Besides obviously needing the hardware glasses, emitter, etc. So, why not Automatic for OpenGL? I want that this frame works with the 3D Nvidia Vision.. At that time Elsa didn’t even have access to the underlying quad buffer stereo implementation to support OpenGL 3D stereo rendering. Another solution could be to flip the surface using some kind of blit function, but that would require extra memory for a target surface, and is a waste.
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Voodoo5 My Voodoo5 setup is a little more streamlined and has the ability to do some nice automated taks per game. Astoundedly, allowing for windowed 3D mode seems to be triggered by the name of your executable.
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It seems terribly inefficient to me! Again VRCaddyME is a wrapper that is designed to go diretc3d your application game and the video drivers and will allow you to use it with almost any video card. That might be harder depending on how much control you have over your 2D rendering library.
That would give you the best performance on platforms that support quad-buffer while also having the best performance for consumer 3D Vision. I have no idea what the difference could be, because if I disable 3D Vision and just show the final surface on the screen, using either kind of surface produces an identical result. But, as you know, there are a few select applications that do seem to work fine in windowed mode.
Another bizarre error that happened to me was that I did get stereoscopy to be enabled, but only the left eye was showing! This is my code for the openGl Frame: Click to enlarge Elsa’s 3D Revelator glasses – a spectre of Nvidia’s 3D – Then we worked a lot on our software to make sure that it all worked.
Meant to be Seen – View topic – OpenGL to Direct3D to 3D Vision: yes, it works great!
Basically a wrapper is a driver that goes between an application and a driver. But the end result will still not be 3D Vision Automatic. There is also the ability to add games that haven’t been tested to the database so the settings can be saved for them as well. My set up is as follows:.
And my first question was: Also note that most of “nvapi. Sun Sep 22, 5: Last edited by emblemparade on Tue Jan 14, 8: They also stated that at this time there were no licensees of the product.
But the biggest challenge I can think of is the reversed coordinate system this is a final point 18 I edited into my original post, it could be that you haven’t read it. Soooo, how big a frame-rate hit do you get using both the presumably sucky Elsa drivers and the wrapper?
So, why not Automatic for OpenGL?
They’ve been deprecated and you’re encouraged to use vertex buffer objects, which bypass all of the old matrix stuff that OpenGL provides. I’m honestly not overly interested in Automatic: After they dropped support for XP in their newest one people moved on.
Of course, many games that are not designed with 3D Vision in mind do all kinds of tricks with rendering especially for shadowsand that’s the main reason they look terrible in 3D Vision Automatic. It’s almost as if someone up the ladder in NVIDIA doesn’t want this to succeed, or sees it as a niche market for a few Quadro implementations.
Watch the video about elsa 3d revelator driver. Sat Apr 07, Here’s an interesting development: For example, maybe setting convergence is not good enough for you, and you want to let users tweak the field-of-view.
They are probably not using the same technique since they have a direct access to direcy3d standard OpenGL quad buffer stereo implementation in their driver.
You don’t have to change your vertex order. I know is not much but hope it will be enough for a night in town: