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Individual Mods and Packs for IL-2 1946 => Other Mods => Stereo3D => Topic started by: benitomuso on November 03, 2011, 12:17:21 PM

Title: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on November 03, 2011, 12:17:21 PM
Updated Nov the 13th:

Download new absolutely non-flickering V4 Final (plus Screenshot MOD) from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv4.rar)

(https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/Ju88.jpg)
(Screenshot directly taken from the screen)

Ok People,
                          now this is the final V4. It is a big improvement. Most of the problems present in V3c and V4Beta have been solved. I have re-written the ReadMe.pdf including all the details for this new version. I will only detail a couple of highlights, but please read the attached document for the details.


-Updated: In this version you can change the Stereo 3D rendering mode. By pressing simultaneously the Left and Right Buttons and scrolling the Wheel Down, you can select between the next modes:

0-Stereo Disabled
1-Stereo Mode A (the one you saw in v4Beta, that now is the default)
2-Stereo Mode B (the original v3, “flickering” one, but good for some systems).
3-Stereo Mode C (a variant of the V3 with two buffers, non-flickering but slower. Could be very good in some powerful GPUs).
4-Stereo Mode D (a two combined frames version that still doesn't work very good. In some video cards can work OK).

In case you have any kind of problem with the rendering mode you are using, even if you don’t see anything in the screen, you can switch them with the mouse, until you have one of the methods quoted working, or in the worst case the Stereo Disabled mode, that for sure must be visible. The default mode for the start of the game can be established in Conf.ini by:

Code: [Select]
[Mods]
PAL3DStart=1

  Being 1 the default, but all the values specified in the table above are possible (even 0).

-Updated: We can adjust the Stereo Separation with the Right Button + Mouse-wheel. Just moving it while holding the mouse you will be notified in the HUD about the value. Check out what is the best one for you in cockpit, and later set it in Conf.ini (read below for those who don't know about it).

-Updated: Now there is independent adjustment of Internal and External Stereo Separation. This was because correctly adjusted in internal view, the stereo perception outside the plane was quite poor, so now you can have the two settings to make your experience easier.
  All the settings regarding Stereo Separation can be established in Conf.ini to start with your preferred configuration. These are the default values, but change them for your own:

Code: [Select]
[Mods]
PAL3DSeparation=1.5
PAL3DSeparationExt=25.0

-Updated: from V4 onwards, we have the chance of directly capturing Anaglyph 3D Stereo snapshots. Now if you press the PrintScreen or your corresponding key, if you are in Mode A, a full two colors stereo image will be saved. If you are in Mode B, single Red or Cyan images are captured, and later you have to compose them. And if you are with Stereo Disabled, a traditional plane image is stored.
  Added to this capability, now you can select the next in Conf.ini:

Code: [Select]
[Mods]
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg

  So, if you prefer you can specify a different default folder to save the ScreenShots. The default one is the used by DBW, remember always to place the last “/” to define the directory. You can select through PAL3DScrShtExt the type of file used for the image. For the while .jpg and .tga are the chances. The .tgas are heavy and ugly but they are captured very fast. Any type will record stereo images.

Old Posts:

Download old flickery working V3c from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv3c.rar)

  Please, I took the time to write a detailed ReadMe.pdf. Read it. It is inside the .rar and includes full instructions for newcomers and for the ones who have already tried it. Changes for v3c (extracted from the ReadMe):

 -Updated: You can enable or disable the Stereo effect at any time. By pressing simultaneously the Left and Right Buttons and scrolling the Wheel Down, you Disable the feature and you have default Il-2. By scrolling it Up while holding the Two Buttons you enable it.
 -Updated: We can adjust the stereo separation with the Right Button + Mouse-wheel. Just moving it while holding the mouse you will be notified in the HUD about the value. Check out what is the best one for you in cockpit, and later set it in Conf.ini (read below for those who don't know about it).
 -Updated: Now there is independent adjustment of Internal and External Stereo Separation. This was because correctly adjusted in internal view, the stereo perception outside the plane was quite poor, so now you can have the two settings to make your experience easier.
 -All this 3 last settings can be established in Conf.ini to start with your preferred configuration. These are the default values, but change them for your own:
Code: [Select]
[Mods]
PAL3DStart=1
PAL3DSeparation=1.5
PAL3dSeparationExt=25.0

 -Since V3c as you see, the default Internal Stereo Separation is set to 1.5. You will see that with higher values, for inside of cockpits it is too much. But in external views (which now work perfectly), you can set up a Separation of up to 40 without much trouble, and you will see your or the other planes "very very volumetric". Default value is 25.
 -Since V3c Shine and Reflections problems now are basically solved. Playing with DBW default (Carsmasters lightning, etc.) doesn’t produce any undesired effect.
 -You have stereo in the FMB 3D view. See how much easier is placing objects with it!

Sorry for the ones who already were using it that I had to change the mouse behaviour, but it was because the plain wheel movement was used for zooming in FMBPro, so it was necessary to separate the function.

Regards,
                              Pablo



Previous Post:

  Since V3 we have the next:

-The stereo image is deeper than never before. V2 in fact offered really only a "virtual stereo" perception. Here you will be able to make the tip of the wing of a plane to reach your nose. Objects can fully emerge from the screen.
-We can adjust the stereo separation with the mousewheel, just moving it, you will be notified in the HUD about the value. Check what is the best for you in the cockpit, and later set it in Conf.ini (read below for those who don't know about it).
-Now the default Stereo Separation is set to 1.5. You will see that with higher values, for inside cockpits is too much. But in external views (which now work perfectly), you can set up a Separation of up to 40 without much trouble, and you will see your or the other planes "very very volumetric".
-By pressing the right button of the mouse and scrolling the wheel down, you disable the Stereo effect, and you have default Il-2. By setting in the Conf.ini the parameter PAL3DStart you determine if your game starts with 3D enabled or not. Later you can change it on the fly through the mouse.

So, current default configuration in Conf.ini (if you don't change your own parameters) is like this:

Code: [Select]
[Mods]
PAL3DStart=1
PAL3DSeparation=1.5 


Download Old flickery working V3b from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv3b.rar)

As far as I know, apart of the flickering due to the light issue, this one should work in nVIDIA as well as in ATI. You really will prefer VSync-On to deal with these shines.

I still have doubts if this problem could be related to the Carsmaster's lightning MOD, included in DBW. Please, could someone WHO IS POSITIVE that doesn't have that MOD working, confirm if it even shows problems in his computer?

Regards,
                       Pablo


The next images were taken with the current MOD:

(https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/Stuka.JPG)


Highlights of what is wonderful:

-Fly close to the ground, and the trees, everything, gets a new dimmension
-Try to land into a carrier: much easier, now you can perceive distances!!!
-Fly through the clouds: now you are really flying
-Fly with a hunter through a formation of bombers: wonderful experience



For the ones who haven't read it, please read carefully the Original Post (disregard whatever is said about the flickering, now it is solved):


Recently I have started to make my first experiences with stereoscopic anaglyph for movies I'm filming and briefly I started to be concerned about what we are lossing in Il-2 by not having real 3D, and it really is a whole new world.

I tested a couple of differnet approaches to get anaglyph stereoscopic 3D (those images that you see with the coloured googles).

I have made something "operative". This is a WIP, the easiest but the brute force approach, but it doesn't produce any fps lost.

Download it from here:

Download Old Test version from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3D.rar)

Characteristics:

-You need anaglyph red / cyan googles to see the next.
-It has a lot of flickering, specially if you have a slow computer and you are in front of the sun.
-You can see some weird textures appearing somewhere (I still don't know why).
-It only works inside cockpits, not in external view.
-The current and default separation between eyes is set to 19.5cm. You can play with these value to obtain more "stable" and less stressing image. The highest the value, the most dramatic the distant objects become, but more annoying will be the closer objects.
To configure this change this value in Conf.ini:

Code: [Select]
[Mods]
PAL3DSeparation=19.5

In particular, if your googles were with the cyan at your left side, you can set PAL3DSeparation=-19.5, and the minus invert how the half images are shown.

Expect some or bigger improvements in the future. Probably even a different approach to the same, and for sure a much more stable image.

Let's fly 3D!!!!!!!!!!!!!!!!!!!!!!!

Regards,
                         Pablo


Original Post:


But it really is a new world. Use some red / cyan googles to see the next.

Cockpits become a wonder when you are flying from inside them:

(https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/il2fb0008.jpg)

Install it before any 6DOF MOD you have. It is based on my 6DOF with headshaking MOD, so if you have any other it will become disabled.

You can estimate the distance of the incoming planes, somehting that is so relevant...

Our new Black lady looks wondeful in 3D:

(https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/il2fb0003.jpg)

The big problem is that everything must be done through DirectX in the current methods, but the game never worked OK with it. But what I really can't understand is why if you even in DirectX have 60fps rate if you use a software solution like iZ3D it drops to 2fps. I could accept a relationship of 1:2 to say somehting, but not 2:60. Composing every frame cannot take 30 times more.

Worried about this, I have started to think about the chance of generating from inside the game an anaglyph image. I think that it's possible. Have any of you programmed OpenGL in depth as to help me with some theories I would like to test?

Regards,
                      Pablo
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: SAS~Malone on November 03, 2011, 12:23:35 PM
wow! looks like you made some good progress already, mate!
looks really interesting, gonna play with it over the weekend.
looking at the screenshots with my goggles, and i find myself trying to peer around the sides, lol....:D
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: LuseKofte on November 03, 2011, 12:31:42 PM
What do we need 3D copitable screen and 3D glasses to connect with it . all this compitable with Nvidia card?
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: SAS~Malone on November 03, 2011, 12:34:26 PM
Le0ne, yes, all you need is the 3d glasses, it works fine for me on my 2 CRT monitors, and i don't think the graphics card is relevant, but i stand under correction on that.
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: BT~Tarik on November 03, 2011, 12:38:29 PM
Wow, seems to be cool! Unfotunately I got no 3D glasses...
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: benitomuso on November 03, 2011, 12:51:43 PM
People,
               all what you need are very basic 3D googles / glasses.

  No special monitor, nothing to do with your graphics card.

  If you don't have them, the DIY is already written. Just use the internet whenever you need something:

http://www.3dglasses2u.com/how-to-diy-3d-glasses/

(http://www.3dglasses2u.com/wp-content/uploads/2010/03/1268208188.bmp)


http://www.jfairstein.com/glasses.html

(http://www.jfairstein.com/stereo3D/flipglasses.gif)


http://howto.wired.com/wiki/Make_3-D_Glasses

(http://howto.wired.com/mediawiki/images/Jewelcase.jpg)

  All what you need to do is hold in front of your left (from your view) eye a semi-translucent red film and in front of the right (from your point of view) a semi-translucent cyan film.

  Regarding the separation: a better adjusted separation can make much more comfortable your experience. First approach to it is meassure the distance between your two eyes in centimeters, multiply it by 2 and set PAL3DSeparation=2 x EyeDistance (in cm). It seems to work pretty well.

  That's a fact that if you have less than 50fps the image can be too flickery. With the current method there's no way to solve it. But I'm thinking about how it can be improved.

  Regards,
                      Pablo

Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: Silverback on November 03, 2011, 12:52:54 PM
If you can get this to work it will be a giant step forward.
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: Uufflakke on November 03, 2011, 02:16:32 PM
(http://i256.photobucket.com/albums/hh195/Uufflakke/f97c36c1.jpg)

Headset: V
Freetrack:  V
Joystick:  V
Rudder Pedals: V
Throttle: V
3D glasses: V

Hopefully no one enters the room when you play IL2. They might think you forgot your medication.  ;D
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: NS~mati140 on November 03, 2011, 02:32:22 PM
Headset: V
Freetrack:  V
Joystick:  V
Rudder Pedals: V
Throttle: V
3D glasses: V
Hopefully no one enters the room when you play IL2. They might think you forgot your medication.  ;D


Try Sony HMZ-T1...

(http://www.majortree.pl/blog/wp-content/uploads/2011/09/sony_hmz_t1_01.jpg)

... + NaturalPoint TrackIR 5 on 1:1 capture settings...

(http://www.naturalpoint.com/trackir/images/products/trackir5/trackir5-sideangle_m.jpg)

and ENTER THE MATRIX :P
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: shardana on November 03, 2011, 02:37:31 PM
Unfortunately for us cross eyed pilots it won't work!!! ahhhh me sad.....  :)
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: Avala on November 03, 2011, 05:53:16 PM
Unfortunately for us cross eyed pilots it won't work!!! ahhhh me sad.....  :)

You really tried it? Because I'm too strabistic. I tried AVA (shooter) in 3D and some bought glasses, but couldn't saw the difference.
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: shardana on November 03, 2011, 06:08:24 PM
No way Avala, it's a well known problem, in order to be able to see in 3d we need to have straight view in both eyes, just to appreciate deep sighting fully. I know that we can enjoy a different kind of 3d view that doesn't need glasses. hopefully in the future this system will be the standard one... beside I would take this opportunity to thank you for the great mods that you gave us! ciao
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: benitomuso on November 03, 2011, 11:14:28 PM
No way Avala, it's a well known problem, in order to be able to see in 3d we need to have straight view in both eyes, just to appreciate deep sighting fully. I know that we can enjoy a different kind of 3d view that doesn't need glasses. hopefully in the future this system will be the standard one... beside I would take this opportunity to thank you for the great mods that you gave us! ciao

Shardana,
                       you made me think. Probably it is not possible for you to see pre-filmed stereoscopic material, because it was done once with some separation and parallax, but I think that I can make an eye independent adjustment that will give the strabistic community the chance of seeing it properly.

  Let me finish the straight version and later I will go into it.

  Regards,
                      Pablo
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: BT~Tarik on November 04, 2011, 12:19:28 AM




  That's a fact that if you have less than 50fps the image can be too flickery. With the current method there's no way to solve it. But I'm thinking about how it can be improved.

  Regards,
                      Pablo

Well then...No way for me, I guess my screen will be veeery flickery since I barely have 30 fps, but already bought new computer (better one I hope) for christmas, let's see then.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: SAS~Malone on November 04, 2011, 01:08:37 AM
at least give it a try, mate....it's still being tested, and the more feedback we can get, the better...;)

edit: lol, and even faster than i can type, Pablo has made another great step forward!
please d/l and test, people, this is really a potentially ground-breaking mod! :D

i'd even venture to say, that with this mod, IL2 kicks the arse of all other flight sims, but that could just be the fanboy in me talking... 8)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 04, 2011, 01:31:13 AM
at least give it a try, mate....it's still being tested, and the more feedback we can get, the better...;)

edit: lol, and even faster than i can type, Pablo has made another great step forward!
please d/l and test, people, this is really a potentially ground-breaking mod! :D

i'd even venture to say, that with this mod, IL2 kicks the arse of all other flight sims, but that could just be the fanboy in me talking... 8)

Malone,
                     I'm very happy with it. Is like having a new game, really.

   How much easier is to shoot at any plane!!! Your effectivity rises to unimaginable levels.

   And I support your motion: I think that no other flightsim has so fluent stereo 3D, all of them work through intermediates methods. Here I made it native!

   Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: PA_Willy on November 04, 2011, 01:34:42 AM
Is working in OGL?

Thank you Benitomusso. This could be one of the biggest steps in IL2 modding.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 04, 2011, 01:41:02 AM
Is working in OGL?

Thank you Benitomusso. This could be one of the biggest steps in IL2 modding.

Yes PA_Willy,

                                   pure OpenGL, no DirectX, no Microsoft, no high level layers stereo. Straightforward.

  Pablo
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: SAS~Malone on November 04, 2011, 02:55:03 AM
(http://i196.photobucket.com/albums/aa226/bigbossmalone/3dfanboymalone.jpg)

lol, even my webcam seems to take 3d pics!  8) 8)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: sirrover on November 04, 2011, 03:34:26 AM
Do you think it is supposed to work with Nvidia? I just can't feel any difference. I mean I see this slight shaking but the effect is not noticeable with the goggles. Although I can see pure 3D when I use goggles with the images in this post.
What do you think could go wrong? Do I have to activate any 6DOF MOD? Is it enough if I just copy the 3D folder in my #DBW folder? It seems that something is missing in my setup...((

Update: I got it working in a very strange manner - the only place I got a 3D image is the rear view mirror of my P-38. Everything else around is just a little bit shaky but no 3D effect is noticeable. How's that possible?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: asheshouse on November 04, 2011, 03:39:32 AM
Very interesting work. -- Now where did I leave those 3D specs?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Blumax on November 04, 2011, 05:47:17 AM
Genious!! i'm loving this.......thanks very much......a whole new dimension, it just gets better and better 8)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Schwieger on November 04, 2011, 06:07:00 AM
Hope you guys are trashing your copies of CloD :P

There is now very little CloD has over '46
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Uufflakke on November 04, 2011, 06:16:14 AM
Looks very interesting what you achieved Benitomuso! Hats off.  8)
I will give it a try despite the fact that I don't have a decent fps of 50. Just wanna see the effect.
I would like to see a 3D IL2 clip on YouTube for instance so I can see it's full potential (and feel frustrated of what I miss...  :( )

One question though, the last time I used these kind of glasses must have been ages ago but I remember that images turned into shades of gray.
Is this still the case?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: SAS~Storebror on November 04, 2011, 06:20:11 AM
the last time I used these kind of glasses must have been ages ago but I remember that images turned into shades of gray.
Is this still the case?
Physics cannot be betrayed.
If you wear red/blue glasses you see a grayscale image.
Whatever remaining "color" you can see just means that your glasses' tinting is imperfect.

Nevertheless a stunning invention, my regards!

Best regards - Mike
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: gianluca on November 04, 2011, 07:33:56 AM
not tried yet Pablo, anyway it seems wonderful indeed!
I wonder if one has absolutely to wear those fifties year like glasses or modern 3d polarized would do (better hopefully) the trick....
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: BT~Tarik on November 04, 2011, 07:37:23 AM
at least give it a try, mate....it's still being tested, and the more feedback we can get, the better...;)

edit: lol, and even faster than i can type, Pablo has made another great step forward!
please d/l and test, people, this is really a potentially ground-breaking mod! :D

i'd even venture to say, that with this mod, IL2 kicks the arse of all other flight sims, but that could just be the fanboy in me talking... 8)

Ok, will give it a try, have already d/led it,n ow waiting to get some glasses...let's see if I can buy some here (middle of Africa :P ) if not I'll order one in internet.
Thanks one more time Pablo, you're doing great things for the game !
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 04, 2011, 08:14:17 AM
not tried yet Pablo, anyway it seems wonderful indeed!
I wonder if one has absolutely to wear those fifties year like glasses or modern 3d polarized would do (better hopefully) the trick....

Gianluca,
                   The systems that use polarizers are only for projection. That is achieved normaly by using two different projectors with a vertical and horizontal polarizers, and you have the googles in corresopndence.

  There is no way of generating the same with a single emiting device as a monitor, you should be rotating 90 degrees by frame a polarizer in front of it: impossible.

  This was made to work in any configuration, and the only way to achieve that is through the imperfect (but very universal) anaglyph double color system.

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 04, 2011, 08:31:58 AM
the last time I used these kind of glasses must have been ages ago but I remember that images turned into shades of gray.
Is this still the case?
Physics cannot be betrayed.
If you wear red/blue glasses you see a grayscale image.
Whatever remaining "color" you can see just means that your glasses' tinting is imperfect.

Nevertheless a stunning invention, my regards!

Best regards - Mike

Mike,
              this is only partially true. Because you see images deprived of some colors with each eye, but your brain recomposes them as a colorful landscape. Your final perception is a single image (not two different ones lacking some part of the spectrum).

  So you see something quite similar to the original. There is a lost, basically a restriction on the gradation of colors as a consequence of the googles, but still not a real problem. I have been playing by hours like this without effort, and if you remove your googles, you compare and the difference is not huge, only you see the colors "less alive" to say something.

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: gianluca on November 04, 2011, 08:58:06 AM
Hi Pablo and thks! Have to find such things then...
Any reported problem with widescreen? Supposedly your mod should load before as per 6DOF trackir
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 04, 2011, 08:58:54 AM
Do you think it is supposed to work with Nvidia? I just can't feel any difference. I mean I see this slight shaking but the effect is not noticeable with the goggles. Although I can see pure 3D when I use goggles with the images in this post.
What do you think could go wrong? Do I have to activate any 6DOF MOD? Is it enough if I just copy the 3D folder in my #DBW folder? It seems that something is missing in my setup...((

Update: I got it working in a very strange manner - the only place I got a 3D image is the rear view mirror of my P-38. Everything else around is just a little bit shaky but no 3D effect is noticeable. How's that possible?

Sirover,
                I don't think it could have a relationship with your video card. A couple of questions:

-Is your game in the typical recommended configuration of Render with OpenGL? If you have DirectX you will perceive the shaking but not the 3D, that's correct. If so change it to OpenGl to see how this works.

-What's your fps rate?

-Another thing that could be a problem: Are your googles red / cyan? If the red is not to the left you will not see any stereo effect. If they are red / blue, instead of red / cyan, the colors and the stereo perception will be affected. So, the googles you use are important too.

-One last thing: perhaps you need to increase a little the brightness of your monitor, because the image itself becomes a little darkened by the glasses.

Hi Pablo and thks! Have to find such things then...
Any reported problem with widescreen? Supposedly your mod should load before as per 6DOF trackir

This is a 6DOF MOD itself. It is my Handshaking one with normal mouse, so load it before any 6DOF MOD. I think that it will not work with TrackIR, but I don't use any, so I cannot confirm that. Please if you try it let us know.

Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: HansHansen on November 04, 2011, 09:18:49 AM
What a great mod Pablo!  ;)

unfortunately i have the same problem sirrover has. the game is just like before

i dont know what you mean by typical recommended configuration, however im sure i run the game with openGL.
heres my conf.ini
Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1680
height=1050
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=1
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=10000
routeChannels=0
serverChannels=3
localPort=21000
remotePort=21001
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=67.85.223.64
localHost=91.21.185.33
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
remoteHost_000=

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.69214284,dy=0.179166663,x=0.0,y=0.0)
adr0=ALL
msg8=a\u00208.5\u0020cm\u0020cannon\u0020is\u0020nice...
msg3=30\u0020is\u0020enough\u0020for\u0020mustang\u0020and\u002047\u0020and\u002038\u0020;-)
msg2=\u00202\u0020fast\u00204\u0020you\u0020huh?\u0020:D
msg5=50l\u0020left,\u0020im\u0020going\u0020home\u0020:D
msg1=\u002017
msg4=\u00204vs9\u0020:D

[game]
Arcade=0
HighGore=1
mapPadX=0.6690476
mapPadY=-0.046666667
viewSet=57
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
TypeClouds=1
mapPadMode=1
mapZoomMode=0
mapWheelMode=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.9
deltaZ=60.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=1
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=0
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=10
Attenuation=7
SoundMode=3
SamplingRate=1
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=8
mouseUse=2
joyUse=1
trackIRUse=0
DisableIME=0
locale=de
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1U=0 0 11 22 33 44 56 67 78 89 100 0 0
1Y=0 0 4 9 16 25 36 49 64 81 100 0 0
1X=0 0 4 9 16 25 36 49 64 81 100 0 0
1RZ=0 0 0 0 0 24 35 48 64 80 99 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
TypeClouds=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Mods]
PAL3DSeparation=19.5
[QMB]
PlaneList=0

i constantly have over 60fps, and my goggles worked well with your screenshots.

thanks in advance for your efforts ;)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: sirrover on November 04, 2011, 09:24:47 AM
Thank you very much Pablo for attending to my little problem. Let me clarify then:

I got the game always running with OpenGL (anyway all I see is only shaking is all)

I got my fps rate around 50

As for the goggles, to be honest I cannot tell the difference between blue and cyan, but I believe that in my case it's not the matter because I can see perfect 3D effect in the pictures provided with your first post

I guess brightness is also not the issue because all I see without goggles is a slight shaking but no red-bluish edges on the objects.

Anyway, I hope that I will come up with some solution someday, but I'm immensely grateful to you, sir, for this wonderful masterpiece!!!

P.S. For how long do you think it will be reasonable to sit in those goggles without any significant health (eyesight) loss? Do you think there are any limitations on that?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Tute on November 04, 2011, 09:31:02 AM
Hi, Pablo!
Thanks for Your effort and for sharing this one. There is a conflict with Ecran wide, i use it in DBW. If i disable Ecran wide, Your mod works, but i have the two black bars on each side of the screen. What could this be?
Un abrazo y GRACIAS.
Tute.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: HansHansen on November 04, 2011, 09:38:50 AM
deactivating the widescreen mod didnt help for me  :-\
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Silverback on November 04, 2011, 09:44:38 AM
Thanks Pablo but this mod doesn't seem to work on my XP rig. It freezes my UP install and in DBW all I get is a little bit of shake, kinda like a slight vibration on screen (kinda cool but no 3d).
Win XP 32, Intel core2, 2 Gigs ram, Nvidia 480 GTX, Dell 24in LCD, safety glasses colored with red and blue Sharpes (they fit over my glasses}.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: SAS~Malone on November 04, 2011, 09:51:17 AM
guys who are having problems with this, could you please provide as much info as possible about your rig, OS version, etc...
the more info we have, the easier it will be to find a common fault.
i'm using XP 32-bit, SP3, 19" CRT monitor, my Il2 for the testing was running around 35-40 FPS (normal for the map i was using) and the 3D works perfectly for me, using the cheapest pair of 3D goggles possible, simple cardboard/paper frame....
Pablo would have a better idea of what info is more relevant, so perhaps let him first say what info is more needed....
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Tute on November 04, 2011, 09:54:31 AM
OK, Here my specs:
Win 7 64bit, i7 Core @ 1.6, Ati Radeon HD 5960, 4 GB Ram, DBW pack.
Thanks.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: PA_Willy on November 04, 2011, 10:25:03 AM
Not working here either.

i7 2600K, 8Gb RAM, SLI GTX480, P67 Fatal1ty MB on W7 64bits. Nividia 280.36 driver.

2560*1600 resolution on LG 30".

My squads mates have the same problem. It's not working for us in DBW 1.6 nor HSFX 5.1.

Thanks in advance.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: LuseKofte on November 04, 2011, 10:34:13 AM
I can not see any difference either, DBW 1,6 FPS on 60 I put it on Modfolder than play
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: santobr on November 04, 2011, 10:48:22 AM
Where is your 6DOF with shake? Is it included?
Do we need to disable 6DOF in JSGME?



santobr.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Mick on November 04, 2011, 10:48:50 AM
... yes there is a conflict with ecran wide, if I don't disable it then I get a fixed pic in cockpit view, and everything is OK in external view except in both cases I don't have a 3D effect, but I don't have 3D glasses yet (Pablo said we could try it without glasses)

System is XP Pro SP3, 27' screen in 1920x1080, GTX260 GC, 4gigs ram, Core2 Duo OC at 3.45 Ghz
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: shardana on November 04, 2011, 11:32:02 AM
Shardana,
                       you made me think. Probably it is not possible for you to see pre-filmed stereoscopic material, because it was done once with some separation and parallax, but I think that I can make an eye independent adjustment that will give the strabistic community the chance of seeing it properly.

  Let me finish the straight version and later I will go into it.

  Regards,
                      Pablo



Well Ben, what can I say? this comunity is simply amazing!! if you can succeed in making me see 3d images it would be really something!!  I still remember when as a child my friends could not understand my difficulty in seeing those old 3d images which were in fashion years ago.... thanks!!
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: kapteeni on November 04, 2011, 11:37:30 AM
I can't get this working... I already have nvidia 3D vision, so it is not a biggie.
Mod does not affect anything. Game looks like normal, but no 3d effect. Specs
Nividia 420  2 GIG RAM
Win 7 Home
Core i5
12 gig DDR3(?)
Maybe it is a Nvidia issue....?
I tested with several installations UP 2 DDW 1.6 and UP RC latest.....
OH and my screen is LG 3d something 23"

Rise of Flight looks cool with my comp and i wish that Pablo can fix this.
Would be great to see IL2 in real 3D too.
Kap
PS no stutterinc or flicking, but no real 3D either
kap
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Paulo Hirth on November 04, 2011, 11:52:19 AM
  I will back to my home after weekend, i will connect my computer (win7 gf4800 proc e-4800 4gb) to a 3D led TV with his 3d classes, i think this can help to work correct.
  I cant wait to finnish my weekend! Thank you again Benitomuso!!
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: gianluca on November 04, 2011, 12:04:35 PM
... yes there is a conflict with ecran wide, if I don't disable it then I get a fixed pic in cockpit view, and everything is OK in external view except in both cases I don't have a 3D effect, but I don't have 3D glasses yet (Pablo said we could try it without glasses)

System is XP Pro SP3, 27' screen in 1920x1080, GTX260 GC, 4gigs ram, Core2 Duo OC at 3.45 Ghz

The same here only my GC is a GT 560ti (nevertheless ordered goggles from amazon!) I can also confirm trackir conflict as expected
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: LuseKofte on November 04, 2011, 12:18:23 PM
ahh yes my ecran wide did not work , I renamed it and it worked and no go for this mod. I use Track ir So do not mind me I am stupid cannot read the topic  :-[
Title: Re: A new era is coming! Stereoscopic 3D: My first crude but working MOD
Post by: Avala on November 04, 2011, 12:30:13 PM
No way Avala, it's a well known problem, in order to be able to see in 3d we need to have straight view in both eyes, just to appreciate deep sighting fully. I know that we can enjoy a different kind of 3d view that doesn't need glasses. hopefully in the future this system will be the standard one... beside I would take this opportunity to thank you for the great mods that you gave us! ciao

Thanks  :)

I have also tried that one with two pictures, one besides the other, and just get headache.


Quote
Shardana,
                       you made me think. Probably it is not possible for you to see pre-filmed stereoscopic material, because it was done once with some separation and parallax, but I think that I can make an eye independent adjustment that will give the strabistic community the chance of seeing it properly.

  Let me finish the straight version and later I will go into it.

  Regards,
                      Pablo

The problem with strabism is that eyes (or look) is not centered. (Which don't mean that people with crossed eyes have double vision  :D )

Anyway, if you succeed in that, I think that you can have it patented and get some money of it  :)


Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 04, 2011, 01:30:28 PM
It seems that it doesn't work with nVIDIA cards!

  Let me investigate a little more.


The problem with strabism is that eyes (or look) is not centered. (Which don't mean that people with crossed eyes have double vision  :D )

Anyway, if you succeed in that, I think that you can have it patented and get some money of it  :)


Avala,
                  I know what's the mechanical problem related to strabism. With the real world you cannot do anything because the objects are in a fixed position and so if you look at them with one eye which is not parallel to the other, you will not have a stereo vision, the brain cannot compose the distances.

  But with generated images you can decide what you make each eye see, so being wise enough you can make each eye perceive the proper image even if they are convergent or divergent. It demands work, but it can do the trick.

  Regards,
                       Pablo
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Knochenlutscher on November 04, 2011, 01:36:05 PM
Sure a great Mod, but my Ophtalmological probs making me not getting any fun of it. Lost my 3-D vision after an Eye-surgery,
different probs on both eyes, not cross eyed, but cross-country thru the Eye sicknesses, stuff you don't wish nobody.
Anyway, those who see, have fun. Malone, cool Goggles 8)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: sirrover on November 04, 2011, 02:03:20 PM
It seems that it doesn't work with nVIDIA cards!

  Let me investigate a little more.


Well, as I said earlier I also have an Nvidia but it doesn't seem it's a complete failure in this combination. When I tried version 1 of the mod I could really trace some elements of the 3D effect (like in the rear view mirror, on water surfaces (that were of interchanging red and blue) and sometimes during quick mouse movements within the cockpit (red-bluish edges appear)). And a slight screen shaking was also present. However, in version 2 only the shaking is left. No other traces.

So, please, don't give up on Nvidia!
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: HansHansen on November 04, 2011, 03:25:38 PM
not only nVidia, the mod also doesnt work with my ATI HD4890
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Whiskey_Sierra_972 on November 04, 2011, 03:38:54 PM
I believe that who experience trouble , other than indicate it's game and rig spec , should also specify if it have carsmaster light effect mod installed....maybe it can conflict too....
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: gianluca on November 04, 2011, 03:49:24 PM
Good point Walter: I have indeed and had no time to test without...
Now, until monday night I cannot retry but sure I will create an empty MODS folder (or SAS) and try as the only mod working in the install.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Mick on November 04, 2011, 03:52:20 PM
... you are right Walter, I also have Carmaster's light effect mod enabled, will give another try tomorrow ...  ;)

I am so confident that Pablo's mod will soon work and revolutionise our beloved game that I just ordered anaglyph glasses here (French site)   ;D

http://www.stereomax.eu/lunettes-3d-anaglyphes-plastique.html
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: X-Raptor on November 04, 2011, 05:38:53 PM
@BENITOMUSO, Hi m8 .. my (unsuccess..) feedback:

PROCESSOR AMD 6400+ DUAL C
XP SP3
ATI X1950XTX Videocard (with 7.11 atioglxx.dll into game folder) (AA=X2 AF=appl.decide Cat. AI=Disabled)

GAME SETTING:

STANDARD HISTORY HFX 5.01.1
only enabled (into "MOD" folder) :  6DOFNormalMousePAL   and   00_PAL-Stereo3D
No other mod enabled

added into "conf.ini the string:
[Mods]
PAL3DSeparation=19.5

RESULT:
The game load and play normally...but no 3D effect.:((


What I'm doing wrong?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 04, 2011, 07:23:12 PM
People,
                 those who don't have 3D effect with V2, could confirm please if in V1, apart of the flickering do perceive stereoscopic effect with the googles?

  Thanks,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: HansHansen on November 04, 2011, 07:41:34 PM
People,
                 those who don't have 3D effect with V2, could confirm please if in V1, apart of the flickering do perceive stereoscopic effect with the googles?

  Thanks,
                      Pablo

sry, no change for me  :(
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: SAS~Malone on November 04, 2011, 11:16:05 PM
i don't think its an nVidia issue - i use nvidia GTS 250 and it works well.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Docholiday on November 05, 2011, 03:48:06 AM
People,
                 those who don't have 3D effect with V2, could confirm please if in V1, apart of the flickering do perceive stereoscopic effect with the googles?

  Thanks,
                      Pablo

Hallo Pablo

With V1 I had stereoscopic effect but really heavy flickering.

With V2  I see no difference to the unmodded game !


