Stereoscopic App by Vital 3D API support(DX12, Vulkan, CoreGL, GLES3 tested)

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3DNovice
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Stereoscopic App by Vital 3D API support(DX12, Vulkan, CoreGL, GLES3 tested)

Post by 3DNovice »

I posted this on the old forums, years ago, when he first released it.

It now seems that he has added additional APIs. When I tested it before, I was dumbfounded by how easily it was to switch formats etc.., while at the same time being so seamless.


viewtopic.php?t=25558 Stereoscopic 3D system for Unity 2019 & 2020, default render + Post Processing Stack v2, URP, HDRP
https://github.com/Vital-Volkov/Stereos ... nity-2019-

If you try this on a 3D Vision monitor, untick EnableS3D ion the upper left corner.


I'm trying to find the old version to link it as well, it worked better with 3D Vision monitors
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Re: Stereoscopic App by Vital 3D API support(DX12, Vulkan, CoreGL, GLES3 tested)

Post by 3DNovice »

I found the link for the older version, it doesn't seem to play nice for me using W10 425.31, whenever I untick S3D, it crashes.
If I untick Stereo 3D in the launcher, it does not crash when unticking S3D, but 3D is not engaged. It worked perfectly on W7 back in the day.

https://www.mediafire.com/file/0pwba92o ... o.zip/file

Anyhow, the thing I find very beneficial is everything being available in an overlay. It seems, the older version had a little more configuration, such as choice of
Anaglyph colors, among other things.

It's also nice that you can drag the UI panel around the screen in both versions
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Lizzard
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Re: Stereoscopic App by Vital 3D API support(DX12, Vulkan, CoreGL, GLES3 tested)

Post by Lizzard »

Thanks a lot for sharing! Im looking for an alternative Stereoscopic mode for Cloudpunk because 3D Vision with universal fix appears to crash the game when you activate 3D. Geo-11 has a memory leak or something. Performance really really bad. But have no clue what is causing this since I've never heard about such an issue or ran into this problem before. I'm curious how many games are working with his overlay/wrapper? What games have you seen working with this so far?
Share our love for stereoscopic gaming in VR
:anaglyph https://www.youtube.com/channel/UCKLifl ... /playlists :anaglyph
:anaglyph https://www.youtube.com/channel/UCKLifl ... 5lw/videos :anaglyph
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Re: Stereoscopic App by Vital 3D API support(DX12, Vulkan, CoreGL, GLES3 tested)

Post by 3DNovice »

AFAIK, it is not a wrapper, in any shape or form. It's for Unity Engine integration during project development.

I just posted it because I noticed that it had recently been updated, plus the fact that it is open source. The App runs in dx11,
I wish he/she had the option to use Vulkan, OpenGl or dx12 to render the app, the support is there according to github.

He offers it free, as a Unity store app, whether any developer has ever used it besides him/her, who knows.





Here's his post from his thread here on MTBS, that is linked above
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.
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Re: Stereoscopic App by Vital 3D API support(DX12, Vulkan, CoreGL, GLES3 tested)

Post by Feisty_Fernando »

Lizzard wrote: Mon Mar 20, 2023 12:14 pm Thanks a lot for sharing! Im looking for an alternative Stereoscopic mode for Cloudpunk because 3D Vision with universal fix appears to crash the game when you activate 3D. Geo-11 has a memory leak or something. Performance really really bad. But have no clue what is causing this since I've never heard about such an issue or ran into this problem before. I'm curious how many games are working with his overlay/wrapper? What games have you seen working with this so far?
Did you try Cloudpunk with just the original Universal Unity fix alone and not Geo-11? Cloudpunk runs fine in 3D without Geo-11 here. Would naturally benefit from a dedicated fix but it's certainly playable and looking good with the universal fix.
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Re: Stereoscopic App by Vital 3D API support(DX12, Vulkan, CoreGL, GLES3 tested)

Post by Lizzard »

