Game Ready
Provides the optimal experience for No Man’s Sky, Deus Ex: Mankind Divided, Obduction, F1 2016, and the Open Beta for Paragon
New Features
Support for updated BatteryBoost technology.
Enabled mclk switches on 144 Hz G-SYNC monitors in multi-monitor use cases in order to lower power consumption.
Support OpenGL VR SDK 1.4 (Windows).
Added a Windows cross-API interop between Vulkan and DirectX 11. This enables Vulkan app compatibility with existing DirectX 11-based HMD runtimes.
Added driver support for DXGI 2 VR.
Application SLI Profiles
Added or updated the following SLI profiles:
• Deus Ex: Mankind Divided - added DirectX 11 SLI profile
• No Man’s Sky - added (Beta) SLI profile
• Space Engineers - added DirectX 11 SLI profile
3D Vision Profiles
Added or updated the following 3DV profiles:
• Deus Ex: Mankind Divided - fair
• F1 2016 - not recommended
• Obduction - excellent
• Riptide GP: Renegade - excellent
• World of Warcraft - updated Beta EXEs
3D Compatibility Mode Profiles
These games must be run in DirectX 10/11 mode to see improvements and are not
compatible with 3D Vision Surround mode. See “3D Compatibility Mode” on page 6 for
more information.
Added or updated the following compatibility mode profiles:
• Mirror’s Edge Catalyst - excellent
• Overwatch - good
• TotalWar: Warhammer - good
Provides the optimal experience for No Man’s Sky, Deus Ex: Mankind Divided, Obduction, F1 2016, and the Open Beta for Paragon
New Features
Support for updated BatteryBoost technology.
Enabled mclk switches on 144 Hz G-SYNC monitors in multi-monitor use cases in order to lower power consumption.
Support OpenGL VR SDK 1.4 (Windows).
Added a Windows cross-API interop between Vulkan and DirectX 11. This enables Vulkan app compatibility with existing DirectX 11-based HMD runtimes.
Added driver support for DXGI 2 VR.
Application SLI Profiles
Added or updated the following SLI profiles:
• Deus Ex: Mankind Divided - added DirectX 11 SLI profile
• No Man’s Sky - added (Beta) SLI profile
• Space Engineers - added DirectX 11 SLI profile
3D Vision Profiles
Added or updated the following 3DV profiles:
• Deus Ex: Mankind Divided - fair
• F1 2016 - not recommended
• Obduction - excellent
• Riptide GP: Renegade - excellent
• World of Warcraft - updated Beta EXEs
3D Compatibility Mode Profiles
These games must be run in DirectX 10/11 mode to see improvements and are not
compatible with 3D Vision Surround mode. See “3D Compatibility Mode” on page 6 for
more information.
Added or updated the following compatibility mode profiles:
• Mirror’s Edge Catalyst - excellent
• Overwatch - good
• TotalWar: Warhammer - good
Can someone translate this?
Added a Windows cross-API interop between Vulkan and DirectX 11. This enables Vulkan app compatibility with existing DirectX 11-based HMD runtimes.
Can someone translate this?
Added a Windows cross-API interop between Vulkan and DirectX 11. This enables Vulkan app compatibility with existing DirectX 11-based HMD runtimes.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
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TV LG OLED65E6V
Windows 10 64bits
I imagine that it is similar to what they did with Unreal Engine 4 and for the same reasons that they state in the PDF (also listed below)
They made a HLSL crosscompiler to make UE4 work with openGL.
It's all pretty interesting. I'm not sure if it was used for anything or if it was just a practice in theory. But I could easily see this as being very similar.
Check out this [url=https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_Bringing%20Unreal%20Engine%204%20to%20OpenGL.pdf]PDF[/url] on it.
Things that they stated.....
* Access to new hardware features not tied to OS version.
*Microsoft has been tying new versions of Direct3D to new versions of Windows.
*OpenGL frees us of these restrictions: D#D 11.x features on Windows XP!
*UE4 is a cross platform game engine.
*We run on many platforms today (8 by my count!) with more to come.
*Extremely important that we can develop features once and have them work across all platforms!
I imagine that it is similar to what they did with Unreal Engine 4 and for the same reasons that they state in the PDF (also listed below)
They made a HLSL crosscompiler to make UE4 work with openGL.
It's all pretty interesting. I'm not sure if it was used for anything or if it was just a practice in theory. But I could easily see this as being very similar.
* Access to new hardware features not tied to OS version.
*Microsoft has been tying new versions of Direct3D to new versions of Windows.
*OpenGL frees us of these restrictions: D#D 11.x features on Windows XP!
*UE4 is a cross platform game engine.