My specs:

Win7 64bit
4x3Ghz Quadcore, 8 Gb RAM
ATI  6950 6 Gb VRAM    Catalyst 10.4
Asus 27 inch 16:9


Thank for Your work

Doc
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: panzerkeil on November 05, 2011, 04:39:46 AM
Version 1 works fine for me: version 2 I only see some shaking..

Win7 64 bit
AMD Phenom 9850 quadcore 2.5 gh
4GB RAM
AMD Radeon 6900 1Gb
Catalyst 11.5


Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: SAS~Malone on November 05, 2011, 04:56:03 AM
Pablo, i'm thinking maybe the monitor type is more of a factor here than anything else...
what do you think about it?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Mick on November 05, 2011, 05:17:03 AM
... good idea Malone, this could explain why some NVidia GC owners (like you) have the 3D effect and some ATI guys don't have it, or could also be a question of video drivers ...  ::)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: gianluca on November 05, 2011, 05:39:52 AM
Mine is a Samsung 265 (26,5") 1920x1200.
Maybe a dumb question Pablo: does this mod work with every version or was designated to wotk only with the latest 4.101?
I tried in both my installs (409mUP201 and 4.101SASmodact306) and it does not work anyway, at least the 2nd version.
On monday night I´ll try the first one and reporting waiting for my goggles...
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: SAS~Malone on November 05, 2011, 06:30:34 AM
it's not dependant on version - it works just as well in UP201 and ModAct306, at least for me.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: NS~mati140 on November 05, 2011, 11:04:22 AM
It doesn't work for me either. Only thing that happens is a slight shaking in cockpit view. There's no anaglyph effect.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: X-Raptor on November 05, 2011, 12:52:19 PM
@BENITOMUSO, Hi m8 .. my (unsuccess..) feedback:

PROCESSOR AMD 6400+ DUAL C
XP SP3
ATI X1950XTX Videocard (with 7.11 atioglxx.dll into game folder) (AA=X2 AF=appl.decide Cat. AI=Disabled)

GAME SETTING:

STANDARD HISTORY HFX 5.01.1
only enabled (into "MOD" folder) :  6DOFNormalMousePAL   and   00_PAL-Stereo3D
No other mod enabled

added into "conf.ini the string:
[Mods]
PAL3DSeparation=19.5

RESULT:
The game load and play normally...but no 3D effect.:((


What I'm doing wrong?

UPDATE--- Version "1" of the mod show in-cockpit the "shake effect", all normal game visual in external view- tested with same game/software/hardware as mentioned in the quote area. Hope this help Pablo to keep on and develop this great mod!;).
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Paulo Hirth on November 05, 2011, 02:56:28 PM
Pablo, i'm thinking maybe the monitor type is more of a factor here than anything else...
what do you think about it?

  Yes, i have big hope all work 100% in a 3D TV, i will be in my home to do this only tuesday...
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: kapteeni on November 05, 2011, 03:20:46 PM
People,
                 those who don't have 3D effect with V2, could confirm please if in V1, apart of the flickering do perceive stereoscopic effect with the googles?

  Thanks,
                      Pablo

sry, no change for me  :(
Neither for me..
Must be something about my PC. I have tried with all my installations.. They are many....
Kap
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: spitfire-MKIX on November 05, 2011, 03:25:42 PM
very nice work, but it doesn't work for me. I've put the 00_PAL-Stereo3D folder in my jsgme folder, switched the graphic pilot to DirectX but I still have normal screen.  >:( What could be wrong? I'm in 4.10.1 + UP 3.0 RC4.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: BT~Tarik on November 05, 2011, 03:28:50 PM
very nice work, but it doesn't work for me. I've put the 00_PAL-Stereo3D folder in my jsgme folder, switched the graphic pilot to DirectX but I still have normal screen.  >:( What could be wrong? I'm in 4.10.1 + UP 3.0 RC4.

I think he said to have the graphic "pilot" on OpenGL.

Post #19
 
Quote
pure OpenGL, no DirectX, no Microsoft, no high level layers stereo. Straightforward.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: santobr on November 05, 2011, 04:12:37 PM
This mod is not a JSGME mod, it's a MODS, #SAS, #UP# or #DBW mod. :)



santobr.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: X-Raptor on November 05, 2011, 04:30:05 PM
Ok thank santobr we have to put this mod INTO MOD FOLDER, right4all;) also is to write one line into conf.ini[/i] [MODS] PAL3DSeparation=19.5 

BUt.does it work for you? for me --NO-- :(
both the 2 version (even tested now with a Full HD LED TV-Monitor samsung)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: santobr on November 05, 2011, 04:35:58 PM
Try to disable 6DOF mod and "exe", and disable the ecranwide mod.




santobr.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: spitfire-MKIX on November 05, 2011, 04:52:09 PM
OK, I've putted the folder in #UP# ans I added the line to the conf.ini. I still don't have the 3D effect, I just have a big freeze in cockpit view...  ???
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 05, 2011, 04:59:05 PM
People,
                 I'm trying a more "universal" research and implmentation.

 I only have ATI cards. I still don't know what could be affecting those who don't get it to work.

 For the while, if you want to experiment something that I think should work for everybody, use the V1 of the MOD, but with Vertical Synchronization (VSynch) of your video card enabled. You will get the flickering substancially reduced. Please, if nVIDIA users apply these, could you tell me about your experience?

  I think I'm, close to have a good solution for all configurations.

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: X-Raptor on November 05, 2011, 05:14:17 PM
Hi Pablo, I've tested V1 of your mod right now with V-Sync ON (game HFSX "unmodded" just your mod V1 enabled + 6DofNormalMouse) Result is :
1) I can see blurred/flikering image in-cockpit of the cockpit and other external planes and also the gunsight is a little "double", but really there is no steroscopic 3d effect still now..
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: santobr on November 05, 2011, 05:34:53 PM
It looks like it's working for you, you need 3D glasses like these:
(http://www.find-me-a-gift.co.uk/images/product_images/thu098_3d_glasses_300glasses.jpg)



santobr.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: X-Raptor on November 05, 2011, 05:54:31 PM
I don't have (yet) 3d goggles, but I self-made a cd cover with red/blue stripe ..and with this I see very well 3D photos in 1#post here by Pablo, In game with my "goggles" I just not see the filkering that I se without them..but really 3D is still a "no-no.." 

I put my conf.ini ..hope this help :

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1680
height=1050
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=25000
routeChannels=0
serverChannels=7
localPort=21000
remotePort=21000
SkinDownload=1
serverName=storical
serverDescription=
remoteHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=1
checkTimeSpeedDifferense=0.05
checkTimeSpeedInterval=5
localHost=
checkRuntime=0
remoteHost_000=192.168.1.102:21000
remoteHost_001=

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)
adr0=ALL

[game]
Arcade=0
HighGore=1
mapPadX=0.6785714
mapPadY=-0.122857146
viewSet=55
Intro=0
NoSubTitles=1
NoChatter=0
NoHudLog=0
NoLensFlare=1
iconTypes=2
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ClearCache=1
TypeClouds=1

HakenAllowed=1
[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Amove
MouseMiddle=Zmove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=5
ObjectVolume=12
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=2
SamplingRate=2
NumChannels=3
SoundExt.occlusions=1
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=1
SoundExt.volumefx=1
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=4
Channels=2
SoundExt.extrender=1
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=1
RadioFlags.PlayClicks=0
ActLevel=4
MicLevel=7
SoundFlags.forceEAX1=1

[rts]
ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=1
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 77 81 84 87 89 91 94 97 98 100 10 0
1Y=0 1 4 8 15 23 33 44 56 67 78 10 0
1RZ=0 40 46 52 59 65 72 78 85 92 100 10 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=1
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=1

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Mods]
PAL3DSeparation=19.5
@Edited by SAS~Storebror: Please use "code" tags (that's the button with hash key icon above your message's edit box) next time, thanks.

Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Spinnetti on November 05, 2011, 06:38:43 PM
This promises to be the biggest thing since, well modding! So, I read a bunch of the posts, but this is still just DX only? Any chance of getting to work with open GL? I'm loathe to give up my widescreen and OGL....... Great work though!

So I've been playing with this and just can't get it running. I'm on UP3/DBW 1.6, tried shutting all my mods off etc, but the best I get is the game loads, and the mission loads, but then video is like a bad tv signal and it then locks up.... any ideas? (even then, is there some plan to enable widescreen?)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: X-Raptor on November 05, 2011, 07:16:22 PM
This promises to be the biggest thing since, well modding! So, I read a bunch of the posts, but this is still just DX only? Any chance of getting to work with open GL? I'm loathe to give up my widescreen and OGL....... Great work though!

it is on --OGL-- that should work

Update to my previous post: seem "something 3D" can be seen with vers. 1 enabling/disabling mirrors. Also external planes show blurred and red/green shadows (but there are lots of weird flashing gray/psychedelic areas in landscape too ..)  and no 3D effect in external planes however, just "something quite 3D" looking deeply in internal of the cockpit
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: kapteeni on November 06, 2011, 02:31:40 AM
i don't think its an nVidia issue - i use nvidia GTS 250 and it works well.
Do you guys use direct X instead of OpenGL?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: spitfire-MKIX on November 06, 2011, 03:23:17 AM
Could someone tell me :

-where I must put the folder (in #UP# or in jsgmemods, or in an other MODS folder)

-which configuration of the game I must use (screen size, graphic pilot, lines in conf.ini)

-if it works in 4.10.1

My graphic card is an Asus EN84400GS Silent with nVidia GeForce 8400 GPU.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: gianluca on November 06, 2011, 03:59:45 AM
... you are right Walter, I also have Carmaster's light effect mod enabled, will give another try tomorrow ...  ;)

I am so confident that Pablo's mod will soon work and revolutionise our beloved game that I just ordered anaglyph glasses here (French site)   ;D


Hi Mick, did you already give a try without Carsmaters Light?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: X-Raptor on November 06, 2011, 04:34:46 AM
Could someone tell me :

-where I must put the folder (in #UP# or in jsgmemods, or in an other MODS folder)

-which configuration of the game I must use (screen size, graphic pilot, lines in conf.ini)

-if it works in 4.10.1

My graphic card is an Asus EN84400GS Silent with nVidia GeForce 8400 GPU.

- It goes into MOD Folder and loaded as 1st (rename it with a bunch of "000_" if needed)
- I think best is to test with a "vanilla" mod game version (UP, HFSX,SAS modactivator)
- Vanilla 4.10.1 cant' load any MOD (see above) so the mod we are talking here will never load too.

remember to add lines AS IN 1ST POST OF THIS TOPIC into conf.ini


>>PLEASE PEOPLE REPORT BACK HERE WHO HAVE THIS MOD WORKING<<<
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: spitfire-MKIX on November 06, 2011, 04:45:32 AM
So, I have to create a MODS folder? And what's a "vanilla" game???
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: santobr on November 06, 2011, 05:29:53 AM
"Vanilla" is a game without mods, it is the original game.




santobr.
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: spitfire-MKIX on November 06, 2011, 06:14:49 AM
So, yhat means that I have to desactivate all my mods before trying this one?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: spitfire-MKIX on November 06, 2011, 07:36:33 AM
Ok, but where could I download the first version of the 3D mod?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 06, 2011, 07:52:41 AM
Yes,
1) disable All mods (PUT A "-" IN FRONT OF ANY MOD that is into MOD FOLDER + dISABLE all mods into JSME if there are any)
2) then D/L (as x instructions Benitomuso) the mod "6DoFNormalMouse"  here:
 https://www.sas1946.com/main/index.php/topic,12198.0.html
3) D/l this mod "3D Stable V2" and "3D 1st version"  from the 1st page of this topic and put them into MOD folder.
4) Put all into MOD folder of a version of game that support the mod option (HFSX, UP 3 RC 4, SAS Modact, DBW) enable the 6DofNormalMouse mod and try 1 version of 3D mod 1 for time (disabling the other one with a "-")
5) add lines into conf.ini as written in the 1st post by Benitomuso.
6) wear goggles with red & blue trasparent stripes testing the function of them looking the shots in the 1st post of this topic (you
    have to see 3D planes! (I see them really well after I colored a trasparent film paper with 2 permanent red/blue markers)
7) run game in OGL (not DirectX)
8 ) select in Graphic card option "Vertical Sync" on/off  (test in both situation - VSync on or off -if something change..
9 ) play with mirrors on/off (as I discovered they affect "something" in the mod function).

enjoy the 3D experience flying if the mod 3D works for you... for me  no for the moment, both versions.


X-Raptor,
                not exactly, let me correct your list:

1) Not necesary to:  disable All mods (PUT A "-" IN FRONT OF ANY MOD that is into MOD FOLDER + dISABLE all mods into JSME if there are any)
2) Don't Donwload the "6DoFNormalMouse", only disable this MOD (and any other 6DOF MOD) because if you have one which loads before, it will avoid the Stereo 3D of working.
3) Check out the new "Stereo3DV3b" and put it into the MODS folder (Vanilla and conventional MODding), inside #DBW if you use DBW and inside #UP# if you use UP3.
COVERED BEFORE, NOT NEEDED: 4) Put all into MOD folder of a version of game that support the mod option (HFSX, UP 3 RC 4, SAS Modact, DBW) enable the 6DofNormalMouse mod and try 1 version of 3D mod 1 for time (disabling the other one with a "-")
5) Convinnient but not neded: add lines into conf.ini as written in the 1st post by Benitomuso.
6) wear goggles with red & blue trasparent stripes testing the function of them looking the shots in the 1st post of this topic (you
    have to see 3D planes! (I see them really well after I colored a trasparent film paper with 2 permanent red/blue markers)
7) run game in OGL (not DirectX)
8 ) select in Graphic card option "Vertical Sync" on/off  (test in both situation - VSync on or off -if something change..
9 ) play with mirrors on/off (as I discovered they affect "something" in the mod function).
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: spitfire-MKIX on November 06, 2011, 08:45:03 AM
Ok, but where do I find the "Stereo3DV3b"?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: kapteeni on November 06, 2011, 10:46:18 AM
Ok, but where do I find the "Stereo3DV3b"?
+1
Can't get this working.. No matter what
kap
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Whiskey_Sierra_972 on November 06, 2011, 12:09:59 PM
Tested in DBW installation with 6dof x track IR disabled.

I got shaking with v2 but no 3d and shaking and cyano/red shaking with v1 but with some strange artifacts as the foreground panel of the game showing in transparence!

I have DBW 1.6 with only some plane installed , GTS250 with latest driver , XPsp3 , E8400@3g , 4GB ram
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: joycecaster on November 06, 2011, 12:11:29 PM
+1
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: gianluca on November 06, 2011, 01:12:08 PM
Tested in DBW installation with 6dof x track IR disabled.

I got shaking with v2 but no 3d and shaking and cyano/red shaking with v1 but with some strange artifacts as the foreground panel of the game showing in transparence!

I have DBW 1.6 with only some plane installed , GTS250 with latest driver , XPsp3 , E8400@3g , 4GB ram

with or without "carsmasters light" walter?
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Whiskey_Sierra_972 on November 06, 2011, 02:10:57 PM
Tested in DBW installation with 6dof x track IR disabled.

I got shaking with v2 but no 3d and shaking and cyano/red shaking with v1 but with some strange artifacts as the foreground panel of the game showing in transparence!

I have DBW 1.6 with only some plane installed , GTS250 with latest driver , XPsp3 , E8400@3g , 4GB ram

with or without "carsmasters light" walter?

First bold & underscore: because you can have 6dof enabled by IL2 exe;
Second bolde & underscore: because I have only some planes and nothing other in DBW....at least ATM ;)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: Albert Von Grewe on November 06, 2011, 02:15:55 PM
Hello!
I have the "iZ3D Driver" on my PC.   

http://www.iz3d.com/

It's the great program, who changes normal games into 3D games and not only this.
Unfortunately, the program works with more recent games (The Half-Life 2 is old but looks amazing in 3D  ;) ).
Look at the list of compatible games, it looks really good.
It's sad, but the program doesn't want to work with Il-2 Sturmovik.
Maybe it would be possible to fix... 
I think, that it would solve the problem of compatibility! ::)
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: benitomuso on November 06, 2011, 03:44:05 PM
Ok, but where do I find the "Stereo3DV3b"?

Sorry,
                   today I had to left home before noon.

  I will upload this V3b in a couple of hours. I think that this one will make that everybody see 3D stereo, and with a great depth sempsation, but I cannot manage to reduce flickering from OpenGl.

  Give me some more time and I think that I'll find it.

  Regards,
                       Pablo
Title: Re: A new era has come! Stereoscopic 3D: v2 stable
Post by: X-Raptor on November 06, 2011, 03:55:16 PM
Hi Pablo! 1st I thank to your great effort on this mod (like all the other great ones you give always to the community). take all your time to fine-tuning this marvellous feature for IL2 game. Just I wonder how it can work for you up now and not for any of us.. may be some particular set you have in your game?. tell us what we can do to help you.I think you know you wilk  hit the top level if this "3d mod" will really work for most of il2 folk: il will be THE mod of all time.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 07, 2011, 12:12:53 AM
Hello!
I have the "iZ3D Driver" on my PC.   

http://www.iz3d.com/

It's the great program, who changes normal games into 3D games and not only this.
Unfortunately, the program works with more recent games (The Half-Life 2 is old but looks amazing in 3D  ;) ).
Look at the list of compatible games, it looks really good.
It's sad, but the program doesn't want to work with Il-2 Sturmovik.
Maybe it would be possible to fix... 
I think, that it would solve the problem of compatibility! ::)

Albert,
                        I commented something about iZ3D. For me is unplayable. I tried it with DirectX Il-2 and from never less than 60fps I moved to only 2fps. Visual artifacts, game completely unplayable, etc. I don't understand how it requires 30 times more to process each frame, it doesn't make sense!

  For LockOn, which is DirectX native is a non-go too. Impossible to play it.

 
Hi Pablo! 1st I thank to your great effort on this mod (like all the other great ones you give always to the community). take all your time to fine-tuning this marvellous feature for IL2 game. Just I wonder how it can work for you up now and not for any of us.. may be some particular set you have in your game?. tell us what we can do to help you.I think you know you wilk  hit the top level if this "3d mod" will really work for most of il2 folk: il will be THE mod of all time.

Raptor,
               it worked for some. Read all the posts. It was not only me (fortunately). Now in the V3b offered in the first page, I think that everybody (I hope) will be able to experiment with very deep Stereo image, even while for now it has quite flickering.

  For the while it will be nice to receive feedback about other configurations of the game, and how it works for different users.

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: SAS~Storebror on November 07, 2011, 12:57:41 AM
Hi Pablo,

I just put v3b to a test on my slow rig (Geforce 210, not the type of machine you would pick for playing IL-2).
Since it's slightly overstrained by the 3D mod, I had the opportunity what happens "frame by frame".
Currently with v3b on an elsewhere unmodded Modact 3 installation I get the following frame loop:


Don't take this as an error report unless I get this confirmed on my GTX550Ti machine, just a heads up for the moment.

Best regards - Mike
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 07, 2011, 01:06:00 AM
Hi Pablo,

I just put v3b to a test on my slow rig (Geforce 210, not the type of machine you would pick for playing IL-2).
Since it's slightly overstrained by the 3D mod, I had the opportunity what happens "frame by frame".
Currently with v3b on an elsewhere unmodded Modact 3 installation I get the following frame loop:

  • "All red" frame (the whole image is red, nothing to see in that frame)
  • Full color frame, shifted left by a few pixels. No sign of red tinting anywhere
  • "All blue" frame (the whole image is blue, nothing to see in that frame)
  • Full color frame, shifted right by a few pixels. No sign of blue tinting anywhere
  • continue with frame 1 above

Don't take this as an error report unless I get this confirmed on my GTX550Ti machine, just a heads up for the moment.

Best regards - Mike

Mike,
           nice to know that.

  EDIT: I didn't understand you properly. I tried many times of capturing (with Printscreen key) one of those full color frames and I don't get them. I don't think if this is universal.

  But do you see Stereo 3D effect or not? I suppose that if the only thing you see if that combination you told me no Stereo would appear.

  How do you have the chance of capturing frame by frame? It would be very helpful for debugging this.

  Thanks,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Blumax on November 07, 2011, 01:41:56 AM
Hi Benitomuso'

I've upgraded my rig many times over the years and as a consequence have quite a few redundant monitors laying around so i spent the weekend ardiousely testing on different screens here are my results i hope that they might be of some use

CRT MONITOR.....(track ir/ 6dof/ ecran wde disabled) both versions work well, direct x works better, both versions shake abit, open gl more so.....crt screens use cr tubes to project light and colour so are good for 3d

FLAT SCREENS.....(TRACK IR/6DOF/ ECRAN WIDE DISABLED) i can get both versions to work though with quite a bit of flicker and shaking, direct x works better....however i can only make them work on monitors of 70HZ or above,,,,,anything below 70HZ and i get nothing

LED SCREENS.....(TRACKIR/ 6DOF/ ECRAN WIDE DISABLED) works on screens 70HZ or above but not on anything less, direck x is better......however the red/ green edges seen without goggles are very intense and i believe could damage the screen by burning an image onto them if left on to long.......i wouldn't risk this on my state of the art led screens

regards Blumax
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Mick on November 07, 2011, 02:16:13 AM
FLAT SCREENS.....(TRACK IR/6DOF/ ECRAN WIDE DISABLED) ....however i can only make them work on monitors of 70HZ or above,,,,,anything below 70HZ and i get nothing

... good found Blumax, because most TrackIR users need to have VSync ON in order to avoid vertical tearing of the image, and in my case VSync ON gives a 65Hz refresh result .... hence may be no 3D effect at all (but I still don't have anaglyph glasses yet ... so I'll report back as soon as I get them...)
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: sirrover on November 07, 2011, 02:21:08 AM
Yupieeee!! It seems the whole thing is really close to working with my rig and V3 (DBW 1.6, OpenGL, Nvidia)! Although it works in a slightly strange manner... What happens exactly is that when I start the flight the screen is like a red-blue hell because outside and inside the cockpit everything flickers heavily. Still! Through all this flickering I can really see that the image became 3D. The mousewheel adjustment allows to more or less reduce the eye-killing effect but I couldn't manage to eliminate it anyway.
Then the strange thing happens - after I press the right mouse button and scroll down the 3D becomes disabled (as per the note on the screen) AND the flickering is gone completely AND the pure 3D stays on the screen!!! ??? ??? ??? I mean no artifacts, no flickering at all, just a pure joy. And all this beauty lasts until I move the mouse or hat or press esc or otherwise change the view - after that the initial image becomes fixed as if it were a screenshot or smth and the second layer image appears and moves respectfully. And that is a real eye-killer guys!
Then there's no way to get rid of the first (fixed) image except for enabling the 3D again and start all over
I feel that's it's really close to be perfect and I hope it's just my configuration that spoils the whole thing but.... any suggestions?

Oh, and the effect is the same irrespective of 60 or 75Hz LED
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Albert Von Grewe on November 07, 2011, 03:06:06 AM
Thanks benitomuso for answer.
It's sad, that the iZ3D Driver is useless for us.
I once saw a short film: http://www.youtube.com/watch?v=HA3XSXTmJN8
but maybe this is a mystification...
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: SAS~Storebror on November 07, 2011, 03:16:25 AM
do you see Stereo 3D effect or not?
(...)
do you have the chance of capturing frame by frame?
Hi Pablo,

just forget it :)
I tried to capture the frames with fraps, and while doing so, everything was working perfectly fine (yes, some flicker, yes, my GPU is too slow, but the mod itself worked to the letter, just perfect).
Now I tried to reproduce my previous issue for about half an hour, including complete reboot, to no avail.
I don't know why it's working now, but it is.

Best regards - Mike
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: sirrover on November 07, 2011, 03:16:54 AM
OK, it looks like the red layer just moves while the blue one stays fixed (all this in 3D disabled mode):

 (http://imglink.ru/thumbnails/07-11-11/97a426bdd38efc8c0e7c546569f7384d.jpg) (http://imglink.ru/show-image.php?id=04b4d77d1718984b7f2427a64470d3de)
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: gianluca on November 07, 2011, 03:26:09 AM
please Pablo let us know the specs of your screen: do one needs a 70hz + refreshing rate screen in order to have the mod working? this would of course make things a bit more complicated.....
Gianluca

PS: keep on!
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Tute on November 07, 2011, 03:33:23 AM
I have a laptop with 60HZ fixed refresh rate, and it works for me. Ati Mobility Radeon HD, i7 Core @1.6, Win 7, DBW, OpenGl, not a monster rig but does the job. Thanks, Pablo! ;)
Tute.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Blumax on November 07, 2011, 03:42:55 AM
An update on my last post.......i've got this running on a 60HZ flatscreen this morning but is very shaky so it would seem that the refresh rate isn't the issue but obviously the more the refresh rate the better, still can't get it in open gl though only direct x with a nvidea gtx 480 and v-sync off and ecran wide disabled, win xp, 8gb ram, duel core

regards Blumax
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 07, 2011, 05:15:26 AM
People,
               thank you for the feedback.

   As a wrap up from the latest comments:

  -Blumax told us that it works over DirectX if you have a good refresh rate (>70fps). That's nice. I would not believed it could work in DirectX. But my monitors, which are only 60Hz really don't show anything.

  -Regarding the questions: you don't need very high speed refresh. Situation as far as I understand is that with V-Synch on (let's say you have a refresh of 60Hz), if you Il-2 reaches 60fps when playing, you almost don't see any flicker. Only some artifacts from the light and the water. As soon as your fps counter goes down the refresh rate, you start to suffer this flicker. This could be "solved" with a hardcoded synchronization, but I didn't find the way of doing it in OpenGL.

  -It would be nice to contrast this last OpenGL behaviour with DirectX. Bluemax, could you detail more in depth your experiences?

  -Do all nVIDIA and ATI users experience apart from the flicker, the sea and sun artifacts and sporeous reflections?

  -Do any of you have an almost continuous very high fps rate (>80). If so, with V-Synch disabled, the Stereo 3D looks OK or it has horizontal lines?

  Thanks. Regards,
                                  Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: PA_Willy on November 07, 2011, 05:24:31 AM
  -Do any of you have an almost continuous very high fps rate (>80). If so, with V-Synch disabled, the Stereo 3D looks OK or it has horizontal lines?

Horizontal lines present. A lot of flickering. I get 100fps almost constant (SLI GTX 480 with CPU at 5.0Ghz). With Vsync you don't see the bands (lines) but flickering is there yet.

I haven't got artifacts.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: X-Raptor on November 07, 2011, 06:18:43 AM
Hi Pablo, my report with 3D Vers. 3:

ATI X1950XTX card   FPS > 50 with test mission (3xp40 on Smolensk map, I fly the 3rd last one)
Monitor Samsung SyncMaster 245 60 Hz


- I Have 3D effect, and can change intensity of it with mouse weel, but I have 3D ONLY to Cockpit instruments external planes are the same, NO 3D.
- With V-Sync On I have the above descripted , with V-Sync OFF I have the orizontal big red lines on monitor.

Please Pablo If you can write here your ATI CONTROL PANEL SETTINGS as to compare why I have no 3D in external planes but only in-cocpit intrument panel, cloche, frame screen etc..

also I use Ati Tray tool (no Catalyst Control Center) may be this the problem?
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: HansHansen on November 07, 2011, 06:22:40 AM
thanks for your hard work Pablo

unfortunately it still doesnt work well.

If i want to start the game with 3D enabled, the game stucks at 100% mission loading and the screen becomes red.

If i start the game with 3D disabled and then enable it in flight, i get red and blue bars going up and down the screen without vsync.
with vsync enabled it seems red and blue frames are alternating. however the game is stuck when i try to fly in cockpit view and continues after i go to external view.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: shardana on November 07, 2011, 06:38:55 AM
This is really funny, it works perfectly for me and flawlessy, or at least as stated by Pablo, what a pityI'll have to wait till the mod can be used by us crossed eyed people hahahaha, if ever this man can make it work so! thanks anyway for you great effort!!!
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Blumax on November 07, 2011, 07:18:21 AM
My further experience with this now is i can only get version one working on a 60HZ lcd flatscreen and only in direct x i can't get any other version working on this screen.... v-sync on/off makes no difference i'm getting lines, shakes and the blue and red image seem to far removed from each other.

A point of interest though for those who have the 3d set from E-Dimmensional version one of this mod seems to enhance the quality ( direct x) and make it a very worthwhile and fantastic experience but again it only seems to do it on the 70hz monitor and not with the 60hz, yet exactly the same set up.....i can't explain why this is.

I went to the E-Dimmensional website to trouble shoot flicker and shake.....this is what it reads

 
Why does my screen flicker (shake)? How can I raise my refresh rate?
Go to the stereo properties and click Stereo setup and test. Change your refresh rate to 85hz, 100 hz or higher. Then hit the button at the bottom that says "Set rate for all resolutions." After that has been done, go to the top of that window and select 32 bit. When that button for 32 bit is checked, go back down to the Stereo Refresh rate. Go to 85 or 100hz (either one, you can change it later) and hit Set rate for all resolutions. Then you will be locked in at 85 or 100hz (or higher) for any resolution your game runs; and either bit depth setting. Then close those windows and load the game. Your refresh rate should be improved.

That will give you a clearer picture. When you remove the glasses during a game you should hardly see any flicker, sometimes even none at all. When the shaking, or flickering is barely visibile, your refresh rate is optimized. Put your glasses back on and your screen will be set perfectly. 
 

Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: X-Raptor on November 07, 2011, 08:51:48 AM
My further experience with this now is i can only get version one working on a 60HZ lcd flatscreen and only in direct x i can't get any other version working on this screen.... v-sync on/off makes no difference i'm getting lines, shakes and the blue and red image seem to far removed from each other.

A point of interest though for those who have the 3d set from E-Dimmensional version one of this mod seems to enhance the quality ( direct x) and make it a very worthwhile and fantastic experience but again it only seems to do it on the 70hz monitor and not with the 60hz, yet exactly the same set up.....i can't explain why this is.

I went to the E-Dimmensional website to trouble shoot flicker and shake.....this is what it reads

 
Why does my screen flicker (shake)? How can I raise my refresh rate?
Go to the stereo properties and click Stereo setup and test. Change your refresh rate to 85hz, 100 hz or higher. Then hit the button at the bottom that says "Set rate for all resolutions." After that has been done, go to the top of that window and select 32 bit. When that button for 32 bit is checked, go back down to the Stereo Refresh rate. Go to 85 or 100hz (either one, you can change it later) and hit Set rate for all resolutions. Then you will be locked in at 85 or 100hz (or higher) for any resolution your game runs; and either bit depth setting. Then close those windows and load the game. Your refresh rate should be improved.

That will give you a clearer picture. When you remove the glasses during a game you should hardly see any flicker, sometimes even none at all. When the shaking, or flickering is barely visibile, your refresh rate is optimized. Put your glasses back on and your screen will be set perfectly.

So you tell we have to D/l E-dimensional software to have this mod work??
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: X-Raptor on November 07, 2011, 09:19:58 AM
UPDATE PROGRESS: version 3 of the mod---- 

Now I Have 3D in-cockpit panel instruments and also external planes wieving from cockpit.-V-Sync need to be set ON- (ATI card)
The problem is the great difference in steroscopic division needed to see external planes in 3D (blue/red shadows in shape of planes without goggles).

In-cockpit view instruments is sufficent a little stereoscopic value eg. 10-12 value BUT so I dont see any difference from standard game for external planes.
BUT If I greatly increase the stereoscopic division with the mouse weel (over value e.g.  20-25..) I start to see blu/red shadows for external planes too.. but the whole monitor image then start to fliker alot and cockpit instrument 3D is override (too much 3D)

Any feedback about this?
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Blumax on November 07, 2011, 09:31:40 AM
No don't go downloading E-D software that's solely for their glasses i'm just demonstrating that their solution for flicker and shake is to increase monitor refresh rate to at least 85hz, this is what causes issues with their 3d set up so i just thought it might be usefull information
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Mick on November 07, 2011, 10:25:12 AM
unfortunately it still doesnt work well.

If i want to start the game with 3D enabled, the game stucks at 100% mission loading and the screen becomes red.

If i start the game with 3D disabled and then enable it in flight, i get red and blue bars going up and down the screen without vsync.
with vsync enabled it seems red and blue frames are alternating. however the game is stuck when i try to fly in cockpit view and continues after i go to external view.

... I get exactly the same result as you have HansHansen ...  :'(
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: [URU]Mustang on November 07, 2011, 11:27:54 AM
just a quick question, do you need a 3D monitor?
Nvidia GT9800 support this mod?
Cheers
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Zappatime on November 07, 2011, 01:23:19 PM
no, no 3d monitor needed for this method
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: NS~mati140 on November 07, 2011, 02:36:59 PM
To me it's unplayable. There is 3d effect but it flickers so much (with about 10 Hz frequency while framerate is very high, over 50 FPS) that it's compleatly unplayable.

Version 2 of course didn't work to me. I have nVidia GeForce GT 240. Maybe it has sth to do with VideoSetupID value? I use 3, which value do you guys use?
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 07, 2011, 10:30:04 PM
To me it's unplayable. There is 3d effect but it flickers so much (with about 10 Hz frequency while framerate is very high, over 50 FPS) that it's compleatly unplayable.

Version 2 of course didn't work to me. I have nVidia GeForce GT 240. Maybe it has sth to do with VideoSetupID value? I use 3, which value do you guys use?

Mati,
            V2 is "pseudo-stereo" and in fact doesn't work for everybody.

  Regarding V3b and the soon to be release V3c, while I still work on a better approach to the internal frame synchronization:

  -I verified that opposite to the comments made by Blumax (who have a very high fps rate from his CPU/GPU), the most convinient is setting the refresh rate of your monitor to the lowest value (usually 60Hz). Why? Because the flickering comes from the fact that your CPU/GPU cannot feed fast enough one frame that the next must be sent to the monitor. So the lower the refresh rate, the easier the Il-2 can reach it. If you set 75Hz instead of 60Hz, there are 15 extra possible causes of flickering by second.

-For V3c I have implemented settings for 3DStereo separation in Internal and External views, so we can have deeper sempsation of planes when we are out of the cockpit.

Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 07, 2011, 10:32:07 PM
Hi Pablo, my report with 3D Vers. 3:

ATI X1950XTX card   FPS > 50 with test mission (3xp40 on Smolensk map, I fly the 3rd last one)
Monitor Samsung SyncMaster 245 60 Hz


- I Have 3D effect, and can change intensity of it with mouse weel, but I have 3D ONLY to Cockpit instruments external planes are the same, NO 3D.
- With V-Sync On I have the above descripted , with V-Sync OFF I have the orizontal big red lines on monitor.

