12-28-2016, 01:26 AM
(This post was last modified: 12-28-2016, 01:34 AM by masterotaku.)
I'm still waiting for my anaglyph glasses (amazon says that they will arrive between 2016-12-30 and 2017-01-20. That range is too big ). In the meantime, I have to ask: when will this become official (more like why isn't it official yet)? The latest build with 3D doesn't have the mipmapping feature, and I plan to use it with the Ratchet & Clank games (I have taken some screenshots and it looks great, aside from the mipmapping problem and the sky being at screen depth. "W 7200 L 60" are my settings). Can at least someone compile new plugins with the latest GSdx versions, please?
Fake edit after a long time: heeeeyyyy, I've discovered a way to use 3D Vision!!!! More or less....
With the method I use for G-Sync (using the dll and ini files I posted in the GSdx 1.0 thread), I noticed now that using alt+enter enables 3D Vision (the glasses start working). However, the image each eye receives is the same, so it's just flat.
These images will allow you to understand better what I mean:
This is what I just said I see, with no 3D enabled in PCSX2, but 3D Vision enabled:
If I enable the "Half-SBS Left/Right" stereoscopic mode in PCSX2 (with 3D Vision enabled), this is what I see:
The image is divided in half, with two flat images. No 3D for me. However, after modifying with 3Dmigoto a shader that controls all the image (so I can change the position of that flat image):
Boom! Combining the left view of the left eye with the right view of the right eye (keep in mind the 3D Vision uses the eyes in the opposite order, but whatever), I get a 3D image, but the aspect ratio is stretched (thinner than usual). There is also a game frustum problem (disappearing geometry at the sides) when I increase the image separation. This is a real example (after a bit of shader modifications to correct the aspect ratio, but losing view at the sides. Ignore the corrected HUD, it was an experiment). See it in 3D to exactly know what I mean:
And after more shader corrections to increase the size by 2 (to correct the stretched SBS mode):
Problems are clipping at the sides, the HUD, needing a fix per game, losing half the horizontal resolution but multiplying the GPU requirements by a very big amount, etc. But it's a good start.
To make this more manageable, games would need a widescreen code of 32:9 aspect ratio (render fix included), I guess, so I can take the center of the image and avoid clipping problems.
But well, a proper 3D Vision mode would be a looooot better. Engaging the glasses is now possible with Kaldaien's SpecialK. Now I just need the emulator to display a 3D image with it.
Fake edit after a long time: heeeeyyyy, I've discovered a way to use 3D Vision!!!! More or less....
With the method I use for G-Sync (using the dll and ini files I posted in the GSdx 1.0 thread), I noticed now that using alt+enter enables 3D Vision (the glasses start working). However, the image each eye receives is the same, so it's just flat.
These images will allow you to understand better what I mean:
This is what I just said I see, with no 3D enabled in PCSX2, but 3D Vision enabled:
If I enable the "Half-SBS Left/Right" stereoscopic mode in PCSX2 (with 3D Vision enabled), this is what I see:
The image is divided in half, with two flat images. No 3D for me. However, after modifying with 3Dmigoto a shader that controls all the image (so I can change the position of that flat image):
Boom! Combining the left view of the left eye with the right view of the right eye (keep in mind the 3D Vision uses the eyes in the opposite order, but whatever), I get a 3D image, but the aspect ratio is stretched (thinner than usual). There is also a game frustum problem (disappearing geometry at the sides) when I increase the image separation. This is a real example (after a bit of shader modifications to correct the aspect ratio, but losing view at the sides. Ignore the corrected HUD, it was an experiment). See it in 3D to exactly know what I mean:
And after more shader corrections to increase the size by 2 (to correct the stretched SBS mode):
Problems are clipping at the sides, the HUD, needing a fix per game, losing half the horizontal resolution but multiplying the GPU requirements by a very big amount, etc. But it's a good start.
To make this more manageable, games would need a widescreen code of 32:9 aspect ratio (render fix included), I guess, so I can take the center of the image and avoid clipping problems.
But well, a proper 3D Vision mode would be a looooot better. Engaging the glasses is now possible with Kaldaien's SpecialK. Now I just need the emulator to display a 3D image with it.
CPU: AMD Ryzen 7 7800X3D
GPU: Nvidia GeForce RTX 2080 Ti GAMING X TRIO
Motherboard: ASUS ROG Strix X670E-F Gaming WiFi
RAM: Corsair Vengeance 6000MHz CL30 DDR5
Monitor: Asus PG278QR
OS: Windows 11
GPU: Nvidia GeForce RTX 2080 Ti GAMING X TRIO
Motherboard: ASUS ROG Strix X670E-F Gaming WiFi
RAM: Corsair Vengeance 6000MHz CL30 DDR5
Monitor: Asus PG278QR
OS: Windows 11