3D Vision Blog

A normal user's look into the world of 3D Stereo Technologies

3D Vision Blog header image 4

Entries Tagged as 'GeForce 3D Vision'

The New Nvidia G-SYNC Technology Will Support 3D Vision as Well

October 19th, 2013 · 10 Comments · GeForce 3D Vision

nvidia-gsync-logo

Some good news for 3D Vision users, the just announced Nvidia G-SYNC technology will also work in stereoscopic 3D mode when playing games with 3D Vision as well by eliminating screen tearing, input lag, and stutter. All you will need to do is have a Kepler-based graphics card like at least GeForce GTX 650 Ti Boost and get a G-SYNC-enabled monitor or get a DIY Upgrade kit for an ASUS VG248QE monitor if you already have the monitor available. Nvidia says that the first DIY Upgrade modules will be shipping later this year for the most eager users willing to try the new technology. The Nvidia G-SYNC Do-it-yourself kit will cost approximately $175 USD and come with 1 year warranty. And next year we are supposedly going to see new models coming out on the market with built-in G-SYNC modules from Asus, BenQ, Philips and ViewSonic with displays even going up to 4K resolution.

Nvidia G-SYNC requires Microsoft Windows 7, 8 or 8.1 and apparently older versions of the OS will not be supported and of course it will only work with compatible Nvidia-based GPUs and G-SYNC enabled monitors, so no go for AMD graphics with a G-SYNC monitor. Multi-monitor surround configurations will also be supported if you have all G-SYNC-enabled monitors, as well as SLI setups with multiple Kepler-based GPUs that meet the minimum requirements for G-SYNC to work. G-SYNC is supposed to work with all games, though apparently some games might have issues and Nvidia will be giving the user the ability to disable G-SYNC from the control panel of the drivers on per game basis. Also games that Nvidia discovers that have trouble with G-SYNC will be disabled by default in the driver (more game profiles) and the video driver needs to be version 331.58 or higher (not yet publicly released) in order for you to have G-SYNC support available.


asus-vg248qe-with-gsync-specs

Note that after installing an Nvidia G-SYNC module in the ASUS VG248QE monitor and this should be also true for the upcoming monitors with the module built-in you are going to be able to use it only through the DisplayPort interface with no audio being transmitted along the video signal. Apparently only the Display Port interface allows for the tear-free, faster and smoother variable fps to be achieved when synchronizing the monitor to the output of the GPU, instead of the GPU to the monitor. Also note that the minimum refresh rate with the G-SYNC module will be 30 fps, so apparently even at 30 frames per second thing should feel very smooth and responsive all the way up to the maximum refresh rate of the monitor with in the case of the ASUS VG248QE is 144Hz.

The good news for 3D Vision users is that since the new G-SYNC technology will be compatible with 3D Vision and will also benefit from being available on monitors able to deliver 120Hz and 144Hz we are also going to see more new displays with 3D Vision supported being released. And hopefully Nvidia will start pushing 3D Vision again along with the G-SYNC technology instead on focusing only on G-SYNC. I don’t know about you, but I’m already eager to see the G-SYNC in action with 3D Vision…

→ 10 CommentsTags:·····

Some 3D Vision Monitors May Have Resolution Issue in 3D Mode

August 27th, 2013 · 11 Comments · GeForce 3D Vision

acer-stereo-3d-mode-issue

Back in 2011 when Acer released their first Acer HN274H B 3D monitor with 3D Vision 2 and 3D Lightboost technology support and I’ve got a unit for testing I have noticed that the monitor had some problems with the resolution in stereoscopic 3D mode. When it was showing something in stereo 3D mode the image was like with only half of the vertical lines per eye and not all of them showing, very similar to what you are seeing in a passive 3D monitor though there in 3D mode you get half the horizontal lines per eye. After all one of the advantages of active 3D technology is that it is supposed to be offering full 1080p resolution per eye thanks to the shutters in the 3D glasses being used. Notice on the image above how on the 3D Vision setup wizard with the screen showing the hexagon and rectangle stereo 3D test screen how the 2D text above is just fine, however the geometric figures with stereo 3D effect applied to them are like with half horizontal resolution – you see a line of green pixels for the hexagon then a line of what seems to be white pixels then again a line of green and the same goes with the blue for the triangle. Normally these figures need to be a solid color and monitors with this vertical scanline-like or checkerboard-like issue are showing them as if they are with lower resolution then they should actually be. Note that the image above is not a very closeup shot of the screen and yet the effect caused by the issue is clearly visible, so it is easily noticeable at normal viewing distance when using the display.

