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MTBS3D RT @tifcagroup: Enabling Breakthrough Innovations in the #ClienttoCloud Revolution. https://t.co/dglxcxLO3D
MTBS3D RT @tifcagroup: TIFCA’s Client-to-Cloud Vision document has been published. We are meeting during #SIGGRAPH2019 to jointly address the cont…
MTBS3D It’s been a major boon for the Client-to-Cloud Revolution at #E3. #E32019 #E319 #GoogleStadia #BethesdaE3https://t.co/IqIrR81D8o
MTBS3D RT @IfcSummit: Sixth International Future Computing Summit Moves to Silicon Valley November 5-6, 2019. Open Call for Visionary Speakers and…
MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7

Portal 2 iZ3D 1.13RC Discovery (UPDATED)

Portal 2, iZ3D 1.13RC, Default Separation Settings

A few days ago, we released our review of Portal 2 on the DDD, iZ3D, and Nvidia GeForce 3D Vision drivers.  In the review, we noted that we could only get Portal 2 to run on the 1.12 iZ3D drivers and not on their 1.13 release candidate.  As shown above, the problem was that Portal 2 looked like a scrambled mess.

We discovered that the default profile for Portal 2 in iZ3D's 1.13RC drivers sets the separation to maximum - well beyond the scope of something that would be visible on the screen.  When we discovered this and reduced the separation, the game looked presentable again...sort of.

Portal 2, iZ3D 1.13RC, New Anomaly

iZ3D 1.12 Drivers, Portal 2, Anomaly-Free

On closer inspection, there are bugs and anomalies unique to version 1.13RC that are not present in version 1.12.  In particular, the wall displays suffer from having layers of their graphics slide off the screen as the image gets adjusted in 3D.  This should be easy for iZ3D to fix, so we recommend you use the 1.12 driver version with the updated baseprofile.xml file until then.  The baseprofile can be found in the comments section of the review.

Our computer spec includes a GTX580, AMD Phenom 9850, and Windows 7 64 bit.  Vadim Asadov, CTO of iZ3D, would be appreciative if other MTBS members could share their experiences with Portal 2 and the 1.13 stereoscopic 3D drivers.  Please share your specs and screenshots if possible.