We've developed support for stereoscopic 3D in both backends. Support for this has long since been done in the D3D backend using Nvidia 3D Vision and TriDef, however these kinds of software use heuristics to try and apply stereoscopy which often results in strange bugs. And without any control over these heuristics we can't do anything to fix those bugs.
Supporting 3D stereoscopy within Dolphin has the following advantages:
Currently the Side-by-Side, Top-and-Bottom and Anaglyph stereoscopy modes are supported so it should work with most 3D TVs. Nvidia 3D Vision is not yet supported until this feature is ported to D3D. OpenGL Quad buffers are also not yet supported, if anyone has the hardware required to test quad buffering please let me know.
The minimum requirement for this feature is OpenGL 3.2 or DirectX 10, but this should not be a problem for a modern GPU that is able to run Dolphin. Intel cards are not yet supported due to a bug, but support will be added soon.
This feature has now been merged, but it is still in a disabled state until all bugs are worked out. To test it out, go to your gfx_opengl.ini or gfx_dx11.ini files and set StereoMode to 1.
Supporting 3D stereoscopy within Dolphin has the following advantages:
- Cross-platform support.
- Fully functional EFB copies.
- We can ensure stability of the stereoscopy feature.
- We can optimize the stereoscopy code to expand compatibility.
- Stereoscopy in the OpenGL backend wasn't possible with any of the stereoscopic 3D software.
Currently the Side-by-Side, Top-and-Bottom and Anaglyph stereoscopy modes are supported so it should work with most 3D TVs. Nvidia 3D Vision is not yet supported until this feature is ported to D3D. OpenGL Quad buffers are also not yet supported, if anyone has the hardware required to test quad buffering please let me know.
The minimum requirement for this feature is OpenGL 3.2 or DirectX 10, but this should not be a problem for a modern GPU that is able to run Dolphin. Intel cards are not yet supported due to a bug, but support will be added soon.
This feature has now been merged, but it is still in a disabled state until all bugs are worked out. To test it out, go to your gfx_opengl.ini or gfx_dx11.ini files and set StereoMode to 1.