Please Pablo If you can write here your ATI CONTROL PANEL SETTINGS as to compare why I have no 3D in external planes but only in-cocpit intrument panel, cloche, frame screen etc..

also I use Ati Tray tool (no Catalyst Control Center) may be this the problem?


Raptor,
               the external views will become "Deep Stereo" just by increasing the Stereo Separation. The new V3c will include independent memory and settings for the two situations.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 07, 2011, 10:34:42 PM
thanks for your hard work Pablo

unfortunately it still doesnt work well.

If i want to start the game with 3D enabled, the game stucks at 100% mission loading and the screen becomes red.

If i start the game with 3D disabled and then enable it in flight, i get red and blue bars going up and down the screen without vsync.
with vsync enabled it seems red and blue frames are alternating. however the game is stuck when i try to fly in cockpit view and continues after i go to external view.

Hans and the others with this problem:

  Don't you have your games configured in Direct X? That's exactly the problem I see if I move it from OpenGL.

  Confirm that please.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: PA_Willy on November 07, 2011, 10:38:05 PM
  -I verified that opposite to the comments made by Blumax (who have a very high fps rate from his CPU/GPU), the most convinient is setting the refresh rate of your monitor to the lowest value (usually 60Hz). Why? Because the flickering comes from the fact that your CPU/GPU cannot feed fast enough one frame that the next must be sent to the monitor. So the lower the refresh rate, the easier the Il-2 can reach it. If you set 75Hz instead of 60Hz, there are 15 extra possible causes of flickering by second.

Exactly.

Thank you for all your efforts.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Mick on November 08, 2011, 01:20:30 AM
I am in OpenGL Pablo, I am certain of that simply because there is no DirectX section in my conf.ini, I deleted it (to avoid mistakes when I applied modifications in it) a long time ago since I don't use it anymore ...  ;)
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: HansHansen on November 08, 2011, 01:38:13 AM
I am also 100% sure to run the game with OpenGL  ;)
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: cgagan on November 08, 2011, 02:46:49 AM
Just to report on personal experience. Installed the mod, (SAS 410.1 Mod Act 3.6) did not add any lines to my conf.ini, I have carsmaster's mod, refresh rate of my screen set at 60Hz. It works miracles! In external view, I get the feeling the plane is flying outside the screen! In internal, the 3D is more evident in some cockpits (MIg, Bf109) but it works overall. When I press right click on mouse and scrollwheel down, the mod desactivates as prescribed. I experience minor flickering, especially over water. This is truly great, it has even pulled the mrs in the game (first time ever!) Brilliant job, Pablo!  8) 8)
P.S. Should I add the lines in my conf.ini?
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: LuseKofte on November 08, 2011, 04:20:51 AM
 :( I cant fly without my TrackIr, what a punishment not enjoying this fine mod Pablo. But one thing for sure ,you never stop amaze me with your innovative ideas and Mods. You are Modders yukon goldrush. Great man you are. Many thanks for your work
 :)
Best regards
Finn
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: santobr on November 08, 2011, 05:33:28 AM
It is working on ModAct, but I can't make it work on DBW.
In ModAct  I can't fly from cockpit because the game looks like freezed, but when I change to external view I see that the game was running even when I wasn't seeing it running from cockpit.
If I decrease the "time compress" to 1/2 or 1/4, then the cockpit view unfreezes and runs perfect.
I don't have any glitches on sun or water.
If I disable the 3D effect in conf.ini, the game runs OK in external views, but in cockpit, the game looks like freezed as it was when 3D was enabled, but without the 3D effect.

ATI Mobility Radeon HD4200 OpenGL 1280x720
atioglxx.dll 11.5



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: X-Raptor on November 08, 2011, 06:03:52 AM
"...The new V3c will include independent memory and settings for the two situations..."  :) :) Thank for your efforts Pablo.. I really wait for this feature  as to "balance" between internal/external view 3D effect.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: NS~mati140 on November 08, 2011, 09:15:46 AM
To me it's unplayable. There is 3d effect but it flickers so much (with about 10 Hz frequency while framerate is very high, over 50 FPS) that it's compleatly unplayable.

Version 2 of course didn't work to me. I have nVidia GeForce GT 240. Maybe it has sth to do with VideoSetupID value? I use 3, which value do you guys use?

Mati,
            V2 is "pseudo-stereo" and in fact doesn't work for everybody.

  Regarding V3b and the soon to be release V3c, while I still work on a better approach to the internal frame synchronization:

  -I verified that opposite to the comments made by Blumax (who have a very high fps rate from his CPU/GPU), the most convinient is setting the refresh rate of your monitor to the lowest value (usually 60Hz). Why? Because the flickering comes from the fact that your CPU/GPU cannot feed fast enough one frame that the next must be sent to the monitor. So the lower the refresh rate, the easier the Il-2 can reach it. If you set 75Hz instead of 60Hz, there are 15 extra possible causes of flickering by second.

-For V3c I have implemented settings for 3DStereo separation in Internal and External views, so we can have deeper sempsation of planes when we are out of the cockpit.

Regards,
                      Pablo

I already have 60 Hz refresh rate set... However I've just realised that I have vsync enebled, as framerate is always 60 fps... Maybe that's a reason? How to disable it (and even if it's not, how to disable it? Is there a conf.ini setting to change)?

EDIT: Menaged to disable it but it was even worse. With framerate of 120 FPS (twice the refresh rate of monitor) I got split screen with upper half red and lower blue :P. I guess it wasn't a good idea...

Any idea how to solve it? I can't set lower refresh rate then 60 Hz.

Also when observing water I noticed that half of it is red and half is blue.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: sirrover on November 08, 2011, 09:27:35 AM
I already have 60 Hz refresh rate set... However I've just realised that I have vsync enebled, as framerate is always 60 fps... Maybe that's a reason? How to disable it (and even if it's not, how to disable it? Is there a conf.ini setting to change)?

You may want to enter the settings for your graphic card and set the vsync off for the particular application or for all applications.
I have an Nvidia, and I usually use the so called nvidiainspector for this purpose. It allows to force vsync on or off for any individual application. Good luck
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 08, 2011, 11:03:03 AM
"...The new V3c will include independent memory and settings for the two situations..."  :) :) Thank for your efforts Pablo.. I really wait for this feature  as to "balance" between internal/external view 3D effect.

Just posted in the first page.

Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 08, 2011, 11:04:29 AM
Just to report on personal experience. Installed the mod, (SAS 410.1 Mod Act 3.6) did not add any lines to my conf.ini, I have carsmaster's mod, refresh rate of my screen set at 60Hz. It works miracles! In external view, I get the feeling the plane is flying outside the screen! In internal, the 3D is more evident in some cockpits (MIg, Bf109) but it works overall. When I press right click on mouse and scrollwheel down, the mod desactivates as prescribed. I experience minor flickering, especially over water. This is truly great, it has even pulled the mrs in the game (first time ever!) Brilliant job, Pablo!  8) 8)
P.S. Should I add the lines in my conf.ini?

Good to hear that Cgagan.

  Amazing that this MOD could be responsible of atracting women to the game!

  Please, could you tell me what video card do you use and what's your fps when you see some flickering and when not?

  It is not strictly necessary to add the lines to Conf.ini but if you found better values for separation (using the mouse), you can establish them for ever in the Conf.ini

  Regards,

                             Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: santobr on November 08, 2011, 11:46:51 AM
Confirmed, disabling the 6dof trackIR mod, the freezing in cockpit was gone.

Fantastic mod!!! 8)

I need a better video card. :)


Is there a chance of an option in conf.ini that we can change the colors for each eye.
Because I saw that there are other good combinations like green/magenta and magenta/cyan:
http://en.wikipedia.org/wiki/Anaglyph_image#Possible_color_schemes

Thank you very very much, this is the future of IL-2, we will jump inside the simulation!!! :D 8)




santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: LuseKofte on November 08, 2011, 12:48:28 PM
On DBW  the game will not start at all Nvidia 460 GTX x 2 i7 2800 and open GL with the Mod in DBW folder. Deactivated 6dof trackIr
In HFSX 5.0 I got a lott of flikkering
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: X-Raptor on November 08, 2011, 01:06:36 PM
"...The new V3c will include independent memory and settings for the two situations..."  :) :) Thank for your efforts Pablo.. I really wait for this feature  as to "balance" between internal/external view 3D effect.

Just posted in the first page.

Regards,
                        Pablo

Roger Pablo! ;) I go to test immediately..Thank you for your quick present!..
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Whiskey_Sierra_972 on November 08, 2011, 02:42:09 PM
Just a little question since I'm with the Track IR inseparable: is planned to adpat 3d for it too?
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: kapteeni on November 08, 2011, 02:53:39 PM
I got it working, but need to adjust details lower...
Still flickerind sometimes. My GC is not the high end...only 50 FPS
But it works!
Kap
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: LuseKofte on November 08, 2011, 03:12:24 PM
you can use TrackIr but only to turn the head, You have to disable the 6dof in jsgme.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: X-Raptor on November 08, 2011, 04:10:29 PM
@Benitomuso  an all folks here:

I am testing Version 3c of the Mod and I have this situation as photos here taken in the same moment but even with the two options external/internal I see is not possible to have external planes in 3D along with a good cockpit view and viceversa.. please take a look of the parameters needed for have a good 3d external view for me..or a good cockpit view.

(http://i74.photobucket.com/albums/i255/italianofalco/TEST%203D/TEST-3D-1.jpg)

(http://i74.photobucket.com/albums/i255/italianofalco/TEST%203D/TEST-3D-1b.jpg)

(http://i74.photobucket.com/albums/i255/italianofalco/TEST%203D/TEST-3D-2.jpg)

(http://i74.photobucket.com/albums/i255/italianofalco/TEST%203D/TEST-3D-2b.jpg)

please tell me is this normal for you Pablo (and others)?:(
and if so is possible to have good 3D of other aircraft from into cockpit visual?..
Also still water with red/blue artifact and flickering with "perfect" (water =2  conf.ini) is ok only with flat water (hardware shader=0 conf.ini).
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Blumax on November 08, 2011, 04:30:08 PM
Thankyou very much Pablo, you've just opened a whole new world for me, works absolutely perfectly, no flashing or flickering and perfect image i even have track ir, no 6dof but i can live without that for the time being..... and dare i say it... 100HZ but i now know the reason that it is better for me at this RR than 60HZ after days of trying to figure it out the solution was easy.....again thankyou very much, now if i can only get my missus off the thing i might get a go ;D ;D

regards Blumax
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: santobr on November 08, 2011, 05:28:02 PM
Maybe the solution could be an option to change the angle between the two POVs.



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: joycecaster on November 09, 2011, 01:58:13 AM
Pablo - firstly congratulations on making such a wonderful mod!

I am using a 9600M GT 512mb graphic card in my macbook pro and everything works fine as long as I can keep the fps above 60.

I have one observation: when switching the 3d off using the mouse, a ghost image remains of the last active frame. This persists even over the menu screens. It can be red, green, or even a normal image.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: sirrover on November 09, 2011, 08:56:07 AM
Pablo - firstly congratulations on making such a wonderful mod!

I am using a 9600M GT 512mb graphic card in my macbook pro and everything works fine as long as I can keep the fps above 60.

I have one observation: when switching the 3d off using the mouse, a ghost image remains of the last active frame. This persists even over the menu screens. It can be red, green, or even a normal image.

Absolutely the same stuff with the ghost image. I tried to describe it earlier but you've found much more accurate words!))
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: gianluca on November 09, 2011, 09:25:11 AM
Hi Pablo! I can say it works! Internal view and external: 60hz RR, VSync on, track ir (head swiveling only), Carsmasters Lights, some POV from CirX....
There's however an issue, other than Ecran Wide of course and the color itself which tends to be greysh but that's normal and which could be eventually overcome with a Led illuminated screen (better than the one I have at the present): I get glitching flying above water which in turns seems to reflect some panel instruments and this last one issue is really hard to live with...
Could it be the track ir? I don't know and tonight I will test more deeply!
Anyway, thks a lot, you're a magician!
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Whiskey_Sierra_972 on November 09, 2011, 09:35:27 AM
you can use TrackIr but only to turn the head, You have to disable the 6dof in jsgme.

Thanks for the head up mate!

I don't use TIR during mods test and anyway I rarely use 6dof!

As said above I also hope to see the wide screen option added at this REVOLUTIONARY mod even if in a far future!!

I hope to have time to test it better in the next days but I have an ill wife , 2 kids , a dog , 1 house to keep in order , a little tingh called work and my two clones have had the courage to just disappear too.... :)

Anyway , seriously , a great THANKS to Pablo for all this!!!!

walter
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: X-Raptor on November 09, 2011, 10:18:40 AM
Please could anyone confirm or not about not have external 3D planes visual FROM internal view?
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: LuseKofte on November 09, 2011, 10:25:04 AM
I get some effect of 3D (or red / Cyan double )in HSFX but then ecran wide does not work. my glasses might not be correct since these are the same they use in cinema.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Helen-of-Sparta on November 09, 2011, 10:52:50 AM
Hello Pablo

Thankyou for this mod, this is much good and now to last night i have play it il-2 to 2am ;D

Helen
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 09, 2011, 02:11:06 PM
OK,
               or my eyes got so strained that they don't see the difference or finally I got the way of getting rid of any flicker. So, it's time for V4 Beta:

Download new absolutely non-flickery working V4 (Beta) from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv4Beta.rar)

  I had to rewrite the way the game dealed with the graphic card, because with the original method it was impossible.

  It still has some weirdnesses: some Alpha details of objects are transparent. This is specially noticeable in the external views.

  The funiest thing is this one: Check the same situation, 3D enabled and 3d Disabled, and with my MOD you get some extra fps!!! Amazing!!!

  Use VSynch Enabled or Disabled as you want.

  I'll try to solve the Alpha problems, but this is much better than our eyes flickering.

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: LuseKofte on November 09, 2011, 03:04:48 PM
This topic is a bit messy, I read the instruction and try to read all here but could not find anything about this
The classfile F8A0A41E81CCEF9C conflict with Ecran wide so if you overwrite 3D with ecran you have no Widescreen, if you overwrite 3d with ecran my game will not start.
I put all classfile in a Filefolder and put it in JSGME and it worked there. This is on my HSFX install.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: joycecaster on November 09, 2011, 03:13:24 PM
Sorry Pablo - this one just gives me a black screen when I enable 3D...  :(
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: shardana on November 09, 2011, 03:51:42 PM
Pablo you made a miracle!!!!!!!!!!!!!!!!!!!!!!!!! this mod is now absolutely perfect!!! no flickeryng at all!! and when i leave 3d or the mission, everything goes back to normal!!!!! really incredible!! unfortunately still i can't use it properly as you know..... great job all the same!! bravo!!!
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Blumax on November 09, 2011, 04:07:00 PM
 I  can also confirm that this version works absolutely perfectly, no flicker, no ghosting.......smooth as you like, a fantastic 3d experience with track ir working and as Pablo says i'm also getting a slight increase in frame rates......it works better than the e-dimmensional 3d set up  i parted with a hundred bucks for!!........ absolutely stunning 3d... thankyou so much!!

I'm running duel nvidea gtx480 cards on 24 inch LED monitors but can only get the 3d on one screen .....i can live with that... and now the intensity of the 3d is toned down i don't mind using the LED screen.

Just discovered the object problems with alpha channels but still a great experience........can i sugest to those who have it working......DBW1.6...MANYSH big sky mod, set weather to blind and take a flight through the clouds................wahoooooooo!!!!

regards Blumax
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Spinnetti on November 09, 2011, 04:59:38 PM
ATI 4860, i7 2.8, 4gig ram. Trackir5, CHpro pedals, Saitek X52 stick. UP3, DBW 1.6. Loads, no in cockpit view, external view works 3d, but has "white out" depending on where I look. Tried v-sync on and off, changed refresh rates, disabled all mods in folder etc.. Any ideas? It almost works. I can see the 3d from some angles with outside view, but that's it. When I load a game with cockpit view, it looks like the game hung, but if I switch to external view, it is working.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: gianluca on November 09, 2011, 05:05:32 PM
Hi Pablo, what a big step beyond this v4!
Is not however possible to look at the sun, the screen becomes intense white but no freeze occurs, so not a big problem...
Ecran wide still not working also, whatever the combination it simply does not work: did anybody succeed?
Keep on!
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Stratodog on November 09, 2011, 05:43:03 PM
Hi, Just got my 3D glasses today.  The previous 'flickery' 3b version will work on my rig, however, the new V4 does not. 
When the mission loads to 100% it freezes.  I can hear the sound of the mission starting (that squealing tire sound) but no visual, just the 100% loading screen.  When I use the escape key there is a very brief flash of the cockpit as I transition to the quit mission menu.

Any ideas?

Oh yeah, I tried it in DirectX and OpenGL - same result...
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Spinnetti on November 09, 2011, 07:22:28 PM
Hi, Just got my 3D glasses today.  The previous 'flickery' 3b version will work on my rig, however, the new V4 does not. 
When the mission loads to 100% it freezes.  I can hear the sound of the mission starting (that squealing tire sound) but no visual, just the 100% loading screen.  When I use the escape key there is a very brief flash of the cockpit as I transition to the quit mission menu.

Any ideas?

Oh yeah, I tried it in DirectX and OpenGL - same result...

I have same (openGL) - switch to external view. That worked (sort of) for me, but doesn't work in cockpit view.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: santobr on November 09, 2011, 07:48:10 PM
I fixed the cockpit problems disabling 6DOF in the launcher and in the mod folder.
I hope this helps someone. :)




santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Stratodog on November 09, 2011, 08:17:04 PM
Hi, Just got my 3D glasses today.  The previous 'flickery' 3b version will work on my rig, however, the new V4 does not. 
When the mission loads to 100% it freezes.  I can hear the sound of the mission starting (that squealing tire sound) but no visual, just the 100% loading screen.  When I use the escape key there is a very brief flash of the cockpit as I transition to the quit mission menu.

Any ideas?

Oh yeah, I tried it in DirectX and OpenGL - same result...

I have same (openGL) - switch to external view. That worked (sort of) for me, but doesn't work in cockpit view.

OK, that did not work.
I got a result from disabling the 3D function using the mouse commands from the readme.  By doing that, I got past the 100% screen and into the cockpit.  Then I tried to enable the 3D function using the mouse commands and the game will freeze.  Then I disable 3D and the game unfreezes. 

Edit: sometimes, when the game is frozen - in cockpit - the entire screen goes brilliant white.  It's as if the brightness level goes to maximum.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 09, 2011, 09:03:47 PM
This topic is a bit messy, I read the instruction and try to read all here but could not find anything about this
The classfile F8A0A41E81CCEF9C conflict with Ecran wide so if you overwrite 3D with ecran you have no Widescreen, if you overwrite 3d with ecran my game will not start.
I put all classfile in a Filefolder and put it in JSGME and it worked there. This is on my HSFX install.

Leone,
               that's correct. The hash number you refer is one of the cores of the MOD and if it's missing other crossreferences in other classes become broken.

  First I have to make a final and absolute version of the MOD that works basically in any hardware (I still don't understand how people with quite similar configuration to mine are unable to use it for example).

  Later, when everything was stable, would come the time to check what of the Ecranwide is missing and so extend it to be full screen for the 16x9 users.

  Regards,
                            Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: snoopy on November 09, 2011, 09:12:46 PM
Hello Pablo,
Thank you for your hard work with this mod!
On my rig the latest v3 version works, very good 3d in cockpit and outside view but flickering.
Version v4 shaking from the left to the right( in cckpit -and outsideview) but not 3d effekt.
I have a nvidia gtx480, i7 960cpu and all mods disabled.

Thanks!
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: sirrover on November 10, 2011, 12:03:36 AM
Same as snoopy. Is it some kind of pseudo 3D like it was in V2?
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: MANYSH on November 10, 2011, 06:02:52 AM
I am not 3D fan,but  I want to congratulate,  Your work prove one thing impossible is nothing ;)

Best regards
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Roger Smith on November 10, 2011, 07:21:17 AM
whoa
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Silverback on November 10, 2011, 07:35:11 AM
V4 works on my rig. Just my glasses suck. Thank you.
XP, 480GTX, 2Gigs ram. 24in LCD.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 10, 2011, 07:51:12 AM
@Benitomuso  an all folks here:

I am testing Version 3c of the Mod and I have this situation as photos here taken in the same moment but even with the two options external/internal I see is not possible to have external planes in 3D along with a good cockpit view and viceversa.. please take a look of the parameters needed for have a good 3d external view for me..or a good cockpit view.

(http://i74.photobucket.com/albums/i255/italianofalco/TEST%203D/TEST-3D-1.jpg)

(http://i74.photobucket.com/albums/i255/italianofalco/TEST%203D/TEST-3D-1b.jpg)

(http://i74.photobucket.com/albums/i255/italianofalco/TEST%203D/TEST-3D-2.jpg)

(http://i74.photobucket.com/albums/i255/italianofalco/TEST%203D/TEST-3D-2b.jpg)

please tell me is this normal for you Pablo (and others)?:(
and if so is possible to have good 3D of other aircraft from into cockpit visual?..
Also still water with red/blue artifact and flickering with "perfect" (water =2  conf.ini) is ok only with flat water (hardware shader=0 conf.ini).


Raptor,
                  as far as I know, it is absolutely normal. This is a matter in real life too. The perception of objects which are close (let´s say elements of the cockpit or in your own desk while you read this), is naturally deep, because they appear quite different in position to our eyes, separated less than 7cm. On the contrary, the distant objects seem to be quite the same, because 6.7cm of distance between eyes, is nothing for objects 50m ahead of you. So we are "forcing" as we do in external view, a much wider eye separation, which is not natural, but in this way we have a more interesting and spatial experience. But when you do that, the closer objects, become "too separated" and you cannot compose them, they look "shifted". Our natural eyes configuration is quite good to perceive and meassure distances (apart of the focus problem) between 20cm and some tens of meters. If you put an object (you can try yourself with your finger) closer than 20-15cm, you will see two shifted images. It is the same fenomenon as in cockpit when you adjusted the separation for external.

So it's kind of impossible to see "in depth" everything at the same time.

Further reading on the Wikipedia article about Stereoscopy (nice article, I recommend you to read it):

http://en.wikipedia.org/wiki/Stereoscopy (http://en.wikipedia.org/wiki/Stereoscopy)

Quote
Longer base line for distant objects "Hyper Stereo"
 
If a stereo picture is taken of a large, distant object such as a mountain or a large building using a normal base it will appear to be flat.[42] This is in keeping with normal human vision, it would look flat if you were actually there, but if the object looks flat, there doesn't seem to be any point in taking a stereo picture, as it will simply seem to be behind a stereo window, with no depth in the scene itself, much like looking at a flat photograph from a distance.
 
One way of dealing with this situation is to include a foreground object to add depth interest and enhance the feeling of "being there", and this is the advice commonly given to novice stereographers.[43][44] Caution must be used, however, to ensure that the foreground object is not too prominent, and appears to be a natural part of the scene, otherwise it will seem to become the subject with the distant object being merely the background.[45] In cases like this, if the picture is just one of a series with other pictures showing more dramatic depth, it might make sense just to leave it flat, but behind a window.[45]
 
For making stereo images featuring only a distant object (e.g., a mountain with foothills), the camera positions can be separated by a larger distance (commonly called the "interocular" or stereo base) than the adult human norm of 62-65mm. This will effectively render the captured image as though it was seen by a giant, and thus will enhance the depth perception of these distant objects, and reduce the apparent scale of the scene proportionately.[46] However, in this case care must be taken not to bring objects in the close foreground too close to the viewer, as they will show excessive parallax and can complicate stereo window adjustment.

Regards,
                       Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: LuseKofte on November 10, 2011, 07:58:32 AM
It seems Like DBW is a lost case for me, cant get it to work there, But in HSFX it does, in pit and F2 view, but not on external padlock. I know you havent finnished it just inform others. It is truly innovative and this kind of mod only you figure out. This rock, and you have all the time in the world. Remember this is truly a feature noone ever would have though was possible and you might pull back this so you can have peace and time to develop. I cant belive how fast you have fixed this already.
But I belive you have discovered a huge posibility that need long time to find its potential.

Do not dispare about our notices, this is huge. Many thanks , Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: HansHansen on November 10, 2011, 08:05:52 AM
thanks for the new version pablo ;)

it finally works quite good for me  ;D

i only have some minor problems now:

1.I can not activate 3D mode manually in-game if i set PAL3DStart=0

2.Cockpit is still not displayed - game freezes

3.If i look directly into the sun, i just get a white screen

4. (http://i730.photobucket.com/albums/ww301/HansHansen/Zwischenablage-1.jpg)

bugs you can see on this pic: my plane is not damadged, however at some angles i can see the damadge model
                                        when you fly over the ground it somehow shows old frames , extreme version is this:
(http://i730.photobucket.com/albums/ww301/HansHansen/Zwischenablage-2.jpg)

PS: i know its quite a nonsense to have a speedbar telling you the same thing two times, how can i have one in metric and the other units in brackets (or the other way round/doesnt matter). i already tried some combinations in conf, but it didnt change anything. what did i do wrong? PM would be appreciated to keep this thread clean ;)
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 10, 2011, 08:09:01 AM
V4 work on my rig. Just my glasses suck. Thank you.
XP, 480GTX, 2Gigs ram. 24in LCD.

A couple of words about glasses:

  -The precission of the "tone" of the anaglyph (Red / Cyan) glasses you use can determine importantly how "easy" and comfortable is your view of the images.

  -Not exact colors will create "phantom" sub-images of the complementary colors in your eyes. This is disturbing.

  -The fact is that it not only depends on your glasses, but in the colors generated by your monitor too.

  -Typical reference for colors of filters is to the gelatines used for lanterns in theater. The most common brands in USA are: Cinegel Moonlight Blue #656 and Light Red #621 or Roscolux #26 Light Red and #76 Light Blue. They can be found in other countries (like in Argentina).

  -For special ad-hoc anaglyph glasses, it would be good if the users who found good ones bought through the internet can share the links to buy them. Good in this case would mean: comfortable fit. Good level of transparency, and good stereo separation (that at least in your monitor, if you close one eye at a time, you don't see phantom images in the Red nor in the Cyan).

  Regards,

                            Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: X-Raptor on November 10, 2011, 08:18:04 AM
Thank You Pablo for your exaustive answer to my question.I take this occasion to report back about V4 version of your great mod.  my results:

- Test game IL2-Modact SAS with only your mod activated.ATIx1950xtx card with 7.11 atioglxx.dll drivers.
- No more flikering.
- +4/6 FPS increase.
- Looking sun the image monitor become totally white (as stated by you in the description of the mod in 1st page).
- "Hardware Shaders" in conf.ini need to stay OFF=0 (no perfect landscape/water)

@@HANSHANSEN keep Hardware Shaders =0 :  because if activated the image of lanscape/obyects placed start to become crazy like in your screenshot ;)

Pablo, I hope you keep on go on this great mod! I like it very much! ;)
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: NS~mati140 on November 10, 2011, 09:56:00 AM
Thank You Pablo for your exaustive answer to my question.I take this occasion to report back about V4 version of your great mod.  my results:

- Test game IL2-Modact SAS with only your mod activated.ATIx1950xtx card with 7.11 atioglxx.dll drivers.
- No more flikering.
- +4/6 FPS increase.
- Looking sun the image monitor become totally white (as stated by you in the description of the mod in 1st page).
- "Hardware Shaders" in conf.ini need to stay OFF=0 (no perfect landscape/water)

@@HANSHANSEN keep Hardware Shaders =0 :  because if activated the image of lanscape/obyects placed start to become crazy like in your screenshot ;)

Pablo, I hope you keep on go on this great mod! I like it very much! ;)

Sorry, Raptor, but you are wrong - I use hardware shaders = 1 ( perfect settings ) and it works like a harm. Only problem I get with v4 is that screen goes entirely white from time to time ( sometimes in the worst moment :P)

Thanks for this version Pablo.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: X-Raptor on November 10, 2011, 11:50:58 AM
Thank You Pablo for your exaustive answer to my question.I take this occasion to report back about V4 version of your great mod.  my results:

- Test game IL2-Modact SAS with only your mod activated.ATIx1950xtx card with 7.11 atioglxx.dll drivers.
- No more flikering.
- +4/6 FPS increase.
- Looking sun the image monitor become totally white (as stated by you in the description of the mod in 1st page).
- "Hardware Shaders" in conf.ini need to stay OFF=0 (no perfect landscape/water)

@@HANSHANSEN keep Hardware Shaders =0 :  because if activated the image of lanscape/obyects placed start to become crazy like in your screenshot ;)

Pablo, I hope you keep on go on this great mod! I like it very much! ;)

Sorry, Raptor, but you are wrong - I use hardware shaders = 1 ( perfect settings ) and it works like a harm. Only problem I get with v4 is that screen goes entirely white from time to time ( sometimes in the worst moment :P)

Thanks for this version Pablo.

@ "mati140": May be for you this setting is not the problem like HANSHANSEN (and Me too..) but for me setting Hardware Shader=0 in conf.ini  has solved the problem like in the photo posted. So 1st to tell anyone "..You are wrong.." keep in mind  that what is not a problem/solution for you may be exactly the contrary for another one .. we are experimenting new things here and the contribution of all is important starting to keep in mind that everyone here has its own PC assembed and setted differently from another.
Cheers.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: snoopy on November 10, 2011, 12:43:07 PM
Same as snoopy. Is it some kind of pseudo 3D like it was in V2?
Hi sirrover,
I changed my nvidia-driver install from 280.26 to the older 258.69. No more shaking!
It works!
Man wat a cool mod.......... :D
Thank you Pablo for this outstanding work!!!!!
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: joycecaster on November 10, 2011, 12:58:49 PM
Sorry to say I get a pure white screen, sometimes with some outlines of the cockpit instruments, if I point towards the sun, and a dark grey, almost black screen if I point anywhere else. V3c was the closest I have got to 3D so far.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: peybolman on November 10, 2011, 01:06:33 PM
hi,
Is there a planning for a trackir 6dof compatible version?

Anyway great mod.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 10, 2011, 02:59:06 PM
hi,
Is there a planning for a trackir 6dof compatible version?

Anyway great mod.

Yes peybolman and the rest,

            as soon as a final version is defined and all the features work in most of the systems properly, I'll try to adapt it to the most demanded requirements:

  -Ecranwide
  -6DOF IR

  For the while I tell you that V4 now is quite stable, it doesn't do anymore those stupid whiteouts agains the sun, it doesn't grab textures from other places, etc. And the stereo depth now that the image is so stable is wonderful, it is really immersive. The only problem it has is that one with the damage mask of objects, that still intereferes and time to time you see "holes" or missing textures in planes. I don't understan why that happens.

  When the new version appears (V4 Final), instead of only having 3D Stereo On / Off, I will set the next options through the two buttons plus the wheel:

  0-Stereo Disabled
  1-Stereo Mode A (the one you saw in v4Beta, that will become the default)
  2-Stereo Mode B (the original v3, required for ScrrenShots).
  3-Stereo Mode C (a variant of the V3 with an intemediate buffer).
  4-Stereo Mode D (a two combined frames version that still doesn't work very good).

  Obviously, after having found your preferred mode you will be able to set it as default through Conf.ini.

  Regards,
                       Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: cgagan on November 11, 2011, 12:17:38 AM
Hi Pablo, sorry for not answering earlier, but I was away from home and home computer. I have a NVidia Geforce GTX460 card. I installed your latest version (V4b), no flickering over water anymore, but in 3D mod, the screen gets dark (like flying in late afternoon or early evening, I can see all planes and handle mine); also, the combination of two mouse buttons simultaneously pressed down & scrollwheel move does not always work, but this may have to do with my mouse. I haven't tested the earlier version, many thanks again for this ingenious mod of yours!  8)
EDIT: Also tested with DBW 1.6, the same. When 3D is activated, I get a dark, "late afternoon" sort of  screen. Mouse functions, OK.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: gianluca on November 11, 2011, 01:49:52 AM
Hi Pablo, with this v4 even though a big improvement and quite stable, I still do have whiteouts against the sun unfortunately...
Thks for the big effort!
Best regards,
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 11, 2011, 11:53:14 AM
OK People,

             during the weekend I will release the V4 version of the Stereo MOD.

  I learnt a lot durign the development of this MOD. It's amazing how even using an intermediate macro-language as the OpenGL, the results can be so different in diverse hardware and configurations.

  I still only have ATI cards, but I learnt that the possibilities of the cards with Quad Buffers like those of nVIDIA (the so called Quadro = any "Stereo capable") are huge if you program directly from the applications (as in this case). But then it is necessary to differentiate in code what type of card are you dealing with (but now I have the knowledge enough as to do it).

  So if anybody wants to make a donation of an nVIDIA card (a Quadro one) for development, it will allow to have a perfect implementation of Stereo (not only through perfect Anaglyphs but for special LCDs, LCD googles, etc.). If someone is interested on this please PM me.

  Regards,
                           Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Whiskey_Sierra_972 on November 11, 2011, 02:19:19 PM
Which kind of GPU are you looking for?
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Paulo Hirth on November 11, 2011, 02:40:18 PM
 I believe Nvidia will be interest in your work, and they suport work like this with good videocards donation, were you from Benitomuso? You can sent a youtube video and request the suport or we can open a paypal account for community donation, before please check here:

  http://developer.nvidia.com/

  http://developer.nvidia.com/join-nvidia-registered-developer-program

 
 
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: MrOblongo on November 11, 2011, 06:24:04 PM
Just tried this...WOW, it works!. (V4.0 Beta).

Got GT540m
OpenGL
Vsync On

Only problem i see is the total white sunglare. :)
Brilliant stuff
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 11, 2011, 06:37:34 PM

Which kind of GPU are you looking for?

Walter,
               nothing special. I don't know about nVIDIA models. But I think that the most reasonable would be to have an average model, not a top line one, so whatever tested there could be compatible for everybody. I think that a 1Gb card (with Quad buffers) will be enough.

I believe Nvidia will be interest in your work, and they suport work like this with good videocards donation, were you from Benitomuso? You can sent a youtube video and request the suport or we can open a paypal account for community donation, before please check here:

  http://developer.nvidia.com/

  http://developer.nvidia.com/join-nvidia-registered-developer-program

 

Paulo, good suggestions. I'm from Argentina. I'm going to register there to see what happens. If anybody is in the mood of uploading to Youtube some video captured with the V4 that soon will be release (with this version it's possible), specifying that it was made with this MOD it could be as you said a good point to ask nVIDIA people if they want to collaborate.

