3D Vision Blog

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

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The Current Situation with 3D Vision, Something We’ve Already Seen in the Past

August 3rd, 2014 · 12 Comments · Other S3D Tech

It has been a little over 5 years since the start of this blog, even though I has been a stereoscopic 3D enthusiasts for much longer, the reason for the existence of the blog was Nvidia’s 3D Vision. I was really excited when they have announced it and when the first 3D Vision-ready monitors started appearing on the market I was eager to get one as I really did see the potential that the technology had for gaming. And back then since it was something really new and exciting I decided to share my experience, knowledge and other useful information with other users that were just starting and this is how this blog was born.

Now, five years later we are seeing a deja vu as the situation with 3D Vision is pretty much the same as with the Nvidia Stereoscopic 3D Drivers that were available before the birth of 3D Vision. Nvidia did create a market and strong demand for products at first, however they slowly start to neglect things and in a few years they kill the market. This is exactly what is happening with the 3D Vision now as Nvidia hasn’t done almost anything new in many months. The latest bigger things were the announcement of the G-Sync monitors, some with 3D Vision support, that however were greatly delayed to market. The other more recent thing is the addition of “3D Compatibility Mode”, but the more important thing – supporting and pushing game developers to integrate Stereo 3D support in games has been long gone. It is not about fixing games after they have been released, but integrating proper stereo 3D support while they are being developed.

The stereo 3D gaming community can do the fixing with the help of tools like Helixmod wrapper, however even the game modders are giving up on 3D Vision as instead of helping them Nvidia seems to be doing just the opposite. This is really discouraging and if Nvidia does plan to abandon 3D Vision like they did with their old Stereoscopic 3D Drivers, then they should at least open the project and not kill it completely. The people in different stereoscopic 3D gaming communities that are using 3D Vision have asked numerous times that Nvidia works on something or improves another thing in order for 3D Vision to become better and easier to be used, but we have not seen any results. This is really discouraging and many people have just decided that it is enough for them, some of you might of thing this for me as well due to the last few months with no updates here…

I have not given up on stereo 3D and 3D Vision, at least not yet. I was just busy with other things and have decided to get some rest from 3D, not that very much was happening with 3D Vision anyway, and the Facebook and Oculus deal was a bit of surprise and I wanted to see what will come out of it. So far it seems that things are still good and I’m about to get my hands on the pre-order of the DK2 hopefully next week, so all is not lost. However Oculus Rift is not something that can replace 3D Vision, these are two different things, and even though some of their features and functionality do overlap they are still not the same thing. VR with 3D support is an interesting new concept, but for really good results you need content developed especially for the device, meaning that you not only need a good hardware, but good software support as well. At least here Oculus is doing much, much, much better than Nvidia as Oculus Rift is their only product, unlike Nvidia that has many products and technologies and cannot focus solely on 3D Vision. So interesting times could still lay ahead of stereo 3D technology, so we’ll have to wait and see..

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Nvidia G-SYNC Technology For Better PC Gaming Experience

October 18th, 2013 · 3 Comments · General 3D News

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Apparently Nvidia has figured out a way to do a better synchronization between the GPU rendering the frames and the display showing them by adding an additional G-SYNC module inside the display (this means new gaming displays coming out with the module built-in them). The idea is that with this G-SYNC module you are supposedly getting a V-Sync off like experience in terms of responsiveness, but without the tearing of the image displayed on the screen. So less input lag and better responsiveness regardless of the FPS and supposedly no more tearing and stuttering. It all sounds great in theory if you are a gamer, but we need to see it first in action. There is still not a lot of information about this new technology, but hopefully Nvidia will soon provide more technical details…

With G-SYNC, the monitor begins a refresh cycle right after each frame is completely rendered on the GPU. Since the GPU renders with variable time, the refresh of the monitor now has no fixed rate.

This brings big benefits for gamers. First, since the GPU drives the timing of the refresh, the monitor is always in sync with the GPU. So, no more tearing. Second, the monitor update is in perfect harmony with the GPU at any FPS. So, no more stutters, because even as scene complexity is changing, the GPU and monitor remain in sync. Also, you get the same great response time that competitive gamers get by turning off V-SYNC.

The good news is that if you already have a Kepler architecture-based Nvidia GPU you will have the support available for the G-SYNC technology in your computer, so you will only need to get a new monitor with a G-SYNC module built-in. The initial partners that are supposed to offer PC monitors for gamers with the new G-SYNC module are Asus, BenQ, Philips and ViewSonic, all companies that also make 3D Vision compatible displays apart from Philips, and supposedly this extra module will not make the monitor significantly more expensive than a model without the module. There is some information available that the first monitor to support the new technology could be based around the 144Hz-capable ASUS VG248QE that also supports Nvidia’s 3D Vision technology, so G-SYNC hopefully will work just fine with 3D Vision in stereoscopic 3D mode providing even better experience (no word on G-SYNC and 3D Vision support from Nvidia yet). Have in mind though that the technology will be supported over DisplayPort interface only and the first G-SYNC-equipped monitors will probably be available in the first quarter of next year.

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Nvidia and Ubisoft Pushing Graphics in Games, No 3D Vision Support

August 21st, 2013 · 1 Comment · General 3D News

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Nvidia has just announced an what they call an alliance with Ubisoft to offer PC gamers “the best gaming experiences possible” for some of Ubisoft’s upcoming top titles to be released this fall, including Tom Clancy’s Splinter Cell Blacklist, Assassins Creed IV Black Flag and Watch Dogs. Here is a quote about what this alliance means for gamers expecting the best possible graphics:

NVIDIA’s developer technology team is working closely with Ubisoft’s development studios on incorporating graphics technology innovations to create game worlds that deliver new heights of realism and immersion. One example is NVIDIA TXAA antialiasing, which provides Hollywood-levels of smooth animation, soft shadows, HBAO+ (horizon-based ambient occlusion) and advanced DX11 tessellation.

Sadly this news does not mention 3D Vision at all or at least stereoscopic 3D support and this comes as a bit of a disappointment for gamers playing in stereoscopic 3D mode especially in regards to Assassins Creed IV that has the potential to look simply great when played in stereo 3D mode as previously released Assassins Creed games have demonstrated. Notice that Nvidia is talking about “new heights of realism and immersion” and that apparently no longer includes native stereo 3D support or 3D Vision support and that comes a general lack of activity from Nvidia regarding 3D Vision for a while now…

The good news here is that we already have DirectX 11 wrappers available that allow shader modification directly by the 3D Vision user community playing games in stereo 3D. Thanks to Helix and the 3DMigoto we could still be able to modify some problematic vertex and pixel shaders (or remove them) in order to have new DirectX 11 games run with all the visual goodies, including tessellation, so that these titles could actually be made playable in stereoscopic 3D mode with 3D Vision even if they don’t have official support.

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