VR Mode compatible with stereoscopic 3D ?

Discussion in 'Technical & Support' started by Max Dralle, Apr 27, 2017.

  1. Max Dralle

    Max Dralle Registered

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    Hi, all.

    I'm really looking forward to the beta release and was wondering, if the VR mode will be compatible with stereoscopic 3D (3D Vision in my case) or if it requires VR hardware being attached for enabling it.

    Anybody got an idea ?

    Thanks,
    Max
     
  2. WiZPER

    WiZPER Registered

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    VR and stereoscopic are two very different concepts, I actually belive that stereoscopic already IS possible as it's rendered by the gfx card when activated in it's driver settings?
     
  3. Max Dralle

    Max Dralle Registered

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    True and I actually use 3D Vision in rF2, but VR renders separate outputs for each eye as well and I would like to compare both variants, because a built in feature could result in better performance than a driver hook that has to interpret or translate a game engine's rendering pipeline.

    If I remember right, one of the Crisis games had built in stereoscopic support and that had better performance than using 3D Vision.
     
  4. WiZPER

    WiZPER Registered

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    Well, I would'nt get my hopes high for such 'features' TBH.
     
  5. Max Dralle

    Max Dralle Registered

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    If it can render VR, the feature of rendering two separate views is implemented.

    Thus, it's rather a matter of allowing the user to enable it, without VR hardware being attached ... ;)
     
  6. WiZPER

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    VR is using " lens distortion" to obtain that surrounding effect, stereoscopic uses two "flat" images.
     
  7. Max Dralle

    Max Dralle Registered

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    Ah, ok ... didn't know that.

    Thanks !
     
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  8. Max Dralle

    Max Dralle Registered

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    Just another heads up, because it was mentioned in the DX11 Open Beta release thread and it might get lost over there.

    3D Vision still works in DX11 and the performance hit on my system is less than it was when using DX9.
     
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  9. Max Dralle

    Max Dralle Registered

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    I made some more tests, using S397's updated content only and the 3D Vision performance drop is only about 25-30% in DX11, while it was 50-75% in the previous DX9 build.
    :)
     
  10. WiZPER

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    That's great, but still not related to the VR implementation :)
     
  11. Max Dralle

    Max Dralle Registered

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    True.
    Since rF2's VR is directly linked to SteamVR, I see no way to "abuse" VR for S3D, but thought I'd post my findings in here anyway.
     
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