*We run on many platforms today (8 by my count!) with more to come.
*Extremely important that we can develop features once and have them work across all platforms!
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I think maybe adding 3DV profile for mankind divided is cool.
Even if it's in their fair state.
Since it is being ported by nixxes, it might suggest that they working with nixxes on implementing it. Though maybe later it will work better like with tomb raider, and after the community fixed it.
I think maybe adding 3DV profile for mankind divided is cool.
Even if it's in their fair state.
Since it is being ported by nixxes, it might suggest that they working with nixxes on implementing it. Though maybe later it will work better like with tomb raider, and after the community fixed it.
[quote="joker18"]Can someone translate this?
Added a Windows cross-API interop between Vulkan and DirectX 11. This enables Vulkan app compatibility with existing DirectX 11-based HMD runtimes.[/quote]
I don't see much discussion of this on the web. My best guess translation is that this is a new feature to allow a Vulkan based game/app to run on HMDs like Rift and Vive. Both Rift and Vive only support DX11 right now, so this inter-operability layer would allow anything Vulkan based to still run.
Anyway, that's what the words mean- it still doesn't make any sense because there's practically zero available in Vulkan right now. 4 games or so, but it is in Unreal 4. Might be for commercial apps, not necessarily games.
[quote="clammy"]Why even had add game to the 3DVision profile list if it's rated below good????[/quote]
That tells you that they at least looked at the game. Without mentioning it you'd have no idea or have to assume it's not been examined.
I'm actually just happy that they added several new actual 3D Vision profiles in the driver, which says that they are still putting time/money into 3D Vision.
@D-Man11: Thanks for that link to the pdf, it's an interesting idea. If you read all the way to the end however, the performance is not equivalent to DX11, you pay a 50% or so hit for using the cross compiler.
I'd love to see something break into the DX11 dominance and the abusive stuff like locking DX12 to Win10, but I have to recognize that even today DX11 is still better performance than any others.
joker18 said:Can someone translate this?
Added a Windows cross-API interop between Vulkan and DirectX 11. This enables Vulkan app compatibility with existing DirectX 11-based HMD runtimes.
I don't see much discussion of this on the web. My best guess translation is that this is a new feature to allow a Vulkan based game/app to run on HMDs like Rift and Vive. Both Rift and Vive only support DX11 right now, so this inter-operability layer would allow anything Vulkan based to still run.
Anyway, that's what the words mean- it still doesn't make any sense because there's practically zero available in Vulkan right now. 4 games or so, but it is in Unreal 4. Might be for commercial apps, not necessarily games.
clammy said:Why even had add game to the 3DVision profile list if it's rated below good????
That tells you that they at least looked at the game. Without mentioning it you'd have no idea or have to assume it's not been examined.
I'm actually just happy that they added several new actual 3D Vision profiles in the driver, which says that they are still putting time/money into 3D Vision.
@D-Man11: Thanks for that link to the pdf, it's an interesting idea. If you read all the way to the end however, the performance is not equivalent to DX11, you pay a 50% or so hit for using the cross compiler.
I'd love to see something break into the DX11 dominance and the abusive stuff like locking DX12 to Win10, but I have to recognize that even today DX11 is still better performance than any others.
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
[quote="bo3b"] My best guess translation is that this is a new feature to allow a Vulkan based game/app to run on HMDs like Rift and Vive. Both Rift and Vive only support DX11 right now, so this inter-operability layer would allow anything Vulkan based to still run. [/quote]
you might find libgoatvr interesting.
"GoatVR is a simplified abstraction library for dealing with VR headsets. It is designed to expose a single common API to access VR HMDs through any of the supported backend modules, such as the Oculus SDK or OpenHMD, even allowing the application to switch between them at runtime."
https://github.com/jtsiomb/libgoatvr
[quote="bo3b"]@D-Man11: Thanks for that link to the pdf, it's an interesting idea. If you read all the way to the end however, the performance is not equivalent to DX11, you pay a 50% or so hit for using the cross compiler.
I'd love to see something break into the DX11 dominance and the abusive stuff like locking DX12 to Win10, but I have to recognize that even today DX11 is still better performance than any others.
[/quote]
yah, that pdf was from a few years ago, I've read more recent some stuff where they have made significant improvements.
bo3b said: My best guess translation is that this is a new feature to allow a Vulkan based game/app to run on HMDs like Rift and Vive. Both Rift and Vive only support DX11 right now, so this inter-operability layer would allow anything Vulkan based to still run.
you might find libgoatvr interesting.
