Call of Duty 2

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Neil
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Call of Duty 2

Post by Neil »

These aren't the NVIDIA settings, but these are some examples of Call of Duty 2 using the new iZ3D drivers. Check out the crosshair accuracy and post processing effects.

I showed these images at Dimension-3 Expo on a projector.

http://mtbs3d.com/users/neil/cod2sp_s0000.jps
http://mtbs3d.com/users/neil/cod2sp_s0001.jps
http://mtbs3d.com/users/neil/cod2sp_s0002.jps
http://mtbs3d.com/users/neil/cod2sp_s0003.jps
http://mtbs3d.com/users/neil/cod2sp_s0004.jps
http://mtbs3d.com/users/neil/cod2sp_s0005.jps
http://mtbs3d.com/users/neil/cod2sp_s0006.jps
http://mtbs3d.com/users/neil/cod2sp_s0007.jps
http://mtbs3d.com/users/neil/cod2sp_s0008.jps
http://mtbs3d.com/users/neil/cod2sp_s0009.jps
http://mtbs3d.com/users/neil/cod2sp_s0010.jps
http://mtbs3d.com/users/neil/cod2sp_s0011.jps
http://mtbs3d.com/users/neil/cod2sp_s0012.jps
http://mtbs3d.com/users/neil/cod2sp_s0013.jps
http://mtbs3d.com/users/neil/cod2sp_s0014.jps
http://mtbs3d.com/users/neil/cod2sp_s0015.jps
http://mtbs3d.com/users/neil/cod2sp_s0016.jps
http://mtbs3d.com/users/neil/cod2sp_s0017.jps
http://mtbs3d.com/users/neil/cod2sp_s0018.jps
http://mtbs3d.com/users/neil/cod2sp_s0019.jps
http://mtbs3d.com/users/neil/cod2sp_s0020.jps
http://mtbs3d.com/users/neil/cod2sp_s0021.jps
http://mtbs3d.com/users/neil/cod2sp_s0022.jps
http://mtbs3d.com/users/neil/cod2sp_s0023.jps
http://mtbs3d.com/users/neil/cod2sp_s0024.jps
http://mtbs3d.com/users/neil/cod2sp_s0025.jps
http://mtbs3d.com/users/neil/cod2sp_s0026.jps
http://mtbs3d.com/users/neil/cod2sp_s0027.jps
http://mtbs3d.com/users/neil/cod2sp_s0028.jps
http://mtbs3d.com/users/neil/cod2sp_s0029.jps
http://mtbs3d.com/users/neil/cod2sp_s0030.jps
http://mtbs3d.com/users/neil/cod2sp_s0031.jps
http://mtbs3d.com/users/neil/cod2sp_s0032.jps
http://mtbs3d.com/users/neil/cod2sp_s0033.jps
http://mtbs3d.com/users/neil/cod2sp_s0034.jps
http://mtbs3d.com/users/neil/cod2sp_s0035.jps
http://mtbs3d.com/users/neil/cod2sp_s0036.jps
http://mtbs3d.com/users/neil/cod2sp_s0037.jps
http://mtbs3d.com/users/neil/cod2sp_s0038.jps
http://mtbs3d.com/users/neil/cod2sp_s0039.jps
http://mtbs3d.com/users/neil/cod2sp_s0040.jps
http://mtbs3d.com/users/neil/cod2sp_s0041.jps
http://mtbs3d.com/users/neil/cod2sp_s0042.jps
http://mtbs3d.com/users/neil/cod2sp_s0043.jps
http://mtbs3d.com/users/neil/cod2sp_s0044.jps
http://mtbs3d.com/users/neil/cod2sp_s0045.jps
http://mtbs3d.com/users/neil/cod2sp_s0046.jps
http://mtbs3d.com/users/neil/cod2sp_s0047.jps
http://mtbs3d.com/users/neil/cod2sp_s0048.jps
http://mtbs3d.com/users/neil/cod2sp_s0049.jps
http://mtbs3d.com/users/neil/cod2sp_s0050.jps
http://mtbs3d.com/users/neil/cod2sp_s0051.jps
http://mtbs3d.com/users/neil/cod2sp_s0052.jps
http://mtbs3d.com/users/neil/cod2sp_s0053.jps

Regards,
Neil
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LukePC1
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Post by LukePC1 »

Hi Niel,

thanks for the nice Screenshots. Most of them are quite good, but when I found one with a Crosshair (no 0051), it looked not right.

