I was wondering if Jedi Academy and Jedi Outcast use ARB shaders.
I'm wondering if kotor worked natively in stereo, like the above games.
When the above games are launched they attempt to create an OPenGL subsystem, at which time it checks for stereo capabilities. If I set my display to 60Hz "or" 3D Vision Discover, the check fails and the game will not launch because I have seta r_stereo "1" set in my config folder. If I set it to "0", it will lauch with Discover enabled (but not working because it OpenGL)
If I have my monitor set to 120hz and 3D Vision enabled the varification check completes and the game launches in 3D. 3D Vision has to be enabled to provide quad buffer and it needs to see 120hz.
The following would be the dialogue when GLW_choosePFD fails
Initializing OpenGL subsystem
...initializing QGL
succeeded
...setting mode -1: 1920 1080 FS
...using desktop display depth of 32
...calling CDS: ok
...registered window class
...created window@0,0 (1920x1080)
Initializing OpenGL driver
...getting DC: succeeded
...attempting to use stereo
...GLW_ChoosePFD( 32, 24, 8 )
...133 PFDs found
...GLW_ChoosePFD failed
So my thoughts are that the launcher was changed at one time which broke stereo support. So if a person could get it to launch and create the subsystem, then it would just be a matter of adding the necessary command lines in the config file.
maybe????????
EDIT: or maybe find the command to enable stereo, because seta r_stereo "1" tis not it :(
I was wondering if Jedi Academy and Jedi Outcast use ARB shaders.
I'm wondering if kotor worked natively in stereo, like the above games.
When the above games are launched they attempt to create an OPenGL subsystem, at which time it checks for stereo capabilities. If I set my display to 60Hz "or" 3D Vision Discover, the check fails and the game will not launch because I have seta r_stereo "1" set in my config folder. If I set it to "0", it will lauch with Discover enabled (but not working because it OpenGL)
If I have my monitor set to 120hz and 3D Vision enabled the varification check completes and the game launches in 3D. 3D Vision has to be enabled to provide quad buffer and it needs to see 120hz.
The following would be the dialogue when GLW_choosePFD fails
Initializing OpenGL subsystem
...initializing QGL
succeeded
...setting mode -1: 1920 1080 FS
...using desktop display depth of 32
...calling CDS: ok
...registered window class
...created window@0,0 (1920x1080)
Initializing OpenGL driver
...getting DC: succeeded
...attempting to use stereo
...GLW_ChoosePFD( 32, 24, 8 )
...133 PFDs found
...GLW_ChoosePFD failed
So my thoughts are that the launcher was changed at one time which broke stereo support. So if a person could get it to launch and create the subsystem, then it would just be a matter of adding the necessary command lines in the config file.
maybe????????
EDIT: or maybe find the command to enable stereo, because seta r_stereo "1" tis not it :(
There's a pdf called Implementing Stereoscopic 3D in Your Applications
OpenGL on pages 11-14
I don't think it's appllicable to old OpenGL like in kotor, but might interest you.
http://www.nvidia.com/content/GTC-2010/pdfs/2010_GTC2010.pdf
and there's this, if you haven't seen it. I think Helifax mentions it in his tutorial.
http://developer.download.nvidia.com/opengl/specs/WGL_NV_DX_interop.txt
[quote="D-Man11"]EDIT: I wonder if that Iz3D hack used for System Shock 2 would work?[/quote]
For those wondering about the hack I was referring to, it can be found at
https://forums.geforce.com/default/topic/523535/?comment=3881464
http://www.ttlg.com/forums/showthread.php?t=138821
It can also be used to enable 3D in Thief 1 and 2 when used in conjunction with graphic mods.
[quote="bo3b"]Are there more games beside KOTOR that would benefit from an ARB assembler?
Presumably, if we use an off-line assembler, we could hand patch the assembler like we do with HelixMod. Those hand patched shaders could then be loaded by Helifax's tool (with some additional work to just load a binary shader).
If someone already knows HelixMod style ASM, the stretch to ARB is not very far.
So I think the real question is, is it worth the effort? For only one game, even KOTOR, probably not. But even a second game might tilt the balance to being worth a little effort.[/quote]
The games that I came across and are using ARB Shaders are:
- Kotor 1
- Korot 2 (same engine)
- Descent 3
- Doom 3 (not the BFG Edition)
Can't think of any other from the top of my head.... Problem is we need to pass variables to the shaders (like we do with Constants under DirectX or uniforms under GLSL).
If I knew how to hook the shaders to pass this uniforms (and add them in the ARB Shaders) then I could enable the "stereofication" in the wrapper.... But basically I don't know what functions I need to hook (and order) plus how to add stuff in ARB... I spent at some point around 4 days trying to figure this out... but at the end I was even more confused as I couldn't find a lot of information on this...
bo3b said:Are there more games beside KOTOR that would benefit from an ARB assembler?
Presumably, if we use an off-line assembler, we could hand patch the assembler like we do with HelixMod. Those hand patched shaders could then be loaded by Helifax's tool (with some additional work to just load a binary shader).
If someone already knows HelixMod style ASM, the stretch to ARB is not very far.
So I think the real question is, is it worth the effort? For only one game, even KOTOR, probably not. But even a second game might tilt the balance to being worth a little effort.
The games that I came across and are using ARB Shaders are:
- Kotor 1
- Korot 2 (same engine)
- Descent 3
- Doom 3 (not the BFG Edition)
Can't think of any other from the top of my head.... Problem is we need to pass variables to the shaders (like we do with Constants under DirectX or uniforms under GLSL).