For the while, and regarding the other way you proposed, I already have a PayPal account for the Total MODder:

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=2AU4BKKU755PQ (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=2AU4BKKU755PQ)

If someone wants, that's a possibility too.

Regards,
                     Pablo
 
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: MrOblongo on November 11, 2011, 06:52:03 PM
Y yo hablando en ingles el muy pelotudo...

Tremendo mod! Maestro!
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: MrOblongo on November 11, 2011, 08:04:49 PM
Some weird just happend....after using the 3D glasses for some time... I close right eye and i see CYAN screen (not using glasses) and i close left eye...and i see red...

WEIRD :S
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: benitomuso on November 12, 2011, 02:06:43 AM
Y yo hablando en ingles el muy pelotudo...

Tremendo mod! Maestro!

Sí, pero este es un sitio en inglés, creado por sudafricanos, así que todos hablamos ese idioma.

Some weird just happend....after using the 3D glasses for some time... I close right eye and i see CYAN screen (not using glasses) and i close left eye...and i see red...

WEIRD :S

The first days I used the MOD, and with some other stereo experiments I'm performing, I started to realize that my perception of stereoscopy in real life was increased. In some way you get some kind of training that later, when you have to drive a car, or in a theatrical play some days ago, my perception of distances was quite more precise and depth.

I never felt what you say about tinted views, but may be a first effect. As almost everything in life, after some practice you get accustomed to it.

Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: Uufflakke on November 12, 2011, 02:28:15 AM
Some weird just happend....after using the 3D glasses for some time... I close right eye and i see CYAN screen (not using glasses) and i close left eye...and i see red...

WEIRD :S

It's not a weird thing, nothing to worry about. What you experience is what they call 'a negative afterimage'.
I can explain why that happens but Wikipedia helped me out.  ;)
http://en.wikipedia.org/wiki/Afterimage (http://en.wikipedia.org/wiki/Afterimage)
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: LuseKofte on November 12, 2011, 07:24:29 AM
Why not an 480 gtx 1 gb or rather up to 1,5 gb. I myself use 2 x 480 gtx.
You need almost top model I think and I will support any kind of collections that will get you this. This is a BIG thing for old games
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: PA_Willy on November 12, 2011, 10:21:07 AM
Why not an 480 gtx 1 gb or rather up to 1,5 gb. I myself use 2 x 480 gtx.
You need almost top model I think and I will support any kind of collections that will get you this. This is a BIG thing for old games

There isn't GTX480 with 1Gb VRAM. All of them have got 1.5Gb. I have two on SLI.
Title: Re: A new era has come! Stereoscopic 3D: new v3b for test
Post by: LuseKofte on November 12, 2011, 11:28:19 AM
yes me too , I looked at my specs and saw it
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 13, 2011, 01:05:01 AM
And the GTX480 is a representative nVIDIA card? It would be good to consider that one as a reference to make tests on it?

Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: PA_Willy on November 13, 2011, 01:17:11 AM
And the GTX480 is a representative nVIDIA card? It would be good to consider that one as a reference to make tests on it?

Regards,
                      Pablo

No. It's too much powerful. It's the second more powerful Nvidia card (the first place is for GTX580).

Representative would be the 560 or 470, for example.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on November 13, 2011, 02:04:47 AM
Hi, Pablo, just tested your final version. I get the same "dark screen" in full 3D mode. Here are two pics (many thanks for the screenshot facility). Brilliant job, truly a new era in IL2! 8)
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: pdittrich on November 13, 2011, 06:06:04 AM
Aaaaaaaaammaaaaaazing! This is going to be a must-have from now on! So cool... it is a shame i lack words to praise you, because i (and probably everyone else) should.

For confirmation, on my DBW1.6, it works almost perfect.
Code: [Select]
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4400+,  MMX,  3DNow (2 CPUs), ~2.3GHz
Memory: 3326MB RAM //actually 4Gb, but winXP
Card name: NVIDIA GeForce 8400 GS
Display Memory: 512.0 MB
Current Mode: 1440 x 900 (32 bit) (60Hz)
// taken from dxdiag
Code: [Select]
some of my Mods in #DBW:
Pal Minimap 2.4
Pal Stereo v4 //of course ;)
000_Uwe's offline effect compilation
HudCustomize  //so nothing in the bottom left corner
TurretFix+FasterTurrets
TwisterView //6dof-like head movement, works.
SAS_ Ecran_Wide_4101 //and this one is bugging me.
// i think those are the ones that "could" interfere w/ your stereo mod.
SAS_ Ecran_Wide_4101 is enabled via jsgme, it prevents black bars on the sides of my 1440x900 widescreen or a streeetched image. The thing is, enabling 00_PAL-Stereo3D sorta nullifies this effect, i get the black bars. Put a minus in front of it ( -00_PAL-Stereo3D) and widescreen again, but sadly, no 3d.
I did some research myself and run classcheck.exe aaaand:
Code: [Select]
#######################################
List of potentially conflicting classes
#######################################
F8A0A41E81CCEF9C exists with :
CRC -ed1df88 : .\00_PAL-Stereo3D\F8A0A41E81CCEF9C

CRC 6baa83c9 : .\SAS_ Ecran_Wide_4101\F8A0A41E81CCEF9C
I am not totally sure what that means, but i think it means i have to choose one ( 3d, of course) until the great benitomuso hears my plea: If you have some spare time, could you please devote a second or two to some poor widescreen user?

Thanks a gozillon times for this new dimension of IL-2!
(see what i did there?  ;D)

pdittrich
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: BT~Tarik on November 13, 2011, 06:10:58 AM
Pablo,
Congratulations on your mod ! Sadly I don't have glasses yet (arriving soon...), so I cannot fully enjoy it yet.
But I've already tried it without them, And I get no flickering, no whiteouts etc...Just perfect.
The only thing I miss is the smoothness of the image when having Ecranwide...without it the game just doesn't look right, either the planes are stretched or compressed, and they have unsharp edges, whereas with ecran wide they are just perfect. I would be really happy if you could make them compatible.
Looking forward to that and of course to my glasses  ;)
Cheers

PS : pdittrich, to have no black bars ingame go to hardware setup, video modes and set it to 1024x768. This way it fills the screen, but like I said, it jsut doesn't look right. And when you disable the 3D mod and reenable ecranwide, set the resolution in conf ini to the one from your display.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 13, 2011, 07:40:21 AM
You don't need to change the resolution, the resolution needs to be the maximum of your monitor or half of it.
You need this in your conf.ini:
SaveAspect=0


My IL-2 is running with half of the monitor resolution because of my low end hardware, 1280x720, it's not full HD, it's just HD, but it's very good. The best is full HD 1920x1080 for my monitor, but the FPS is too low in my hardware.



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: joycecaster on November 13, 2011, 08:24:28 AM
The screen is too dark on my Nvidia 9600M GT - I think the mods is working just fine but I cannot see anything!!

 :( :( :( :( :( :( :( :(
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Spinnetti on November 13, 2011, 08:44:11 AM
Ah, I figured out my earlier problems. Works great, but does not work at all with TRACKIR. Hangs at 95%. Given I have to choose between 3D and Trackir & widescreen, looks like I can say Great Job! but not for me yet. Keep up the great work!
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: X-Raptor on November 13, 2011, 11:23:13 AM
Very Ok for me, very fine tuning Pablo! Great work!

-Version "A" work like a charm, even with Perfect water (water=2 for ATI users) I have just some "ghost" reflection on cockpit of the green rendering shapes (but I know will depend from my monitor or my goggles as x Pablo about this)
- Vers- B lots of flikering
- Vers- C Cockpit disappear completely
- Version D - sometime it work, sometime not in external visual. But I think may be some interesting things to dig into this version and it will deserve surprizes because:
1)  FAR planes 3D is better evident with this version compared to the others.
2)  Even when 3D seem not to work, however with this version "D" the image of the plane seem more "deep".   
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 13, 2011, 12:03:01 PM
Hi pablo and you all!
Definitely version A works the best for me  (NVidia 560), widescreen and trackir (no 6dof) work normally, no more whiteouts against the sun!
Only downside when using trackir: I get the horizontal flickerings related to vsync but having it on or off through NVidia panel does nothing...
Very good job Pablo!
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Hangman on November 13, 2011, 12:20:05 PM
I get my game loaded in cockpit but it crashes immediately after that. My settings are exactly like mentioned above
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 14, 2011, 04:36:27 AM
OK,
          I'm glad that most of you are finding nice the improvements of the V4.

  This morning I found the way to completely avoid the artifacts (dark zones in the horizon and alpha damage textures evanescing in some planes). Now it will be perfect: Il-2 Stereo 3D = the same graphics as Il-2 plain but volumetric!!!

  From now on I suggest you the next: if you have any kind of issue, please mention at the beginning of your replies the Video Card you have (brand / model / memory / driver version). It is the only way I would be able to understand where the remaining problems are.

  And as we discussed in the previous page, I'm considering getting an nVIDIA card to be able to fine-tune the MOD there (I only have the chance of testing in ATI cards). So if you want to collaborate with the development you can make a donation here:

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=2AU4BKKU755PQ

  Regards,
                             Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on November 14, 2011, 05:07:05 AM
Hi, Pablo, (reminder: NVidia Geforce GTX460  card)
Installed your last version, still get the "dark" screen in full 3D, otherwise, it's perfect, both internal and external views, no reflections from water. See attached pic. 'Hope the campaign just launched will generate an Nvidia card for your testing! Best, Costas
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: HansHansen on November 14, 2011, 05:28:00 AM
Hi Pablo,

ATI HD4890 2GB on 10.7 drivers, but already tried out latest drivers without improvement.

My problem: Cockpit view freezes with any of the 4 3D modes enabled in V4 but works with 1/2 and 1/4 speed, but not at 2x,4x and 8x speed. however, ModeA works perfectly fine in external views  ;)

Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Hangman on November 14, 2011, 05:55:14 AM
ATI mobility HD radeon 5650 with 1gb memory and 11.2 driver

Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 14, 2011, 06:03:25 AM
Hi Pablo,

ATI HD4890 2GB on 10.7 drivers, but already tried out latest drivers without improvement.

My problem: Cockpit view freezes with any of the 4 3D modes enabled in V4 but works with 1/2 and 1/4 speed, but not at 2x,4x and 8x speed. however, ModeA works perfectly fine in external views  ;)



HansHansen,
                      the Pilot Cockpit, Gunners and External views are controlled by different classes. I can bet that in this case the problem is due to any 6DOF MOD, that takes the Pilot view, but lets the Stereo3D work with the others. Check any gunner position in a bomber, it should work OK too.

  Put this MOD as 000000_PAL-Stereo3D (to be possitive it loads before anything) and it should work. These are the recommendations I made in the ReadMe. Please read the details.

  Regards,
                           Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Silverback on November 14, 2011, 06:09:50 AM
Thank you Benitomuso version A works great in my rig set up with a 480GTX card.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: pdittrich on November 14, 2011, 10:39:57 AM
You don't need to change the resolution, the resolution needs to be the maximum of your monitor or half of it.
You need this in your conf.ini:
SaveAspect=0

santobr.
negative, saveaspect=0 did not work. i just ran a quick test.
in conf.ini, height and width are set to monitor's native resolution which happens to be 16:10, plus ecranwide used to do the job.
as said before, it'll be good.


@pablo
i have an old nvidia "club 3d 6200", whatever that means, which i, let's say, "found".
i thought i could use it but it turned out i don't. if it'd help you i could send it via postal service thingy...

pdittrich
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 14, 2011, 10:52:25 AM
The menu screen will not show it, you need to fly some mission.
You need the correct resolution for your monitor too.



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Hangman on November 14, 2011, 12:36:31 PM
I really hope that this is compatible with ecran wide at some day because ecran wide caused the crash I mentioned earlier
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 14, 2011, 03:16:21 PM
Hangman,
                         I think that I've made it Ecran Wide compatible, but I only have 4:3 monitors. In some minutes I will publish a version that includes 16:9 compatibility.

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 14, 2011, 10:00:06 PM
OK, here it is:

Download new absolutely non-flickering V4 Final (plus Screenshot MOD + TrackIR + EcranWide compatible) from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv4-TrackIR-EcranW.rar)


I don't have TrackIR nor WideMonitor, but I think it should work OK. This is not an EcranWide MOD, I mean: you need to have that installed and load the 00_PAL-Stereo3D in top (before that) to allow the now compatible class to operate with the widescreen MOD.

Regarding the 6DOF: I have added all the TrackIR methods to my Headshacking 6DOF MOD. Now this is completely universal regarding 6DOF (it includes the combined functions of my two versions for mouse in the same way, but All-in-one). You can remove your previous TrackIR MOD (the classes) but still have to keep the il2fb.exe that interfaces with the device.

Two new settings are available:

Code: [Select]
[Mods]
PAL3D6DOF=1
PAL3D6DOFAutoReset=1

These are:

