Nvidia 3D Vision

Just get a rift, you know you want to. ED does not disappoint while wearing it :D

No, I'm not buying developer kit. And I didn't buy Elite: Dangerous either. I do not want to give my money to a developer that chases the OR hype but ignores a mature solution. I will re-evaluate that when/if I purchase a proper consumer version of OR that has a resolution I can reasonably expect.
 
A man walks into a bar, and says, Nvidia 3d Vision Compatability Mode

Unfortunately, the joke isn't very funny. I saw the Nvidia beta driver update, mentioning 3d vision compatibility mode rated excellent, and got my hopes up. If you were considering testing out, I don't recommend wasting your time. It literally looks like your playing, regular Elite Dangerous. There is NO depth what so ever. I even tried changing the slider bar in Nvidia control panel, and hitting cnt-f11 to cycle the different settings, no change. To make things worse, your 120hz monitor is now dumb down to 60fps, and removing your glasses gives you a useless blur. CNT-ALT-F11 and WOW, back to amazing stereostropic 3d...with the galaxy background layer out of place, and the left eye right eye shadows not matching. Most games disable shadows for 3d anyway, so if that pesky galaxy background was fixed....sigh.

Sorry Capt. Kirk, I know you set phrases to stun, but Oculus isn't going to work for me, but I am glad to see FD committed to that front.
 
I turned on my 3D Vision today for a bit. The 3D does work, however there is very little separation and does not appear to be any way to adjust it.
 
I turned on my 3D Vision today for a bit. The 3D does work, however there is very little separation and does not appear to be any way to adjust it.

Go into the Nvidia control panel > Set up Stereo 3D > Set keyboard shortcuts.
Enable advance in game settings and remember the key strokes. ;)

It is still a bit billboardy and in the toxic waste tutorial it looks like there is a shadow of the rocks on the background.
 
Go into the Nvidia control panel > Set up Stereo 3D > Set keyboard shortcuts.
Enable advance in game settings and remember the key strokes. ;)

It is still a bit billboardy and in the toxic waste tutorial it looks like there is a shadow of the rocks on the background.

Unless something has changed since I last checked the stars are at completely the wrong depth, they are rendered like they are right in front of you. I also had problems with billboard lights on stations and in the ships cockpit.

If you ignored the starfield and just looked around the cockpit or at parts of the station it looks great, gives a glimpse of how amazing this game could be with proper support. But you can't play that way.
 
Although I can't find it right now there was a dev post which stated that Nvidia's 3D works in a very different way under the hood to most other 3D systems. You can't just give it a couple of views and ask it to work, you need to give it a decomposed view with all of the items and their positions and then it will create the two views. Because this isn't the way that Elite works today it would be a major piece of work to make it compatible with Nvidia's 3D system.

[Paraphrasing and from memory, could be wrong]
 
Although I can't find it right now there was a dev post which stated that Nvidia's 3D works in a very different way under the hood to most other 3D systems. You can't just give it a couple of views and ask it to work, you need to give it a decomposed view with all of the items and their positions and then it will create the two views. Because this isn't the way that Elite works today it would be a major piece of work to make it compatible with Nvidia's 3D system.

[Paraphrasing and from memory, could be wrong]


Well a quick google search produced this from Nvidia http://www.nvidia.com/content/GTC-2010/pdfs/2010_GTC2010.pdf it talks about how to handle stereoscopic and implementing 3d Vision (at a pretty high level). It does talk about the 3d Vision solution which is a little different from the simplest approach of just rendering two separate images for each eye. Thing is it nearly works, there is just some depth issues for some components of the game scene, the 3d vision driver almost gets it right. If it really is too difficult to add that little extra information to the rendering pipeline to let the 3d vision driver do its business then perhaps FDev should contact NVidia to see if they can offer a solution. Id be surprised if there wasn't already options for bypassing the driver solution and using it to display game served interleaved frames directly.
 
Although I can't find it right now there was a dev post which stated that Nvidia's 3D works in a very different way under the hood to most other 3D systems. You can't just give it a couple of views and ask it to work, you need to give it a decomposed view with all of the items and their positions and then it will create the two views. Because this isn't the way that Elite works today it would be a major piece of work to make it compatible with Nvidia's 3D system.