If I knew how to hook the shaders to pass this uniforms (and add them in the ARB Shaders) then I could enable the "stereofication" in the wrapper.... But basically I don't know what functions I need to hook (and order) plus how to add stuff in ARB... I spent at some point around 4 days trying to figure this out... but at the end I was even more confused as I couldn't find a lot of information on this...
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
[quote="D-Man11"]There's a pdf called Implementing Stereoscopic 3D in Your Applications
OpenGL on pages 11-14
I don't think it's appllicable to old OpenGL like in kotor, but might interest you.
http://www.nvidia.com/content/GTC-2010/pdfs/2010_GTC2010.pdf
and there's this, if you haven't seen it. I think Helifax mentions it in his tutorial.
http://developer.download.nvidia.com/opengl/specs/WGL_NV_DX_interop.txt[/quote]
Those are exactly the documents that I have used to implement the wrapper;))
Those are exactly the documents that I have used to implement the wrapper;))
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
You scared me for a second there, the weekly's tomorrow ... was thinking something went seriously wrong with the space time continuum. :)
I'm not really into Star Wars that much but Force Unleashed looks like it might be decent.
If you like Star Wars, you might be interested in SWGEmu: http://www.swgemu.com/
It is reincarnation of now dead sandbox MMORPG Star Wars: Galaxies. Server is very active having more then 1000 players online at any time. And 3D works decently. There are strange glitches with doors and interface is 2D, but not many issues overal. Just turn off NPC name tags
If you like Star Wars, you might be interested in SWGEmu: http://www.swgemu.com/ It is reincarnation of now dead sandbox MMORPG Star Wars: Galaxies. Server is very active having more then 1000 players online at any time. And 3D works decently. There are strange glitches with doors and interface is 2D, but not many issues overal. Just turn off NPC name tags
The Full Version of this game is now available on Android.
http://www.tegrazone.com/games/kotor
There is also a way to mod the PC Version to Android
http://www.lucasforums.com/showthread.php?p=2857701
If you're going to play it in 2D, it may as well be on the phone at work.
EDIT: Helifax has an OpenGL to 3D Vision wrapper for this now.
I'm wondering if kotor worked natively in stereo, like the above games.
When the above games are launched they attempt to create an OPenGL subsystem, at which time it checks for stereo capabilities. If I set my display to 60Hz "or" 3D Vision Discover, the check fails and the game will not launch because I have seta r_stereo "1" set in my config folder. If I set it to "0", it will lauch with Discover enabled (but not working because it OpenGL)
If I have my monitor set to 120hz and 3D Vision enabled the varification check completes and the game launches in 3D. 3D Vision has to be enabled to provide quad buffer and it needs to see 120hz.
The following would be the dialogue when GLW_choosePFD fails
Initializing OpenGL subsystem
...initializing QGL
succeeded
...setting mode -1: 1920 1080 FS
...using desktop display depth of 32
...calling CDS: ok
...registered window class
...created window@0,0 (1920x1080)
Initializing OpenGL driver
...getting DC: succeeded
...attempting to use stereo
...GLW_ChoosePFD( 32, 24, 8 )
...133 PFDs found
...GLW_ChoosePFD failed
So my thoughts are that the launcher was changed at one time which broke stereo support. So if a person could get it to launch and create the subsystem, then it would just be a matter of adding the necessary command lines in the config file.
maybe????????
EDIT: or maybe find the command to enable stereo, because seta r_stereo "1" tis not it :(
OpenGL on pages 11-14
I don't think it's appllicable to old OpenGL like in kotor, but might interest you.
http://www.nvidia.com/content/GTC-2010/pdfs/2010_GTC2010.pdf
and there's this, if you haven't seen it. I think Helifax mentions it in his tutorial.
http://developer.download.nvidia.com/opengl/specs/WGL_NV_DX_interop.txt
For those wondering about the hack I was referring to, it can be found at
https://forums.geforce.com/default/topic/523535/?comment=3881464
http://www.ttlg.com/forums/showthread.php?t=138821
It can also be used to enable 3D in Thief 1 and 2 when used in conjunction with graphic mods.
The games that I came across and are using ARB Shaders are:
- Kotor 1
- Korot 2 (same engine)
- Descent 3
- Doom 3 (not the BFG Edition)
Can't think of any other from the top of my head.... Problem is we need to pass variables to the shaders (like we do with Constants under DirectX or uniforms under GLSL).
If I knew how to hook the shaders to pass this uniforms (and add them in the ARB Shaders) then I could enable the "stereofication" in the wrapper.... But basically I don't know what functions I need to hook (and order) plus how to add stuff in ARB... I spent at some point around 4 days trying to figure this out... but at the end I was even more confused as I couldn't find a lot of information on this...
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)
Those are exactly the documents that I have used to implement the wrapper;))
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)
https://www.humblebundle.com/
I'm not really into Star Wars that much but Force Unleashed looks like it might be decent.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
It is reincarnation of now dead sandbox MMORPG Star Wars: Galaxies. Server is very active having more then 1000 players online at any time. And 3D works decently. There are strange glitches with doors and interface is 2D, but not many issues overal. Just turn off NPC name tags
i5 2500K/16gb/GTX 970/Asus VG278H + Sony HMZ-T1
http://www.tegrazone.com/games/kotor
There is also a way to mod the PC Version to Android
http://www.lucasforums.com/showthread.php?p=2857701
If you're going to play it in 2D, it may as well be on the phone at work.
EDIT: Helifax has an OpenGL to 3D Vision wrapper for this now.