Welcome
Welcome to the official documentation for "OpenGL3DVision" wrapper.
Video Documentation
You can view the videos in both 2D and 3D.
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- Open "3DVisionWrapper.ini". - Set "Enable3DPostEffect = true" to enable Depth3D and disable Geometry3D. - Set "Enable3DPostEffect = false" to disable Depth3D and enable Geometry3D. |
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- Open "3DVisionWrapper.ini". - Change the value for "AlternativeView_Mode" to: - 0-3D Vision Hardware; 1-SBS(Left 1st); 2-SBS(Right 1st); 3-TB(Left-Top); 4-TB(Right-Top);. - Find these sections and modify them to your likings: - AlternativeView_Separation = 100 ; Separation as percentage 0-100% - AlternativeView_Interaxial = 65 ; Distance between eyes in millimeters. Nvidia calculates this automatically based on the screen size! - AlternativeView_Convergence = 17.5624 ; Convergence value |
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- See point 2. on how to enable Geometry 3D. - Read the comments in "3DVisionWrapper.ini" file. - Read the description in UI. - A video will be added later. |
New in Version 10.1.Beta
- New Features: - Stereo Reprejection based on the Depth Buffer. - Full new UI for configuring the Wrapper, Dept3D and Geo3D. - New Splashscreen mode. - Reworked the Shader Manager and Shader swap routines.
- Updates: - Lots of optimisations and bug fixes!
New in Version 6.12
- New Features:
- Changed from using Nvidia 3D Vision Automatic to Nvidia 3D Vision Direct.
- Nvidia 3D Vision Direct: Gained an additional 10 FPS in 3D vs 3D Vision Automatic Mode.
- Nvidia 3D Vision Direct: Fixed a crash and locking of the whole render-pipeline (that appeared when using 3D Vision Automatic Mode).
- Nvidia 3D Vision Direct: Simplified rendering loop. The backbuffer doesn't need to be 2xWidth anymore. Less instructions are executed now, as well, and wrapper memory allocation is smaller.
- Nvidia 3D Vision Direct: The Nvidia 3D Vision Overlay(s) is(are) now displayed correctly. (Previously they were cut or missing).
- New Predominant Eye Rendering Mechanism:
- - Added support to render the Stereo Frame by maintaing one eye (Left or Right) as it is and instead offseting the other one based on separation + convergence.
- - Supported modes for predominant eye: Left, Right, Mono.
- - Left Dominant Eye: No stereo offset is added to the left eye. Only the left eye is calculated.
- - Right Dominant Eye: No stereo offset is added to the right eye. Only the left eye is calculated. Implementatio is exactly like the one in "Deus Ex: Mankind Divided". This method allows you to perfectly AIM in 3D Shooters when you look down the gun's iron-sight.
- - Mono Dominant Eye: Default Nvidia 3D Vision Automatic approach, where each eye is translated left/right from the Monoscopic Camera.
- Updates:
- Updated the ability to Deactivate 3D Vision (CTRL+T) as follows:
- - When 3D Vision is deactivated, no stereo correction will be made and the 2D (mono) image will be displayed.
- - When 3D Vision is deactivated, only one buffer will be displayed instead of both L/R buffers side-by-side.
New in Version 5.0 - Internal release only
- New Features: - Added ability to load Reshade library and insert post process effects. - Memory hack in Reshader library to hook only the OpenGL context and not the DirectX one as well. - Memory hack in Reshader library to disable calling the wglSwapBuffers() from the System32/opengl32.dll library as we present the results in the DirectX9 context. - Added special rendering method that enables usage of Depth3D Reshade Shader (by BlueSkyDefender). See "EnableCompatibilityMode3D" in "3DVisionWrapper.ini" - Added special key combination [Ctrl + F10] to re-initialise/re-generate the renderer. !!! Works only in Window Mode. In exclusive fullscreen will HALT the app/driver !!! - Cleaned up and removed some deprecated options in 3DVisionWrapper.ini.
New in Version 4.25
- Updates: - Extended the Shortcut Keys to allow passing of .xyzw parameters on key press.
New in Version 4.19.10
- Updates: - Fixed a bug that prevented the wrapper from working in Windows 7. - Fixed various bugs in the Shortcut Key Handler. - Minor improvements to the rendering pipeline.
New in Version 4.19
- New Features: - Massive changes and complete RE-WRITE of the Stereo Rendering Pipeline. Should remove any latency introduced by the wrapper. - Added Unity 5 Renderer Compatibility. - Added ability for fullscreen support in Windows 10 for Single GPU configurations. - Various other improvements
- Updates: - Improvements regarding the Window Handler.