"GoatVR is a simplified abstraction library for dealing with VR headsets. It is designed to expose a single common API to access VR HMDs through any of the supported backend modules, such as the Oculus SDK or OpenHMD, even allowing the application to switch between them at runtime."
bo3b said:@D-Man11: Thanks for that link to the pdf, it's an interesting idea. If you read all the way to the end however, the performance is not equivalent to DX11, you pay a 50% or so hit for using the cross compiler.
I'd love to see something break into the DX11 dominance and the abusive stuff like locking DX12 to Win10, but I have to recognize that even today DX11 is still better performance than any others.
yah, that pdf was from a few years ago, I've read more recent some stuff where they have made significant improvements.
Ansel is particularly interesting, in that it can capture 360 degree panoramas in stereo. How is it doing that, if it's working with a game that doesn't have native 3D support (Witcher 3)? Is it possible we can hook into that somehow to make for easier 3D fixes?
Ansel is particularly interesting, in that it can capture 360 degree panoramas in stereo. How is it doing that, if it's working with a game that doesn't have native 3D support (Witcher 3)? Is it possible we can hook into that somehow to make for easier 3D fixes?
[quote="Pirateguybrush"]Ansel is particularly interesting, in that it can capture 360 degree panoramas in stereo. How is it doing that, if it's working with a game that doesn't have native 3D support (Witcher 3)? Is it possible we can hook into that somehow to make for easier 3D fixes?[/quote]
I guess stereo rendering will be broken on non 3D ready games (or without compatibility mode). Maybe someone could test Ansel 360° out on Witcher 3 with and without the Helix fix and compare.
Pirateguybrush said:Ansel is particularly interesting, in that it can capture 360 degree panoramas in stereo. How is it doing that, if it's working with a game that doesn't have native 3D support (Witcher 3)? Is it possible we can hook into that somehow to make for easier 3D fixes?
I guess stereo rendering will be broken on non 3D ready games (or without compatibility mode). Maybe someone could test Ansel 360° out on Witcher 3 with and without the Helix fix and compare.
[quote="Laast"][quote="Pirateguybrush"]Ansel is particularly interesting, in that it can capture 360 degree panoramas in stereo. How is it doing that, if it's working with a game that doesn't have native 3D support (Witcher 3)? Is it possible we can hook into that somehow to make for easier 3D fixes?[/quote]
I guess stereo rendering will be broken on non 3D ready games (or without compatibility mode). Maybe someone could test Ansel 360° out on Witcher 3 with and without the Helix fix and compare.[/quote]
I tried taking an Ansel stereo shot in Witcher 3 with no helix fix and the screenshot was all kinds of messed up. The shot seemed to be a mix of above/below but half the shot was cut off horizontally as well, I did'nt have time to mess around further with Ansels shots after that. I now have the helix fix installed and Ansel mode no longer appears in Witcher 3 even when I disable stereo 3D in Nvidia control panel.
Pirateguybrush said:Ansel is particularly interesting, in that it can capture 360 degree panoramas in stereo. How is it doing that, if it's working with a game that doesn't have native 3D support (Witcher 3)? Is it possible we can hook into that somehow to make for easier 3D fixes?
I guess stereo rendering will be broken on non 3D ready games (or without compatibility mode). Maybe someone could test Ansel 360° out on Witcher 3 with and without the Helix fix and compare.
I tried taking an Ansel stereo shot in Witcher 3 with no helix fix and the screenshot was all kinds of messed up. The shot seemed to be a mix of above/below but half the shot was cut off horizontally as well, I did'nt have time to mess around further with Ansels shots after that. I now have the helix fix installed and Ansel mode no longer appears in Witcher 3 even when I disable stereo 3D in Nvidia control panel.
The driver notes states 3D Vision Excellent
Looking at NVidia control panel rating for games it shows Not Recommended for 3D Vision Mode
CM mode rating is Excellent
Just tried Ansel on Witcher 3 with Helix patch.
I took a 360 3D photo and looked at it with my HTC Vive.
It actually looks good !
I do not know if the helix patch has something to do with the fact that it works in 3D.
Theoretically, no, i guess.
So they found a way to display 3D in Witcher 3 ??
Just tried Ansel on Witcher 3 with Helix patch.
I took a 360 3D photo and looked at it with my HTC Vive.
It actually looks good !
I do not know if the helix patch has something to do with the fact that it works in 3D.
Theoretically, no, i guess.
So they found a way to display 3D in Witcher 3 ??
Provides the optimal experience for No Man’s Sky, Deus Ex: Mankind Divided, Obduction, F1 2016, and the Open Beta for Paragon
New Features
Support for updated BatteryBoost technology.
