Crosseye 3D gaming in fullscreen, at correct ratio

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deggial
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Crosseye 3D gaming in fullscreen, at correct ratio

Post by deggial »

A lot of people got used to crosseye view, but can't play games because the 3D image is either too small or squashed.
I didn't see too many trying to fix the image squashing, in fact I don't know anyone publishing such workarounds. So I thought I should be that one.

Check it, go fullscreen, go crosseye and see if you like the looks:

[youtube-hd]http://www.youtube.com/watch?v=zvYOCEF- ... r_embedded[/youtube-hd]


I have recently started a blog treating this subject: Aspect Ratio in crossview 3D
There, the general fix is presented. The posts that follow treat games individually for applying the needed workarounds in order to be able to play in crosseye 3d fullscreen with the right ratio. You can also find proofs in screenshots and youtube slideshows like the one above.

I'll try to update this blog as often as I can. In the not-so-near future (if people like this mode), the blog should be a comprehensive database with ratio fixes for games in order to make them playable in fullscreen crossview 3D.

After several years of trying lots of 3D methods (shutters, anaglyphs, mirrors etc), I came to this conclusion: Crosseye stereo 3D is among the best 3D viewing methods, being 100% ghostless, full-color and full-brightness. The only notable issue of this method is the viewport size. That's what I'm working at.

If you think you can and you want to help with bringing fixes for certain games, please reply here.
I am also open to any kind of ideas and suggestions (web design isn't really my thing).
I hope you enjoy the fixes I've found so far.
PalmerTech
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Re: Crosseye 3D gaming in fullscreen, at correct ratio

Post by PalmerTech »

Wow, this is GREAT! You have no idea how thrilled I am that you figured this out! I am a head mounted display enthusiast, and I have been building some very high field of view HMDs using a single panel with wide FOV optics. I have been using them mostly at my job, where we can write custom Unity applications to support my HMD, but commercial games have been a no go. Either you have the teeny tiny scaled image, or the hugely stretched side by side image. I can't wait to get some time with this, it looks like your solution will fix all my problems.

Any chance you could figure out how to do this with TriDef drivers? I know it is probably not as straightforward, since the side by side mode seems to scale no matter what, but it would end up being more useful. IZ3D drivers are great, but with the company having disappeared, there is not much of a future with it, as far as new games go.
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cybereality
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Re: Crosseye 3D gaming in fullscreen, at correct ratio

Post by cybereality »

Awesome work man! Thanks a bunch for posting this.
deggial
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Re: Crosseye 3D gaming in fullscreen, at correct ratio

Post by deggial »

Thank you.

The squashed (scaled) side by side LR is a 3DTV input mode as far as I know. Tridef driver has this mode.
It should work straightforward. I will get the trial and try it (i'm not a DDD fan yet).
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Okta
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Re: Crosseye 3D gaming in fullscreen, at correct ratio

Post by Okta »

You seem to be referencing crosseye and side by side view interchangeably where as they are different and have different hardware applications. I know historically the IZ3d driver kept the correct aspect ratio and resize for single display in crosseye but stretch the image in side by side mode. Crosseye view will work with some prism/mirror stereoscopes while Palmers HMD will need SBS.
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deggial
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Re: Crosseye 3D gaming in fullscreen, at correct ratio

Post by deggial »

For most 3D displays, SBS input mode is left-right, and it's squashed if watched in 2D.
The 3D driver (any of them) has a "switch sides" feature, from left-right to right-left (crosseye). Crosseye is side by side.
Palmer probably got exactly what he needed; he just doesn't need to switch sides.

By default, IZ3D "Crosseye" mode is keeping half-screen no matter what.
The "side-by-side" mode (reverted) allows the full screen, but with wrong aspect ratio on a 2D display. I corrected the aspect ratio from a squashed 16:9 to a correct 8:9 filling each half in fullscreen. In crosseye mode, it's like a 3D display with portrait aspect.

Today I posted the 8:9 fix for Avatar: The Game, which is a native 3D game. Take a look and convince yourself.

edit: the reason behind Iz3D's crosseye mode status is that every game needs a different approach concerning resolutions and aspect ratios and it's probably impossible to find a common workaround for all games.
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cybereality
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Re: Crosseye 3D gaming in fullscreen, at correct ratio

Post by cybereality »

The term side-by-side (SBS) is commonly used to refer to the frame-compatible broadcast format where the image is squashed (half-width) to fit both within a single frame. In addition, the format is usually left on left and right on right. Cross-eye is similar, however the aspect ratio of each image is maintained, meaning there will be letterboxing if on a normal 2D display. The format also has the left on the right side and right on the left. Although it does technically have the image next to each other, it is not meaning the same thing as SBS.
deggial
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Re: Crosseye 3D gaming in fullscreen, at correct ratio

Post by deggial »

hmm, I couldn't say it better.
We need to call it somehow then. We can replace the left "S" from "SBS" with the right "S" :lol:

The truth is I greatly enjoy playing in crosseye (I use DIY shielding glasses on a 32" display), and I needed the SBS mode for its fullscreen feature. It's way better than any 3D method I've ever tried (except IMAX ofc) and the 3D viewport size is decent this way.

- viewport ~21" in 8:9 3D (for 32" 16:9 display)
- it's totally ghostless (allows max. separation)
- full color
- full brightness
- lesser brainf*** compared to any other setup I've tried so far (shutters, mirrors, lolaglyphs).
- took me less than a day to get used and now I can play for hours without being affected in any way
- (edit) and it's cheap
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