CONTROLS
~~~~~~~~

PAL3D6DOF=0 Mouse 6DOF Disabled (only responds to TrackIR if you have the corresponding il2fb.exe for TrackIR)

PAL3D6DOF=1 NormalMouse version:
• Roll TrackIR axis enabled.
• Mouse move controls normal look around.
• Hold Left button and drag emulates X,Y TrackIR axis.
• Hold Right button and drag over the Y mouse axis emulates Z TrackIR axis.
Middle mouse button resets the view.

PAL3D6DOF=2 XYMouse version:
• Roll TrackIR axis enabled.
• Mouse move emulates X,Y TrackIR axis.
• Hold Left button and drag controls normal look around.
• Hold Right button and drag over the Y mouse axis emulates Z TrackIR axis.
Middle mouse button resets the view.


PAL3D6DOFAutoReset=1
If you left the pilot cockpit to an external view or another position, when you come back, the Shifted view of the 6DOF is lost (it resets to the center). The same setting in 0 means no reset until you press the Middle-Button of the mouse.

Tell me if it works OK (and consider make a donation as stated before, I received a couple but it is not enough to get an nVIDIA card).

Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: SAS~Anto on November 15, 2011, 01:44:52 AM
The version I was waiting for :) Cheers Pablo, this will definitely get a test in my down-time next week.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: BT~Tarik on November 15, 2011, 05:28:52 AM
The version I was waiting for :) Cheers Pablo, this will definitely get a test in my down-time next week.

Yes me too  :) Thank you very much Pablo, now I'm impatiently waiting for my glasses... ::)
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Mick on November 15, 2011, 06:16:56 AM
... same with me, will give it a try end of this afternoon ...  ;)
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: BT~Tarik on November 15, 2011, 07:01:38 AM
I had black bars in menu but in game the image extended itself, so all is fine !
Thank you very much Pablo !
Cheers
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 15, 2011, 07:39:49 AM
I had black bars in menu but in game the image extended itself, so all is fine !
Thank you very much Pablo !
Cheers

To tell the truth it was like this for me laready with the previous V4 final...
Nvertheless (of course!) I will try this one tomorrow
Thks a lot!
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: BT~Tarik on November 15, 2011, 08:01:45 AM
Yes, for me too, it was because of incompability with ecran wide, and on that version it stayed like this in game. But now with the new version it corrects itself, however the texts ingame (HUD, info on the right sides and comms are located far in the middle, as if the bars were still there...
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 15, 2011, 08:49:26 AM
Gianluca and Milan,

              I know what could be the reason. Probably would be necessary to fully integrate the EcranWide to my Stereo MOD. In fact the EcranWide just makes a couple of changes in the definition of screen properties, no extra code in it. I'm thinking about including full Wide Screen compatibility, switchable for the ones who need it, so the EcranWide itself wont be needed anymore.

  And regarding the TrackIR? Has anybody used it? Does it work properly in this last version?

  Regards,
                       Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: flyby1 on November 15, 2011, 08:49:54 AM
Hi All;
 If you set il2set to 1400 all works fine , but SAS Ecran Wide is not working in the game and the bars are gone ! When I set conf to my screen size 1860 I get black bars , I think we need to change file il2set to all screen sizes under drivers  ie my needs 1860 x 1050 x 32  ati 5450 vista quad 8 ram hdmi 24 inch screen  Hopes this is a help !?
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: peybolman on November 15, 2011, 11:52:06 AM
Hello Pablo....this is getting better and better....

I tested it with trackir and Ecranwide.
Trackir works very well...(I hope next version to support 6DOF because now it is only 2DOF)
Ecranwide does what people said before...only works when in flight.

Anyway great development and improvement. You are the master of the 3rd dimension dude.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 16, 2011, 06:35:11 AM
OK,
          I think that now we are close to the final release:

Download new perfect visuals V5 Beta (plus Screenshot MOD + Fully Integrated TrackIR + EcranWide) from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv5Beta.rar)

The main difference you will find here is that now you don't see any kind of visual artifacts. No more alpha problems, no more spureous horizon, etc. Compare but in my system I get between 5% and 10% higher fps frame rate than with Stereo Disabled for the same situation. A Win-Win equation, what could be better? There is something more: you will realize that this way of working procudes an "improved second order antialiazing". Diagonal lines are super-smooth with only basic hardware antialiazing. Check it on my full-res pictures.

Finally I took the TrackIR MOD (which basically didn't incorporate some small changes of the v4.101 and I adopted them [I Figure it will not produce any sad effect in 4.09]). I fully integrated to the original Mouse 6DOF, checking line by line (I don't have the chance of testing it because I don't have any TrackIR).

I took all the changes made by the EcranWide and I added them natively to the 3D Stereo MOD. Now there is another setting for it:

[Mods]
PAL3DEcranWide=0

By just setting it to non-default 1 you make it active, and it should work exactly as the original EcranWide, I imported all the changes it used to make, but keeping the compatibility for 4:3 screens (default). Again: I can't check it because my screens are not wide.

So, you can deactivate your EcranWide and 6DOF MODs, and delete previous versions of my Stereo 3D MOD, because now I modified one class less, and you can still inherit the previous one if you don't delete it before. You only need a TrackIR il2fb.exe as the ones generated by TotalMODder or Storebror's Selector.

Regards,
                     Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on November 16, 2011, 08:28:38 AM
Hi Pablo, Results with the new one; slightly better light wise, but still on the dark side. I don;t have TrackIR nor EcranWide, I did not change my conf.ini and saw no differences from my standard game. So, I gather the mod works for us too, not having those mods... Many thanks again for your efforts
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: BT~Tarik on November 16, 2011, 08:31:27 AM
Pablo, i el mod funciona perfectamente con esta version ! i Muchas gracias !
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 16, 2011, 09:03:06 AM
Hi Pablo, Results with the new one; slightly better light wise, but still on the dark side. I don;t have TrackIR nor EcranWide, I did not change my conf.ini and saw no differences from my standard game. So, I gather the mod works for us too, not having those mods... Many thanks again for your efforts

Costas,
                yes, the main (or I hope the only) remaining issue is "3D from the Dark Side" a.k.a. Darth Vader googles view. If I compare these pics with your previous ones, it's true that they look "slightly" more shiny. But I don't understand what of the last changes could have impacted on it.
 
  Your pics are 1280x960, so you have WideScreen monitor! The new feature should be useful for you.

  I hope I can get the Dark Image view to debug it. From my 3 computers I don't have nothing similar, so I don't know how to trace the problem. Let´s wait if I can get the already discussed nVIDIA card to test in a different environment. For the while, I would suggest to use temporarily (except for the video card id, this comes from an ATI), this Conf.ini:

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1280
height=960
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=1
EnableClose=1
SaveAspect=0
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=atioglxx.dll
DirectX=dx8wrap.dll

[NET]
speed=100000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
remoteHost_000=:21000

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)
autoLogDetail=0

[game]
Arcade=0
HighGore=1
mapPadX=0.6515625
mapPadY=0.0072916667
viewSet=75
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
SubTitlesLines=4
ClearCache=1
TypeClouds=1
mapPadMode=1
mapZoomMode=0
mapWheelMode=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
YawSpeed=0.1
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste
Ctrl D=Damage
Right=bridgeRight
Left=bridgeLeft
Up=bridgeOffset+
Down=bridgeOffset-
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate

[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=1
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=2
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=4
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=12
Attenuation=7
SoundMode=2
SamplingRate=1
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=3
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=2
//15
mouseUse=2
joyUse=1
trackIRUse=0
DisableIME=0
locale=
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y=0 100 100 100 100 100 100 100 100 100 100 0 0
1X1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY1=0 100 100 100 100 100 100 100 100 100 100 0 0
1U1=0 100 100 100 100 100 100 100 100 100 100 0 0
1V1=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=1
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

//HardwareShaders=0
HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

//VideoSetupId=4
VideoSetupId=17
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Water=1
Effects=1

[Render_OpenGL]
TexQual=3
TexMipFilter=1
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
//TexFlags.DrawLandByTriangles=1
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
//TexFlags.ClipHintExt=0
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
//Shadows=1
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
//DynamicalLights=0
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
//VideoSetupId=8
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

//PolygonOffsetFactor=-0.15
//PolygonOffsetUnits=-3.0

[Mods]
PAL3DSeparation=1.5
PAL3DSeparationExt=25.0
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg
PAL3D6DOF=1
PAL3D6DOFAutoReset=0
PAL3DEcranWide=0

PALMODsColor=1
PALQMBMissions=Missions/QuickQMBPro/

PALNoTracers=0
PALNoSmoketrails=0

PALUnlockedFMB=1

//SpeedbarTAS=1
SpeedbarUnits=6
SpeedbarSpdKMH=1
SpeedbarSpdMPH=1
SpeedbarSpdKnots=1
SpeedbarAltMeters=1
SpeedbarAltFeet=1
HUDGauges=1
BombSightAssist=1
BombSightAssistConf=3
MixedSpeedbar=1
FullSpeedbar=1

FastLaunchAI 1
CatapultAllow=1
CatapultAllowAI=1
CatapultBoost=26
CatapultAI_EssexClass=1
CatapultAI_Illustrious=1
CatapultAI_GrafZep=1
CatapultAI_CVE=1
CatapultAI_CVL=1
CatapultAI_USSValleyForge=1
StandardDeckCVL=1
NoNavLightsAI=1
BombBayDoors=1
SeparateGearUpDown=0
SeparateHookUpDown=0
SeparateRadiatorOpenClose=0
ToggleMusic=1
AirShowSmoke=3
DumpFuel=1

[QMB]
PlaneList=0

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 16, 2011, 09:07:49 AM
Pablo, i el mod funciona perfectamente con esta version ! i Muchas gracias !

OK,
            me alegro. Saludos.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on November 16, 2011, 09:50:33 AM
OK, new set of pics with your conf.ini settings...
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: pdittrich on November 16, 2011, 10:27:46 AM
v5 with ecranwide works flawless!

I hate to have to do this again, and as usual, i have no clue what it means:
Code: [Select]
9782E66223D1856A exists with :
CRC -79395826 : .\00_PAL-Stereo3D\9782E66223D1856A

CRC -44a0693e : .\XTD\9782E66223D1856A
As far as i can see it has no effect, so maybe not important...
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 16, 2011, 11:15:02 AM
The last version is perfect to me! :)
Thank you very much, sir.

In future, could we choose the colors to match other standards like green/magenta or magenta/cyan?

Thank you again. 8)



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: peybolman on November 16, 2011, 12:14:48 PM
Pablo just a question,

In the case of having a trackir, Is it supposed to work 6 DOF? I mean x, y , z and rotations
I ask this because setting PAL3D6DOF=0 I only get 2 DOF with trackir

I have 6dof  activated from the UP3 launch menu.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 16, 2011, 12:45:20 PM
The last version is perfect to me! :)
Thank you very much, sir.

In future, could we choose the colors to match other standards like green/magenta or magenta/cyan?

Thank you again. 8)



santobr.

Santo,
             yes, perhaps I can do that. But 95% of the anaglyph glasses are Red / Cyan. Nonetheless any of the other combinations must be between complementary colors, but with total suppresion of some component. We would not be able to adjust gradation or tone combination. You can only do that through a Gama adjust from your own Video Card or a third party one.

  Regards,
                        Pablo

Pablo just a question,

In the case of having a trackir, Is it supposed to work 6 DOF? I mean x, y , z and rotations
I ask this because setting PAL3D6DOF=0 I only get 2 DOF with trackir

I have 6dof  activated from the UP3 launch menu.


Yes Peybol,
                      it should. So with version 5Beta you only have two axis? It's strange because I have included all the code used in the TrackIR 6DOF.

Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: peybolman on November 16, 2011, 01:06:11 PM
Could anybody confirm if using trackir you get 6 axis? 6 axis= 6dof
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Aty2 on November 16, 2011, 03:08:17 PM
I have a 2 axis and zoom .  Axis up, side and angle, dont work, only work axis Z, Y and zoom

thnx

byer
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 17, 2011, 01:29:28 AM
Ciao Pablo, this is my feedback!
Ecran Wide works perfectly but sorry to say, after having tested the last version (and the other versions too) and have to report that, whatever I do I always get weird probs when I enable trackir through Storebr exe.
Added the lines in conf.ini (PAL3D6DOF=1 but also tried with =0 or disabling //) I get then CTD , loading till 95%, loading up to QMB menu and then freeze...
When disabled in .exe I can use the normal swivel tracker but that's unfortunately all; moreover I still (my rig thje prob probably) get those horizontal VSync related issues even though having VSync on (I checked carefully this time!)
In this respect, the best version for me with a "stable" interior view, was the v3c which had however that gltching water and flickerings.
Best regards as always,
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: BT~Tarik on November 17, 2011, 04:53:02 AM
Hi again Pablo,
I noticed one small thing with v5b :
when I previously tested it I had ecran wide still enabled, and it was fine. However today I disabled it (thought it was obsolete now), but with the one in your mod, the writing is really huge. The resolution itself is fine, but only the writing is wrong. Dunno if the other ones experience that too. But when I re enabled the original ecran wide it was fine.
Just wanted to tell.
Cheers
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 17, 2011, 05:47:06 AM
Hi again Pablo,
I noticed one small thing with v5b :
when I previously tested it I had ecran wide still enabled, and it was fine. However today I disabled it (thought it was obsolete now), but with the one in your mod, the writing is really huge. The resolution itself is fine, but only the writing is wrong. Dunno if the other ones experience that too. But when I re enabled the original ecran wide it was fine.
Just wanted to tell.
Cheers

OK Milan,
                    I see. The EcranWide itself is OK, but the usually distributed MOD had new definitions of Fonts and other stuff for the GUI. That's the reason why you need that. Basically you can copy the font, gui and icons folders present in the previous MOD and you are done, you don't need it anymore.

  Later I will include these extra folders for those who are accustomed like you to those settings.

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: BT~Tarik on November 17, 2011, 06:31:16 AM
Hi again Pablo,
I noticed one small thing with v5b :
when I previously tested it I had ecran wide still enabled, and it was fine. However today I disabled it (thought it was obsolete now), but with the one in your mod, the writing is really huge. The resolution itself is fine, but only the writing is wrong. Dunno if the other ones experience that too. But when I re enabled the original ecran wide it was fine.
Just wanted to tell.
Cheers

OK Milan,
                    I see. The EcranWide itself is OK, but the usually distributed MOD had new definitions of Fonts and other stuff for the GUI. That's the reason why you need that. Basically you can copy the font, gui and icons folders present in the previous MOD and you are done, you don't need it anymore.

  Later I will include these extra folders for those who are accustomed like you to those settings.

  Regards,
                      Pablo

OK.
I got my glasses now, it is stunnning ! Thanks a lot Pablo !
I only miss a little the colors, it is quite greyish...but I guess it can't be changed...
Thanks again !
Cheers
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: CoolBreeze on November 17, 2011, 07:28:29 AM
Very interesting and exciting mod!  I installed version 4 and carefully read all of the instructions.  I'm able to load missions and fly with mode B (intense flickering) and D (washed out, odd colors).  However, when I try to load a mission using version A, my game freezes at the 100% mission loading screen.  I'm running XP Service Pack 3; Nvidia  GTS 250 with driver ver. 258.96; an Athlon 4400+ processor and 22 in. LCD set to 60 hz.   I would appreciate suggestions on how to get mode A running.

Cheers,

CB

Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 17, 2011, 08:55:21 AM
The same happened with me, so I disabled the mod that was conflicting with this mod and everything is running perfect now.

I disabled 6dof mod, because it's included in PAL_Stereo3D, and all classes from Plutonium mod.
I put some zeros in the name of the folder of PAL_Stereo3D for the simulator reads it first.

Everyone who has CTD or freeze, needs to check if some mod is conflicting with PAL_Stereo3D.



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: CoolBreeze on November 17, 2011, 09:28:29 AM
Thanks santobr for the suggestions- I double checked, all mods are disabled in my DBW 1.6 install and 00_PAL_Stereo3d is listed first in my #DBW folder.  Still freezing at the 100% mission load screen when I try to run mode A.  Could this be a driver issue?  I would be curious to know if anyone else is having success with with Nvidia ver. 258.96 or which Nvidia drivers are working with the gts 250.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 17, 2011, 09:38:07 AM
Well, I don't know, but did you enabled the 6DOF on "IL-2 selector"?
Because we need to enable it.

Try to hit the F2 key, because in the first time I was having freeze at 100%, it was working in external view.

Sorry, I don't know what more could help. :-[ :)



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: CoolBreeze on November 17, 2011, 10:14:33 AM
You know, I had disabled 6DOF in the launch settings of the Il-2 Selector... I will enable it and try again when I get home from work tonight.  Thanks!
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 17, 2011, 10:25:31 AM
You know, I had disabled 6DOF in the launch settings of the Il-2 Selector... I will enable it and try again when I get home from work tonight.  Thanks!

CoolBreeze, Santo and the rest,

           I think that I missed two required classes for the TrackIR 6DOF that not being there could drive to an exception. Again: I don't have any of these devices so I'm just figuring out without any real chance of testing.

  Probably this patched version will solve problems with TrackIR 6DOF to make it full formally movable with 6 axes.

  Regarding EcranWide, here I have added the three extra folders of the original EcranWide MOD. They come in a separate .rar to add to the correspongin MOD if you require them (independently you need to enable EcranWide with the Conf.ini setting as stated before).

https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3D-FixV5Beta.rar (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3D-FixV5Beta.rar)

  Regards,
                            Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 17, 2011, 10:37:26 AM
Ciao Pablo, this is my feedback!
Ecran Wide works perfectly but sorry to say, after having tested the last version (and the other versions too) and have to report that, whatever I do I always get weird probs when I enable trackir through Storebr exe.
Added the lines in conf.ini (PAL3D6DOF=1 but also tried with =0 or disabling //) I get then CTD , loading till 95%, loading up to QMB menu and then freeze...
When disabled in .exe I can use the normal swivel tracker but that's unfortunately all; moreover I still (my rig thje prob probably) get those horizontal VSync related issues even though having VSync on (I checked carefully this time!)
In this respect, the best version for me with a "stable" interior view, was the v3c which had however that gltching water and flickerings.
Best regards as always,
Gianluca

Ciao Gianluca,
                           fai una prova con quest'ultimo.

  Chek out the last fixed version I posted, I think that it will solve your problem and the ones others have too.

  That what you say about the VSync is part of the strange visual topics. Mode A doesn't work at all for you?

  Regards,
                             Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 17, 2011, 11:27:57 AM
test appena fatto Pablo!
Now it works but it is still not a full 6DOF: I can move forwards and of course swivel but still not the full trackir.
I can say the colors look much better than in previous versions!
However when turning the head right left inside the cockpit a bit fast (outside is all ok!) I always get those issues... up and down is fine, no prob at all!

Regards,
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Whiskey_Sierra_972 on November 17, 2011, 01:27:23 PM
Hi Pablo!

I can't give you a full report because I haven't yet received my 3d glasses and I haven't yet put out from the wardrobe my TIR4 but , testing from box over a modact game I got all working more or less fine!

Version A is the one that give me better performance;
Version B is the one that give me a great amount of flickering;
Version C is too slow (I have a GTS250 1gb last driver update , E8400 @ 3ghz dual core , 4gb RAM , XP sp2)
Version D is good but colours are too much washed.

I can't manage to have FRAPS working on playing tracks to make a FPS confrontation between no mods and all other one!

I have as many others the darker environment but I noticed that when I disable 3d it became clear again....so I have thought that maybe the game in 3d load two background those can be the explanation because in this way the light pass throught a doubled obstacle....if I'm right maybe is possible to make the game load good light loading only one background or making it half dark so the result 'll be the same even if still doubled!

Hope to have been clear!

All the best!

walter
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on November 17, 2011, 01:31:58 PM
I confirm Walter's last remark; when switching to non-3D, the game gets its light back!
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: peybolman on November 17, 2011, 01:49:44 PM
I confirm now with trackir hardware there are only 3 axis....X and Y rotations   and  Z (front-back movement inside cockpit). No lateral or up-down axis movement.

BTW, Vsync also doesnt work with mod enabled
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: shardana on November 17, 2011, 01:54:56 PM
ok here  a part from the two black bands on the sides..... a way to get rid of them?
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Whiskey_Sierra_972 on November 17, 2011, 02:04:01 PM
ok here  a part from the two black bands on the sides..... a way to get rid of them?

Ciao ammigu meu!

Con la nuova versione (fixV5beta) il supporto per il widescreen è operativo!

Devi solo ricordarti di aggiungere questa linea:

PAL3DEcranWide=0

nei comandi relativi ai [MODS] in conf.ini e di disabilitare il widescreen mod!

Se per caso dopo trovi le scritte troppo grandi , copia ed incolla le cartelle di widescreen (non i classfiles!!!!) nel mod di Benito in attesa che realizzi anche questo aggiornamento!

Zi vidimu!!!

walter
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: joycecaster on November 17, 2011, 02:16:04 PM
NVIDIA 9600 M GT

Everything is glorious - no dim screen, no flickering - quite magnificent!

FPS is now 100 - 120+ but...  The view is very choppy when scrolling the viewpoint around, and there is quite a lag between moving the stick and seeing the flying surface move.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: shardana on November 17, 2011, 02:25:00 PM
ciau Walter!, appu installau s'urtima versioni sa fixV5beta, appu scrittu PAL3DEcranWide=0 in conf.ini e disattivau su widescreen mod. Però m'agattu sempri is bandas nieddas....
appu a fai una ricerca.
A si biri e grazie pò m'iscriri in tataresu, t'appu arrepondiu in campidanesu de Ogliastra!! haha

te lo traduco, giusto in caso.....

ciao Walter, I have installed the last version of the mod, I've written the line in conf.ini I've disabled ecranwide mod, but I keep having those two black bands. I'll have to look through it.
Bye for now and thanks for writing in sassarese, a language spoken in the north of sasrdinia Ndr, I've unswered in campidanese, a language spoken in Ogliastra....

hahaha
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: X-Raptor on November 17, 2011, 02:45:39 PM
NVIDIA 9600 M GT

Everything is glorious - no dim screen, no flickering - quite magnificent!

FPS is now 100 - 120+ but...  The view is very choppy when scrolling the viewpoint around, and there is quite a lag between moving the stick and seeing the flying surface move.

I confirm this : Choppy movement looking from external.. (microstop of plane image you are looking) this is more evident into clouds and over sea with bad weather (may be some conflict with water textures??).
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 17, 2011, 02:52:54 PM
@shardana
Could you please give us your monitor's maximum resolution and your IL-2's resolution?
Maybe is something about the resolution.
My monitor is widescreen, but I don't have black bars even without ecranwide mod.
My IL-2 is in HD resolution (1280x720) in conf.ini and SaveAspect=0.
Without EcranWide mod, I have the black bars only in menu screen, but flying a mission is almost perfect.
It is not perfect just because I can't put the map on the corner, nothing more, but the image is perfect.
IMHO your problem is not related to the PAL_3DStereo mod. :)



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: shardana on November 17, 2011, 03:10:30 PM
Hi santobr! my spec: sony vaio vgn-fz38M, intel core 2 duo T8100, 4 GB memory, nvvidia gefprce 8400gt gpu screen 1280 x 800 max.... hope it will help.... :)
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 17, 2011, 03:40:17 PM
Oh! A notebook, I had some problems to enable full screen in a notebook, because notebooks generaly have no standard resolutions. :)
In mine, it only accepts the maximum resolution or 1280x720, it accepts 1024x768 too but the image looks stretched.
Try to put 1280x800 and SaveAspect=0 in your conf.ini.
If it doesn't work, try 1280x720 or another widescreen resolution.

This is the [window] section of the conf.ini in my notebook:
Code: [Select]
[window]
width=1280
height=720
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

I hope this helps. :)




santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: shardana on November 17, 2011, 03:46:27 PM
Hi santo!I think I solved the problem setting save aspect to 0!!!! now only problem I have is that I'm trying to have facetracknoir working with this.thanks a lot santobr!!!
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 17, 2011, 03:50:34 PM
You're welcome. :)



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: shardana on November 17, 2011, 04:26:35 PM
Well well well, I finally managed to solve all my problems!!! now it works flawlessy!! even with facetracknoir!!!
what a pity my suffering from strabism. hopefully one day somebody will be able to solve this problem too. if some of you might wonder why I was so eager to have this mod working on my system despite not beying able to use it, well I guess at the moment i've become addicted to modding my game!!!
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: kapteeni on November 18, 2011, 01:19:16 AM
Version % works like charm. Game looks amazing now. But... I cn't take screenshots in 3D. All my screenies are normal 2d shots.
I have added those
[Mods]
PAL3DEcranWide=1
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg
to my conf.ini
Kap
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 18, 2011, 02:22:58 AM
Version % works like charm. Game looks amazing now. But... I cn't take screenshots in 3D. All my screenies are normal 2d shots.
I have added those
[Mods]
PAL3DEcranWide=1
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg
to my conf.ini
Kap

Kapteeni,
                        my fault. Yes, that's true, in the last patch I posted, the screenshot module was not a MODded one, and that's why you only got plain images.

  During the day I will re-post it with the correct module.

  Regards,
                           Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 18, 2011, 06:32:12 AM
Well, here I'm posting a fixed version of the last one under the same name:

https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3D-FixV5Beta.rar (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3D-FixV5Beta.rar)

-It corrects the error mentioned by Kapteeni (plain screen captures due to incorrect classfile).

-It includes a very carefully verified TrackIR 6DOF. I really don't see any reason why this version would not give full 6DOF support to TrackIR users. Try this version and configure for you:

Code: [Select]
[Mods]
PAL3D6DOF=0

It is very important to get the six axes, if not it will not work.

-I have included in case this doesn't work for you, an extra sub-package called "PureTrackIR6DOF-3DAdapted.rar" that is inside the main .rar. You have to extract the 5 files present there over the original ones of the Stereo 3D MOD, overwritting when prompted. This is the original (no mouse 6DOF compatible) TrackIR 6DOF with only a short piece of code to work in Stereo. I mean: if you used sometime the TrackIR 6DOF, there's no way this won't work for you (but try the one included in my MOD first).

  Regards,
                     Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: peybolman on November 18, 2011, 09:14:13 AM
I just wanted to let you know about the 6dof trackir.

With the new version ( the new 5beta) it doesnt work 6DOF

With the "PureTrackIR6DOF-3DAdapted.rar" version...EUREKA....6DOF WORKS.  :D :D :D :D :D :D :D :D :D :D :D :D :D

Vsync is activated but when mod is enabled, vsync doesnt work

Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 18, 2011, 09:30:58 AM
I just wanted to let you know about the 6dof trackir.

With the new version ( the new 5beta) it doesnt work 6DOF

With the "PureTrackIR6DOF-3DAdapted.rar" version...EUREKA....6DOF WORKS.  :D :D :D :D :D :D :D :D :D :D :D :D :D

Vsync is activated but when mod is enabled, vsync doesnt work



OK Peybol,
                             I still don't understand why the main mode it doesn't work 6DOF, everything was included. It's really astonishing!

  Regarding VSynch, I think that I never explained this before, but VSynch will only work with Mode B and D. Modes A and C make a direct transfer of the game frames, so there is no dependency on your Monitor's Vertical Refresh frequency. Eventhough you can leave it on, there's no problem, but there is no wait until new monitor's frame to release the image.

  Cheers,
                  Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: kapteeni on November 18, 2011, 12:18:25 PM
Still no 3d screenshots for me... I even tried Irfanview. It took 2 3d pictures and then..just a black screen with texts only.
I think that i need very detailed instructions how to take screenshots.

Btw i tried with all versions of 3d views A,B,C and D

Other than that, it works brilliantly.
It sure is fun to look cockpits in 3d!

Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 19, 2011, 11:32:10 AM
Still no 3d screenshots for me... I even tried Irfanview. It took 2 3d pictures and then..just a black screen with texts only.
I think that i need very detailed instructions how to take screenshots.

Btw i tried with all versions of 3d views A,B,C and D

Other than that, it works brilliantly.
It sure is fun to look cockpits in 3d!



Kapteeni,
                        it is very strange, specially if sometime it takes 3d Screenshots for you. When you first made me notice it there was a specific error that I saw in my install too. But now there shouldn't bee issues regarding screenshots. Are you positive the MOD is loading before any "Screenshot as JPEG" or whatever other MOD?

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: kapteeni on November 19, 2011, 12:03:48 PM
Still no 3d screenshots for me... I even tried Irfanview. It took 2 3d pictures and then..just a black screen with texts only.
I think that i need very detailed instructions how to take screenshots.

Btw i tried with all versions of 3d views A,B,C and D

Other than that, it works brilliantly.
It sure is fun to look cockpits in 3d!



Kapteeni,
                        it is very strange, specially if sometime it takes 3d Screenshots for you. When you first made me notice it there was a specific error that I saw in my install too. But now there shouldn't bee issues regarding screenshots. Are you positive the MOD is loading before any "Screenshot as JPEG" or whatever other MOD?

  Regards,
                      Pablo
I will take a look tomorrow. I'm pretty sure that i have made somethin wrong, because it looks like i'm the only one who's screenshot thing is not working...
I just came back from work and i' too tired to do anything...
Kap
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Stratodog on November 19, 2011, 01:28:49 PM
I must be doing something wrong...
I have the new version 5b and I get massive flickering and a double image even with the glasses on.
As I reduce the stereo separation down to zero, the flickering and the double image go away. 
I use Nvidia GeForce GTX 260M Graphics card.
The computer is a laptop with an external monitor 1920x1080.
Graphics card stats are:

Operating System:   Windows 7 Home Premium, 64-bit (Service Pack 1)
DirectX version:   11.0
GPU processor:      GeForce GTX 260M
Driver version:      266.58
DirectX support:   10
CUDA Cores:      112
Core clock:      500 MHz
Shader clock:      1250 MHz
Memory clock:      800 MHz (1600 MHz data rate)
Memory interface:   256-bit
Total available graphics memory:   3839 MB
Dedicated video memory:   1024 MB GDDR3
System video memory:   0 MB
Shared system memory:   2815 MB
Video BIOS version:   62.92.83.00.0A
IRQ:         16
Bus:         PCI Express x16

Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 20, 2011, 06:28:31 AM
Hi Pablo, until tomorrow I can´t try the last version but I gave however a question: you stated some post earlier that not each version is the same regarding Vsynch and probably  B or C version should be better in my case (at least so i guess....) but is the last version still splitted in these four different ones? I ask this because last time I triewd the v5beta patched previous to the last, moving the mouse wheel or left/rigth clicking gave no result!
Thks in advance for answering!
Best regards,
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 20, 2011, 08:03:34 AM
Gianluca,
                   it should.

  But yesterday I found the way of avoiding flickering in the original method (Mode B, the one most similar to the stock working of the game). So now it's perfectly possible to record movies with Fraps (and basically any other program of that sort), because it didn't work in Mode A. So now we have these modes:

  0-Stereo Disabled - Stock visuals and behaviour.
  1-Stereo Mode A (the one appeared in V4, default, highly optimized, 5%-15% fps improvement, not Synchronized, no videocapture).
  2-Stereo Mode B (the original v3 but now WITHOUT FLICKERING, perfectly stable. Synchronized, no fps improvement, videocapture mode).
  3-Stereo Mode C (a variant of the V4 with an intemediate buffer, not Synchronized, no Videocapture, usually slower than Mode A).
  4-Stereo Mode D (a two combined frames version that still doesn't work very good. Based in Accumulator Buffer, not universal).
  5-Stereo Mode B- (the original v3 flickering one, for the nostalgics) Synchronized, only method possible to take independent Red / Cyan ScreenShots.

  For those with TrackIR 6DOF, if you don't get the basic MOD working with the 6 axes, use the patched 6DOF set included in the .rar (read above for details).

https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv5RC.rar (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv5RC.rar)

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Stratodog on November 20, 2011, 03:35:51 PM
Sorry to report: still lot's of flickering in mode B with the version I downloaded above - 3Dv5RC   :(
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Spinnetti on November 20, 2011, 04:29:55 PM
Yeah!
   6DOF - Check
   Widescreen - Check
   No flicker - Check
   Brightness good - Check.

Only things I've noticed is that when changing the separation, it doesn't show the value on the HUD (at least in widescreen)..... Also, my rudder stopped working, but I assume that's unrelated.

Thanks!
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 20, 2011, 07:14:04 PM
Sorry to report: still lot's of flickering in mode B with the version I downloaded above - 3Dv5RC   :(

Stratodog,
                   aren't you mixing up versions or something like that? I perfectly know the code of the v5 and the method I've found doesn't give any chance to possible flickering (in new Mode B, the only possible flicker one is the last: B- which is the first I programmed for v3).

  Regards,
                       Pablo

 
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Stratodog on November 20, 2011, 08:04:47 PM
Sorry to report: still lot's of flickering in mode B with the version I downloaded above - 3Dv5RC   :(

Stratodog,
                   aren't you mixing up versions or something like that? I perfectly know the code of the v5 and the method I've found doesn't give any chance to possible flickering (in new Mode B, the only possible flicker one is the last: B- which is the first I programmed for v3).

  Regards,
                       Pablo

 

Yeah, I must be doing something wrong because I get flickering on Mode A and B.
I'm going to try and figure out what I'm messing up. 

Edit:
You are correct sir!! I had so many different versions of this thing that I extracted the wrong one  :-[
Works great.  No flicker on Mode B.

Now I think I need better 3D glasses.  I get a very noticeable "shadow" image in the cockpit.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: panzerkeil on November 21, 2011, 01:23:58 AM
This is probably as designed but I did not see it anywhere: when I press the right mouse button and scroll the mouse weel the separation between red and cyan changes. Love this mod!!  Many thanks; this is indeed a new era in IL2!   ;D
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: CoolBreeze on November 21, 2011, 06:16:47 AM
Hi,
Sorry to bother everybody again with my technical difficulties.  I spent some more time with the latest update of this mod over the weekend, trying out various settings etc.  I am able to load missions running Mode B- (the original, flickering mode) but not with mode A or the new, non-flickering B.  When I try to load a mission running either A or nonflickering B, my mission load screen freezes at 100% which is followed by CTD.  Is it possible that modes A & B (but not B-) cause a freeze because of something in my graphics card settings? I'm running DBW 1.6 with an Nvidia GTS 250. Thanks again!
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 21, 2011, 06:56:19 AM
Was 6dof enabled in your IL-2?



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 21, 2011, 07:15:32 AM
Hi,
Sorry to bother everybody again with my technical difficulties.  I spent some more time with the latest update of this mod over the weekend, trying out various settings etc.  I am able to load missions running Mode B- (the original, flickering mode) but not with mode A or the new, non-flickering B.  When I try to load a mission running either A or nonflickering B, my mission load screen freezes at 100% which is followed by CTD.  Is it possible that modes A & B (but not B-) cause a freeze because of something in my graphics card settings? I'm running DBW 1.6 with an Nvidia GTS 250. Thanks again!


Yes CoolBreeze,
                                as Santobr says, the 6DOF can affect this and may be the responsible of that behavior. We have already discussed this. Please be methodic and confirm if you don't have ANY OTHER 6DOF related MOD loading before the Stereo 3D, because if so it will replace vital parts of this MOD and will lead to programs hangs.

  Regards,
                       Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: CoolBreeze on November 21, 2011, 07:24:41 AM
Thanks again Santobr and Benitomuso- I appreciate the suggestions.  The spirit of camaraderie is my favorite aspect of this forum.

Using the selector, I enable 6dof. In the #DBW folder I disabled the SAS 6dof and SAS Ecranwide mods as well as the SAS small fxmod and the VTD ai beta mod.  Should I disable the STD and XTD folders in the #DBW folder as well?  In any case, the 3d mod is named such that it loads first in the #DBW folder.

Earlier in the forum, Blumax was reporting different results depending on which monitor they used and there was some discussion on requiring refresh rates greater than 60 hrz. I've got an older LCD with 60 hrz as its only refresh setting- could this hardware limitation prevent mode A and nonflickering B from working?  Because I'm able to get mode B- running, I suspect that my problem is a hardware limitation or configuration issue.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 21, 2011, 03:06:46 PM
Well, in #DBW I think you need to disable the 6dof mod only. Maybe the Ecranwide too, but because the same files are included in the last version of 3D mod, so it doesn't matter, but you can save a bit of HD space.
You can't disable the STD and XTD folders, because they are not mods, they are part of the DBW pack.

If it still does not work, you need to disable the mods one by one until you discover what mod is in conflict with Pablo's mod.

And last but not least...
Yes, you need to enable 6dof in the selector and don't forget to disable the "mod files cache".



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 21, 2011, 03:15:20 PM
Hi Pablo, with the last version full trackir works!
However - cannot switch between version (mousae wheel and left/righ clicking has no effect) and still Vsynch problems so I guess your beauty is a no go for my rig unfortunately...
Best regards,
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 21, 2011, 05:30:47 PM
Hi Pablo, with the last version full trackir works!
However - cannot switch between version (mousae wheel and left/righ clicking has no effect) and still Vsynch problems so I guess your beauty is a no go for my rig unfortunately...
Best regards,
Gianluca

That's very strange Gianluca! Are you positive you have deleted any previous version? Are your 6DOF and EcranWide MODs deactivated or loading only after the PAL Stereo 3D?

There isn't any reason why you could be unable to switch between modes. If the MOD works it should monitor directly the Mouse commands and so respond to it. Just in case I'm re-uploading the v5RC because I found a size difference with the one I have in my desktop.

So if you (Gianluca or any) had any problem, re-download it from here:

https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv5RC.rar (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv5RC.rar)

Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on November 22, 2011, 01:17:18 AM
Now, 3D wise, this is by far the best version of the mod. Flawless, impressive in details, no problems whatsoever, but for the lighting (in my case :(). Latest samples
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 22, 2011, 01:25:45 AM
hi Pablo, no other 6DOF mods or else loaded in jSGME: I use this for this mod a dedicated MOD folder in my 409mUP201 install so no interference possible... Give again a try tonight but quite sure it won't work; the last version where I could switch between version was the 4beta.
downloaded the last patch again but the size was exactly the same as before, 492 kb so I don't think it's going to make a difference.
Have a nice day and thks!!
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: CoolBreeze on November 22, 2011, 06:07:17 AM
Hi Santobr and Pablo,
Thanks for the great support in getting this wonderful mod running. 
Cheers,
CB
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Paulo Hirth on November 22, 2011, 06:45:20 AM
 Pablo, after final version for 4101 do you can try do a 409 version, the older version still worthing suport.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: santobr on November 22, 2011, 08:17:23 AM
@gianlucabagatti
I don't know if this mod will work for 4.09m.
But if so, there is only one way to.
You need the "il2fb.exe" file from the 6dof in jsgmemods folder.
I'm using "Exe_512MB_6DOFTiR" in my UP 2.01, in this case I would need to disable this mod in JSGME and copy the "il2fb.exe" inside "jsgmemods\Exe_512MB_6DOFTiR" to the il-2's folder.
Make a backup first.

If it still doesn't work, I think there is a good chance that it will not work until a 4.09m version be made.



santobr.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 22, 2011, 08:34:09 AM
hi Pablo, no other 6DOF mods or else loaded in jSGME: I use this for this mod a dedicated MOD folder in my 409mUP201 install so no interference possible... Give again a try tonight but quite sure it won't work; the last version where I could switch between version was the 4beta.
downloaded the last patch again but the size was exactly the same as before, 492 kb so I don't think it's going to make a difference.
Have a nice day and thks!!
Gianluca

Yes,
          Gianluca, I was not aware that your case was a 4.09m.

Pablo, after final version for 4101 do you can try do a 409 version, the older version still worthing suport.

  Paulo,
               are you a 4.09er too?

  I have to take a look, but I don't think that Renders class could have important differences between one version and the other.

  May I have a report of what 4.09 users have in comparison to the 4.10 (or all the promoted features of the MOD at least)?

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: shardana on November 22, 2011, 12:27:02 PM
In my 4.09  sas modact it works flawlessy................ but too bad I can't see it..... hahahaha
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 22, 2011, 01:29:23 PM
In my 4.09  sas modact it works flawlessy................ but too bad I can't see it..... hahahaha

Shardana,
                    what Video Card do you have? So basically we have to assume that it is not a game version problem, right?

  Soon I will start to experiment with convergence, and in particular differential convergence, that is the method I think your problem of eye parallelism can be helped.

  Regards,
                         Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 22, 2011, 01:37:50 PM
Now, 3D wise, this is by far the best version of the mod. Flawless, impressive in details, no problems whatsoever, but for the lighting (in my case :(). Latest samples

Costas,
               do you have the game in version 4.101m, right? Have you checked new Mode B? Does it produce the same Darth Vader's googles effect? Somewhere in your Video Card setup should be an option to set "Triple Buffering", sometimes associated to the Z-Buffering function. Try disabling Trible Buffering of the card. It could have some relationship with this issue.

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: shardana on November 22, 2011, 03:46:35 PM
invidia ge-force 8400gt gpu   sony vaio vgn-fz38m windows vista home premium  intel core 2 duo T8100 2.10 GHz  $gb memory, and thanks for your effort!!!