The crosshair is slightly in front of the target - unlike Laser Sight. I don't think this provides an acurate aim with higher seperation.
You have only one Crosshair, so it can't be acurate in all planes. This is exactly like with the Nvidia-Drivers --> if further planes are in focus, you'll get 2 crosshairs...

In Addition the arms and Weapon don't look right. They seem to be in the ground :(

I think i'll stay with Nvidia, not only because of the price :wink:
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Neil
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Post by Neil »

LukePC1 wrote:Hi Niel,

thanks for the nice Screenshots. Most of them are quite good, but when I found one with a Crosshair (no 0051), it looked not right.

The crosshair is slightly in front of the target - unlike Laser Sight. I don't think this provides an acurate aim with higher seperation.
You have only one Crosshair, so it can't be acurate in all planes. This is exactly like with the Nvidia-Drivers --> if further planes are in focus, you'll get 2 crosshairs...

In Addition the arms and Weapon don't look right. They seem to be in the ground :(

I think i'll stay with Nvidia, not only because of the price :wink:

Hello LukePC1,

Thank you for your input - I'm not sure what this feedback is based on.

It's important to remember that these drivers are in continual development and I think it's better to judge a driver with actual gameplay than a single image of a crosshair in one out of 55 screenshots. :wink:

I've played the game plenty, and I haven't experienced the impression that you have received. Remember, these screenshots had lower separation and were toned down for the audience. If you look at my previous screenshots, I play with much higher separation and convergence.

As for your last remark, I really don't understand what you are trying to say. They are just screenshots, and you are welcome to use whatever driver you want.

Regards,
Neil
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Neil
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Post by Neil »

Here are some more screenshots. It's the first level of the game where you have to shoot at helmets, bottles, and plates.

If you notice, I went as far back as I could in some scenes, and the accuracy is the same.

See what you think:

http://mtbs3d.com/users/neil/CHcod2sp_s0001.jps
http://mtbs3d.com/users/neil/CHcod2sp_s0002.jps
http://mtbs3d.com/users/neil/CHcod2sp_s0004.jps
http://mtbs3d.com/users/neil/CHcod2sp_s0005.jps
http://mtbs3d.com/users/neil/CHcod2sp_s0006.jps
http://mtbs3d.com/users/neil/CHcod2sp_s0007.jps
http://mtbs3d.com/users/neil/CHcod2sp_s0008.jps
http://mtbs3d.com/users/neil/CHcod2sp_s0009.jps
http://mtbs3d.com/users/neil/CHcod2sp_s0010.jps

Regards,
Neil

P.S. As far as I know, the only way to not split the interface with the NVIDIA drivers is to reduce shaders to DirectX 8 standards.
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Post by LukePC1 »

It's the same with these shots.
The aim thing of the weapon points at one point in the distance. This is ok. It is, where the Bottles are, so I could aim very well in this 'mode'.

But if changed to the single white crosshair, just one crosshair, but two bottles (one for each eye) are shown.

If I focused on the Stereo-Bottle in the distance with high seperation, the "nearer" white Crosshair would get out of focus.
Now I'd have to shoot between both resulting Crosshairs, when the bottle is focused.

The problem is, every shot (of the 65) with crosshair has just one of them at screen/menue Depth, whereas Laser sight proviedes 2 crosshairs. Each on rendered on the aimed object.

Some games have good Huds, which don't seperate. I think GTA SA or STALKER are doing this well (are those DX8 ones - could be possible, since they are based on old engines).

