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Guide on Convergence vs Depth

Posted: Thu Sep 15, 2022 1:13 pm
by aofelix
Are there any rules, guides or suggestions on setting the right convergence and depth?
I cant seem to find the sweet spot on any game. Is there an average number convergence should be?
Or should it ever even be 0.00001?

Re: Guide on Convergence vs Depth

Posted: Thu Sep 15, 2022 2:30 pm
by Tullebob
Normally the 3d fix will have a default setting for convergence that is the recommended approach from the side of the dude who made the fix. Some game fixes, like the insanely awesome Star Wars Fallen Jedi has autoconvergence

Re: Guide on Convergence vs Depth

Posted: Thu Sep 15, 2022 2:52 pm
by 3DNovice
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Re: Guide on Convergence vs Depth

Posted: Thu Sep 15, 2022 3:08 pm
by 3DNovice
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Re: Guide on Convergence vs Depth

Posted: Thu Sep 15, 2022 3:57 pm
by aofelix
3DNovice wrote: Thu Sep 15, 2022 2:52 pm It depends on numerous things, such as your comfort level, the camera location (such as side scroller, FPS, 3rd person over the shoulder, top/down, etc...), the game world and others. Even your sitting position in relationship to your screen will come into play.

Comfort level depends on yourself, some guys after playing for years can use extreme depth and convergence adjustments, their eyes have adapted.

First set the depth to the game/world, for FPS typically it's low depth then adjust the convergence to your liking. The world will be somewhat flat but the weapon will be OK, this is due to the camera, if you adjust the world to look good, the weapon gets completely borked.
Though there are a few FPS games that have solutions for this, this flat world will be the tradeoff in most FPS games. Like BF3, was released as 3DVision Ready and you could edit the game ini to change the weapon convergence separately, but updates probably borked the game.

On a side scroller, typically max depth and use convergence to merge the nearest object to your screen, is what I personally find most comfortable.

On 3rd person where the camera is back far enough, max depth and converge the character image, this will give it a toyifaction effect.

If the camera is over the shoulder, it depends on if it is open world or more indoors. If outdoors, use lots of depth to your liking, if indoors, you'll likely need to drop it down a bit.

It's all just a matter of playing and getting the hang of adjusting it to your personal liking/comfortable level.

If you visit the page for the game fix, you'll often see that the shader hacker has enabled hot keys to "toggle" convergence for cut scenes and/or menus.

A few community fixes leverage a feature added to 3DMigoto for auto-convergence. Star Wars Jedi: Fallen Order

Thank you. SOTR is especially driving me crazy. I just can't find good settings which fit well with the game. Either Lara is double vision/blurry or the background is

Re: Guide on Convergence vs Depth

Posted: Thu Sep 15, 2022 4:14 pm
by 3DNovice
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Re: Guide on Convergence vs Depth

Posted: Thu Sep 15, 2022 5:06 pm
by aofelix
3DNovice wrote: Thu Sep 15, 2022 4:14 pm Being that you give no information, I'll say this, just use the solution I posted in the SotTR dx11 thread, I am pretty sure that it will trigger "Optimized for Nvidia GeForce"
My mistake. I forgot to activate eyeswapper. Now its stunning.

Re: Guide on Convergence vs Depth

Posted: Thu Sep 15, 2022 7:40 pm
by whyme466
Are you using NVidia Control Panel hot keys for in-game convergence adjustment? For my E6, I keep depth around 95%.

Re: Guide on Convergence vs Depth

Posted: Fri Sep 16, 2022 3:22 pm
by aofelix
whyme466 wrote: Thu Sep 15, 2022 7:40 pm Are you using NVidia Control Panel hot keys for in-game convergence adjustment? For my E6, I keep depth around 95%.


I'll give 95% a go :D.

I'm trying to play KCD but I'm seeing some severe ghosting in the skies against other objects. I can bring it down by altering 3D depth but it then reduces the 3D effect a lot. Would this be a convergence issue?

Re: Guide on Convergence vs Depth

Posted: Sat Sep 17, 2022 6:45 am
by whyme466
Sounds like a broken shader problem, not a convergence issue. You can always improve how broken shaders look by reducing depth, but this does not fix the problem.

Re: Guide on Convergence vs Depth

Posted: Sat Sep 17, 2022 8:13 am
by aofelix
whyme466 wrote: Sat Sep 17, 2022 6:45 am Sounds like a broken shader problem, not a convergence issue. You can always improve how broken shaders look by reducing depth, but this does not fix the problem.


Thanks. It was the angle I was sitting next to my 3D display. As i increased the height of my seat, the issue went away.

Re: Guide on Convergence vs Depth

Posted: Sat Sep 17, 2022 8:13 am
by aofelix
whyme466 wrote: Sat Sep 17, 2022 6:45 am Sounds like a broken shader problem, not a convergence issue. You can always improve how broken shaders look by reducing depth, but this does not fix the problem.


Thanks. It was the angle I was sitting next to my 3D display. As i increased the height of my seat, the issue went away.

Re: Guide on Convergence vs Depth

Posted: Sat Sep 17, 2022 10:14 am
by whyme466
LG passive 3D TVs (with their lenticular lens) have minimum/maximum height AND minimum distance restrictions for viewing 3D. Otherwise, the 3D starts to diverge into distinct 2D images at various places on the screen. Side viewing also has limits - I do not know if the curved C6 has different side-viewing behavior from flat E6.

Re: Guide on Convergence vs Depth

Posted: Sat Sep 17, 2022 11:22 am
by 3DNovice
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Re: Guide on Convergence vs Depth

Posted: Wed Oct 05, 2022 11:48 pm
by Feisty_Fernando
What I've personally found while adjusting 3D to liking for the majority of titles I've tried - keep separation low around 15 and start by increasing convergence until you see a pretty 3D image. Then tweak separation a notch or two if you need to. Games like SoTR are already looking pretty good out of the gate and don't need much tweaking. 95% separation would create 2 side by side images for me which do not look 3D in any way and would instead mess with my eyes.