In my experience, referring to Dragon Age Origins here, I found, too, a good mix to be the best way to go.
Like the poster before me rightfully said, minmum depth and max convergence leads to a lot of flat pop-outs. Interersting, but too flat to be really impressive. And the background loses the immersive depth, too, obviously.
For an long itme I tried the other way round, max. depth (or 70%) and minimum convergence (more convergence prevents from zooming in with max depth and I like to see close up details): this results in heavy ghosting and pop-outs are extremly rare (like only with pointy objects zoomed very close).
So I went for the mix: In Dragon Age Origins that means like 30% depth (actually to the t of Depth, ghosting is a non issue for me in this zone + it gets reduced again a little by raising convergence). In order to find the right convergence accompanying this I moved my char to a wall and then let the camera zoom in as close to his face as possible (the wall effects this kind of close up zoom). I raised convergence with strg+f6 until I found the point where more would have felt painful for me.
This results for me in many deep pop outs with still deep and immersive backgrounds. Most astonishing thing is that in the area around my group the game has subjectively more 3d feeling to me than even with the setting with high depth. Perhaps it's the contrast between depth and pop-out in this turnaround area (around the convergence point, which is now in game and not outside; note: convergence point is where lines for right eye and left eye perspective cross) that affects this.
Please also note that small increases of depth and convergence can have large effects, so take it slowly (in the beginning I used much too large increments for my tests).
In my experience, you have to reduce separation significantly when using pop-out.
this is because convergence causes an exponential depth stretching effect when combined with high separation. The scene looks distorted : objects poping out gets way too close while far objects look too far.
It took me a lot of trial and error but i get the best results by using low separation (never have an object separate more than the width of my thumb on the screen) while using convergence to push the zero-parallax-plane as far as possible while making sure that close objects have very little separation (never more than half the width of my thumb on the screen).
This is very low separation overall but since our eyes are much more sensitive to 3D when they look close to the screen depth, this is how I get the strongest 3D effect without eyestrain.
In my experience, you have to reduce separation significantly when using pop-out.
this is because convergence causes an exponential depth stretching effect when combined with high separation. The scene looks distorted : objects poping out gets way too close while far objects look too far.
It took me a lot of trial and error but i get the best results by using low separation (never have an object separate more than the width of my thumb on the screen) while using convergence to push the zero-parallax-plane as far as possible while making sure that close objects have very little separation (never more than half the width of my thumb on the screen).
This is very low separation overall but since our eyes are much more sensitive to 3D when they look close to the screen depth, this is how I get the strongest 3D effect without eyestrain.
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i am starting to like this community /turned.gif' class='bbc_emoticon' alt=':turned:' />
i think it is interesting that RE5 has fixed convergence and batman doesent as they are the only two 3d vision titles
kind of like a test
i was one of the ones who was very angry at the fixed convergence in re5 but i did understand why they did it , for the cutscreens to render properly
but i absolutely loved messing with the settings in batman also
What nvidia should do is create a hot key for 3dvision titles which puts the convergence at the developers requested setting but let users change convergence also
i am starting to like this community /turned.gif' class='bbc_emoticon' alt=':turned:' />
i think it is interesting that RE5 has fixed convergence and batman doesent as they are the only two 3d vision titles
kind of like a test
i was one of the ones who was very angry at the fixed convergence in re5 but i did understand why they did it , for the cutscreens to render properly
but i absolutely loved messing with the settings in batman also
What nvidia should do is create a hot key for 3dvision titles which puts the convergence at the developers requested setting but let users change convergence also
For MW2, the best setting is minimal depth (2-3 bars) and high convergence. It's bizzare, since in Assassin's Creed its high depth and mid convergence. It's very unstable as to what is the BEST setting. But I have found that minimal depth and high convergence works for most things.
For MW2, the best setting is minimal depth (2-3 bars) and high convergence. It's bizzare, since in Assassin's Creed its high depth and mid convergence. It's very unstable as to what is the BEST setting. But I have found that minimal depth and high convergence works for most things.
I'll check this out next time I play MW2, use very low deth with very high convergence. But low depth doesn't lead to a flat world, losing realism??
I have only been able to play this game with depth at 60% and very liitle convergence otherwise I can't aim right, I see two crosshair's if I push convergence further.
I'll check this out next time I play MW2, use very low deth with very high convergence. But low depth doesn't lead to a flat world, losing realism??