[Paraphrasing and from memory, could be wrong]

I read that too. It seems strange to me because I recorded a SBS video of Elite, ran it through a convertor and played it back using the NVidia player. It look good. I was going to upload it to You Tube but it was 35 Gig uncompressed.
 
I read that too. It seems strange to me because I recorded a SBS video of Elite, ran it through a convertor and played it back using the NVidia player. It look good. I was going to upload it to You Tube but it was 35 Gig uncompressed.

Interesting, I suppose there are no realtime converters around.. Did a quick look and couldn't see any. I suppose the need would be fairly small as it would only be useful for games that provide side by side but do not support 3d vision (I only know of ED). Still it seems like it wouldn't be that hard to write such a program, capture output from the game split it in two, scale and then alternate which imagine is displayed, I guess you could communicate with the 3d vision driver in the same way as video players do...

Which now I come to think of it should be an easy way for FDev to implement this directly.
 
It's not that simple at all. You need to remember how SBS-3D and 3D Vision works.
In SBS the images for both eyes are shown at the same time while in 3D Vision only 1 image per eye is shown at the same time.
To Convert SBS to 3D Vision you would have to take the SBS-Image, split it into two and display them one-by-one after the other. That takes it's time. And time is the problem here.
You can't display the 2nd image when in the same time the game already rendered the 2nd SBS-Image.

However, you could half the effective FPS, e.g. making the game render in 30 FPS which would sum up in 60 FPS after the SBS-to-3D-Vision-Conversion...
You also have to remember that every splitted SBS-Image is at half resolution width too.
E.g. 960x1080 stretched to 1920x1080 is not very sexy for your eyes...
Yet you could *probably* fix this issue by driver-sided tricks like Nvidia's new DSR, which makes the game think your monitor can handle resolutions like 3840x1080 which would end up in kinda real 1920x1080 after the Conversion...

Would be quiet a big hassle to deal with... But probably still accomplishable, more or less.
 
You will have your 3D when Oculus Rift is out.
It makes no sense to support proprietary nvidia technologies that very few people use.
 
You will have your 3D when Oculus Rift is out.
It makes no sense to support proprietary nvidia technologies that very few people use.

How do you know the number of Nvidia 3D vision user. 3D vision is out for years now and the rift is still in development and maybe never go out.
 
How do you know the number of Nvidia 3D vision user. 3D vision is out for years now and the rift is still in development and maybe never go out.
Rift already works well. It's actually more finished than this game.

Nvidia 3D fragments customer base. Only people with nvidia GPUs (that are powerful enough, on top of that), nvidia shutter glasses and 120 Hz monitors can use it. I'm quite sure that less than 1% of PC gamers use that.

Oculus doesn't require you to have anything other than oculus, which makes it way more viable.
 
getting my Oculus setup and working was a royal pain however now that its working it is amazing.

ED is good on OR, but the fact is that OR is not a released product and 3DVision is. Also, the game inherently is flawed with OR because the interface often requires removing the OR and writing things down, or copying screenshots to Onenote or similar on a second\third monitor, which ED is rather glitchy with. That would not be an issue in N3DV.

I do have an OR DK2, but apart from Alien Isolation, no game really takes full advantage of it including UI-wise, whereas my 3DVision 2 setup is a fully supported and mature product that just works. So it's a slightly odd decision to code for the unsupported offering and not the supported one, because by the time OR goes live (assuming it makes it) it will go through many incarnations, and ED will need to keep abreast of that.
 
ED is good on OR, but the fact is that OR is not a released product and 3DVision is. Also, the game inherently is flawed with OR because the interface often requires removing the OR and writing things down, or copying screenshots to Onenote or similar on a second\third monitor, which ED is rather glitchy with. That would not be an issue in N3DV.

I do have an OR DK2, but apart from Alien Isolation, no game really takes full advantage of it including UI-wise, whereas my 3DVision 2 setup is a fully supported and mature product that just works. So it's a slightly odd decision to code for the unsupported offering and not the supported one, because by the time OR goes live (assuming it makes it) it will go through many incarnations, and ED will need to keep abreast of that.

sorry I was thinking that OR and 3D was the same conversation, my bad.

as far as OR making it, 2 billion dollars should make that not a problem.

actually by pure technicality it is already out, Gear VR.
 
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