Enabled mclk switches on 144 Hz G-SYNC monitors in multi-monitor use cases in order to lower power consumption.
Support OpenGL VR SDK 1.4 (Windows).
Added a Windows cross-API interop between Vulkan and DirectX 11. This enables Vulkan app compatibility with existing DirectX 11-based HMD runtimes.
Added driver support for DXGI 2 VR.
Application SLI Profiles
Added or updated the following SLI profiles:
• Deus Ex: Mankind Divided - added DirectX 11 SLI profile
• No Man’s Sky - added (Beta) SLI profile
• Space Engineers - added DirectX 11 SLI profile
3D Vision Profiles
Added or updated the following 3DV profiles:
• Deus Ex: Mankind Divided - fair
• F1 2016 - not recommended
• Obduction - excellent
• Riptide GP: Renegade - excellent
• World of Warcraft - updated Beta EXEs
3D Compatibility Mode Profiles
These games must be run in DirectX 10/11 mode to see improvements and are not
compatible with 3D Vision Surround mode. See “3D Compatibility Mode” on page 6 for
more information.
Added or updated the following compatibility mode profiles:
• Mirror’s Edge Catalyst - excellent
• Overwatch - good
• TotalWar: Warhammer - good
Added a Windows cross-API interop between Vulkan and DirectX 11. This enables Vulkan app compatibility with existing DirectX 11-based HMD runtimes.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits
They made a HLSL crosscompiler to make UE4 work with openGL.
It's all pretty interesting. I'm not sure if it was used for anything or if it was just a practice in theory. But I could easily see this as being very similar.
Check out this PDF on it.
Things that they stated.....
* Access to new hardware features not tied to OS version.
*Microsoft has been tying new versions of Direct3D to new versions of Windows.
*OpenGL frees us of these restrictions: D#D 11.x features on Windows XP!
*UE4 is a cross platform game engine.
*We run on many platforms today (8 by my count!) with more to come.
*Extremely important that we can develop features once and have them work across all platforms!
http://www.geforce.com/whats-new/articles/nvidia-ansel-for-the-witcher-3-available-now
Gaming Rig 1
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My new build
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
What does this mean exactly?
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Even if it's in their fair state.
Since it is being ported by nixxes, it might suggest that they working with nixxes on implementing it. Though maybe later it will work better like with tomb raider, and after the community fixed it.
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
I don't see much discussion of this on the web. My best guess translation is that this is a new feature to allow a Vulkan based game/app to run on HMDs like Rift and Vive. Both Rift and Vive only support DX11 right now, so this inter-operability layer would allow anything Vulkan based to still run.
Anyway, that's what the words mean- it still doesn't make any sense because there's practically zero available in Vulkan right now. 4 games or so, but it is in Unreal 4. Might be for commercial apps, not necessarily games.
That tells you that they at least looked at the game. Without mentioning it you'd have no idea or have to assume it's not been examined.
I'm actually just happy that they added several new actual 3D Vision profiles in the driver, which says that they are still putting time/money into 3D Vision.
@D-Man11: Thanks for that link to the pdf, it's an interesting idea. If you read all the way to the end however, the performance is not equivalent to DX11, you pay a 50% or so hit for using the cross compiler.
I'd love to see something break into the DX11 dominance and the abusive stuff like locking DX12 to Win10, but I have to recognize that even today DX11 is still better performance than any others.
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
you might find libgoatvr interesting.
"GoatVR is a simplified abstraction library for dealing with VR headsets. It is designed to expose a single common API to access VR HMDs through any of the supported backend modules, such as the Oculus SDK or OpenHMD, even allowing the application to switch between them at runtime."
https://github.com/jtsiomb/libgoatvr
yah, that pdf was from a few years ago, I've read more recent some stuff where they have made significant improvements.
I guess stereo rendering will be broken on non 3D ready games (or without compatibility mode). Maybe someone could test Ansel 360° out on Witcher 3 with and without the Helix fix and compare.
I tried taking an Ansel stereo shot in Witcher 3 with no helix fix and the screenshot was all kinds of messed up. The shot seemed to be a mix of above/below but half the shot was cut off horizontally as well, I did'nt have time to mess around further with Ansels shots after that. I now have the helix fix installed and Ansel mode no longer appears in Witcher 3 even when I disable stereo 3D in Nvidia control panel.
Looking at NVidia control panel rating for games it shows Not Recommended for 3D Vision Mode
CM mode rating is Excellent
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
I took a 360 3D photo and looked at it with my HTC Vive.
It actually looks good !
I do not know if the helix patch has something to do with the fact that it works in 3D.
Theoretically, no, i guess.
So they found a way to display 3D in Witcher 3 ??