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MTBS3D RT @MTBS3D: Interview with Shawn Frayne, CEO of @LKGGlass, #3D footage included. Alex Hornstein, CTO of Looking Glass Factory, will be spe…
MTBS3D Interview with Shawn Frayne, CEO of @LKGGlass, #3D footage included. Alex Hornstein, CTO of Looking Glass Factory,… https://t.co/sMLRxLd7eE
MTBS3D RT @IFCSummit: #IFCSummit is proud to announce @intel as a Platinum Sponsor! #Intel #futurecomputing #cloud #gamedev #AI #AR #VR https://t.…
MTBS3D RT @IFCSummit: IFC Summit is proud to announce @AMD as a Silver Sponsor for #IFCSummit! #CloudComputing #FutureComputing #AI #gamedev #AR #…
MTBS3D RT @IfcSummit: IFC Summit welcomes Professor Bebo White to our futurists panel. @beboac is a Department Associate (Emeritus) at the SLAC Na…
MTBS3D RT @IfcSummit: Nima Baiati Global Head of Cybersecurity Solutions for @Lenovo is speaking at #IFCSummit. #IFCSummit2019 #CyberSecurity http…
MTBS3D RT @IfcSummit: Jeffrey Shih Lead Product Manager for @unity3d’s efforts in #ArtificialIntelligence is speaking at #IFCSummit. #IFCSummit201
MTBS3D RT @IfcSummit: We are excited to welcome Director in Privacy and Security, Paul Lanois, for @Fieldfisher as a speaker at #IFCSummit. Paul…
MTBS3D Jim Jeffers talked about @intel’s efforts to enable over a billion users with creative and computing tools.… https://t.co/Z9fi0pS8xp
MTBS3D RT @IfcSummit: Adshir to discuss ray tracing at #IFCSummit. Adshir is strategically important to the #ClienttoCloud Revolution because it’…
MTBS3D RT @IfcSummit: We are honored to welcome Linda Sellheim, Education Manager for @EpicGames, to the upcoming #IFCSummit #IFCSummit2019 speake…
MTBS3D RT @tifcagroup: Enabling Breakthrough Innovations in the #ClienttoCloud Revolution. https://t.co/dglxcxLO3D

DICE Improves Battlefield 3's S-3D Support

Battlefield 3 Gets Amped in 3D!

Looks like Battlefield 3 is finally adding some REAL stereoscopic 3D support...though DICE still has work to do (which we will get into via a formal review).  For now, DICE has included some new 3D console commands in their latest patch:

renderdevice.stereoconvergencescale
renderdevice.stereosoldierzoomconvergencescale

The "renderdevice.stereoconvergencescale" command determines your convergence for the overall scene.  The higher the number, the more out of the screen the game will seem.  I found that based on the maximum depth settings (the stereo setting in the game itself), 2.5 to 5.5 gave a reasonable range of out of screen effects.  A good test is to walk towards a tree or a protruding object as described in MTBS' 3D Settings Guide to find the mix that is right for you.  We don't know what the numeric range limits are with this configuration option, but things will definitely get too uncomfortable before they are reached!

The "renderdevice.stereosoldierzoomconvergencescale" is the convergence setting used when you are in scope mode or looking through your zoom lens.  We haven't quite figured this out yet because the difference in settings isn't very obvious.  Maybe some members can share screenshots indicating the mix that works best for them and why?

To make your favorite settings permanent, go to the BF3 directory, likely found in the "Origin Games" tree in the Program Files (X86) directory.  Create a text file called "user.cfg", enter these lines, and save:

renderdevice.stereoconvergencescale X.X (use your favorite setting)
renderdevice.stereosoldierzoomconvergencescale X (again, your pick!)

These commands work equally well on the AMD HD3D and Nvidia GeForce 3D Vision platforms.  Credit goes to CHIZ for spotting this in the Nvidia forums!  MTBS members should submit BF3 results in GameGrade3D and include config settings where possible.