I have only been able to play this game with depth at 60% and very liitle convergence otherwise I can't aim right, I see two crosshair's if I push convergence further.
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I got it the way that the depth-setting determines the OVERALL-amount of "deepness" while
the convergence-setting determines how far this deepness-amount pops out of the screen (the more convergence the more of the overall "deepness-amount" pops out of the screen).
Reading this forum I found some posts that say you have to lower the depths-level to get a good pop-out experience (with high convergence settings). That doesn't make sense to me. Wouldn't a low depth-setting create an overall flat experience, so that the the pop-out couldn't also be that great?
My perception is, that you would get the best pop-out experience with the HIGHEST possible depth-level in conjunction with the HIGHEST possible convergence setting!?
Is anyone here, who can literally light up my darkness?
I got it the way that the depth-setting determines the OVERALL-amount of "deepness" while
the convergence-setting determines how far this deepness-amount pops out of the screen (the more convergence the more of the overall "deepness-amount" pops out of the screen).
Reading this forum I found some posts that say you have to lower the depths-level to get a good pop-out experience (with high convergence settings). That doesn't make sense to me. Wouldn't a low depth-setting create an overall flat experience, so that the the pop-out couldn't also be that great?
My perception is, that you would get the best pop-out experience with the HIGHEST possible depth-level in conjunction with the HIGHEST possible convergence setting!?
Is anyone here, who can literally light up my darkness?
less depth and more convergence does equal more pop out , but thats not to say you cant have jaw dropping popout and good depth at the same time
Honestly what i do in most of my games is leave depth up 100% and adjust the convergence and i get a decent popout effect
the best to test this on is nvidias demo test , ive had the nvidia logo in my hands with a low depth high popout , but it looks just as good with high depth and convergence also
less depth and more convergence does equal more pop out , but thats not to say you cant have jaw dropping popout and good depth at the same time
Honestly what i do in most of my games is leave depth up 100% and adjust the convergence and i get a decent popout effect
the best to test this on is nvidias demo test , ive had the nvidia logo in my hands with a low depth high popout , but it looks just as good with high depth and convergence also
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But in theory you're right.
[]s
But in theory you're right.
[]s
nope
1:There are so many different settings one could apply to a given application.
2:Comfortable settings may be a matter of personal preference.
3:Depth and pop out are dependent on the engine of the game/app you're running.
So based on this, me thinks it's impossible Nvidia will ever implement an
auto convergence feature or auto depth feature for that matter, because
it would piss everyone off.. lol
Personally I try and get as much pop out as I can.. Usually about 40% depth average.
Converge the image of the gun, or your character so that the two are almost seamless
and viola.
1:There are so many different settings one could apply to a given application.
2:Comfortable settings may be a matter of personal preference.
3:Depth and pop out are dependent on the engine of the game/app you're running.
So based on this, me thinks it's impossible Nvidia will ever implement an
auto convergence feature or auto depth feature for that matter, because
it would piss everyone off.. lol
Personally I try and get as much pop out as I can.. Usually about 40% depth average.
Converge the image of the gun, or your character so that the two are almost seamless
and viola.
I keep my depth at 50% for the most part but it does depend on the game, then adjust convergence for max popout possible...really rocks :-)
I keep my depth at 50% for the most part but it does depend on the game, then adjust convergence for max popout possible...really rocks :-)
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After that I incrementally increase depth and decrease convergecne to keep it comfortabe. I only have a 22inch screen so my mind jumps back to reality when objects hits the side of the screen and vanishes.
After that I incrementally increase depth and decrease convergecne to keep it comfortabe. I only have a 22inch screen so my mind jumps back to reality when objects hits the side of the screen and vanishes.
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I prefer high depth and low convergence. It makes me feel like I'm looking at 3d objects through a window and only things close up stick out of the monitor.
Fix my scan lines.
I prefer high depth and low convergence. It makes me feel like I'm looking at 3d objects through a window and only things close up stick out of the monitor.
Fix my scan lines.