Back then I’ve tried pretty much anything to see where the problem with the Acer HN274H B monitor not showing the full resolution per eye was, like using different video drivers, trying different GPU configurations, playing with different cables and so on, but nothing helped. So I ended up with the conclusion that there is something wrong with the monitor itself. Nvidia was also aware about the issue when I’ve checked with them and they were looking into what was causing the problem. I should note that when testing the Asus VG278H monitor that was the other 3D Lightboost-capable monitor back at that time there were no such problems as what the Acer monitor has shown in stereo 3D mode, so apparently not all monitors were affected by this. Since that time I’ve tested a few more newer 3D-capable monitor with 3D Lightboost technology and did not see the same problem present or that much apparent at least in any of them, however I just seen a forum post with people complaining of having very similar problem with most of the newer active 3D displays on the market though not all units seem to be affected. This includes monitors such as the Asus VG248QE, Asus VG278HE, Asus VG278HR, BenQ XL2420T and BenQ XL270T, so it seems that the problem is still there and the question is what is casing it? This issue has actually been identified as LCD inversion (alternating positive and negative voltages for pixels used within an LCD panel in order to prevent polarization and thus damage) and thanks to Mark Rejohn we already have a good online test to check your 3D monitor for LCD inversion artifacts, so check out the Moving Inversion Patterns Test.

With that said, if you have a 3D-capable monitor that is suffering from the same problem as described above (seeming like half horizontal resolution) when in stereo 3D mode and by the way this issue is also visible with moving objects when you are using the display in 120Hz 3D mode, though everything seems normal in 60Hz, you are welcome to report it in the comments below or the forum topic linked below. Please post the model of your 3D display as well as a production date (should be printed on the information sticker at the back of the display). You can easily check to see if your 3D monitor is affected by the same issue and how strong the problem is by going through the 3D Vision setup wizard and taking a closer look at the Hardware Test image with the geometric figures that is on the photo above, so you actually don’t need anything special to test, though the mentioned test above can also help if you are using a compatible browser.

To check out the topic describing the above resolution problem at the GeForce forums…

→ 11 CommentsTags:·········

The Indigomod is Now Called 3DMigoto and is Freely Available

August 19th, 2013 · No Comments · GeForce 3D Vision

3dmigoto-dx11-wrapper-logo

Indigomod, the DirectX 11 Wrapper for fixing 3D Vision shader issues that was mentioned here on the blog last month is now available for free and with a new name, apparently the project is now called 3DMigoto (Japanese for splendid, magnificent, beautiful). The guys behind the project have released both a beta version of the 3DMigoto wrapper itself as well as the wrapper packaged as a patch for fixing the shaders of the game Bioshock Infinite. Unfortunately there is not a lot of information or documentation to help you get started with the wrapper if you are not familiar on how to use it to remove or rewrite problematic shaders for stereoscopic 3D rendering, so that a DirectX 11 game that does not work well with 3D Vision’s stereoscopic 3D rendering method by default can look properly. So you will have to kind of learn on the go, especially considering that the wrapper also has some interesting extra features available besides shader modification. Just as a reminder, Helix has also released a version of his wrapper for DX11 along with patched shaders for the game Bioshock Infinite that you can download and try.

For more information and to download the 3DMigoto DirectX 11 wrapper…
And a kind of support topic about the 3DMigoto at the official Nvidia forums…

→ No CommentsTags:······