New in Version 3.67
- New Features: - Wrapper is now UNIFIED. One version for both development and release modes. - Added support to change a shader based on a vertex+pixel shader checksum. - Implemented full support for Pixel Shader code injection. - Added support for Xbox360 controller for key bindings. - Added Resolution and Aspect Ratio access in all shaders. - Added wildcard for sending custom paramters to shaders.
- Updates: - Lots of improvements in the shader manager and shader dummping/swapping. - Various improvements regarding the Window Handler.
New in Version 3.19 Beta
- New Features: - Add ability to pass float parameters as a vec4 to shaders. - Updated the wrapper to properly enumerate GL_EXTENSIONS on OpenGL contexts up to OpenGL 4.x. - Rewrote the way the shaders are loaded. They now rely on CRC32 to be correctly identified. - Shaders are now swapped at initialization in order to avoid other complications when swapped after creation. - Added ability to specify specific separation & convergence value to different Shader Programs from the ini file. - Updated the ini file parser so is more robust. - Added ability to force the Wrapper to create a Fullscreen context if the information from the engine window says is in window mode when in fact is not. - [Development version] Added ability to load the [Shader_Compiler_Options] section real-time by pressing [F11] key. - [Development version] Added ability to disable both pixel & vertex shader when is being selected. - [Development version] Added ability to disable pixel & vertex shaders between and interval or not to stereorize them.
- Updates: - Rewrote the whole Shader Manager! - Added CRC32 calculation to properly identy shaders. - Massive rework on shader dump and loading/swapping mechanisms. - Fixed a bug where the wrapper wasn't injection stereoscopy in vertex shaders in all possible & valid locations.
New in Version 2.20 Beta
- New Features: - Added ability for the wrapper to detect Screen Resize or Window/Fullscreen change and readjust the internal buffer to the new resolution. See Known Issues for additional information. - Added ability to specify the 3D Vision "Rating" for an application. The Nvidia Profile now contains a comment informing that the Profile was Created/Updated by the OGL3DVision Wrapper. - Added ability to specify a default Separation value for the UI/HUD. - Added version number. It can be seen in the generated log.
- Updates: - Changed the DX BackBuffer format to A8R8G8B8 to allow drawing of transparent textures. - Improved the Stereo Injection for applications using Legacy OpenGL. All the elements that are now drawn at the screen depth (like UI/HUD) will not be stereorized.
- Known Issues: - If you are a 3D Surround use: When Switching from Desktop Surround resolution to an App in Single Screen resolution (or vice-versa) the Nvidia driver might crash. This is a Nvidia driver problem. - If for some reason, after a screen Resize, the window is Black try the ALT+ENTER combination (or resize the window) to toggle a Resize of the internal buffers. - Detecting a screen resize has a reliability of 90%. 10% chances the resize is not detected or the drivers crash.
New in Version 2.00 Beta
- New Features: - Added ability to enable/disable Legacy OpenGL calls for modifying the projection matrix and adding stereoscopy.(More functions require detouring.) - Added ability to work on Aurora Engine games (Star Wars: Kotor 1 & 2). - Added ability to get the Nvidia Profile associated with the game (via NVAPI) and enable 3D Vision compatibility: a. If a profile does not exist, the wrapper will generate a profile. (Name of Profile :"app.exe-3D Vision Wrapper".) b. If a profile exists, the wrapper will add the 3D Vision flags. c. If the Nvidia driver is reinstalled, the wrapper will automatically detect this and apply the correct profile again. - Added Default Convergence Setting in the ini file. It is set when the profile is created initially. - Added Ability to read and apply a Game Profile (from a Profile.nip file). It is set when the profile is updated initially. (The Application will require a restart in order for the settings to take effect.)
- Updates: - Updated to NVAPI 343. - Added Thread Safety in the NVAPI threads. - Updated Windows Version Query Mechanism from a legacy one as there were problems with correct initialization of the 3D Vision driver. - Updated the Wrapper so it doesn't crash if/when 3D Vision is not present/disabled in NVPanel. - Fixed other various crashes that appeared on improper initialization. - Updated the Log Generation with additional information.
New in Version 1.50
- New Features: - Automatic Hooking Mode. - Alternative Buffer Flipping Mode. - Partial implementation of loading ARB Object Shaders (required by Minecraft). ShaderSource, Compile & Link to be done.
- Updates: - Updated the Shader Source Hooking algorithm as sometimes the shader source code was incomplete. - Fixed some crashes when using the Debug Info option (for intercepting draw calls). - Implemented Window Resize (still prototype phase as it crashes in multiple games).