il2 1946 highly modded 4.09m version 
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on November 22, 2011, 11:27:19 PM
Thanks for the tip, Pablo, I shall look into it when I am back home next week, 8)
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 23, 2011, 03:12:38 AM
Hi Pablo and you all!
I got vB working!
I use the mod as it is in my 409 install with Storebr exe and my fault was not to click AND scroll simultaneulsy: mea culpa!
Only issue but I think it's inherent to this version, colors are not so brilliant as in vA unfortunately.
So this last step only remains, at least for  me, and then finally I can say it's perfect!
Once more, thks Pablo and best regards!
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 23, 2011, 07:04:08 AM
Hi Pablo and you all!
I got vB working!
I use the mod as it is in my 409 install with Storebr exe and my fault was not to click AND scroll simultaneulsy: mea culpa!
Only issue but I think it's inherent to this version, colors are not so brilliant as in vA unfortunately.
So this last step only remains, at least for  me, and then finally I can say it's perfect!
Once more, thks Pablo and best regards!
Gianluca

Gianluca,
                   it would be nice to have an example of what you mention. Could you Pause the game in some representative situation and make two screenshots one in Mode A and another one in Mode B, later publish them as to see the difference?

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 23, 2011, 08:14:24 AM
Hope I can do tomorrow Pablo but I'll do!

v5b
https://www.mediafire.com/i/?6nujeuwlyx3u74d

v5a
https://www.mediafire.com/i/?ndo1kx3nycg3ldr
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Whiskey_Sierra_972 on November 23, 2011, 02:20:48 PM
Just tested with my new goggles!


A - ATM is the best performance;
B - looks flikering with naked eyes but as I put the goggles the flickering seem to disappear!
C - looks a bit too slow;
D - too much washed and not match my goggles colours!
B-- a lot of flickering

So I mainly use A because looks more fast and stable and I got a feel of more good 3d!

Anyway when I close my left eye I see only one vision as should be , but when I close my right eye I can still see part of both vision so when in 3d i see a little portion of a second vision on my left side....changing the screen range from warm to cool don't solve the issue because surely the goggles don't match correctly red colour!

To avoid such situation (because it can be also how the monitor show the colorus) is possible to set colours scale by mod to match the goggles colors best suites?

Hope to have been clear!

walter
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Dinga on November 23, 2011, 06:23:43 PM
Hi benitomuso,

many thanks for this great 3D work. 8) 8) 8)

I use two GPUs in sli mode
I had a bad flickering when I first tried this out and performance was not good.I tried changing a few video setting ,all to no avail.Then I did something that stopped the flikering straight away.In nvidea setting I changed to  single GPU rendering rather than alternate frame rendering option under 3d setting.My 3d images are really good now.Does anyone know how you can get it working using another method?Or is this the only solution.
One question though, I have no wide screen in the menu sections .Is there a fix for this?
My apologies if this has already been posted

Thankyou again benitomuso,

Dinga
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: adambegg on November 23, 2011, 11:01:50 PM
Hi

I just tried installing v4 Final (from the link right back at the start of this topic) and I'm getting a problem.  Whenever I try to do anything in 3D the computer generates a red image, which takes about a minute moving up the screen, then a blue one, then a red one etc., all at the same ridiculously low speed.  It also won't respond to any commands while this happens.  I'm using an Nvidia GeForce 7900 GTX graphics card, and running Il-2 4.10.1m.  Any ideas?

Thanks, this looks like a brilliant piece of work.

adambegg
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 24, 2011, 04:35:43 AM
Hi

I just tried installing v4 Final (from the link right back at the start of this topic) and I'm getting a problem.  Whenever I try to do anything in 3D the computer generates a red image, which takes about a minute moving up the screen, then a blue one, then a red one etc., all at the same ridiculously low speed.  It also won't respond to any commands while this happens.  I'm using an Nvidia GeForce 7900 GTX graphics card, and running Il-2 4.10.1m.  Any ideas?

Thanks, this looks like a brilliant piece of work.

adambegg

I strongly suggest you to use V5RC, is the most advanced one and has many new discoveries applied. V4 was more primitive. Nonetheless the particular problem you refer was never reported before. I would say: first try V5 and later if you have any similar problem, siwtch between Stereo Modes (Left + Right buttons + Mousewheel) to see if any of them works OK for you.

Hi benitomuso,

many thanks for this great 3D work. 8) 8) 8)

I use two GPUs in sli mode
I had a bad flickering when I first tried this out and performance was not good.I tried changing a few video setting ,all to no avail.Then I did something that stopped the flikering straight away.In nvidea setting I changed to  single GPU rendering rather than alternate frame rendering option under 3d setting.My 3d images are really good now.Does anyone know how you can get it working using another method?Or is this the only solution.
One question though, I have no wide screen in the menu sections .Is there a fix for this?
My apologies if this has already been posted

Thankyou again benitomuso,

Dinga

It's good to know that. Most of the people who had problems were nVIDIA users. You are the first one who changing settings of the VideoCard itself has solved those problems. I didn't know that there were options to alternate the frame generation, but in fact that could be a real problem knowing how my MOD works. It would be writting to buffers of different cards and it is possible that never gets the jointed frame as expected.

There should be WideScreen support in Menues too, the class which controls that was MODded too. Are you using V5RC? Are you positive that no other 6DOF or WideScreen MOD is enabled and loading before the 3D Stereo?

With GPU settings the fact is that I only have ATI cards, and I developed this MOD with them, and in ATI it works OK. Regarding nVIDIA, I need a card to research and develop, but I will not buy one by my own, because I don't need it. Some people have started donating for it, but still we are far from the money needed to buy a decent one. I already have a PayPal account for the Total MODder, if you want to collaborate :

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=2AU4BKKU755PQ

Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 24, 2011, 05:24:32 AM
Hi Pablo, could you see my (uploaded at mediafire...) screenshots?
Have a nice day!
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 24, 2011, 06:11:03 AM
Hi Pablo, could you see my (uploaded at mediafire...) screenshots?
Have a nice day!
Gianluca

Si Gianluca,

                               but I don't see Stereo images on what you posted. The one labeled v5b is an "only cyan" half image, in V5 only theorically possible with Mode B-

  And the v5a you published is a plain standard one (no real 3D at all). Were those the proper files?

  Regards,
                         Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 24, 2011, 07:09:43 AM
Hi Pablo I should admit I'm not at ease with taking and posting screnshots...however important for me was to show the difference in color between the two version: the one I call v5B is the stable one which actually gives me no vsynch problems while the so called v5A is the standard one.
as you can notice the colour of vB is somehow blueish, definitely darker than vA and the situation gets a bit worse of course with the goggles on.

PS: the "in game" colors reflect perfectly this difference so, even though I'll try to post  stereo images of the two versions, result will remain the same
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: adambegg on November 25, 2011, 12:39:44 AM
Hi

I tried v5RC but got the same problem.  I haven't been able to try changing the mode as the game runs so slowly and does not accept inputs.  I tried changing it through the conf.ini as suggested, but it had no effect.  Could you confirm where the files are meant to be within the folder structure?  I'm not 100% sure I got it right.

Thanks

adambegg

(p.s.  I let one frame load, and after it eventually did it looked amazing!)
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 25, 2011, 06:23:09 AM
Hi

I tried v5RC but got the same problem.  I haven't been able to try changing the mode as the game runs so slowly and does not accept inputs.  I tried changing it through the conf.ini as suggested, but it had no effect.  Could you confirm where the files are meant to be within the folder structure?  I'm not 100% sure I got it right.

Thanks

adambegg

(p.s.  I let one frame load, and after it eventually did it looked amazing!)

Adambegg,
                    the activation of the MOD is the typical one and it's detailed in the ReadMe delivered with the MOD. You have to copy the internal directory called 00_PAL-Stereo3D to the corresponding folder for modding of your installation: the repository of my Total MODder if you use it, the same to your JSGME or directly to your MODS, #DBW or #UP# if this was the case.

  As I stated tens of times before: you have to be positive that no other 6DOF or EcranWide MOD is loading before the Stereo 3D, because if so it can have all type of problems (from CTDs to abnormal functioning).

  Regards,
                     Pablo

PS: here I'm attaching the full ReadMe of the v5 with all the details. Please donwload it.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 25, 2011, 06:32:52 AM
Hi Pablo I should admit I'm not at ease with taking and posting screnshots...however important for me was to show the difference in color between the two version: the one I call v5B is the stable one which actually gives me no vsynch problems while the so called v5A is the standard one.
as you can notice the colour of vB is somehow blueish, definitely darker than vA and the situation gets a bit worse of course with the goggles on.

PS: the "in game" colors reflect perfectly this difference so, even though I'll try to post  stereo images of the two versions, result will remain the same

Gianluca,
                   but what you are seeing in Mode B is only the half cyan image. You don't get the overimposed red image that completes the frame (look at the screenshots posted and you are missing the red part you can see there). You will never see 3D this way.

  You have dual video cards with SLI? This can be a problem as I have started to think after the comments of Dinga. I should adapt it to dual card configuration but I don't have where to try it. So for the while I think that if this is your case, some tweaking as Dinga suggested is the only way.

  Regards,
                       Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 25, 2011, 07:39:23 AM
Hi Pablo I do not have SLI; anyway this evening I will try to get stereoscopic screenshots in mode A.


"..........but what you are seeing in Mode B is only the half cyan image. You don't get the overimposed red image that completes the frame (look at the screenshots posted and you are missing the red part you can see there). You will never see 3D this way....."

I swear you Pablo I DO seee 3d!

Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: gianluca on November 26, 2011, 02:39:58 PM
Hi Pablo, I think I overcame this issue (if it can be called "issue") installing the new 120hz monitor: now I can use vA without VSyinc problems and enjoying fully your mod!
Next week I will try it with HistoMod and with SAS Modact 306 and give you feedback!
Thks a lot for your wonderful piece of art and work!
Bets regards,
Gianluca
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: adambegg on November 26, 2011, 05:12:17 PM
Hi

Still no luck, I'm thinking this is looking more like a problem with my computer.  One last question, though.  I noticed you did not mention the #SAS folder when describing where to locate the files.  Does this mean it does not work there?

adambegg
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Whiskey_Sierra_972 on November 27, 2011, 05:53:19 AM
Just a notice: I have installed on 409 and haven't find the dark environment issue!

Maybe something is different in the game light management between version?

I still have the left eye shadow even if I try to modify the gamma level for blue and red! 

How should be the correct lens colour for the red one?

My right cyan lens is working good deleting the red screen!

Any help about?
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 27, 2011, 09:22:32 AM
Just a notice: I have installed on 409 and haven't find the dark environment issue!

Maybe something is different in the game light management between version?

I still have the left eye shadow even if I try to modify the gamma level for blue and red! 

How should be the correct lens colour for the red one?

My right cyan lens is working good deleting the red screen!

Any help about?

Walter,
                  perfect color calibration should be achieved this way:

  While in an Il-2 mission switch to mode B- (the flickering one). Pause your game and make one printscreen (it will take one of the colors, you can see it). Later take one or more printscreens until you get the complementary image. Now you will have two .jpg or .tgas with the two half images.

  You can use those images to adjust your color calibration to try to completely remove the residual component of the other (or others) colors. But I have to tell you that sometimes, depending on your glasses it isn't completely possible.

  A couple of good on-line resources regarding the subject are these:

http://www.photoscientia.co.uk/Gamma.htm (http://www.photoscientia.co.uk/Gamma.htm)

http://www.normankoren.com/makingfineprints1A.html (http://www.normankoren.com/makingfineprints1A.html)

An interesting tiny utility for this is QuickGamma:

http://quickgamma.de/indexen.html (http://quickgamma.de/indexen.html)

Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: Whiskey_Sierra_972 on November 27, 2011, 03:11:45 PM
Thanks Pablo for your reply!

I'll try to get a new glasses....
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on November 27, 2011, 10:52:48 PM
Hi

Still no luck, I'm thinking this is looking more like a problem with my computer.  One last question, though.  I noticed you did not mention the #SAS folder when describing where to locate the files.  Does this mean it does not work there?

adambegg

Adamberg,
                         I haven't mentioned specifically #SAS folder but it's the same, it's your modding folder. I don't have enough information to know what could be affecting you.

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: adambegg on November 27, 2011, 11:08:50 PM
Oh Well.

Thanks anyway for taking the time to try and help.  If I ever get this working I'll post what I did, in case it is of use to anyone.

adambegg
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on December 01, 2011, 01:29:39 AM

Costas,
               do you have the game in version 4.101m, right? Have you checked new Mode B? Does it produce the same Darth Vader's googles effect? Somewhere in your Video Card setup should be an option to set "Triple Buffering", sometimes associated to the Z-Buffering function. Try disabling Trible Buffering of the card. It could have some relationship with this issue.

  Regards,
                      Pablo
[/quote]

Hi Pablo, back home and I tested your suggestion. Here are four pics, the first two with "triple buffering on", the last two with "triople buffering off", Best, Costas,
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: kumpel on December 07, 2011, 12:26:56 AM
I am using nVidia card (9600 GT) and I had the problem of extremely slow rendering as reported previously by adambegg. After some research I have found that nVidia OpenGL had a bug in the gl.CopyPixels() function. After updating the driver to the latest version the problem disappeared, rendering is fine in all modes.

Pablo, OpenGL programmers also suggest the use of gl.CopyTexImage2D() with copying of an intermediate quad texture, which is apparently much faster than gl.CopyPixels(). Just Google for it.

Thanks for your great mod, a lot of fun with it.

Kumpel
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on December 07, 2011, 04:37:30 AM
I am using nVidia card (9600 GT) and I had the problem of extremely slow rendering as reported previously by adambegg. After some research I have found that nVidia OpenGL had a bug in the gl.CopyPixels() function. After updating the driver to the latest version the problem disappeared, rendering is fine in all modes.

Pablo, OpenGL programmers also suggest the use of gl.CopyTexImage2D() with copying of an intermediate quad texture, which is apparently much faster than gl.CopyPixels(). Just Google for it.

Thanks for your great mod, a lot of fun with it.

Kumpel

Kumpel,
                   great discovery of yours! Please, could you provide me with the original source or post where there is that information? My plan was to generate threads for ATI and nVIDIA cards with these kind of information.

  In ATI (the only cards I have to test for the while) the copypixels function works like a charm. It is tremendously fast (I achieve about 15% of fps improvement) respect of standard way of promoting frames. I have researched (and experimented a lot) but the Il-2 is kind of primitive in what it has implemented regarding interaction with video cards. It uses a basic simple configuration and that's all. Quite universal, quite basic.

  Many things can be improved but you have to start to check for the real videcard capabilities, what you can do with it and after that controlling more "in detail" the features of your card. But it demands a lot of research, tests, etc. It is a very tedious task and I don't receive any benefit from.

  But what you have discovered may help many (I hope).

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: kumpel on December 07, 2011, 06:14:52 AM
Oh man, you got me here...
I can't really remember all the details of many sites that I visited.

The nVidia OpenGL bug is rather obvious as it was fixed by the new drivers.

Info about using the gl.CopyTexImage2D() appears quite often. You may find something here:
http://www.koders.com/java/fidDAD2B2DC72C134C327CCD667898FC9BE0F185930.aspx (http://www.koders.com/java/fidDAD2B2DC72C134C327CCD667898FC9BE0F185930.aspx)
It should also be helpful if you look through the nVidia OpenGL manual, for instance from here:
http://developer.download.nvidia.com/opengl/specs/nvOpenGLspecs.pdf (http://developer.download.nvidia.com/opengl/specs/nvOpenGLspecs.pdf)
and perhaps some advice from the OpenGL Foundation:
http://www.opengl.org/wiki/Common_Mistakes (http://www.opengl.org/wiki/Common_Mistakes)

I think, your code would benefit from including a test for the card vendor ID, and corresponding alternative functions as well as some basic error checking. It might result in cutting down on your support effort. In the end, what you need is one well working mode for ATI and one for nVidia.

Kumpel

P.S. On my video card the best working mode is B (2) - fast and stable with good colours, no trace of flicker.


Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: adambegg on December 07, 2011, 04:19:42 PM
I had the problem of extremely slow rendering as reported previously by adambegg. After some research I have found that nVidia OpenGL had a bug in the gl.CopyPixels() function. After updating the driver to the latest version the problem disappeared, rendering is fine in all modes.

Thanks for the info, I'll try this ASAP

adambegg
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on December 08, 2011, 04:30:41 AM
Oh man, you got me here...
I can't really remember all the details of many sites that I visited.

The nVidia OpenGL bug is rather obvious as it was fixed by the new drivers.

Info about using the gl.CopyTexImage2D() appears quite often. You may find something here:
http://www.koders.com/java/fidDAD2B2DC72C134C327CCD667898FC9BE0F185930.aspx (http://www.koders.com/java/fidDAD2B2DC72C134C327CCD667898FC9BE0F185930.aspx)
It should also be helpful if you look through the nVidia OpenGL manual, for instance from here:
http://developer.download.nvidia.com/opengl/specs/nvOpenGLspecs.pdf (http://developer.download.nvidia.com/opengl/specs/nvOpenGLspecs.pdf)
and perhaps some advice from the OpenGL Foundation:
http://www.opengl.org/wiki/Common_Mistakes (http://www.opengl.org/wiki/Common_Mistakes)

I think, your code would benefit from including a test for the card vendor ID, and corresponding alternative functions as well as some basic error checking. It might result in cutting down on your support effort. In the end, what you need is one well working mode for ATI and one for nVidia.

Kumpel

P.S. On my video card the best working mode is B (2) - fast and stable with good colours, no trace of flicker.




Kumpel,
                   I was reading about this but it seems that glCopyTexImage2D() uses RAM memory buffers for the textures. If so, believe me that it will always be slower than glCopyPixels that operate transferring direct data from different buffers ni the video card, without disturbing the CPU nor your main memory controller, etc.

  Following your advice I looked for several resources speaking about the subject and you are wright that many say that glCopyPixels "can be" very slow, but from all my experience, at least with ATI cards / drivers, there is nothing faster and more efficient than copying between internal buffers only with the GPU.

  I will make some research.

  Regards,
                              Pablo

PD: Adambegg and other nVIDIA users, please report if the method suggested by Kumpel (basically updating the drivers to the latest) does the trick for you.
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: kumpel on December 08, 2011, 05:34:30 AM
Pablo, keep on doing your good work!

I was demonstrating your mod to some friends this morning, and almost got my monitor wrecked as they tried to grab things that appeared to stick out of the screen. This technology has been around for a while, but to see it in a dynamic action in flight is quite a treat.

On the technical side, I think, you may be able to define an intermediate texture in one of the AUXn buffers. It might also be more efficient for video chips using an area of RAM as graphics memory.

Kumpel
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on December 08, 2011, 02:48:44 PM
Pic with the newest driver installed...
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: LuseKofte on December 08, 2011, 03:13:01 PM
I got Nvidia GTX 480 twice in SLI I have no prob
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on December 08, 2011, 03:26:22 PM
Could you give ne your card's settings? (NVidia controller panel), Many thanks,  8)
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on December 08, 2011, 03:39:41 PM
That's the latest NVidiadriver (285.62)
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: LuseKofte on December 08, 2011, 04:16:15 PM
Caan you give me yours, so I can compare, mine are in Norwegian so it would be difficult
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: adambegg on December 08, 2011, 08:48:14 PM
PD: Adambegg and other nVIDIA users, please report if the method suggested by Kumpel (basically updating the drivers to the latest) does the trick for you.

Yes!  It worked!  All modes are behaving normally, although I have noticed that from cockpit view, only my aircraft is 3D (not scenery or other planes).  Is this normal?

Otherwise, everything works briliantly!
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: benitomuso on December 08, 2011, 10:15:02 PM
PD: Adambegg and other nVIDIA users, please report if the method suggested by Kumpel (basically updating the drivers to the latest) does the trick for you.

Yes!  It worked!  All modes are behaving normally, although I have noticed that from cockpit view, only my aircraft is 3D (not scenery or other planes).  Is this normal?

Otherwise, everything works briliantly!

Adambegg,
                         please read previous posts where I detailed this. You cannot see simultaneously near and distant objects with high stereo depth. If you see something which is close, the distant objects always will seem to you plain, because in comparison you see the two images for them one over the other.

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
Post by: cgagan on December 08, 2011, 11:08:49 PM
Caan you give me yours, so I can compare, mine are in Norwegian so it would be difficult
I am sorry, mine's is in Greek; my english may be good, but when it comes to technical terms... Thanks anyway,
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 18, 2011, 11:30:41 AM
Hi, I'm having a bit of a problem getting the mod to actually do anything. Specifically, I can't seem to figure out how to activate it correctly so that it actually, well, activates.

I read through all the 29 pages and it seems to me that this is related to having a correct version of il2fb.exe (TrackIR 6DOF modified) in IL-2 root directory while having the 00_PAL-Stereo3D mod activated, but with no other 6DOF mod activated.

The way I've been trying to get this to work is this:

1. copied my unmodded 4.10.1 installation to ../IL2_3DTEST/
2. install HSFX on that directory
3. Activate HSFX history mod (5.0.1) via JSGME
4. Copy the il2fb.exe (228 KB, modified 13.4.2010 1:38) from ..\IL-2_3DTEST\jsgmemods\6DOF_Tracker_2_0_sHr\il2fb.exe to ..\IL-2_3DTEST\
5. Activate 00_PAL-Stereo3D mod via JSGME.

This results in, seemingly, nothing except regular HSFX with no 6DOF head tracking, nor anaglyph stereo, and mouse buttons+wheel don't seem to change any parametres, which leads me to conclude that the mod simply is not active.

The only thing I can think of is that I perhaps need some different, specific il2fb.exe than the one that comes with the 6DOF mod embedded in HSFX (6DOF_Tracker_2_0_sHr).

I have tried different configurations, but nothing seems to actually activate the 3D mod (although some configurations result in loading error at 95% in program start).

I couldn't find anyone having expressed a problem quite like this - people seem to have gotten the mod running quite fine. I can usually find my way around modding games, but this problem vexes me; the only relevant part in the conversation was about the 6DOF TIR modded il2fb.exe, which I am unsure if I have a right version of.

Some help would be appreciated.

EDIT: I found a solution - I had to drop the 3D mod into MODS directory of my mainline HSFX installation (not the 3D test installation), which I thankfully have due to using SAS ModAct in side of HSFX, but I should point out that most people using HSFX probably don't have it, don't know to even think of it, and JSGME didn't seem to work for activating this mod for some reason.

I don't know if I was doing something wrong with JSGME, or if the mod is simply incompatible with it, but maybe a slight revision on the readme.pdf would be required if the latter is true, since the PDF specifically mentions JSGME as a way to activate the mod.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 18, 2011, 12:24:29 PM
Herra,
              yes, you have found the solution by yourself. That was the problem.

  In some way it is true what you say that the ReadMe doesn't specify it. The problem is that to cover in detail each possible global configuration of the typical packages / Modactivators and how to install in all of them, an apendix of at least 2 pages is required. So several things are assumed as already known by the user.

  It would be good for you to read how the JSGME operates. You could have achieved the same by placing the 00_PAL-Stereo3D folder in: JSGMEMODS\PALStereoMOD\MODS\00_PAL-Stereo3D. So it would copy to the MODS folder the 00_PAL-Stereo3D directory, that basically is the same you did by yourself. The "PALStereoMOD" is just the way it will be displayed in the list of the JSGME. My "TotalMODder" is more efficient in that sense, because auto-recognizes what kind of MOD you are adding. But as with anything, at the beginning it could demmand some effort to first set it operative.

  Regards,
                           Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 18, 2011, 09:40:22 PM
I'll keep that in mind, thanks for the explanation. I have a feeling I had learned that information at some point in the past, but had forgotten.

Here is a short youtube video of a bomber intercept mission I quickly put together, using the stereo mod. (http://www.youtube.com/watch?v=3L7b2R_xoSY).

I adjusted the width of the stereo view basically so that when FreeTrack was centered, the right eye positioned itself behind the gunsight - like it was designed to behave. And, who knew, the cockpit struts of the Bf-109 are not quite as thick when you peer past them with two eyes at the same time... makes it surprisingly lot easier to estimate lead on targets, and the depth perception aids in that too.

Can't wait to test how this affects fighter combat in online... ;)
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 19, 2011, 02:47:50 AM
Yes Herra,
                  as you said, estimate distances is much easier with the Stereo MOD. You really have a much closer to reality perception in the cockpit.

  I invite you to post your video to populate the thread I have created for it:

https://www.sas1946.com/main/index.php/topic,19753.0.html

  I saw your video, and perhaps you are using too much of a separation index for internal view to make it a general setting for eveybody. Perhaps a smaller index is more universal to share videos.

  BTW, have you used FRAPS to get that footage? It looks quite stable. But you probably noticed that the biggest problem is the "ghosting" that it produces, making the quality finally perceived in the video not so good. I haven't found any good method to avoid it.

  Regards,
                          Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 19, 2011, 09:00:05 AM
Yes, I use quite a bit of separation, but only an amount that I deem realistic. You're right that it doesn't look the best possible in the video, but it does make the cockpit feel quite realistic in-game. The german gunsight was meant to be used with right eye, so that's what I'm doing - although I don't know if you actually had to move your head to peer through it.

Anyway, I have a question. It's currently possible to adjust the distance between eye points, but there doesn't seem to be a control for the amount of frame separation, which can be used to adjust the amount of in/out feeling you get from objects appearing on the screen. It would be useful for being used on differently sized screens. I shall make an image to explain what I am talking about.

Here's an image about an imaginary scene with large paprikas in it. The white blobs are eyes, the white screen depicts the display distance.

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Theoretically, a distant paprika (not on the image because it's distant) should appear on the display so that the left and right images are at the same distance as the viewer's eyes. That will mean when the viewer aligns the left and right image of the object, they're looking at it with parallel eyes. This basically gives an illusion that the object is at infinite distance.

An object closer to the viewer (in the middle)  and very close to viewer are also depicted, as well as imaginary "view rays" to the objects, and how the view rays intersect the display plane. That intersection is technically where the left and right images of said objects should appear.

This kind of setup is dependant on a few factors: Eye distance, and display distance. Increasing display distance will reduce the amount that viewers need to cross their eyes, which reduces the perceived distance of the object. For that reason, same setup that works well on a large, wall-mounted 50 inch television will probably not work quite as well if you are using a 23-inch display 50 centimetres from your face.

For the purposes of realistic 3D, it is therefore required to have an adjustment for the frame distance in addition to the eye width, so that left and right images can be moved left or right as required by the viewer:

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

As you can see from here, moving both frames "inward" has decreased the perceived distance of objects. For close objects, a "pop-up" effect (perceived distance less than distance to the display plane) is magnified.

Ideally, an object in the image that is at the same distance as the display plane should appear on the display so that left and right image are perfectly aligned. That means the viewer's perception of the object's distance is the same as the screen's. In context of aviation, it would likely be so that most of the cockpit surrounding the pilot is at this approximate distance when sitting in a fighter plane; some objects (such as gun sight) might be slightly closer, especially when leaning in, and those should "pop up" from the display, to give the illusion of being closer to the player than the display is.

Unfortunately in IL-2 the situation is further complicated by the existence of zoom, which pretty much means it's practically impossible to achive the "ideal" situation where the display is a "window" into a 3-d world that you peer through, at identical 1:1 distances and view angles as in real world. That would be very hard to achieve, and would require a fixed field of view dependant on the apparent diameter of the monitor, which is also dependant on player's distance from the display, which changes, so you'd have to track it with FreeTrack and make field of view adjust based on the apparent diameter of monitor as it appears to player... it is, I should say, fairly impossible (not to say pointless) to achieve THAT.

Thankfully, human depth perception is an extremely flexible system and takes to different situations like a fish in the water, the brain is so powerful it just shrugs at minor inconsistencies in the image and automagically fixes everything so that things typically start feeling natural, no matter what setting you use.

However, a frame distance adjustment would be of great help in adjusting the image to look good on a wide range of display sizes and distances.

I don't know if this is doable, though. Translating the rendered red/cyan frames left or right may not be easily achieveable. However, it could be possible to give the alternating eye points a slight angle, adjustable by the player in very small increments. Technically that should have the same effect as sliding the rendered frames left or right.


...Oh, and another question: What units is the eye distance adjustment in? Is it in relative units (1.0 being standard human eye distance) or absolute units such as centimetres? Absolute unit input would possibly be more accessible for users, although relative units have their advantages as well.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 19, 2011, 03:31:59 PM
Herra,
                 interesting subjects.

  First of all, the real world is based only in Parallel 3D Stereoscopy like this:

(http://upload.wikimedia.org/wikipedia/commons/thumb/d/df/US_Navy_021206-N-1328C-501_Signalman_3rd_Class_Tiffany_Culereth_from_Bronx%2C_N.Y.%2C_observes_ships_in_the_area_through_binoculars_called_%5Eldquo%2CBig_Eyes.%5Erdquo%2C_.jpg/800px-US_Navy_021206-N-1328C-501_Signalman_3rd_Class_Tiffany_Culereth_from_Bronx%2C_N.Y.%2C_observes_ships_in_the_area_through_binoculars_called_%5Eldquo%2CBig_Eyes.%5Erdquo%2C_.jpg)

  Hyperstereo as on the image (where interocular distance is higher than normal) is artificial, but other methods including angle shifting are even more artificial.

  When you see through your eyes, considering you don't have any problem as strabismus, you see through two "cameras" which are aligned (the two look in the same direction) but shifted some distance between them. The focus is similar between them (we adjust quite the same our two eyes) and the focal length too. So the only difference at all, and the only "stereo perception" comes from the separation between eyes. The woman in the picture above will see in "hyperstereo" just because she has her "cameras" now more wide as the consequence of using binoculars.

  So I implemented parallel stereo composition keeping the FOV (field of view or the plane where everything is projected) as originally was in the game.

  What you depict in your second pic can be transformed into a combination of eye separation plus change of parallax (break the parallelism) of the two eyes. That can be achieved in game without much effort but it will demand more adjustment. Is true that by doing that "artificial trick" a longer stereo effect can be perceived (it gives you the chance of still having near 3D a little exagerated but still perceiving some difference in objects that otherwise would be perceived as being the same by the eye). The fact is that it is not the way we see.

  I made some experiences with parallax, specially because some members of the forum have strabismus, and a differential parallax could help them to perceive stereo. But I will resume that research in the future.

  Regarding what are the units of the Stereo Separation: they are quite ambiguos. Originally it was the interocular distance in cm. But later I realized that there is a scale which depends on your monitor and the FOV you are using that makes a distance in cm meaningless. So now it is kind of a relative real / screen eyes separation distance.

  Regards,
                       Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 19, 2011, 06:51:09 PM
I agree that case specific parametres such as display's apparent diameter in viewer position, as well as FOV setting in the game, have significant effect on things and it will never be uniformly "correct" with how reality looks.

The reason I requested for a way to adjust the image separation angle (in addition to eye point separation adjustment) is that the game, quite rightly, assumes only one line of sight, and as it extends into direction X, it'll hit a distant target - say, a mountain top.

Now that we switch view point five or six centimetres to left or right, but keep the view vector absolutely same, the view vector will also translate parallel to original vector, but the end result is that the same mountain top is drawn on exact same location on the display. This happens with all objects that are at optical infinity, but especially the reflection sight image (which is by definition an object at optical infinity).

This means that the furthest object can only be as far as your display; you don't get a real "sense of distance" that you would get by looking out of a window, or cockpit of an aircraft.

This causes a problem with all the rest of the objects, because they now want to "pop out" of the image, as their perceived distance is interpreted by the viewer to be closer than the display surface.

What I am suggesting here is a way to return objects to optical infinity, or at least push distant objects further away than the display. And the way I propose doing this is to nudge left eye view's direction (not position) slightly to the right, and right eye point's direction slightly to the left. What this should cause is a slight separation of objects at optical infinity, and this will make viewer perceive an object to be "in-depth" - as in, further away, than the display's distance.

Let me demonstrate what I mean by a manually done stereo image of a Bf-109 cockpit*:

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif) (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Notice if you focus on the clouds or the fuel tanks to the left, you are actually looking further than your display's distance. I used quite a small amount of view angle separation here, so the difference is subtle - but you should be able to see it.

What I did here is simple - I disabled all other axes in FreeTrack except sideways movement and yaw, then moved view point to right eye position and looked slightly to the left (to shift the image correspondingly to the right), and then moved to left eye point (approximated) and looked slightly to the right (to move resulting image's relative position to the left).

The result is, when you look at distant objects, your eyes end up looking at more parallel directions, and this makes it feel more like looking into long distance rather than half a metre distance to your screen. Not only should this increase the feeling of "open air" that the depth gives, but it should also reduce eye strain.

That's why I would love to see an additional adjustment like this in the mod.

Regarding the eye separation units: I can understand why arbitrary units are used. However I would still prefer an option where I can manually adjust the eye point distance in game world units to correspond the separation of my own eyes, or at least translate arbitrary units to absolute units via conversion scale. I don't think it's meaningless at all, considering certain planes had their gun sights specifically offset to work well with human stereo vision; I am of course speaking of axis planes, mostly Bf-109 and FW-190. Since they were designed for humans, it would make sense to set eye point difference to match the real distance of human eyes, or at least be able to.

Approximation works as well, but I'd like to be certain of it.

Finally, I should say I hope you don't take these posts of mine as complaints. I am thrilled at the release of this mod, and I want to thank you for all the work you've done on it. But, I think the addition of eye angle adjustment could improve the mod regarding the depth perception of objects. :)


*Here are the source screenshots for the stereo image:

https://www.sas1946.rocks/images/imageshit/dead/dead.gif (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
https://www.sas1946.rocks/images/imageshit/dead/dead.gif (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

It's a simple RGB channel separation where I just substituted the right eye screen shot's red channel with the corresponding channel of the left eye screenshot.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: PhoenixOrion on December 19, 2011, 10:19:55 PM
As someone who plays on a 3d tv an has iz3d and tridef. I noticed you have settings for seperation but nothing for convergence will there be a setting for convergence with that we should be able to fine tune the seperated stereo image so it appears as on without the ghosting and loss of 3d.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 20, 2011, 08:31:31 AM
Phoenix,
                       basically that's the same topic we were discussing with Herra Tohtori. Due to this discussion I will implement convergence. It is quite straightforward, but it will not be easy to make a setting for adjusting it in flight, there are no more alternatives of what to do with the mouse to adjust it, so it will require a Conf.ini specific value. Probably I will implement it as a differential pair of values (convergence angle for left and right eyes) so strabic people can take profit of the feature. For typical use, the two values should be set identical.

  Regards,
                         Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: shardana on December 20, 2011, 11:51:37 AM
Phoenix,
                       Probably I will implement it as a differential pair of values (convergence angle for left and right eyes) so strabic people can take profit of the feature. For typical use, the two values should be set identical.

  Regards,
                         Pablo

Well if you manage that Pablo....... spechless...........................
shardana
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 20, 2011, 01:09:57 PM
Phoenix,
                       basically that's the same topic we were discussing with Herra Tohtori. Due to this discussion I will implement convergence. It is quite straightforward, but it will not be easy to make a setting for adjusting it in flight, there are no more alternatives of what to do with the mouse to adjust it, so it will require a Conf.ini specific value. Probably I will implement it as a differential pair of values (convergence angle for left and right eyes) so strabic people can take profit of the feature. For typical use, the two values should be set identical.

  Regards,
                         Pablo

Thank you! It probably does not need to be adjustable with the mouse, as long as we can input a straight angle value in degrees for the eye convergence, we can play around with different values and find a value that produces good results.

I think a single value, in degrees, should be sufficient as an adjustment. Like you said, the eye angles should be symmetric, so there's no reason to specifically adjust left and right eye angles separately, I think.

As far as nomenclature goes, I was thinking naming the tables values would probably make the most sense this way:

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Giving the angle a positive value will turn the eye normal vectors inward. This should cause perceived distance of objects in the game to increase*, hence positive value.

Correspondingly, negative value will turn eye points slightly outward, which will cause perceived distance of objects in the game to decrease.

At neutral/null value, the eye points will have parallel in-game direction, which will cause the most distant objects be at the same perceived distance as the display apparatus.

Values should be given in either radians or degrees, although degrees are more accessible to the majority, radians would probably mean one step

In other words I'm using Z axis value with "forward" being positive, and "backward" being negative. Negative adjustment will possibly be useful for people who play with a large display or projector screen, and want to bring the objects "closer" to them. Positive adjustment, I expect, will be useful for majority of users who play the game on a computer screen with rather short distance between eyes and projector.

I can't wait to experiment with this! :)



*This might sound counter-intuitive, but this is one of those things where you have to think backwards to go forwards. Turning YOUR eyes inward (or, crossing them) will make you perceive things closer than they are. But, when we're effectively slightly crossing the game character's eyes, that means YOU don't need to cross your eyes so much, and you will perceive objects to be further away as the combined end result!
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 20, 2011, 06:08:37 PM
I have the red/cyan glasses and I will buy the TriOviz Inficolor glasses to play xBox games.
They are the best option for 2D monitors,  full and pleasant natural colors, no ghosts and no chromatic aberration effect.
Unfortunately, it's a proprietary technology, I think it's not for us modders. :'( :P



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 20, 2011, 09:04:53 PM
  Finally I implemented Convergence effect and you can get nice things with it. Consider this attachment as a Beta, but it is fully operative.

  Now we have two extra parameters in Conf.ini

[Mods]
PAL3DConvLeft=0.0
PAL3DConvRight=0.0

  These are degrees and you have to consider that the real convergence is the addition of both values. For me values of -0.15 resulted excellent. Default is 0.0 (Parallel stereoscopy). I still don't know why I work with negative values. The angle basically is the angle towards the center, so it should be positive. Normally you will have to use Deparation values (mainly for internal) lesser than before.

  Playing with Separation and Convergence nice things come to the screen, usually with a much deeper and comfortable Stereo sempsation.

  To adjust in flight the Convergence value I only found this solution:

  -When the game starts, the MOD will be in the Stereo MOD you use and adjusting separation (now much more precise) but basically the standard response.

  -Disable Stereo with Left + Right buttons and the wheel until you reach Mode 0. If you release the buttons and you hold the right while going Up or Down you will be able to switch if you adjust Separation or Convergence.

  -So leaving Convergence adjustment in disabled Stereo, you go back to any Stereo Mode and then you will be able to adjust Convergence by holding the left and moving the wheel just as formerly you used to adjust Separation.

