Stereo 3D line interlaced/interleaved mode support?
I have Zalman TRIMON stereo monitor and i was very disappointed when i didn't found interlaced/interleaved mode in VR stereo mode support.
So, is it possible to play Doomsday Engine with my stereo hardware or not !?
So, is it possible to play Doomsday Engine with my stereo hardware or not !?
Comments
However, I understand this is a computer monitor and as such it is perhaps possible to configure the video card to do the interleaving for us? Have you tried the "Hardware stereo" VR mode in Doomsday? Unfortunately I've never used a stereo monitor so I don't know if this works in practice.
In any case I added a feature request in the tracker: http://tracker.dengine.net/issues/2164
Passive row-interleaved 3D like this works with old Zalman monitors, certain pre-2016 Samsung 3D TVs, the LG D2743 monitor, and, notably, certain late model LG 4K passive 3D TVs.
Compared with active 3D methods like Nvidia 3D vision, this sort of passive 3D has certain advantages: it works on any OS (Windows, Mac, Linux, whatever), with any video card. Also the passive glasses are far more comfortable and stylish. There are also disadvantages, but I don't want to get into the whole passive 3D vs. active 3D holy war at the moment.
1) The "easy" way to implement row interleaved 3D, would be to render the full left and right eye views to separate offscreen buffers, then compose those two images using a shader that fetches from the left eye image for even numbered scan lines, and from the right eye image for odd numbered scan lines. One appealing aspect of this approach is that those same left/right offscreen buffers could be reused for almost any stereoscopic 3D format one can imagine.
2) The "old fashioned" way to implement this would be to use OpenGL stencil operations to mask out the odd or even scan lines during the left and right eye render passes. I don't recommend this approach. Theoretically it seems like this approach could have better rendering performance than option "1", but in practice it seems to actually be slower.
3) The "optimal" way to implement this would be to render a compressed aspect ratio image into each of the left and right offscreen buffers, so the image is vertically squished smaller by a factor of two. (One could even pack both eye views into a single full-frame offscreen buffer). This approach would yield the best performance, because no extra pixels are rendered; and it yields the best appearance, because the vertical pixel filtering is more correct in the final displayed image.
* It's important to provide a manual stereoscopic "swap eyes" option with these modes, because the conventions vary between different displays, and it's so easy to get the parity wrong.
* For windowed display modes, it's important to track the global window position. Because when we talk about, say, "odd numbered scan lines", we mean global screen relative row indices, not local window relative indices. In particular, we want the player to be able to drag the game window around the screen, without ever inadvertently inverting the sense of the stereoscopic depth.
* It's important that the apparent screen resolution exactly matches the physical monitor resolution. These details are on the player's responsibility, but should be clearly documented. So A) the operating system "screen resolution" must match the true physical resolution of the interlaced display. And further, on recent versions of Windows, the display scale must be set to "100%". So if you have your Windows desktop set to show "large icons", you might need to make them small while playing in these modes.
Yes, of course, i have tried, but just see "blinking L-R images" as it looks like when you have shutter-glasses technology hardware and see without glasses.
By the way, Zalman monitors are internally supported in NVIDIA 3D Vision drivers (like Nvidia's own hardware) and worsk fine in most D3D9+ applications, but as we know, OpenGL applications are not supported in "3D Vision" (or supported in Quadro series only... damn, i hate Nvidia for that shit).
By the way, interlaced monitors supported in all (that are known to me) stereo drivers:
1. NVIDIA 3D Vision.
2. DDD TriDef 3D.
3. iZ3D.
OpenGL engine is allways headache for anybody, who wants to play 3D game in stereo, but in some cases OpenGL-to-D3D can helps.
The ONLY disadvantage of this technology is 1/2 of vertical resolution, but IMHO, it's not really disadvantage, because interlaced image looks "oldscool", similar like on old CRT-TV or Arcade Machine/Console.
Furthermore, with good implementation (as you wrote in #3), is possible to get stereo without decreasing framerate!
So, IMHO, "interlaced stereo technology" is the simpliest and the best one!
I prefer scanline technology in stereo 3D, bacause i think it's the most easy to implement technology and it can works even if i want to see stereo wallpaper or icons on my desktop and i don't need any software "activators" or something else to see stereo effect, i only need to make "interlaced" images using any stereopair.
Guys, please, help us (interlaced stereo hardware owners like me) to play this best "doom engine" in stereo - this (STEREO3D) IS the biggest motivation to replay all these good old games again!
At this time, I don't like to play DOOM/Heretic/Hexen/etc. again without Stereo3D at all.
May be I'm the 1st person hwo SUGGEST, but sure NOT alone, who own interlaced stereo hardware, but have no time to write a post about that trouble in this forum
I'm a Stereo3D-fan, so I WANT this feature in all 3D games!
Thanks again, guys, I hope you help us!
With best regards...
Please, guys!!!
https://github.com/skyjake/Doomsday-Engine/pull/15
Since v2.0.0 (build 2109) this feature works fine!