Feisty_Fernando wrote: Tue Mar 21, 2023 9:31 pm Did you try Cloudpunk with just the original Universal Unity fix alone and not Geo-11? Cloudpunk runs fine in 3D without Geo-11 here. Would naturally benefit from a dedicated fix but it's certainly playable and looking good with the universal fix.
Thanks. Dont know what caused this issue but the d3dx became corrupted after playing around with the type of 3D mode. After a clean install it started to work. One problem remains that it has very poor quality to the HMD while pretty good on the monitor. Both 3DMigoto and Geo11. So its not really playable in VR. Cant get motion smoothing to work
3DNovice wrote: Mon Mar 20, 2023 12:52 pm AFAIK, it is not a wrapper, in any shape or form. It's for Unity Engine integration during project development.

I just posted it because I noticed that it had recently been updated, plus the fact that it is open source. The App runs in dx11,
I wish he/she had the option to use Vulkan, OpenGl or dx12 to render the app, the support is there according to github.
Thanks for sharing either way! I tested his demo and it was very impressive what he did. He said he is planning the same thing for Unreal engine. His method of duplicating the camera has so many benefits. Instead of fixing every shader one by one or even regex it could give you such a crazy performance boost since you avoid unnecessary calculations in the pipelines. Obviously this is what you should do and especially in VR. But it seems like Unity is one of the strongest engines when it comes to VR and stereoscopic rendering.

[/quote]
Unity 5.1 onwards has native support for VR devices.[2] It's possible to force different VR modes, however results may vary if the game wasn't build for VR. To force VR mode, use "-vrmode DEVICETYPE" Command line argument and replace the DEVICETYPE with following:

Parameter Description
None -No VR Device.
Stereo -Stereo 3D via D3D11 or OpenGL.
Split -Split screen stereo 3D (the left and right cameras are rendered side by side).
Oculus -Oculus family of VR devices.
PlayStationVR -Sony's PlayStation VR device for PlayStation 4 (formerly called Project Morpheus VR).
[/quote]

https://www.pcgamingwiki.com/wiki/Engine:Unity
Share our love for stereoscopic gaming in VR
:anaglyph https://www.youtube.com/channel/UCKLifl ... /playlists :anaglyph
:anaglyph https://www.youtube.com/channel/UCKLifl ... 5lw/videos :anaglyph
֍ Win 10:21H1 ֍ 251.48 ֍ RTX2080 ֍ i9 9900k ֍ Benq1070 ֍ Samsung S27A950D, Odyssey+ ֍ LG 49UF8509 ֍ FujifilmW3 ֍
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Re: Stereoscopic App by Vital 3D API support(DX12, Vulkan, CoreGL, GLES3 tested)

Post by petermg »

Lizzard wrote: Mon Mar 20, 2023 12:14 pm Thanks a lot for sharing! Im looking for an alternative Stereoscopic mode for Cloudpunk because 3D Vision with universal fix appears to crash the game when you activate 3D. Geo-11 has a memory leak or something. Performance really really bad. But have no clue what is causing this since I've never heard about such an issue or ran into this problem before. I'm curious how many games are working with his overlay/wrapper? What games have you seen working with this so far?
Sorry not meaning to hijack this thread but Lizzard how did you record the Helix Vision as listed in your signature? For exampe: https://youtu.be/qgIq2aqc61A
Did you do that thing where you make a shortcut with the game and it launches in VR in a 3D screen? I can't remember exactly how that works but I read it a while ago and tried it and I think it worked but I don't remember exactly how. And then how did you record that? I'm assuming you used OBS but which method? Thanks!
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Post by 3DNovice »

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Last edited by 3DNovice on Sat Apr 06, 2024 4:51 pm, edited 1 time in total.
petermg
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Re: Stereoscopic App by Vital 3D API support(DX12, Vulkan, CoreGL, GLES3 tested)

Post by petermg »

3DNovice wrote: Sun Mar 26, 2023 7:10 am
petermg wrote: Sat Mar 25, 2023 5:20 pm how did you record the Helix Vision
hmm...
uses the search function
easily finds
"how do I record steteoscopic 3D gameplay in SBS or O/U"
viewtopic.php?t=25289
THANKS!!!!!!!!!!!!!!!
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