Yeah and last, but not least the Weapons look with Nvidia nearer to the observer than the ground - unlike iZ3D's. But I have to admitt, that my hud moves to the middle and out of the screen, which is not that nice...

I hope I expressed myself understandable :?

Luke
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Post by Neil »

I think you are being a bit too scientific! :lol: I just want to blow things up! :twisted:

Many of the shots taken were done without using the gunsight. Open crosshair and gunsight are equally accurate.

I'm under NDA, so I can't talk about the driver's future plans. However, what I posted here is just a preview. This IS NOT the final product.

I'll get more screenshots up shortly.

Neil

EDIT: Thanks for the upload, by the way. I put it in the downloads section.
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Post by artox »

Am i the only one who thinks that the weapon is appearing to be drawn behing the surroundings, meaning that there is a sort of the sky close sky in unreal engine effect. (the same can be observed in Fable and the sky in oblivion)

Other that that I have to say this - you can achieve a perfect ingame crosshair usage even with the nvidia drivers if you use so little separation as the one being used in these shots. If you are going for a 100% separation good luck on using the in-game crosshair (which gets really splitted into two) without boosting the convergence and making the pop-out eddect waay too strong to be comprehenced, unless using a projector and sitting far away.
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Post by Jahun »

Neil:

He is justbeing honest and both Luke and Artox are right.

The crosshair is not accurate at all, it just isn't.
And the arms and gun are rendered in the back, like Artox is saying.

Think of it, there is 100% sure no possible way to use a gunsight with two eyes! Try it if you have anything looking like a gun at home (take a stick). There is 100% sure no possible way to use 2 eyes on a gunsight. The only way to fix this, is to render the gun in the distance. Which is done in this driver. For some reason your eyes don't tell you that right away.

Look at the images with crosshairs btw, the crosshair on the L and R image is rendered on for instance totally different bottles, whereas they should be on the same one (as Nvidia does).


It is not like we are trying to bash the drivers, they'll get better. But if they aren't released yet, it is best to speak up I'd say.


edit: I do like the interface sticking
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Post by Neil »

Hi Guys!

I'm not at all offended - it just took me awhile to understand.

The COD 2 profile does need some tweaking. For example, the flame coming out of the gun is out of sync with the rifle (for example, the "bang" comes out a little to the left of the gun).

There are crosshair inaccuracies here and there. If you are up close to a wall, the bullet hole will be to the left, but the semi-close to distant shots are much more accurate.

I've forwarded your feedback to iZ3D - let's see what they come up with.

Post some NVIDIA screenshots too - I keep hearing about the gun in the ground, and I don't understand. Give me something to compare it to.

Remember, as revolutionary as the drivers are, it's the game developers that implement the crosshair that is rendered at the depth of the object it is pointed at - which means we still need the advocacy, and I still have a job! :o

Regards,
Neil
Last edited by Neil on Sun Jun 17, 2007 7:51 am, edited 1 time in total.
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Post by Freke1 »

When I play FPS games I adjust convergence every time I change weapon. If You want to hit anything You have to make sure the preferred aiming devise (crosshair or ironsight - not both) aims at the same spot in the distance. So the aiming device is double like the spot it is aiming at. This is not a driver fault but comes from using both eyes rather than just one eye. Neil chose to make the ironsight aim at the same spot/bottle which is my choise too. Some like the crosshair more and then that should be double. Alternatively You could close one eye when aiming.
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Post by Jahun »

Ok, no clue how that would work Freke1, can you please elaborate for dumb me ? :)

In that image, both ironsight and bottle are at the same place, so you can use it to aim. But the objects in between are shifted. That cannot be. If you have gun and bottle at same place, the area in between *must* be also in the same place. Unless you use some odd something.

Besides this image being physically impossible (any which way you turn it, you can't aim with 2 eyes), you say you use this aiming technique often, please let me know how you can have both ironsight and target at the same place (unsplit) and still have a 3D depth in your game.. it baffles me.

In this case (just checked it) the problem is solved by rendering the gun in the distance. Then ofcourse the gun lines up. (dunno what happens if you aim at something close)
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