Nvidia 3D vision support.

I guess this section is as good as any to ask about 3D support..
It already supports every other 3D technique and its grandma, so why not 3Dvision?
Will this game ever properly support what is probably the most common 3D gaming tool?
 
^ that maybe, but the thing that annoys me most is the unreadable hud because it seems to 'sink' into the layout of the canopy.
People have been asking for a fix for months but it seems it's not very high on their list, if it's on it at all.
 
^ that maybe, but the thing that annoys me most is the unreadable hud because it seems to 'sink' into the layout of the canopy.

That is those sections dimming so they are not in your way when your not looking at them, its supposed to happen. Unless your talking about something else then can you maybe show me a screenshot of what you mean?
 
That is those sections dimming so they are not in your way when your not looking at them, its supposed to happen. Unless your talking about something else then can you maybe show me a screenshot of what you mean?

It's hard to see in a screenshot, but I know the effect they're referring to. 3D Vision's general-purpose algorithm seems to rely (though maybe not completely? Hard to tell) on depth reprojection, which is cost-effective but unfortunately gives some funky results when you have transparency in a scene, or the weird depth partitioning stuff we did. There's an API you can sign up for if you want to do things like natively support 3D, which would be a no-brainer in this case, but I think there might be verification hoops a company has to jump through if they're using it.
Maybe the whole feature fell into a business-communication black hole? A shame if it did.
 
It's hard to see in a screenshot, but I know the effect they're referring to. 3D Vision's general-purpose algorithm seems to rely (though maybe not completely? Hard to tell) on depth reprojection, which is cost-effective but unfortunately gives some funky results when you have transparency in a scene, or the weird depth partitioning stuff we did. There's an API you can sign up for if you want to do things like natively support 3D, which would be a no-brainer in this case, but I think there might be verification hoops a company has to jump through if they're using it.
Maybe the whole feature fell into a business-communication black hole? A shame if it did.

Hi ben.... I see you pop up as a frontier emplyee on the Elite forums tracker, however you do not have your "wings" when you post here.

also.... your Squadron 42 stamp is bigger than your frontier one in your Avatar....... are you just a fan or are you linked to that game too??

#
ps any gossip on how SDK6.01 support is going? is it still being actively worked on or is it on hold?

taaaaa
 
Hi ben.... I see you pop up as a frontier emplyee on the Elite forums tracker, however you do not have your "wings" when you post here.

also.... your Squadron 42 stamp is bigger than your frontier one in your Avatar....... are you just a fan or are you linked to that game too??

#
ps any gossip on how SDK6.01 support is going? is it still being actively worked on or is it on hold?

taaaaa

I'm a filthy turncoat, no longer at Frontier, now at Foundry 42.
But I keep both my old and new masters' secrets to myself ;)
 
lol Well make a good job of S42 and all will be forgiven. :)

PS sorry if this is OT - feel free not to answer or to PM if you feel it is too OT for here - however seeing as you are there and presumably in the know as it were........ the episodic content of S42, will I get all 5 episodes with my star citizen pledge (made in november 2013) or just the 1st episode?

thanks
 
That is those sections dimming so they are not in your way when your not looking at them, its supposed to happen. Unless your talking about something else then can you maybe show me a screenshot of what you mean?
Must be something else.
It's also happening with the station menus.
The largest part is perfectly readable but whereever it overlaps with metal bars of the cockpit or anything else sticking out, the projection of the text seems to follow the depth of it, distorting the text in the process.
Don't know how to make a screenshot of it since screenshots aren't in 3d :S
(I'm using shutter glasses in case that matters)
.
Edit: should have read Ben's post first. Looks exactly like the problem I'm trying to describe.
.
I don't get why this is such a problem to fix. Wasn't 3d vision supposed to simply render the exact same frame from two slightly shifted angles instead of the one provided by the game engine?
If the projection of the menus is on a fixed (invisible) plain, it should be rendered correctly in both 2d and 3d mode.
 
Last edited:
I don't get why this is such a problem to fix. Wasn't 3d vision supposed to simply render the exact same frame from two slightly shifted angles instead of the one provided by the game engine?
If the projection of the menus is on a fixed (invisible) plain, it should be rendered correctly in both 2d and 3d mode.
You'd think, sadly 3D finally took off right as GPUs became really flexible. The fact that it can do any of this at all is actually pretty amazing - things like the viewpoint, direction, projection information etc don't go to the GPU via named slots anymore, all the driver gets to see is that you've given it a block of "data" and a shader that's going to do stuff with it.
To give another example, there's a lot of stuff gets drawn to a lot of textures during a frame. Suppose we draw some shadows from a light's perspective, it wouldn't make a lot of sense to draw them a second time with an offset eye position when doing the other eye, but it looks like a very similar job from the driver's perspective.
My guess is that they just take the final image, probably find the most recently-written depth buffer that's the same size and shape, and apply parallax to it. Since they don't know what "near" and "far" mean in real terms, they give you a depth-effect slider to let you tweak it until it looks right. It's not ideal, but it's very fast and general-purpose.
Native support is always going to be better, even if it takes the same shortcuts, because the game developers know what other limitations and shortcuts they're dealing with. They know if they're using a depth-range split, where it is and whether they've marked pixels on either side in some way. If they have to support transparency they can do the reprojection stuff first, maybe, then draw the transparency in full for both eyes. Or they can bite the bullet and do two full-eye renderings if they think they can afford it, and not accidentally end up redrawing the shadows and other offscreen junk for both.
Anyway, this is probably more interesting to me than it is to you, but hopefully you get the picture.
 
Well bear in mind what Penn and Teller (well, mostly Penn I guess) say about knowing too much about how a magic trick is done.

I know it is on a whole different scale from actually being involved in the making of the game.... but this is exactly the reason why i minimised playing Elite back in beta.

i did not want to over play it whilst it was half baked (i know some still feel that way but....................... ;) )
 
Back
Top Bottom