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Author Topic: A new era has come! Stereoscopic 3D (Development thread)  (Read 130138 times)

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gianluca

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #312 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!

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gianluca

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #313 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
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adambegg

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #314 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
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Whiskey_Sierra_972

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #315 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?
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benitomuso

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #316 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:



An interesting tiny utility for this is QuickGamma:


Regards,
                      Pablo
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Whiskey_Sierra_972

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #317 on: November 27, 2011, 03:11:45 PM »

Thanks Pablo for your reply!

I'll try to get a new glasses....
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benitomuso

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #318 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
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adambegg

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #319 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
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cgagan

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #320 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,
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kumpel

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #321 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
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benitomuso

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #322 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
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kumpel

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Re: A new era has come! Stereoscopic 3D: new v4 + ScreenShot MOD
« Reply #323 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
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
and perhaps some advice from the OpenGL Foundation:
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.


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