T3D in 3D
by anuther1 · in Torque 3D Professional · 08/12/2009 (11:23 am) · 2 replies
My Son noticed that one of my computers has a Syncmaster 2233rz running at 120Hz = 3d ready. So given my upcoming birthday the kids decided to get Dad the Nvidia 3D vision kit. They finally let me have a turn.
The effect is impressive – Fallout 3, Crysis, and the demos from Nvidia are very good in 3D. I have heard WOW is great, but I refuse to try it since it had the same effect as a crackpipe on one of my brothers (can you say WOW addict!).
Of course the next step was to try this on T3D Beta 5. I never got it to work from the Toolbox run options, I’m not saying it will not – just that I couldn’t figure out how to set the configuration files for the driver when running the game from within the toolbox. Also, you have to run in full screen mode. I then decided to Package the FPS Demo Warrior Camp, and run the demo free from the Toolbox.
Hey guess what – It’s T3D in 3D!
There are some problems – For instance as you increase the 3D depth effect in first-person the weapons will move from right to left, they are not set up correctly. Obviously, the demo game was not designed to optimize the 3D rendering effect. Also, while I got 3D depth, I never saw the out-of-screen effects (although the Nvidia demo’s come out of the screen). Also I did not play with the configuration to optimize the game to the driver, just used the default. I used the active shutter glasses, not the lower quality old style anaglyph (red/cyan) which are supported through a checkbox on the driver control panel (don’t have a pair).
I do not have the skills to review the T3D render methods to determine if there are some limitations, but from the limited trial, it seems that T3D will produce a convincing Stereo 3D game with the Nvidia driver if the game is properly designed. Attention to decal depth, not using square textures where stereo depth is required, and managing screen border clipping just to name a few.
I will experiment with this some more and post here if I discover anything of interest.
An explanation and development guides from Nvidia are here:
developer.nvidia.com/object/3d_stereo_dev.html
Hopefully someone with an understanding of the engines rendering pipeline will review this and determine if there are limits and traps in the engine.
The effect is impressive – Fallout 3, Crysis, and the demos from Nvidia are very good in 3D. I have heard WOW is great, but I refuse to try it since it had the same effect as a crackpipe on one of my brothers (can you say WOW addict!).
Of course the next step was to try this on T3D Beta 5. I never got it to work from the Toolbox run options, I’m not saying it will not – just that I couldn’t figure out how to set the configuration files for the driver when running the game from within the toolbox. Also, you have to run in full screen mode. I then decided to Package the FPS Demo Warrior Camp, and run the demo free from the Toolbox.
Hey guess what – It’s T3D in 3D!
There are some problems – For instance as you increase the 3D depth effect in first-person the weapons will move from right to left, they are not set up correctly. Obviously, the demo game was not designed to optimize the 3D rendering effect. Also, while I got 3D depth, I never saw the out-of-screen effects (although the Nvidia demo’s come out of the screen). Also I did not play with the configuration to optimize the game to the driver, just used the default. I used the active shutter glasses, not the lower quality old style anaglyph (red/cyan) which are supported through a checkbox on the driver control panel (don’t have a pair).
I do not have the skills to review the T3D render methods to determine if there are some limitations, but from the limited trial, it seems that T3D will produce a convincing Stereo 3D game with the Nvidia driver if the game is properly designed. Attention to decal depth, not using square textures where stereo depth is required, and managing screen border clipping just to name a few.
I will experiment with this some more and post here if I discover anything of interest.
An explanation and development guides from Nvidia are here:
developer.nvidia.com/object/3d_stereo_dev.html
Hopefully someone with an understanding of the engines rendering pipeline will review this and determine if there are limits and traps in the engine.
About the author
#2
08/12/2009 (11:47 am)
Makes sense - The huds are at W=0 or screen depth. I guess you would not normally place transform geometry ahead of the screen depth without foresight.
Associate Manoel Neto
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