This is whats so trick about James Camerons designed Stereoscopic setup found here:
[url="http://www.youtube.com/watch?v=2squ9HDuBeI"]http://www.youtube.com/watch?v=2squ9HDuBeI[/url]
Your eyes cannot see depth of field while focusing on something in the front, your brain does it for you when you move your focus to something else in the real world. So the game would have to do this for us, again what I think they are doing with RE5 or trying to get there
This is whats so trick about James Camerons designed Stereoscopic setup found here:
" rel="nofollow" target = "_blank">
Your eyes cannot see depth of field while focusing on something in the front, your brain does it for you when you move your focus to something else in the real world. So the game would have to do this for us, again what I think they are doing with RE5 or trying to get there
The reason why less depth indeed means more pop-out seems to be the fact that you can apply a higher convergence amount with a low depth setting without causing the well known visual problems. With the lowest depth setting I was able to crank up the convergence to a point where the Batman-avatar completely pops out of the screen. I was even able to completely put my hand behind Batman without even touching the screen........
BUT:
because of the low depth settings that are mandatory for this amount of pop-out the overall experience is kind of flat.
With a higher depth setting I had to reduce the convergence to get clear visuals and yes now I couldn't put my hand completely behind Batman now but the overall experience was much more three dimensional right now. Because of the cranked up depth even the whole pop-out effect was much more impressive.
This seems to be the reason why a good mix is the way to go.
As many many others around here I am always interested in the best pop-out experience. But now I have definitely to admit that the best pop-out effect is not related to the amount that a given item pops out of the screen. You only get the impressive pop-out effect in conjunction with a good depth setting.
With a good mixed depth/convergence setting the Batman avatar did not pop out of the screen completely but everything that did popped out of the screen much more impressive 3d-wise while the experience with maximized convergence and minimized depth was that of a completely popped-out Batman-avatar which on the flipside was looking really flat
I guess the following example makes it much more clearer:
Minimized depth allows maximized convergence without causing visual problems like ghosting or flickering. You can see an object completely pop-out of the screen; you can even put your hand completely between the screen and the object. But the object you see is let's say a flat triangle.
With a good mixed depth/Convergence setting you see that same Triangle object. This time it still pops-out the screen but not as far as with the previous low depth/high convergence setting. But the object you see is no longer only a triangle-object; this time it really looks more like a pyramid!
This is the reason why - even in case you are looking specifically for the best pop-out - you need the good mix of depth and convergence. The best pop-out experience is not related to the amount of pop-out alone.
The reason why less depth indeed means more pop-out seems to be the fact that you can apply a higher convergence amount with a low depth setting without causing the well known visual problems. With the lowest depth setting I was able to crank up the convergence to a point where the Batman-avatar completely pops out of the screen. I was even able to completely put my hand behind Batman without even touching the screen........
BUT:
because of the low depth settings that are mandatory for this amount of pop-out the overall experience is kind of flat.
With a higher depth setting I had to reduce the convergence to get clear visuals and yes now I couldn't put my hand completely behind Batman now but the overall experience was much more three dimensional right now. Because of the cranked up depth even the whole pop-out effect was much more impressive.
This seems to be the reason why a good mix is the way to go.
As many many others around here I am always interested in the best pop-out experience. But now I have definitely to admit that the best pop-out effect is not related to the amount that a given item pops out of the screen. You only get the impressive pop-out effect in conjunction with a good depth setting.
With a good mixed depth/convergence setting the Batman avatar did not pop out of the screen completely but everything that did popped out of the screen much more impressive 3d-wise while the experience with maximized convergence and minimized depth was that of a completely popped-out Batman-avatar which on the flipside was looking really flat
I guess the following example makes it much more clearer:
Minimized depth allows maximized convergence without causing visual problems like ghosting or flickering. You can see an object completely pop-out of the screen; you can even put your hand completely between the screen and the object. But the object you see is let's say a flat triangle.
With a good mixed depth/Convergence setting you see that same Triangle object. This time it still pops-out the screen but not as far as with the previous low depth/high convergence setting. But the object you see is no longer only a triangle-object; this time it really looks more like a pyramid!
This is the reason why - even in case you are looking specifically for the best pop-out - you need the good mix of depth and convergence. The best pop-out experience is not related to the amount of pop-out alone.
Like the poster before me rightfully said, [b]minmum depth and max convergence [/b]leads to a lot of flat pop-outs. Interersting, but too flat to be really impressive. And the background loses the immersive depth, too, obviously.
For an long itme I tried the other way round, [b]max. depth (or 70%) and minimum convergence [/b](more convergence prevents from zooming in with max depth and I like to see close up details): this results in heavy ghosting and pop-outs are extremly rare (like only with pointy objects zoomed very close).