  Herra, I like very much your graphics. Could you make just a planar (from the top of the head) view of the two eyes depicting the interocular distance (what we call here separation) as a messure in the graphic and the two eyes pointing forward with two inner angles (I mean towards the other eye) respectively named ConvLeft and ConvRight? It would be very nice to clarify things and if you agree we can add it to the ReadMe of the MOD.

  Regards,
                         Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 20, 2011, 10:53:30 PM
Yes!!! 8)


I have one doubt...
How can I adjust the colors to better match the colors of the glasses?



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 20, 2011, 11:04:42 PM
Here's a simpler image, did I get the signs of the variables right?

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 20, 2011, 11:51:34 PM
Ok, I discovered a bit of a problem here.

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)


Basically, the convergence option works excellently - as long as the viewpoints are horizontally aligned. When they have a bank angle, the convergence is still relative to horizon rather than the view direction, and that means that left and right image appear vertically stacked on the screen. This makes it very difficult - almost impossible - to align the images. The difference between vertical distance of the images is increased with high convergence values, naturally.

What is needed here is some way to make sure the convergence always works relative to the viewing plane (determined by the two eyes), not relative to the game world horizon... Basically, some sort of vector transformation will be required to keep things synched.

This may be easier said than done. ???


(yeah the convergence is inverted on the last two pairs compared to the first one, but I was kind of in a rush to make that picture, and I think the problem should be clear from it anyway.)

EDIT:

I think, what is required, is to look at the roll value of the view point in-game (probably combined with the roll modifier from TrackIR data), and apply that bank angle value to the converged left and right view vectors. Technically, I think that should keep them tilted always in the viewing plane, but I don't know if the game offers the bank angle to be freely read by mods. I dearly hope so, though.

For example, if the game's own view vector has a roll value of let's say 80 degrees (tilted to the left), but TrackIR data modifies that by -40 degrees, the combined bank angle of the view point is +40 degrees from level, and the view vectors of each eye need to have that same roll value.

I am, of course, assuming here that IL-2 vectors are handled in a somewhat sane pitch/yaw/bank value scheme...
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 21, 2011, 03:45:09 AM
Here's a simpler image, did I get the signs of the variables right?

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

I love this picture. Thank you, this is exactly what I had asked to you.

I think that you are right about that the angle is in "plain observer shift" and not affected by the roll and pitch. Eventhough I thought the method will solve it, it is not working properly.

I still have some doubts with the sign of convergence. Called this way (Convergence) the positive values should be in the inner side (could you change your picture?). Perhaps it is inverted in my code. I still couldn't confirm that but assigning Left=45.0 and Right=-45.0 if the sign is correct, we should be looking in a fixed position at 1:30 hours. If we look at 10:30 hours the sign is inverted as you show in your picture, but I should adapt it in code.

Regards,
                    Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 21, 2011, 06:08:01 AM
Ok,
                 I got it.

  I have confirmed that: the Convergence angle was mistakenly inverted. Now it works as it should: positive values are towards the inner zone.

  I have fixed the angle that now is not always parallel to the hoizon, now it travels with the viewer wherever he goes.

  Herra, if you can change the graphic to display +x.x Convergence to the inner zone and -x.x to the outer zone it would be perfect.

  Once you asked me about the units of Separation. Those are centimeters of interocular distance for a viewer in the scale of the image of the game. It means: if you had a 1:1 real size monitor able to reproduce the cockpit in full scale, you would use 6.5(Reality cm) as the real distance between eyes. I.e. for monitors where you see objects in scale 1:4 the value to use would be 1.625(Monitor cm).

  The basic equation should be Separation = EyeDistance[cm] x MonitorScale

  But in fact this even depends on FOV, so this is the reason why is so difficult to express it in a reasonable unit.

  Regarding Convergence, I think that it will be great to adjust it depending on the FOV. It will generate the best balanced and less effort demanding view in any condition.

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 21, 2011, 07:00:19 AM
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)


Here's a sign adjusted image. I'll test the updated version and report back shortly.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 21, 2011, 07:47:06 AM
Thank you Herra!!!

    That's just perfect. I think that it makes much more clear what means each thing.

  Shardana, first of all, I would start in your case by doing this:

  -Let's say I have my left eye as the "strong one", the one which dominates the vision. If your case is opposite you have to invert whatever I say.
  -Establish in Conf.ini [MODS] section: PAL3DConvLeft=0.0
  -If you know what's the angle (I know that that it isn't constant) but more or less the angle of deviation of your "weak eye", establish in Conf.ini: PAL3DConvRight=WeakEyeAngle (if you have Convergent estrabism, I think that the other type is very uncommon, but in that case the value should be negative). If you don't know the angle, you should estimate that, better by using something long to align with your weak eye and later measure the angle of the aligned object to the front.

  Probably you will need to try a couple of values. I think that it would not be perfect, because your brain is accustomed to manage the situation of having crossed vission, but it should help.

  Then, when some good angle value is determined, you can start to adjust typical Convergence in game as explained before, and later you have to set in your Conf.ini the best values you obtained for you in game. Now this would be real convergence effect (pre compensated by the differential angle between your eyes).

  Regards,
                          Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 21, 2011, 07:48:14 AM
Ok, good news and not very bad news.

The good news is, everything works perfectly as far as convergence is concerned. Images no longer move up or down relative to each other, so that is good.

On the other hand, convergence angles still seem to be inverted, as in negative values result in greater depth, whereas positive angles result in everything coming closer to the viewer. This seems just a sign error, so if you just slap a (-) on both values at one point, it should correct itself... This is not a big issue, it is basically just fine tuning the interface. Functionally, everything seems absolutely fine.

I am getting extremely good results with the following values:

PAL3DSeparation=6.5
PAL3DSeparationExt=6.5
PAL3DConvLeft=-2.0
PAL3DConvRight=-2.0


With these values, I get good depth at the full 90-30 degrees field of view range (while we're waiting for that to get dynamic).

https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
https://www.sas1946.rocks/images/imageshit/dead/dead.gif
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: shardana on December 21, 2011, 08:10:29 AM
It will take me some time to work this out but all Ii want to tell you is that you proved to be a friend....... I'm moved by your dedication towards my personal, although not exclusive to me, problem.

Grazie davvero e tanti auguri di buon natale!
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 21, 2011, 08:41:55 AM
Ok, good news and not very bad news.

The good news is, everything works perfectly as far as convergence is concerned. Images no longer move up or down relative to each other, so that is good.

On the other hand, convergence angles still seem to be inverted, as in negative values result in greater depth, whereas positive angles result in everything coming closer to the viewer. This seems just a sign error, so if you just slap a (-) on both values at one point, it should correct itself... This is not a big issue, it is basically just fine tuning the interface. Functionally, everything seems absolutely fine.

I am getting extremely good results with the following values:

PAL3DSeparation=6.5
PAL3DSeparationExt=6.5
PAL3DConvLeft=-2.0
PAL3DConvRight=-2.0


With these values, I get good depth at the full 90-30 degrees field of view range (while we're waiting for that to get dynamic).


Good!
              But just test this to confirm my deduction. Set PAL3DConvLeft=30.0 (it means one oclock for the left eye, 30 degress to the right) and PAL3DConvRight=-30.0 (it means one oclock too for the right eye, because positive 30 degress convergence for the right eye would mean 11 oclock). Now run the game, and you will be seen with your two eyes to the 1 oclock. what does it mean? The correct value is the left one because it is pointing in the appropriate direction (30 deg internal).

  My deduction is in some way independent of what it should produce if getting closer or not the objects. Positive Convergence would mean having your eyes more crossed and Negative Convergence (divergence) would mean having them pointing to the outside. Am I right with this? I think so.

  In the other hand: do you use the same value for internal and for external separation? I saw that adjusting convergence external Stereo perception is enriched, and particularly everything goes far from the screen plane (where the HUD messages are printed).

  Regards,
                            Pablo

It will take me some time to work this out but all Ii want to tell you is that you proved to be a friend....... I'm moved by your dedication towards my personal, although not exclusive to me, problem.

Grazie davvero e tanti auguri di buon natale!

Non c'e niente.

   Anche per te, auguri di buon natale. E dopo fami sapere si quello lavora come io credo.

Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 21, 2011, 09:14:39 AM
Well, I guess it all depends on what we're trying to say... regarding the direction of convergent angles.

Basically, when the view vectors are turned inward, it has an effect of separating the actual rendered images from each other, which means viewer will look at them more parallel and thus the perceived distance of objects in the game increases.

Conversely, when view vectors turn outward, it means the rendered images slide closer toward each other, and viewer needs to cross their eyes more - which reduces the perceived distance of the objects.

It doesn't really matter which way it goes, as long as it's consistent. Currently, if I reduce the convergence (going to negative values), the object distance is increased and I gain more depth. Setting convergence to -2.0 is a good compromise value for my display size and distance, I think; setting it to positive +2.0 brings everything into the space between the monitor and my eyes. So, it just needs to be decided which way you wish it to be, and then use the correct notation in the readme to tell players how to adjust it.



Regarding eye separation: Yes, I use same separation values for both internal and external view. The reason I do this is that I don't really want "exaggerated" 3D effect in externals - I want it to look more like I was there looking at things with my own eyes.

Oh! One thing I noticed. Mode C does not work, and accidentally selecting that mode hangs the game and forces me to kill the process via task manager. This also means I can't select Mode D or Mode B- (not that I would have use for them either, but accidentally scrolling to wrong direction has become a bit of an annoyance, when it essentially crashes the game.

So, it might be handy to disable it by default, and make it so that Quadro owners have to enable it with a

PAL3DModeCEnabled=1

and the rest of us, for whom it causes crashes, don't need to trouble ourselves with it.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 21, 2011, 10:13:36 AM
Herra,
            in fact yes, it is a matter of convention and it works consistently. So Convergence ~= Inward crossed view ~= Positive Values.

  Regarding the other question: what brand of video card do you use? If you activate the Java Console (Shift + TAB) you will see that for any mode change, some lines are recorded, specifying if your card has real Stereo 3D (double buffers as in Quadro cards). If you see a "No" there then the Stereo Feature my MOD will not try to address any Quadro buffer and instead of that it will work with the so called "Auxiliary Buffers" which are a space taken from your main memory. In ATI you can switch instantaneously to Mode C and it works slowly but you don't have any problem on the switch. I had the chance of testing in an nVIDIA of a friend and when changing to Mode C the game got frozen for some seconds (not too many, about 6). It seems that the nVIDIA card doesn't have the auxiliary buffers pre-initialized, so it did it in that switch of mode. But after that frozen time, Mode C started to work quite good (a little fps under Mode A and B but clearly better that the performance of my ATI cards in Mode C). And after that first episode you can later change modes without any interruption passing through or staying at Mode C. Please check to confirm if this is valid for you too.

  The existance of the Quadro buffers is taken into accoutn to only activate them if present. Perhaps another check can be introduced to see if there are operative auxiliary buffers.

  Regards,
                       Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 21, 2011, 10:32:42 AM
I use a GeForce GTX560. Asus GTX560 OC DirectCu II, to be specific.

EDIT:

Quote
in fact yes, it is a matter of convention and it works consistently. So Convergence ~= Inward crossed view ~= Positive Values.


I found the problem.

PAL3DConvLeft changes the right eye point's convergence angle.
PAL3DConvRight changes left eye point's convergence angle.

I tested this by setting

PAL3DConvLeft=0
PAL3DConvRight=-45

The end result was right eye looking straight forward through the gun sight, but left eye was looking 45 degrees to the right (inward).

Naturally this inverts everything else regarding convergence as left becomes right and inward becomes outward.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 21, 2011, 10:51:45 AM
I use a GeForce GTX560. Asus GTX560 OC DirectCu II, to be specific.

It seems to be the same. So please, confirm if after some seconds that "first tilt" is not normalized by itself letting later select whatever you want.

Regards.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 21, 2011, 11:03:18 AM
I use a GeForce GTX560. Asus GTX560 OC DirectCu II, to be specific.

EDIT:

Quote
in fact yes, it is a matter of convention and it works consistently. So Convergence ~= Inward crossed view ~= Positive Values.


I found the problem.

PAL3DConvLeft changes the right eye point's convergence angle.
PAL3DConvRight changes left eye point's convergence angle.

I tested this by setting

PAL3DConvLeft=0
PAL3DConvRight=-45

The end result was right eye looking straight forward through the gun sight, but left eye was looking 45 degrees to the right (inward).

Naturally this inverts everything else regarding convergence as left becomes right and inward becomes outward.

Are you positive about that? You mean you see the Cyan image in normal front oriented position and the Red one twisted?

  Here I don't have a way of testing the game, but I'm checking the code and I don't see any inversion on what angle is applied to each eye.

  Very strange!!! In a couple of hours I'll be able to test it live.

  Regards,
                         Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 21, 2011, 11:14:28 AM
Quote
It seems to be the same. So please, confirm if after some seconds that "first tilt" is not normalized by itself letting later select whatever you want.


Sadly, I'll have to take a rain check on that at this time.

I'm going to my parents' to spend christmas and new year's with family, and my night train leaves in about two hours. I just booted into my Linux partition so that I can use SSH/SFTP to connect to my stuff when I'm away, but I can't test the mod right at the moment... and probably not really until some time in January, really.

I'm happy I got to participate in the feature testing so far, though. This mod is quite incredible already and will only get better. I probably can still make some graphics if you require some, but I will not be quite as accessible once I get home, for obvious reasons.

Quote
Are you positive about that? You mean you see the Cyan image in normal front oriented position and the Red one twisted?

  Here I don't have a way of testing the game, but I'm checking the code and I don't see any inversion on what angle is applied to each eye.

  Very strange!!! In a couple of hours I'll be able to test it live.

Well, it's not so strange, variable switches can happen in programming just like sign flips can happen in mathematics, it happens to the best of us. I suppose there is one equation somewhere, where left and right have switched places, and all the rest of the code follows from that simple error. Good thing is, it doesn't cause any functional problems - just a minor interface glitch.

But yes, the cyan image (right eye) was looking dead center forward, while red one was twisted 45 degrees clockwise, port, right, inward or however you want to express the direction. I was also surprised to see that, but it did explain why I kept seeing negative convergence values push the objects away, despite the opposite intent.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 21, 2011, 11:38:21 AM
OK Herra.

   So Merry Christmas and Happy New Year for you.

  Thank you for your help and for being a tester who knows about the subject and knows what to test without too much explanation.

  Your graphics are very clear and detailed and as I told you I will add the last one to the ReadMe (Manual of the MOD) obviously with the proper credits for your contribution.

  Later I will take a look at what you recently mentioned about the inversion of the eyes twist. One last question: do you use Mode A? Because now I'm thinking that the problem can come from the different between Mode B (the one I'm using) and Mode A, generating that in Mode A only. I'll see.

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on December 21, 2011, 12:09:39 PM
I don't remember seeing any drastic shift between mode A and mode B, it looked quite similar to me - but, I wasn't really watching for changes happening in the transition.

However, shouldn't the view vectors be quite independent from the rendering method used? It's like, if you put a camera on a tripod mount, then put in black and white film, take a picture, switch to colour film, and suddenly the camera would be pointing into different direction.

I don't know how the mod is coded, but it would sound quite a strange reaction for viewpoints to change due to switch in rendering method.


Merry Christmas to you as well, and a happy new year. :)
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 21, 2011, 09:57:24 PM
I noticed that the values shown in the screen sometimes are correct, but sometimes they are wrong.
It looks like the value is reseted to zero, but the 3D view stays the same, losing the reference.

Is there any chance of customizable colors for each eye in conf.ini.
If so, we could test another color scheme like Trioscopic or optimize the red and the cyan to our glasses.
Maybe even reach the color of INFICOLOR scheme.


Thank you so much, Pablo. 8)

Merry Christmas. :)



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: shardana on December 22, 2011, 08:03:38 AM
Hi pablo, i'll be out of sardinia for a week. I'll try to get glasses when i come back home, and i'll check if this works for me and i'll let you know. Thanks again
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 25, 2011, 12:05:45 AM
I noticed that the values shown in the screen sometimes are correct, but sometimes they are wrong.
It looks like the value is reseted to zero, but the 3D view stays the same, losing the reference.

Is there any chance of customizable colors for each eye in conf.ini.
If so, we could test another color scheme like Trioscopic or optimize the red and the cyan to our glasses.
Maybe even reach the color of INFICOLOR scheme.


Thank you so much, Pablo. 8)

Merry Christmas. :)



santobr.

Santo,
                   I've reviewed different things for what is going to be the V6 of the MOD, and I hope the final version. The changes in V6 respect of V5 are:

  -Implementation of Convergence in Stereo view. It allows deeper stereo perception with less eye strain. Now it formally follows the convention of considering positive values those ones that cross your eyes "clockwise, port, right, inward or however you want to express the direction" and negative ones the oposite.
  -Correction of a mistaken way of alternating the eye shift that at the beginning caused some troubles with Convergence, but it was a problem in Separation not noticeable before.
  -Fixation and different way of determining if the plane is seen in external or internal view. This makes fail safe the adjust of Separation.
  -Reviewed some complaints made by Santobr regarding incorrect adjustment in flight.
  -Extra precision to adjust Separation and Convergence.
  -Established mechanism to avoid freezing of the game when switching to Mode C and your video card doesn't manage Auxiliary Buffers. Now in the worst case you will not see stereo at all but the game will keep working.

  Using this version with Convergence Adjustment, I realized that after having set the Separation is more importante to be able to adjust at any time convergence, so I established this new setting that allows you to have Convergence as default:

[Mods]
PAL3DAdjustConv=1

  The default value is 0, it means the old fashion operation that when the game starts you can change Separation until in non-Stereo Mode you switch to Convergence adjustment.  But with PAL3DAdjustConv=1 the game starts adjusting Convergence instead and you have to switch to Separation if needed (less needed now, that's why I offer this chance).

  As a wrap up of all the current settings until now, this is the list with the default values:

[Mods]
PAL3DStart=1
PAL3DSeparation=1.0
PAL3DSeparationExt=25.0
PAL3DConvLeft=0.0
PAL3DConvRight=0.0
PAL3DAdjustConv=0
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg
PAL3D6DOF=1
PAL3D6DOFAutoReset=0
PAL3DEcranWide=0

  Regards and Merry Christmas,
                                                          Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Whiskey_Sierra_972 on December 25, 2011, 04:17:29 AM
This new version make my 409 installation don't even start....the exe window run , disappear and reappear after few seconds!
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 25, 2011, 07:08:20 AM
Thank you Pablo, when I grow up I want to be like you. :D :D ;D ;D :P



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 25, 2011, 10:58:53 AM
This new version make my 409 installation don't even start....the exe window run , disappear and reappear after few seconds!

Walter,
             sorry but I don't have the chance of checking compatibility with 4.09. I develop in 4.101 basically DBW oriented that is "our standard".

  I can figure out what's the only difference ni this MOD that could make 4.09 to crash, but it will be a problem having to consider every time to create a 4.10 and 4.09 version.

  Regards,
                     Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: shardana on December 25, 2011, 11:10:35 AM
Pablo as I too use a 4.09 install, are your modifications for strabism available on old versions of mod? or do I have to use 4.10? thanks mate!
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 25, 2011, 11:16:41 AM
Obrigado Santo,
                           but I don't suggest you to be like me.

  Regarding the other question, that I see I haven't anwered you before:

  -Basically other "pure color" anaglyph can be implemented. And yes, it isn't so difficult to make it, a simple setting and adjustment of the colors used in code can do the trick.

  Remember the characteristics of the different anaglyph combinations (taken from the excelent Wikipedia article):

http://en.wikipedia.org/wiki/Anaglyph_image (http://en.wikipedia.org/wiki/Anaglyph_image)

  As you can see there (read the descriptions to the right which are the most relevant part), most of the traditional combinations alternative to Red / Cyan deprive the image of the green, and flying over fields and in internal cockpits (both with a lot of contents of green), we are missing something relevant in Il-2. On the contrary the Red / Cyan has some limitation regarding rendering strong reds, as the consequence of hacing the red filter. But it is a good tradeoff for this game.

  The only other combination that could be really useful for our game is Magenta / Cyan (read at the bottom). The glasses are not so easy to obtain but eventhough it can be an option. Perhaps in the future I will implement that.

  Regarding color adjustment to better fit the tone of your filters. That isn't something to control from the game. The way my MOD works so fast and doesn't produce any extra load to the game (you keep your fps count or even increases it), is by filtering color components. Mid-tone filtering will require more time from the GPU and a poorer performance. So better matching of your glasses / monitor should be achieved through the typical gamma correction that most of the videocard utilities offer (ATI and nVIDIA provide such adjustment on their control panels). There are some very good external programs as Quick Gamma that I mentioned before (http://quickgamma.de/indexen.html).

  Regards,
                           Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 25, 2011, 11:34:38 AM
Pablo as I too use a 4.09 install, are your modifications for strabism available on old versions of mod? or do I have to use 4.10? thanks mate!

Ciao Shardana,
                             yes, in all the betas of the V6 of the MOD the convergence is available, but as you remember from the discussion a couple of pages before, there were some strange issues, most of them derived from a wrong assignment of eye channels I did in the past (not noticeable while we only managed Separation). Now in the last V6 RC (release candidate) I think that all those problems were corrected.

  For the while I will say: try it, we don't know if Walter Solito's problem is general. Perhaps the V6RC work in 4.09m. I think that the only possible problem is checking and trying to initialize the Auxiliary Buffers.

  Here I'm attaching again the V6RC. As usual I recommend: delete your previous 00_PAL-Stereo3D and copy fresh this new.

  Regards,
                         Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Whiskey_Sierra_972 on December 25, 2011, 11:52:02 AM
I check better and I have the same unloading game issue starting from v.5 FINAL....last working 409 for me was v.5 RC.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Whiskey_Sierra_972 on December 26, 2011, 04:10:48 AM
Hi again!

To avoid issue with possible conflicting mods I test it also on a clean 409 SAS Mod Activator 2.3 installation with the same results that v5 RC is the last working on 409 as far as I have tested.

Anyway , since I see the latest Santobr 3d screenshoots https://www.sas1946.com/main/index.php/topic,19676.msg221595.html#msg221595 I can say that those are ABSOLUTELY PERFECT (natural colours feel , absence of remaining struts , deepth feeling and light eyes work) so I really HOPE AND PRAY Pablo to really think about give such great work available also for all 409 users....

All the best!

walter
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 26, 2011, 05:45:14 AM
Hi again!

To avoid issue with possible conflicting mods I test it also on a clean 409 SAS Mod Activator 2.3 installation with the same results that v5 RC is the last working on 409 as far as I have tested.

Anyway , since I see the latest Santobr 3d screenshoots https://www.sas1946.com/main/index.php/topic,19676.msg221595.html#msg221595 I can say that those are ABSOLUTELY PERFECT (natural colours feel , absence of remaining struts , deepth feeling and light eyes work) so I really HOPE AND PRAY Pablo to really think about give such great work available also for all 409 users....

All the best!

walter

OK Walter,
                        let me see. The thing that by first time I modified in v5 final was including an initialization of the Accumulator and a couple of extra features of the OpenGL that the game doesn't do. I think that there is some difference between the class I used for it (a v4.101) and the 4.09, so that produces the crash. I will take a look later.

  Santo, I have implemented the filter colors selection that will be available for the v6 Final Release. It will work with two settings that in default are like these:

[Mods]
PAL3DFilterLeft=R__
PAL3DFilterRight=_GB

  Meaning that you are using Red (pure R) / Cyan (Green + Blue) anaglyph. It uses the standard order of RGB to refer Red / Green / Blue as the additive colors. It gives us the chance of selecting other kind of filters or eventually using two full images (PAL3DFilterLeft=RGB and PAL3DFilterRight=RGB) that can be rendered on special monitors or other 3D systems different from anaglyph (future).

  Regards,
                           Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 26, 2011, 07:27:28 AM
Thank you, Pablo! You are one of our Santa Claus. :D ;D

In the future, I will try the green/magenta or the magenta/cyan scheme.
The price of anaglyph glasses are cheap, we can test all of them. 8)



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on December 26, 2011, 07:35:01 AM
Yes Santo.

   Do you already have glasses of those types? If so I will send you a test version of the MOD because I don't have where to test it.

  For future reference this typical diagram shows what primary colors to use:

(http://upload.wikimedia.org/wikipedia/commons/thumb/e/e0/Synthese%2B.svg/420px-Synthese%2B.svg.png)

  Magenta / Cyan will be:

   PAL3DFilterLeft=R_B
   PAL3DFilterRight=_GB

  and Green / Magenta:

   PAL3DFilterLeft=_G_
   PAL3DFilterRight=R_B

  Regards,
                         Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Whiskey_Sierra_972 on December 26, 2011, 08:44:15 AM
.............................
OK Walter,
                        let me see. The thing that by first time I modified in v5 final was including an initialization of the Accumulator and a couple of extra features of the OpenGL that the game doesn't do. I think that there is some difference between the class I used for it (a v4.101) and the 4.09, so that produces the crash. I will take a look later.
.............................
  Regards,
                           Pablo

My greatest thanks for it mate , you are always kind with all us!!!

All the best!

walter
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 26, 2011, 09:52:36 AM
I don't have them yet, but I will buy them on internet. ;)
They will take some time to come.


santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Sparviero on December 28, 2011, 03:08:41 AM
I'm trying to use this interesting mod, but I have problem in installing it, becouse it seem do not start at all.

I've 4.10.1 with UP 3RC4, openGL setting. What I did is:
1. Copy the 00_PAL-Stereo3D in "jsgmemods" folder.
2. Disable all activated mods with JSGME application.
3. enabling  00_PAL-Stereo3D.

When I start a mission, no anaglyph image is show, any suggestion? Thanks!
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 28, 2011, 03:23:32 AM
Forget about JSGME, just put in your #UP# folder. ;)



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Sparviero on December 28, 2011, 03:51:54 AM
Forget about JSGME, just put in your #UP# folder. ;)



santobr.

ehm... what do you mean with #UP# folder?
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 28, 2011, 03:58:11 AM
It's the "mods" folder for your UP.
You can create it or copy the one inside the sample folder to the main IL-2 folder.



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Sparviero on December 28, 2011, 09:07:19 AM
Ok, thanks: I've created the folder with mod files inside, but:
1. I de-activate all UP mods with JSGM, but the game go black and freeze at flying start.
2. I activated the 4.10.1 vanilla mod or UP3 with JSGM, but no stereo effets.
Any suggestion? Thanks!
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 28, 2011, 10:19:21 AM
You need to disable the 6DOF in JSGME and enable 6DOF in the il2fb.exe.



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Sparviero on December 28, 2011, 11:28:15 AM
You need to disable the 6DOF in JSGME and enable 6DOF in the il2fb.exe.
santobr.

Great, it works, thank! Anyway there is a lot of flickering, this issue can be solved? (I've got nvidia 550ti).
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on December 28, 2011, 01:35:24 PM
You need to choose among four existing 3D modes. ;)



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Sparviero on December 28, 2011, 02:53:30 PM
mmm... mode A=black screen, mode B=flickering, mode C=blue color and freeze... mode D = ok!!!!

Well, now the only problem is that seem to works in 4.09 (UP 2.01) :( Is it normal?
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on January 07, 2012, 12:35:29 PM
Ok, I had nice holidays and am now back at home.

I've been playing some time with v6 RC and have the following to report:

-Turbulence-induced view shaking seems bugged. When flying through turbulence (either in open air or in a cloud), huge jittering occurs. This seems to be unrelated to the 3D, and more like a general problem with the modified 6DOF system, since it happens even if I disable the 3D mode. It's rather distracting and basically makes flying through clouds very unappealing. I shudder to think of flying in a map with turbulent air. I can make a video of this if required, but you should be able to reproduce it simply by flying into a cloud.

-convergence is still inverted (negative values push objects away, while positive values bring objects closer to viewer).

-there is a small, but somewhat annoying, bug regarding sound; as the viewpoint alternates between left and right positions, so does the position that the game calculates sounds for. As a result, there is a somewhat annoying "flicker" in the sound, especially when the engine is straight ahead of the viewpoint. I am unsure if this is even possible to fix, but ideally the sound system location should be the average between the eye points (or, rather, the positional information before applying the left/right eye offsets.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: WindWpn on January 09, 2012, 09:24:37 AM
Tried this mod and can see the 3D effect; however, everything appears "blurred" and washed out ("Ghosting?").  Therefore it is rather difficult to fly/fight/spot targets while in 3D.

I have a Nivida GTX295 and use relatively standard settings.  IL2 looks and runs great in normal view.  I also use Gapa Gamma to improve visual quality in non-3D world. 

Is the issue the glasses and specific tint of the cyan and red lenses?  I bought this pair off Amazon (http://www.amazon.com/Red-blue-Anaglyph-Simple-style-Glasses/dp/B003LWYGPE/ref=pd_sim_p_6).

If so, is there a way to adjust the screen color configuration to bring the 3D into clear focus?
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on January 09, 2012, 04:26:47 PM
There are a few things that may be a factor here.

The coloured lenses cause reduction in brightness, obviously. I usually run my display on 60/60 brightness/contrast; for IL-2 with 3-D I increase the values to 100/75 respectively.

Ghosting, or colour cross-over is caused by imperfect filtering on the coloured lenses. That means some of the red image bleeds through the cyan lens, and some of the cyan image bleeds through the red lens, and that can cause a bit of a "double-image" impression. This is mainly an issue with the glasses you have, rather than the mod itself. My 3d glasses have slight amount of crosstalk, but I can easily enough ignore it while I'm flying.

Some of the "blurring" might be caused by your eyes trying to focus on objects at certain perceived distance, while your display is in fact at a static distance. This is pretty much something you'll just need to get used to.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on January 09, 2012, 06:47:04 PM
OK,
            here it is the last version that I thing will be released as v6.

Download new v6RC from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/3D/00_PAL-Stereo3Dv6RC.rar)

  As discussed in the previous pages, it includes full convergence controll, plus color filter selection. It implements the next new settings:

Code: [Select]
[Mods]
PAL3DConvLeft=0
PAL3DConvRight=0
PAL3DFilterLeft=R__
PAL3DFilterRight=_GB

As default. As I explained, to use Green / Magenta glasses you need these settings:
 
PAL3DFilterLeft=_G_
PAL3DFilterRight=R_B

Instead of the previous values. You cannot use with this method any combination that shares any of the channels. If you see, the combinations R / GB and G / RB never share a primary color. That's because if someone would be shared, to say something RB / GB (sharing B), it would produce an addition effect that will be shown in a very strange way but you will not see 3D.

(http://upload.wikimedia.org/wikipedia/commons/thumb/e/e0/Synthese%2B.svg/420px-Synthese%2B.svg.png)

Herra, welcome back. Your feedback is always very detailed. Look, I don't know which version you have been testing. This one last posted by me has absolutely correct assignment of Left / Right viewports and the convergence in the sense of the word if assured. You can easily set the Convergence to 30° / 0° and you will se your left eye crossing over the straight vision of the right and if you invert the figures it will produce the opposite effect.

I managed the exception that nVIDIA cards used to present in Mode C if you didn't have a Quadro model. A couple of guys has tested it and now it doesn't show stereo, but it doesn't tilt the game.

Regarding what you mentioned about turbulence, etc., I only used as base some of the 6DOF routines that if you check them are not different from the original code. I mean: the turbulences in Pilot cockpit are manages exactly the same.

Regards,
                    Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on January 09, 2012, 08:48:28 PM
Hello Pablo.

Here's what I'm seeing with the latest v6RC from your latest post:


(https://www.sas1946.rocks/images/imageshit/dead/dead.gif) (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)


PAL3DConvLeft=45
PAL3DConvRight=0

The view here was directly forward. Left eye is pointed 45 degrees outward of the beam, while right eye points forward at zero degrees deflection. So, the convergence controls now adjust the angle for the correct eye; that has been fixed. However the direction of the angles is still different than shown in this image:

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Right now, positive convergence angle turns the respective view outward from the center, instead of inward as intended. As a result, positive convergence values still bring objects "closer" and negative convergence values push them "further" into distance.

Just reporting as I see it; aside from documentation and intent, it's irrelevant which way the angles go in my opinion, as long as the instructions correspond to what the controls actually do.




I noticed the quadro mode now doesn't freeze the game, instead it simply shows regular render as one would expect in a situation where the hardware doesn't support the mode. This is an improvement in useability, thank you.

I am unsure about what causes the turbulence issue. It feels significantly different than with regular 6DOF or no 6DOF at all. One thing I suppose it could be caused by is if the left and right eye point are shaken into different directions during frame rendering; in such case, the stereo impression would definitely be disrupted. I'm not certain if anything can be done about that particular issue; however I have a feeling that the 6DOF included in the 3D mod behaves differently in turbulence compared to the normal turbulence, but I can't be 100% certain at the moment.

I will run a few tests and make a comparison video of flying through cloud/turbulence with:
-no 3D mod (regular 6DOF),
-3D mod active but disabled in-game, and
-3Dmod active and engaged in mode B (for video capture purposes).

This will have to wait a bit, however, since I am in the process of making another video for youtube at the moment.

Btw, I posted a few nice screenshots on the 3D shots thread. I've been using this in multiplayer and it is terrific, it improves the immersion of the game by at least 200%... :)
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on January 09, 2012, 09:33:16 PM
Herra,
               I think that you are possitive regarding turbulence. The turbulence effect is calculated by the game in every rendered frame, so the left and the right eyes could have changed distortions introduced by different turbulence random numbers. A solution to this is to affect the view with turbulence and headshaking values once every two frames. In this way both eyes will see always the some "front image".

  Regarding convergence: in what mode was taken the picture you posted?

  I think that you are misunderstanding Left 45° / Right 0°. It means that your left sight will cross 45° inward. That's true, the blueish image (it is not the right eye, because of the color composition, in fact it is the left one) seem to be 45° outwards, but at the same time (having comparatively the eyes so close) 45° inward of the left eye would be indistinguishable from 45° outward of the red eye. You will always see a big angle like this as divergent (looking outward), because after crossing in front of your other eye, it sends your sight outside.

  Now I consider that a way of making more evident the sign of the angle is setting something like Left -30° / Right 0°. Then you yes have to see a divergent left eye (really divergent due to the -30) and the other eye (the right one) looking forward.

  Regards,
                     Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on January 09, 2012, 10:03:22 PM
Herra,
               I think that you are possitive regarding turbulence. The turbulence effect is calculated by the game in every rendered frame, so the left and the right eyes could have changed distortions introduced by different turbulence random numbers. A solution to this is to affect the view with turbulence and headshaking values once every two frames. In this way both eyes will see always the some "front image".

That would work for that, I guess.

Quote
Regarding convergence: in what mode was taken the picture you posted?

View direction locked straight forward, Left 45 degrees, right 0 degrees convergence, as posted:

PAL3DConvLeft=45
PAL3DConvRight=0


Quote
I think that you are misunderstanding Left 45° / Right 0°. It means that your left sight will cross 45° inward.

Except with those settings, left view point (red) looks outward 45 degrees and right view point (cyan) is looking dead straight forward.

Quote
That's true, the blueish image (it is not the right eye, because of the color composition, in fact it is the left one) seem to be 45° outwards, but at the same time (having comparatively the eyes so close) 45° inward of the left eye would be indistinguishable from 45° outward of the red eye. You will always see a big angle like this as divergent (looking outward), because after crossing in front of your other eye, it sends your sight outside.

I don't understand. The blue-green (cyan) view is definitely the right eye view (note how it is displaced to the right of the centerline, you can see this from the reflection sights). In my glasses, right lens is cyan and left lens is red. I didn't change any colour filtering, and I took the screenshot in Mode A. All the other 3D modes behave exactly the same though.

In the screenshot I posted, the view is locked forward. Left eye convergence is set to 45, and it is tilted 45 degrees left (outward), as you can see by closing right eye and only looking through the red lens.

Quote
Now I consider that a way of making more evident the sign of the angle is setting something like Left -30° / Right 0°. Then you yes have to see a divergent left eye (really divergent due to the -30) and the other eye (the right one) looking forward.

Here is a screenshot of the same cockpit but with the following values:

PAL3DConvLeft=-30
PAL3DConvRight=0

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Left eye (red) is now entirely predictably turned 30 degrees right (inward).



I'm not trying to be mean or anything, but this is how the mod behaves at the moment... ???
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: kumpel on January 10, 2012, 12:07:54 AM
Hi Pablo,

On a bit different subject.
I got myself a few pairs of colour glasses that use a number of slightly different filters, just to experiment with the effectiveness of the 3D rendering.
My small problem is that I have a wide colour gamut monitor, so the results may not be the same for a regular type LCD.
With the method that you use, colour plane manipulation, colours are equivalent to the RGB pixel spectra. These are not pure colours but extended spectra with dominant R, G or B bands. It is then difficult to obtain good separation of colours, and in effect a well observable crosstalk is always present.

I have tried three systems (1) R__/_GB, (2)_G_/R_B and (3)_GB/R_G* with a range of filters.

(1) gives reasonable results with week red colours and an overall skew of colour towards red,
     eye strain is noticable after a while; not very sensitive to slight variations of colour filters
(2) gives better colour rendering, however there is a strong eye bias towards magenta where
     light, whiteish areas tend to switch between their natural colour and magenta, something
     like the eye gets used to the proper rendering and then from time to time sees the image
     dominated by magenta; a bit more fussy about types of colour filters, more redish magenta
     filter works better
(3) this one gives the best colour rendering, and the least eye strain provided one can get
     the right combination of filters.

The above results reasonably agree with the generally published info. A couple of interesting articles can be found here:
http://cmst.curtin.edu.au/local/docs/pubs/2004-08.pdf (http://cmst.curtin.edu.au/local/docs/pubs/2004-08.pdf)
http://www.wseas.us/e-library/transactions/circuits/2010/89-191.pdf (http://www.wseas.us/e-library/transactions/circuits/2010/89-191.pdf)

Contrary to what you stated a few posts before, 3D rendering does not require complete separation of colours, the question remains whether you can find a way to make a reliable cyan/magenta function.

In conclusion, in my opinion, due to the always present colour crosstack, the main consideration needs to be given to the eye strain - rating (3)(1)(2), rather than a faithful colour rendering (although with often present red controls in cockpits this may be a point to consider).

Cheers, Kumpel

* This mode can be obtained from your Mode A by setting the right color planes, minus the first yellow image that can be put aside (literally) by engaging the 3D mode while looking at a wite background, like a cloud, and then turning the view away towards a 3D object.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on January 10, 2012, 04:07:06 AM
Here is a screenshot of the same cockpit but with the following values:

PAL3DConvLeft=-30
PAL3DConvRight=0

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Left eye (red) is now entirely predictably turned 30 degrees right (inward).



I'm not trying to be mean or anything, but this is how the mod behaves at the moment... ???

Herra,
                     what I meant is more evident in your last picture.

  Try to follow my explanation:

