Stereoscopic 3D system for Unity 2019 & 2020, default render + Post Processing Stack v2, URP, HDRP

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Vital
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Stereoscopic 3D system for Unity 2019 & 2020, default render + Post Processing Stack v2, URP, HDRP

Post by Vital »

Hi!
Finally, I made and polish my stereoscopic 3D settings system and decided to publish it for all on GitHub - https://github.com/Vital-Volkov/Stereos ... nity-2019-
https://forum.unity.com/threads/stereos ... p.1034611/

Click on the image for original size stereoscopic screenshot perfect for 23" FullHD screen and 66mm IPD
Image

My research was started a long time ago from here - https://forum.unity.com/threads/stereo- ... y-3d.63874

I using the system in my projects and wish that all developers include the correct Stereo 3D system in their great projects and S3D users no more feel pain using 3rd party abandoned injector drivers like iZ3D, Tridef(DDD), 3D Vision, etc with the incorrect setting system, wrong depth effects, and risk to be banned in online gaming.
Also, production of 3D Monitors and TVs should be returned with 4K OLED horizontal interleaved method - is a must-have. ;) Because VR HMD's is not a replacement for a monitor, it's an addition, and not so comfortable as monitor + light glasses. I spent many thousands of hours in VR with my Zalman glasses and LG D2342P monitor(horizontal interleaved method `Cinema 3D`) sometimes gaming many days nonstop over 12 hours per day, I know what I'm talking about.
3DNovice
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Re: Stereoscopic 3D system for Unity 2019 & 2020, default render + Post Processing Stack v2, URP, HDRP

Post by 3DNovice »

Do you have any plans to release the App shown in the picture with the option to choose OpenGL, Vulkan or dx12 as the rendering option?
I would think that it could then be useful for testing the various rendering support on different platforms, such as Nvidia, AMD, Intel, etc...
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Dilip
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Re: Stereoscopic 3D system for Unity 2019 & 2020, default render + Post Processing Stack v2, URP, HDRP

Post by Dilip »

Vital wrote: Fri Jan 08, 2021 6:26 pm Hi!
Finally, I made and polish my stereoscopic 3D settings system and decided to publish it for all on GitHub - https://github.com/Vital-Volkov/Stereos ... nity-2019-
https://forum.unity.com/threads/stereos ... p.1034611/

Click on the image for original size stereoscopic screenshot perfect for 23" FullHD screen and 66mm IPD
Image

My research was started a long time ago from here - https://forum.unity.com/threads/stereo- ... y-3d.63874

I using the system in my projects and wish that all developers include the correct Stereo 3D system in their great projects and S3D users no more feel pain using 3rd party abandoned injector drivers like iZ3D, Tridef(DDD), 3D Vision, etc with the incorrect setting system, wrong depth effects, and risk to be banned in online gaming.
Also, production of 3D Monitors and TVs should be returned with 4K OLED horizontal interleaved method - is a must-have. ;) Because VR HMD's is not a replacement for a monitor, it's an addition, and not so comfortable as monitor + light glasses. I spent many thousands of hours in VR with my Zalman glasses and LG D2342P monitor(horizontal interleaved method `Cinema 3D`) sometimes gaming many days nonstop over 12 hours per day, I know what I'm talking about.
I am regular user of LG D2342P-PN monitor from 2011 I also own Oculus GO, Oculus Quest2 and HTC VIVE and I can confirm that 3D monitors are way more comfortable for longer usage when its Passive 3D. I couldn't understand why the tech couldn't survive. If 27 Inch or 31 Inch Passive QLED 4K monitor release ever, I would buy it in a heartbeat.
Vital
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Joined: Wed Sep 03, 2014 3:08 am

Re: Stereoscopic 3D system for Unity 2019 & 2020, default render + Post Processing Stack v2, URP, HDRP

Post by Vital »

3DNovice wrote: Mon Mar 20, 2023 1:03 pm Do you have any plans to release the App shown in the picture with the option to choose OpenGL, Vulkan or dx12 as the rendering option?
I would think that it could then be useful for testing the various rendering support on different platforms, such as Nvidia, AMD, Intel, etc...
Hi All!

3D API changing by Unity engine. My S3D system doesn't touch 3D API's. I just rewrote the S3D output methods shader to make it compatible with all S3D API's at once.
If you mean you need such an option in my S3D system control panel then it looks like it is not possible to change 3D API's on the fly at runtime.
So it should be done before the Unity Player launch. In Unity Editor options you can choose default 3D API for each platform before build project but you can switch required API for builded projects via command line arguments added to launch shortcut like this "%projectName.exe -force-opengl"

https://docs.unity3d.com/Manual/PlayerC ... ments.html

Also look this - https://www.geeks3d.com/forums/index.ph ... e8#msg6958
3DNovice
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Re: Stereoscopic 3D system for Unity 2019 & 2020, default render + Post Processing Stack v2, URP, HDRP

Post by 3DNovice »

Cybereality made an anaglyph mode for the Godot Engine.

Perhaps you might consider adding your stereoscopic implementation to the Engine
Godot (game engine) https://en.wikipedia.org/wiki/Godot_(game_engine)

Develop Games in Stereo 3D using Godot Engine viewtopic.php?t=26039

Have you considered making the code open-source?
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