So I went for the [b]mix[/b]: In Dragon Age Origins that means like 30% depth (actually to the t of Depth, ghosting is a non issue for me in this zone + it gets reduced again a little by raising convergence). In order to find the right convergence accompanying this I moved my char to a wall and then let the camera zoom in as close to his face as possible (the wall effects this kind of close up zoom). I raised convergence with strg+f6 until I found the point where more would have felt painful for me.
This results for me in many deep pop outs with still deep and immersive backgrounds. Most astonishing thing is that in the area around my group the game has [b]subjectively more 3d feeling [/b]to me than even with the setting with high depth. Perhaps it's the contrast between depth and pop-out in this turnaround area (around the convergence point, which is now in game and not outside; note: convergence point is where lines for right eye and left eye perspective cross) that affects this.
Please also note that small increases of depth and convergence can have large effects, so take it slowly (in the beginning I used much too large increments for my tests).
Like the poster before me rightfully said, minmum depth and max convergence leads to a lot of flat pop-outs. Interersting, but too flat to be really impressive. And the background loses the immersive depth, too, obviously.
For an long itme I tried the other way round, max. depth (or 70%) and minimum convergence (more convergence prevents from zooming in with max depth and I like to see close up details): this results in heavy ghosting and pop-outs are extremly rare (like only with pointy objects zoomed very close).
So I went for the mix: In Dragon Age Origins that means like 30% depth (actually to the t of Depth, ghosting is a non issue for me in this zone + it gets reduced again a little by raising convergence). In order to find the right convergence accompanying this I moved my char to a wall and then let the camera zoom in as close to his face as possible (the wall effects this kind of close up zoom). I raised convergence with strg+f6 until I found the point where more would have felt painful for me.
This results for me in many deep pop outs with still deep and immersive backgrounds. Most astonishing thing is that in the area around my group the game has subjectively more 3d feeling to me than even with the setting with high depth. Perhaps it's the contrast between depth and pop-out in this turnaround area (around the convergence point, which is now in game and not outside; note: convergence point is where lines for right eye and left eye perspective cross) that affects this.
Please also note that small increases of depth and convergence can have large effects, so take it slowly (in the beginning I used much too large increments for my tests).
this is because convergence causes an exponential depth stretching effect when combined with high separation. The scene looks distorted : objects poping out gets way too close while far objects look too far.
It took me a lot of trial and error but i get the best results by using low separation (never have an object separate more than the width of my thumb on the screen) while using convergence to push the zero-parallax-plane as far as possible while making sure that close objects have very little separation (never more than half the width of my thumb on the screen).
This is very low separation overall but since our eyes are much more sensitive to 3D when they look close to the screen depth, this is how I get the strongest 3D effect without eyestrain.
this is because convergence causes an exponential depth stretching effect when combined with high separation. The scene looks distorted : objects poping out gets way too close while far objects look too far.
It took me a lot of trial and error but i get the best results by using low separation (never have an object separate more than the width of my thumb on the screen) while using convergence to push the zero-parallax-plane as far as possible while making sure that close objects have very little separation (never more than half the width of my thumb on the screen).
This is very low separation overall but since our eyes are much more sensitive to 3D when they look close to the screen depth, this is how I get the strongest 3D effect without eyestrain.
Passive 3D forever
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i think it is interesting that RE5 has fixed convergence and batman doesent as they are the only two 3d vision titles
kind of like a test
i was one of the ones who was very angry at the fixed convergence in re5 but i did understand why they did it , for the cutscreens to render properly
but i absolutely loved messing with the settings in batman also
What nvidia should do is create a hot key for 3dvision titles which puts the convergence at the developers requested setting but let users change convergence also
i think it is interesting that RE5 has fixed convergence and batman doesent as they are the only two 3d vision titles
kind of like a test
i was one of the ones who was very angry at the fixed convergence in re5 but i did understand why they did it , for the cutscreens to render properly
but i absolutely loved messing with the settings in batman also
What nvidia should do is create a hot key for 3dvision titles which puts the convergence at the developers requested setting but let users change convergence also
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I have only been able to play this game with depth at 60% and very liitle convergence otherwise I can't aim right, I see two crosshair's if I push convergence further.
I have only been able to play this game with depth at 60% and very liitle convergence otherwise I can't aim right, I see two crosshair's if I push convergence further.
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