  -The Right = 0° is the frontal image you see, pointing ahead, the "most dense" of the two images. What I told you is particularly evident here, it can be confusing and you can assume that because the parts of the cockpit structure look "redish" you can figure out that it is the left (ref tinted) image. But not, if you see to the gunsight, this is in fact the cyan half image.
  -The Left = -30° convergence (-30° means 30° divergence) makes your left eye to diverge (go outwards) 30 degrees and it is exactly what the other half image does. Again, check the gunsight and the part of the right wing you see in the screen: they are redish, so they are the left image view port.

  As I said before, the metal structure of the cockpit is composed with the light blue sky and generates distracting color tones.

  To confirm what I say, you can do this:

PAL3DConvLeft=-30
PAL3DConvRight=0
PAL3DFilterLeft=RGB
PAL3DFilterRight=___

  Then you will only see a less brilliant image twisted 30° outwards, more to the left (divergent because the eyes don't cross in front of you) corresponding to the left eye. No right image (FilterRight = ___) will be seen. If instead of -30° (divergent) you set 30° (convergent) you will only see one left image twisted inwards (to the right), crossing the now hidden right viewport, so clearly convergent (in full accordance with the great graphic you made).

  Attached you can see an image of what I mean (the settings I showed you, no other change made).

  Regards,
                       Pablo
 
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on January 10, 2012, 05:12:18 AM
I see, we are using different terminology here.


When I say the eye looks inward, I mean that it is physically turned toward your nose. That is exactly what happens there - the left eye's vector is turned 30 degrees right with convergence value of -30.

Whereas you are saying that the image is moved 30 degrees to opposite direction. This is correct, but it is also rather confusing, as is evident by this conversation. It is also the opposite of the instructions in this image:

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)


Currently, negative angles converge the eye directions, the vector in which the respective eye is pointed.. Positive angles diverge the eyes.

This has, of course, the opposite effect on the direction to which the images "slide" on top of each other. This works just as well, but we just need to get the terminology straight for the instructions for the users. Personally, I would say it is more intuitive for users to adjust the angles in which each eye is pointed; in this sense, positive angle should turn the eye inward, and this also pushes objects further as the rendered images diverge from each other.

This would mean that positive values of convergence increase the distance of the objects in game, while negative convergence values reduce the perceived object distance. This is, in my opinion, a more intuitive relation of what happens in the mechanics, and what the viewer sees.


It's your call ultimately, but from tester perspective I would say making the mod behave as described in that instruction image would be probably the most intuitive way for users to control the perceived object distance with the convergence controls.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on January 10, 2012, 05:53:32 AM
Herra,
                a simple graphic (not drawn by me). Look at any definition of convergence / divergence and everything will show you or explain you the same:

(http://thinkbig-lab.com/wp-content/uploads/2011/07/picture-26.jpg)

  In mathematics any function convergent means that gets closer to a value (inward). A divergent means that aparts from a value (outward). I don't think that my convention is confusing. I see it very consistent. Again: the values we are adjusting are convergence, so a negative must be the first case of the graphic I posted here. It is consistent with your graphic too. A positive will twist your eyes inwards (second case of my pic) and absolutely consistent with your graphic, what you see in game in the pictures me and you posted, etc.

  Obviously the linear angle convergence (because they are rect lines) when you set a convergence, finally will produce a cross of the two lines (that could be very close) and then they will start to diverge. But you cannot consider what happens after crossing, because at the beginning you established a convergence. If not they wouldn't have ever crossed. I think that a great example (very similar to the +10 deg / +10 deg in the MOD) is this one:

(http://aarontrank.com/wp-content/uploads/2010/11/divergence.jpg)

  You can say: I see two tracks which are diverging. And that's true only if you consider the situation in the long distance, but in fact they were convergent tracks because they have crossed each one very close to the point of view. As I said before, later they will diverge, but you should consider them convergent (because if not you would not have any crossing).

  EDIT: what I really don't know because I don't have neither the theory learnt nor the experience is which of the cases the objects should be pushed forwards or backwards, but the rest (the therminology, eye assignment and angle convention is consistent with physics, mathematics and semantics).

  Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on January 10, 2012, 08:04:21 AM
Well, here is how I think of it.

Here's a simple scene where there are two eyes, lines that go along the ground parallel to each other at the same distance as the eye separation, and "cross" at infinite distance at horizon (perspective lines, in other words). Above the imaginary convergence point, also at optical infinity, is a single cloud.

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Now if we make an anaglyph stereo picture of the scene, it basically looks like this:

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Note as you look at the image, the cloud and infinity point are exactly at the same distance as the display apparatus. If you put your finger next to the cloud, it will seem to be at the same distance.


Now, let's apply some angles to the eye points.

Here, the view points are turned outward, so that left eye looks slightly to the left, and right eye slightly to the right. This corresponds currently to positive convergence values in the mod.

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Note that as the view angles diverge, the images themselves actually converge:

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

If you now look at the cloud, it will appear to "pop-up" from the display. It will be somewhere between the display and your eyes, and if you try to put your finger on it, you'll find an untoucheable "hologram" hovering mid-air and your finger will phase through it.

Now let's do the other way round. Here, both view points are angled inward; left eye looks over the centerline to the right, and right eye correspondingly to the left. This, currently, corresponds to negative convergence values in the mod.

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Now the result is that even though the view directions from the eyes themselves have a convergent angle, the images that the eyes see will actually diverge. This means objects will appear to be at a longer distance:

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Now, if you try to "touch" the cloud, you will find that your finger will hit the display apparatus before reaching the distance at which the cloud is perceived to be.


What am I trying to say here? Well, just that the convergence or divergence of images actually causes the opposite effect than what would be intuitive for most people: Currently when you decrease convergence, object distance increases, and vice versa.

Thus, I recommend that the convergence values affect the angles to which the eyes point, rather than the phase angle shift of the images relative to zero-convergence angle. If not so, then the signs should be inverted in the readme picture to expressly state that negative convergence values push objects further, while positive values bring them closer to you.

I'm not trying to say you should do things this or that way, but the instructions need to match what is actually in the mod, right?


(note the images are hand-drawn, and the "railroad" effect from the two lines doesn't really work very well, but the cloud itself should make things abundantly clear...)
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on January 11, 2012, 05:45:32 PM
Moving along, here is how the turbulence looks like on my PC. I don't think it's merely the eye difference (although that needs to be addressed as well); it's more like there is some extra zeroes in some multiplier somewhere in the code that magnifies the small viewpoint movements compared to what the regular 6DOF does.

You said the code is supposed to be the same as far as turbulence is concerned? Well, clearly something somewhere is different since on regular 6DOF, this definitely doesn't happen...

(http://i43.tinypic.com/s2fe5h.gif) (http://www.youtube.com/watch?v=9xi_njtlqqQ)
http://www.youtube.com/watch?v=9xi_njtlqqQ (http://www.youtube.com/watch?v=9xi_njtlqqQ)



Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on January 12, 2012, 04:45:27 AM
Yes, the same thing occurs with me, but I forgot to report it.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on January 12, 2012, 06:12:09 AM
People,
                    I was quite busy lately.

  OK, I will review the part of the code related to turbulence, but I'm positive that I haven't introduced anything different. Perhaps, now I'm figuring that, when the shift of viewpoint is calculated and specially now with the angle of convergence, there is a transofrm, that if it includes an angular headhsake effect (which produces an angle distortion), it will magnify the effect of the convergence / separation pair to a big extent. But again: this can be completely compensated by making the head shifts only once every two frames.

  Herra: regarding the Convergence topic, and so we (you and me) can converge to some common concept: as far as I know you understand convergence as convergence of images (to make them close to match objects in different views one to the other) and I agree with you that it is not necessarely the same that eye convergence (that's what the angles of the MOD express, how the eyes are oriented). For images convergence some abstract units should be used, for eyes convergence, it is easy, real angular measure of the twist is used, and that was my approach. So again: it's a convention, and I always referred it as "eyes convergence" so it's the twist of the eyes inwards respect of the parallel view.

  Kumpel: sorry that I couldn't answer before. When you say this mode: (3)_GB/R_G* I assume you made a mistake and you are referring to Cyan / Yellow (_GB / RG_), correct? Because R_G will be evaluated by my MOD as R__

  If you share some color (in this case the Green G) you will have a blurry effect in that color, because the half image of the left eye will have a Green component and the half image of the red eye will have a different one, and they will be "mixed". In particular, if it's the green that mostly is seen in far backgrounds (landscape) it will not be perceived as a problem because that blurr will be minimal, but for closer green objects (let's say the cockpit of the B-17) you will have lack of stereo precision, because a channel is being taken from two different images.

  There is another approach to color filters, that mainly could create more "your conditions" rendering (compensating your monitor / glasses characteristics), and it is using a mesh filter like the one we are accustomed to see in the redouts or blackouts of the game. The tint of those filters could be adjusted to be really neutral for each eye, and so creating an image almost free of residual components. The cons are:

  -It would be tremendously hard to calibrate to really generate pure color channels.
  -It would suffer with monitor brightness / contrast or any other adjustment.
  -It would have an impact on fps rate (probably significant).

  So potentially it's perfect but if you consider these 3 last points: it is a big problem.

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on January 12, 2012, 12:05:23 PM
People,
                    I was quite busy lately.

  OK, I will review the part of the code related to turbulence, but I'm positive that I haven't introduced anything different. Perhaps, now I'm figuring that, when the shift of viewpoint is calculated and specially now with the angle of convergence, there is a transofrm, that if it includes an angular headhsake effect (which produces an angle distortion), it will magnify the effect of the convergence / separation pair to a big extent. But again: this can be completely compensated by making the head shifts only once every two frames.


Except if you watch the video, you'll see it does the exact same thing when stereo mode is disabled.

I would recommend checking the code regarding turbulence is actually identical - maybe there has been some accidental change (such as a multiplier of 1 becoming a multiplier of 10 or 100 by accidental presses of zero, or something like that). I'm asking this because I tried to manually change the turbulence multiplier while flying with regular 6DOF; it only went up to 9, but I could already see that the behaviour of the image went a lot closer to what I'm seeing with stereo mod.

Call it an intuition but I think the turbulence multiplier is somehow locked to a far higher variable than it should be.

There are filecompare utilities that should be able to colour differences in the code for you. If the code itself is the same, then I would check that the variables that are fed into that bit of code remain the same (although that seems more far-fetched).

Meanwhile, I will perform a test to see whether setting Separation to zero helps, or if setting Convergence to zero helps. If the problem exists even with those values at zero, then I suspect it's not related to them as such; I already suspect it's unrelated since the problem occurs even with stereo mode disabled, but I shall test it regardless.


EDIT:

Test done. Behaviour same even when separation and convergence are manually set to zero.

I also did a test to integrate the "PureTrackIR6DOF-3DAdapted" from v5 into v6RC, to see if the anomalous turbulent behaviour was caused by the 6DOF part of the mod. However, same magnified shaking occurred.

It appears that the view direction is not really a problem, but horizontal and vertical location of the viewpoint is. The movements are magnified to a very large extent by something somewhere in the code. I tried manually adjusting the Turbulence modifier via 6DOF controls, but I didn't see any increase (or decrease) in the amount of movements that the viewpoint was doing within the cockpit.


EDIT 2:[/b]

The behaviour seems to be triggered by the parametre

PAL3D6DOF=0

If I set that to PAL3D6DOF=1, then the excessive turbulence shaking does not occur. But, on the other hand, I do not gain six degrees of freedom from head tracking; I only get pitch and roll.


Quote
  Herra: regarding the Convergence topic, and so we (you and me) can converge to some common concept: as far as I know you understand convergence as convergence of images (to make them close to match objects in different views one to the other) and I agree with you that it is not necessarely the same that eye convergence (that's what the angles of the MOD express, how the eyes are oriented). For images convergence some abstract units should be used, for eyes convergence, it is easy, real angular measure of the twist is used, and that was my approach. So again: it's a convention, and I always referred it as "eyes convergence" so it's the twist of the eyes inwards respect of the parallel view.

Well, convergence of images is the opposite of convergence of eyes themselves. That said, if you refer to it as eye convergence, then positive convergence values should converge the eyes and diverge the images, yes?

Currently positive convergence causes the opposite; it diverges the eyes and thus converges the images.

As long as we are clear about what we tell people about it, I don't have a problem with any notation, but then this image that I initially made has the correct notation:

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)


This image explains the effect of convergence variables regarding eye directions correctly according to the current convention of the mod, and also links it correctly to the increasing or decreasing of perceived distance. (though it still describes eye separation in arbitrary units instead of centimetres)

If you wish me to make another graph that shows the effect regarding movement of images relative to each other instead, I can probably do that too. I'll just have to think of how to do it so that it makes sense to people when they watch it. The advantage in showing the direction of eyes is that people easily understand exactly what it means.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: kumpel on January 12, 2012, 05:23:57 PM
Pablo,

Thanks for responding to my post.
I did mean _GB/R_G (cyan/magenta). My mistake was that it is handled by your mode B rather than A as I have written incorrectly (my apologies).

Our 3D vision is a complex system where the stereoscopic image from the eyes has only about 20% contribution, the rest relies on a range of cues that our brain is using in processing for the final effect. Cyan/magenta system, despite both eyes seeing different blue images, does not create any blur. It simply helps to balance the colours and to remove magenta bias.
Unfortunately, as I have discovered so many times dealing with the use of our vision in astronomy, only experiments give ultimate answers.

Cheers, Kumpel

P.S. I wonder whether you might be able to clear this one fixed initial yellow frame in mode B with _GB/R_G setting?
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on January 12, 2012, 07:55:47 PM
Hm.

Now that 4.11 has been released with internal 6DOF implementation, I wonder how it would be possible to get this mod working with that...
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on January 30, 2012, 03:32:31 PM
Herra,
              I made some experiments with the 4.11, basically trying to use its benefits in the 4.101, because for the while no 4.11 can compare to DBW. They have made some things really much more ordered and with a very reasonable approach this time. It would not be difficult to make stereo the 4.11 but to take profit of it in 4.101 there are some issues because they have implemented several features that have relationship with other classes that previously were not necessary to modify.

  So, I'm working on that. I think that some 3D for Il-2 v4.1055 (half way) could be achieved.

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on February 05, 2012, 12:31:00 PM
Herra,
              I made some experiments with the 4.11, basically trying to use its benefits in the 4.101, because for the while no 4.11 can compare to DBW. They have made some things really much more ordered and with a very reasonable approach this time. It would not be difficult to make stereo the 4.11 but to take profit of it in 4.101 there are some issues because they have implemented several features that have relationship with other classes that previously were not necessary to modify.

  So, I'm working on that. I think that some 3D for Il-2 v4.1055 (half way) could be achieved.

  Regards,
                      Pablo

Hello, good to hear from you. I haven't been doing any significant flying with 4.11 yet, I'm waiting for mods to catch up with it before I switch. I was just asking because obviously I would like to see a 3D mod for future versions of IL-2 as well as 4.101.

I've been using the 3D mod on 4.101. Stability is excellent, and I would say the mod is pretty much feature-complete. There is only one outstanding issue with it currently, and that is the turbulence magnification. Do you have any idea what could be causing it? Does it happen to everyone, or is it caused by some interaction with another mod component? And, most importantly - can it be fixed?
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on February 20, 2012, 12:53:14 AM
Hm.

Now that 4.11 has been released with internal 6DOF implementation, I wonder how it would be possible to get this mod working with that...

Herra,
                here I have implemented what I told you.

Kumpel,
                sorry but I didn't have the chance of checking your version of the MOD for 4.11 but I was adapting my one.

  What I'm posting here as RC previous to release version are the implementations of the MOD in the 4.11 structure (including internal 6DOF management, some improvements in the use of the views and the hooks, etc.).

  Basically I took the original 4.11 stuff and I implemented the 3D MOD over there and later I made the required adaptation to make it work in 4.101. So now we have the next for both versions of the game:

-Full 3D as in previous versions
-Internal 6DOF support (using 4.11 classes and TD.dll that must be manually copied to 4.101)
-Internal mouse 6DOF in 4.11 / My own new version of mouse 6DOF for 4.101 using some methods of the 4.11 (works better than my previous 6DOF mouse with headshaking).
-No aparent problem with turbulences, etc, in any version.
-EcranWide integrated for 4.11 and 4.101 (no need for another MOD).
-For 4.101 adapted cockpit and hook classes that makes possible by just having this MOD installed to make compatible most of the native planes of 4.11.

  Team Daidalos decided formally include a method to take ScreenShots in jpg in v4.11, but they made some mistakes in the way the files are saved, the naming creation has a couple of bugs. I cleaned those bugs but later I realized that the quality of the .jpgs taken by it were really poor for 3D ScreenShots, even in the highest quality. I still don't know clearly what is the reason, but some compression algorythms create a lot of color residual image that in the zone where a semi transparent object ends, instead of having a soft and normal transition as you see it in screen, it emphasizes the line by contrast, creating horrible results. So I implemented other method of saving .jpgs (the previous one used) and now it makes high quality snaps.

  Please, let me know if you find any weird thing with these.

  Regards,
                          Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on February 20, 2012, 05:00:50 AM
Everything seems to work well with 4.10.1 version.

Very awesome, big thanks Pablo!
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: kumpel on February 20, 2012, 07:05:02 AM
Good work, but how do you make 4.11 work with your included version of Config.class?
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on February 20, 2012, 07:43:14 AM
Everything seems to work well with 4.10.1 version.

Very awesome, big thanks Pablo!

You are welcome.



Good work, but how do you make 4.11 work with your included version of Config.class?

Kumpel, in the 4.11 version, the Config.class has the game data corresponding to the 4.11. It is basically the only difference between the MODs for the two versions. If there wasn't that problem the same MOD would be usable for both versions.

Regards,
                   Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on February 20, 2012, 08:30:15 AM
Now I have the 6DOF from 4.11 in my 4.101 installation! 8)

Thank you, Pablo! :D



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on February 20, 2012, 09:30:11 AM
An interesting technical issue just seems to have popped up for me.

I could run the game perfectly after installing it initially. However, subsequent attempts at starting the game result in unresponsive game after loading; it shows the menu screen but cursor does not work and I cannot switch focus into the game.

The game must then be shut down with the task manager.

log.lst shows the following at the end:

Code: [Select]
[16:24:55] java.lang.AbstractMethodError
[16:24:55] at com.maddox.rts.MsgTrackIR.invokeListener(Unknown Source)
[16:24:55] at com.maddox.rts.Message._send(Message.java:1217)
[16:24:55] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[16:24:55] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[16:24:55] at com.maddox.rts.Message.sendTo(Message.java:1128)
[16:24:55] at com.maddox.rts.Message.trySend(Message.java:1115)
[16:24:55] at com.maddox.rts.Time.lo

Will continue testing to further determine the cause of problem.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on February 21, 2012, 11:07:08 AM
An interesting technical issue just seems to have popped up for me.

I could run the game perfectly after installing it initially. However, subsequent attempts at starting the game result in unresponsive game after loading; it shows the menu screen but cursor does not work and I cannot switch focus into the game.

The game must then be shut down with the task manager.

log.lst shows the following at the end:

Code: [Select]
[16:24:55] java.lang.AbstractMethodError
[16:24:55] at com.maddox.rts.MsgTrackIR.invokeListener(Unknown Source)
[16:24:55] at com.maddox.rts.Message._send(Message.java:1217)
[16:24:55] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[16:24:55] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[16:24:55] at com.maddox.rts.Message.sendTo(Message.java:1128)
[16:24:55] at com.maddox.rts.Message.trySend(Message.java:1115)
[16:24:55] at com.maddox.rts.Time.lo

Will continue testing to further determine the cause of problem.

Herra,
              I haven't seen any of that. It is true that I don't have a real TrackIR so I don't know what could be happening, but as far as I know the Message class wasn't modified in 4.11 (I have to confirm this).

  Have you copied the DT.dll to the root of your game, haven't you? Because if not something like that could be expected.

  Kumpel told me something that is true, that in the previous version I published, there is a setting of the locale for the game that could lead to problems. I used the pure extracted class of 4.11 and in my few 4.11 tests the MOD worked like this, but to make it more universal, now I repost it converted to the "RU" version.

  I have introduced a couple of bug corrections that mainly manage the Mouse6DOF in a better way. Now it has been established like these defaults:

PAL3DMouse6DOF=1 (1 or 2, only concer to Mouse6DOF, TrackIR should work always)
PAL3D6DOFAutoReset=1   (Normal 4.11 game behavior, AutoReset point of view on re-entering cockpit)

  And now the Modes 1 and 2 are like these (mainly to make them consistent with the zoom (far / near) that the game produces by default when in external view.

  Mode 1 (former "Normal Mouse"):
    -Normal mouse movement: head rotation
    -Left Button mouse movement: Z (zoom in / out)
    -Right Button mouse movement: XY  (horizontal / vertical)
    -Center Button: reset

  Mode 2 (former "XY Mouse"):
    -Normal mouse movement: XY  (horizontal / vertical)
    -Left Button mouse movement: Z (zoom in / out)
    -Right Button mouse movement: head rotation
    -Center Button: reset

Regards,
                        Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on February 21, 2012, 12:34:42 PM
-Yes, I do have DT.dll in root directory, otherwise the game wouldn't even load with this mod as far as I can tell.

-Cause of problem is definitely TrackIR being present, or in my case FreeTrack.

-Problem can be reproduced by having FreeTrack program open, enabled with TrackIR input mode, and tracking.

-When FreeTrack is not open, or not tracking, or TrackIR input mode disabled, the 3D Mod works with 6DOF Mouse as it normally should.



I do not know whether TrackIR will produce the same error, but it would be good to check. I would expect the same problem to occur with TrackIR as well, though, since IL-2 game doesn't really know the difference between the two software, as far as I know, right?


I don't know what to make of this all, but I have a vague feeling it might be that the 6DOF Mouse might be making the game confused about what head tracking input it should be following.


What is even strange is that I had a good clean run the first time I installed this version of the mod - the problems begun only after shutting down the game after that initial, successful run, so maybe there are some temporary files being created that cause subsequent runs to crash, for who knows what reason.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on February 21, 2012, 01:10:01 PM
Mmm... no. Believe me that the way I implemented now the mouse 6DOF is so clean and pure that nothing can interfere with the TrackIR function.

I will check the support methods of rts.Message to check if something has changed there. It seems to be something that depends on communication with the input device.

Regards,
                     Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on February 21, 2012, 01:37:34 PM
I'll take your word for it. Just trying to think of the ways that might be going wrong.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: JapanCat on June 24, 2012, 07:32:31 AM
Hi Pablo Thank you very much

It's strong in RED by my environment.
Can the color be adjusted?

Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: ivomajic34 on June 26, 2012, 05:09:35 AM
I downloaded this file and I put it in my UP folder, and game freezed in red and blue color..
Am I doing something wrong?
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: FS~Daedalus on June 29, 2012, 06:04:44 AM
Hello benitomuso,
let me first thank you for this wonderful mod! It is amazing, just like really sitting inside the cockpit!

At the moment I have two copies of IL2-1946, v4.10.1m + HSFX5.0.1 and v4.11.1m + HSFX6.0. I also use FreeTrackv2.2.

I downloaded the (latest?) version of your mod (v7RC) for both game-versions here: Stereo 3D v5 Final version Pack (TrackIR 6DOF, EcranWide & ScreenShots) (https://www.sas1946.com/main/index.php/topic,20169.msg256353.html#msg256353) (posted on April 15th 2012)
Your 3Dmod-v7RC-411 for game-version 4.11.1m enabled with the HSFX6.0-JSGME works like a charm!

The mod-version for 4.10.1m also works, but I can reproduce the game-freezes posted by Herra Tohtori:
With the FreeTrackv2.2 software not started or started but not tracking the mod works great and 6DOF with mouse-control works too. But as soon as I start tracking with the FreeTrack-software the game freezes. For testing purposes I started FreeTrack software but did not start tracking and started the game (v4.10.1m), then tabbed back to the desktop and opened the taskmanager to observe the game. As soon as I let FreeTrack start tracking IL2 immediately stops responding. I don't know if this also happens with TrackIR, but FreeTrackv2.2 definitely causes IL2 v4.10.1m + 3Dmod-v7RC-4101 to freeze.

The latest 3Dmod-version that works (for me) with IL2 v4.10.1m + HSFX5.0.1 + FreeTrackv2.2 is v6RC I downloaded here: A new era has come! Stereoscopic 3D (Development thread) (https://www.sas1946.com/main/index.php/topic,19449.msg225402.html#msg225402) (posted on January 9th 2012)
I enable it with JSGME together with the il2fb.exe of the 6DOF-mod that comes with the HSFX5.0.1 modpack.


The 3Dmod v6RC for IL2 v4.10.1m works great and looks great, I am fine with this version of the mod until I finally switch to game-version 4.11.1m and the 3Dmod-v7RC-411 (which is a blast!).

Thank you very much for this fine mod!

Daedalus
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on June 29, 2012, 06:57:52 AM
Daedalus,
                ok, this is a good comprehensive analysis of situation. I don't have and never used a 6DOF device, so I don't have any chance to test it or debug it.

  My question: Does FreeTrack work OK with 4.11.1 game? The main difference here is that the 6DOF since patch 4.11 is implemented in the DT.dll file the Daidalos Team introduced to concentrate some core functions. I used that in the v7 of the 3D MOD to make it a stable base for 4.11 game but to leverage the 4.101 too and have less dispersion on MODs.

  I need that confirmation: v4.11.1 of the game Ceteris Paribus (everything the same you tried before except the 3D MOD) works OK with FreeTrack?

  If the answer is YES, I don't know what is the problem. That shouldn't happen, because I don't do anything strange but just reading what the DT.dll delivers.

  If the answer is NO, I can figure that the problem is that you are using a il2fb.exe with the 6DOF activated and can be interfering with the DT.dll functions. If you use my TotalMODder or Storebror's selector, be positive to disable 6DOF support for the .exe, because AFAIK it should work just based on the DT.dll (this is what I think, again: I don't have any of those devices and never experienced it).

  Regards,
                        Pablo


Hello benitomuso,
let me first thank you for this wonderful mod! It is amazing, just like really sitting inside the cockpit!

At the moment I have two copies of IL2-1946, v4.10.1m + HSFX5.0.1 and v4.11.1m + HSFX6.0. I also use FreeTrackv2.2.

I downloaded the (latest?) version of your mod (v7RC) for both game-versions here: Stereo 3D v5 Final version Pack (TrackIR 6DOF, EcranWide & ScreenShots) (https://www.sas1946.com/main/index.php/topic,20169.msg256353.html#msg256353) (posted on April 15th 2012)
Your 3Dmod-v7RC-411 for game-version 4.11.1m enabled with the HSFX6.0-JSGME works like a charm!

The mod-version for 4.10.1m also works, but I can reproduce the game-freezes posted by Herra Tohtori:
With the FreeTrackv2.2 software not started or started but not tracking the mod works great and 6DOF with mouse-control works too. But as soon as I start tracking with the FreeTrack-software the game freezes. For testing purposes I started FreeTrack software but did not start tracking and started the game (v4.10.1m), then tabbed back to the desktop and opened the taskmanager to observe the game. As soon as I let FreeTrack start tracking IL2 immediately stops responding. I don't know if this also happens with TrackIR, but FreeTrackv2.2 definitely causes IL2 v4.10.1m + 3Dmod-v7RC-4101 to freeze.

The latest 3Dmod-version that works (for me) with IL2 v4.10.1m + HSFX5.0.1 + FreeTrackv2.2 is v6RC I downloaded here: A new era has come! Stereoscopic 3D (Development thread) (https://www.sas1946.com/main/index.php/topic,19449.msg225402.html#msg225402) (posted on January 9th 2012)
I enable it with JSGME together with the il2fb.exe of the 6DOF-mod that comes with the HSFX5.0.1 modpack.


The 3Dmod v6RC for IL2 v4.10.1m works great and looks great, I am fine with this version of the mod until I finally switch to game-version 4.11.1m and the 3Dmod-v7RC-411 (which is a blast!).

Thank you very much for this fine mod!

Daedalus

Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on June 29, 2012, 07:02:53 AM
I downloaded this file and I put it in my UP folder, and game freezed in red and blue color..
Am I doing something wrong?

Are we talking about UP3, right?

  I never tried it specifically in UP3 but I think it should work. Have you read the readme? Have you placed it in first position of your MODs to be positive that other MODs like EcranWide or blablabla are not loading incompatible versions before (the ReadMe strongly talks about verifying this, not as a mere formality).

  Regards,
                     Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on June 29, 2012, 07:09:59 AM
Hi Pablo Thank you very much

It's strong in RED by my environment.
Can the color be adjusted?



JapanCat,
                 we have discussed this subject in this thread, and I think there are some references in the ReadMe of the MOD. No "color balance" can be applied at game level without an FPS impact.

  Since v6 you can determine the color of the filters, but always full complementary colors: blue / cyan, green / magenta, etc.

  The only way to redefine the balance of your colors is to set it through your video card color options or with an external program as the historical Gapa-Gamma (search for it if you never tried it).

  Regards,
                    Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on June 29, 2012, 03:51:20 PM
Daedalus,
                ok, this is a good comprehensive analysis of situation. I don't have and never used a 6DOF device, so I don't have any chance to test it or debug it.

  My question: Does FreeTrack work OK with 4.11.1 game? The main difference here is that the 6DOF since patch 4.11 is implemented in the DT.dll file the Daidalos Team introduced to concentrate some core functions. I used that in the v7 of the 3D MOD to make it a stable base for 4.11 game but to leverage the 4.101 too and have less dispersion on MODs.

  I need that confirmation: v4.11.1 of the game Ceteris Paribus (everything the same you tried before except the 3D MOD) works OK with FreeTrack?

4.11.1 + HSFX 6 + 3D MOD for 4.11 seems to work.

I flew several hours yesterday on a 4.11 multiplayer server with HSFX 6, the 3D mod didn't cause any crashes or anomalous behaviour. FreeTrack plays very nicely with the 3D mod.

Thus I would answer a tentative YES.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: rammstein7033 on June 30, 2012, 12:00:07 AM
Hello,
 i am verry unhappy.
IT doesnt work.
(Why itsallways me??)
I put the these lines in:

[Mods]
PAL3DSeparation = 1
Wright or?
And activate the mod by modenabler!?
Wright?
Directx is choose!?Done!
In flight ,left and right buttons of mouse click on and chose the mouse wheel
3d!?
Did this all but do not work!
Is theresomeone helping me??

Thank u!
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: Herra Tohtori on June 30, 2012, 05:10:40 AM
You should run the game in OpenGL.

If it still doesn't work, then you need to look at how you have enabled the mod.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: FS~Daedalus on June 30, 2012, 05:19:23 AM
Hello Pablo,

as far as I see do FreeTrack and 4.11.1m game work together without problems, no matter what mods are enabled.
Just to make it clear how I enabled the 3Dmods:


4.10.1m + 3Dmod_v6RC
: mod-Files + il2fb.exe from HSFX-6DOF-mod enabled with JSGME. Works great.

4.10.1m + 3Dmod_v7RC-4101: copied the DT.dll that comes with the mod into the game-folder and enabled the mod-files with JSGME without any other il2fb.exe or any other 6DOF-mod. The 6DOF-feature that comes to the 4.10.1m game with your (modified I guess) DT.dll and the 3Dmod itself work perfectly (mouse-controlled) as long as FreeTrack is not sending head-movements to the game. Interesting thing is that the game does not freeze even with tracking started as long as the webcam does not see the LEDs on my headset, but when I put on my headset and FreeTrack sends my actual head-position to IL2 the game freezes instantly.

4.11.1m + 3Dmod_v7RC-411: This mod-version no longer contains a DT.dll, so the stock .dll from TeamDaidalos remains untouched by me. I just enable your mod-files with JSGME, no other il2fb.exe or 6DOF-mod involved (for all the 6DOF-features are provided by the DT.dll).

Again, no matter if the 3Dmod_v7RC-411 is enabled or not, FreeTrack and 4.11.1m game work together flawlessly, its just the v7RC-4101 and 4.10.1m game causing freezes with FreeTrack started.

Daedalus


P.S.:
Just a heads up, the ReadMe.pdf of the 3Dmod_v7RC-411 still says that the current version is V3c, that confused me a bit first. Also the ReadMe does not contain a complete list of all the new entries that can/must be put into the [Mods]-section of the conf.ini.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on June 30, 2012, 10:25:10 AM
Daedalus,
                ok, this is a good comprehensive analysis of situation. I don't have and never used a 6DOF device, so I don't have any chance to test it or debug it.

  My question: Does FreeTrack work OK with 4.11.1 game? The main difference here is that the 6DOF since patch 4.11 is implemented in the DT.dll file the Daidalos Team introduced to concentrate some core functions. I used that in the v7 of the 3D MOD to make it a stable base for 4.11 game but to leverage the 4.101 too and have less dispersion on MODs.

  I need that confirmation: v4.11.1 of the game Ceteris Paribus (everything the same you tried before except the 3D MOD) works OK with FreeTrack?

4.11.1 + HSFX 6 + 3D MOD for 4.11 seems to work.

I flew several hours yesterday on a 4.11 multiplayer server with HSFX 6, the 3D mod didn't cause any crashes or anomalous behaviour. FreeTrack plays very nicely with the 3D mod.

Thus I would answer a tentative YES.

Good to know that Herra. I assume here that it is with a non-6DOF il2fb.exe, right?

It would be quite clarifying to check what happens in you same installation if you use a 6DOF il2fb.exe. If it starts to have problems, it is absolutely clear.



Daedalus,

  the DT.dll i packed with the v4.101 of the MOD is untouched, it is the last one for v4.111, just packed there because typical 4.10 users will not have that.

  Somewhere I mentioned that the ReadMe is not updated. Yes. I have started to normalize the documentation but I couldn't finish it.

  From the details you give, it still is not clear the next:

  In the two last tests you mentioned, you say "no other il2fb.exe or 6DOF-mod involved". But it doesn't mean that your il2fb.exe (the last you used) was 6DOF free. Because if you don't touch anything else (no 6DOF MOD) but you keep always the same il2fb.exe which from an origin was 6DOF (apart of the MOD for 6DOF, the .exe used to need an activation too).

 Then you must be POSITIVE that the il2fb.exe is not 6DOF. I mean: you have to overwrite it with one that certainly DOESN'T have the 6DOF function. If you use TotalMODder or Storebror's game selector, un-check those options and activate the game (so writting an .exe which is not 6DOF).

  Regards,
                         Pablo


Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: ivomajic34 on June 30, 2012, 11:01:16 AM
I installed this mod Pal - Stereo 3Dv7RC-4101, on il-2 UP3 RC4 . It works but without 6dof.
When I enable the track IR, game crashes.
Is there a patch for this problem?
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: FS~Daedalus on July 01, 2012, 05:52:20 AM
ivomajic34, the last ten postings are about exactly this problem. At least there is now some kind of confirmation that its not only FreeTrack but also TrackIR having problems with the 3Dmod_v7RC-4101.


Quote from: benitomuso
the DT.dll i packed with the v4.101 of the MOD is untouched, it is the last one for v4.111, just packed there because typical 4.10 users will not have that.
Hmmm, the DT.dll in the original, unmodded, clean and fresh IL2 1946 v4.11.1m has a size of 70.0kb, the DT.dll I downloaded with your 3Dmod_v7RC-4101 has a size of 75.6kb. Thats why I thought you modified it for the use with 4.10.1m game...


Quote from: benitomuso
From the details you give, it still is not clear the next:

  In the two last tests you mentioned, you say "no other il2fb.exe or 6DOF-mod involved". But it doesn't mean that your il2fb.exe (the last you used) was 6DOF free. Because if you don't touch anything else (no 6DOF MOD) but you keep always the same il2fb.exe which from an origin was 6DOF (apart of the MOD for 6DOF, the .exe used to need an activation too).

 Then you must be POSITIVE that the il2fb.exe is not 6DOF. I mean: you have to overwrite it with one that certainly DOESN'T have the 6DOF function. If you use TotalMODder or Storebror's game selector, un-check those options and activate the game (so writting an .exe which is not 6DOF).

Ok, from the beginning then:  :)
Since there is absolutely no problem with 4.11.1m game and 3Dmod_v7RC-411 the following is only about v4.10.1m game and 3Dmod_v7RC-4101.

I tried to follow your request to check if the il2fb.exe is enabled for 6DOF, so I started from scratch with a clean copy of IL2 4.10.1m. This copy never saw any mods, I never touched any files in it.
Now I created a folder 'MyMODS' in the game-root folder and copied the unzipped 3Dmod_v7RC-4101 in there. Then I downloaded your tool il2fbMODder.exe (v1.2), copied it into the game-root folder and started it. Also told the tool where the folder 'MyMODS' is:
(http://i342.photobucket.com/albums/o422/Daedalus80/MODder_1.jpg)

First thing I did then was clicking 'Tools -> Executable Selector' and just clicked 'Write Changes' there. '6 DOF for TrackIR Enabled' is unchecked.
(http://i342.photobucket.com/albums/o422/Daedalus80/MODder_2.jpg)

Then I created a new Profile 'TEST' and activated it. I did not yet activate the 3Dmod in your tool because I wanted to check if everything works. Right now the game should still be stock 4.10.1m for no mod was activated, right?
(http://i342.photobucket.com/albums/o422/Daedalus80/MODder_3.jpg)
Clicking the button 'Launch IL-2 Sturmovik' now does not start the game, also the new il2fb.exe created by your tool does not launch the game when starting it manually in the game-root folder.  :(

Am I doing something wrong? I think I followed the instructions in the ReadMe.pdf correctly... I really want to help you find out what causes the problems of your 3Dmod_v7RC-4101 with tracking devices, but I fear I need some more help with your tool il2fbMODder  ::)

Daedalus
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: FS~Daedalus on July 01, 2012, 07:08:19 AM
By now I did some more tests with gameversion 4.11.1m + HSFX6.0 + 3Dmod_v7RC-411 and now I am completely confused...

At first I disabled all mods with the JSGME. Stock game 4.11.1m starts and everything is fine, it works with FreeTrack and I have 6DOF.
Then I just enabled your 3Dmod_v7RC-411 and started the game. I still have 6DOF and it works good with FreeTrack, but I don't have 3D!
After that I enabled the HSFX history mod and the 3Dmod_v7RC-411 and only now I have 6DOF with FreeTrack and 3D.

It looks like the stock 4.11.1m il2fb.exe uses the DT.dll from team Daidalos (it has a size of 70.0kb in my copy of IL2 4.11.1m) and enables 6DOF but does not support your 3Dmod_v7RC-411.
Enabling the HSFX history mod obviously replaces the stock il2fb.exe with another one. This il2fb.exe now supports 6DOF provided by the DT.dll and supports your 3Dmod_v7RC-411.

I am at a loss...
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on July 01, 2012, 07:20:25 AM
It looks like you don't have the Modact. :)
The stock IL-2 can accept mods only with the Modact installed, so, you was playing the stock game as expected when you disabled the HSFX. ;)



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: FS~Daedalus on July 01, 2012, 07:37:41 AM
Understood. Copying just the il2fb.exe from the HSFX6.0 jsgme-folder into the 3Dmod_v7RC-411 jsgme-folder (next to the folder 'Files' containing the mod-files) solved it. Now the 'stock 4.11.1m' game starts plus 3D.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: santobr on July 01, 2012, 07:48:31 AM
Yes, but now your HSFX and your stock games will share the same mods in the MODS folder and this can be a problem, because some mods are adapted for each version of the game.
The modact from SAS uses the #SAS folder as the MODS folder, but the modact for 4.111 from ton414 I don't know.
https://www.mediafire.com/?h027ak4qiv2849f



santobr.
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: benitomuso on July 01, 2012, 09:15:16 AM
Daedalus,

   the ReadMe (documentation) of the TotalMODder has a Step by Step on how to setup DBW or "MOD activated" configurations. You need to load with it all the basic stuff required for a modded Il-2 game to start.

  Apart of the MODs you want to add, and properly setting the .exe as you did, you need to load in first term (latest in the list) the basic #DBW folder or a folder with all the files of a MOD Activator.

  Regarding the DT.dll, may be I packed a wrong one, I don't know exactly and should check. The DT.dll which comes with 4.11.1 is dated on 18/03/2012 in the distribution pack of the internationl version of Team Daidalos. If you have the one dated on 16/01/2012 it is the 4.11 one, that later was superseeded. I mean: perhaps you don't have properly updated your 4.11 to the latest 4.11.1 version. Check that. In any case, for my MOD, use the last DT.dll (the one dated 18/03/2012).

  Regards,
                      Pablo
Title: Re: A new era has come! Stereoscopic 3D (Development thread)
Post by: FS~Daedalus on July 01, 2012, 09:42:56 AM
OK, I'll try it again. The latest modact for 4.10.1m is v3.06? Link to this modact: https://www.sas1946.com/main/index.php/topic,16382.0.html
I never used a modactivator, just complete modpacks... will do some reading and report back when successful.  :)

I checked my installation, IL2 1946 is correctly patched to v4.11.1m. The DT.dll I have in my v4.11.1m game-folder is dated 18/3/2012 and has a size of 70.0kb.
The one that comes with your 3Dmod_v7RC-4101 is dated 13/1/2012 and has a size of 75.6kb.

But I already tried to get v4.10.1m game and 3Dmod_v7RC-4101 running with the DT.dll from my 4.11.1m game-folder (dated 18/3/2012). Same outcome when starting FreeTrack.