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(12-13-2014, 11:29 AM)Feilen Wrote: [ -> ]if I enable Stereo3d and have Antialiasing enabled
That is one of the reason why this is still disabled on master. Our OGL backend lacks support for MSAA and XFB with enabled stereo.
(12-13-2014, 11:29 AM)Feilen Wrote: [ -> ]I got another dev to test it with OpenGL on Windows and they had no such issues.
Through this sounds fine, it's more likely a driver bug. We don't generate any valid pixmaps for the second layer on msaa surfaces.
In the end, it's a known issue which needs some rework in the ogl backend itself. It hopefully will be fixed soon...
(12-15-2014, 09:35 PM)degasus Wrote: [ -> ] (12-13-2014, 11:29 AM)Feilen Wrote: [ -> ]if I enable Stereo3d and have Antialiasing enabled
That is one of the reason why this is still disabled on master. Our OGL backend lacks support for MSAA and XFB with enabled stereo.
(12-13-2014, 11:29 AM)Feilen Wrote: [ -> ]I got another dev to test it with OpenGL on Windows and they had no such issues.
Through this sounds fine, it's more likely a driver bug. We don't generate any valid pixmaps for the second layer on msaa surfaces.
In the end, it's a known issue which needs some rework in the ogl backend itself. It hopefully will be fixed soon...
Another dev had to correct rendering for the Oculus Rift using the stereoscopic rendering options, but it works great now! Still no MSAA, but that's to be expected.
(12-17-2014, 08:30 AM)Feilen Wrote: [ -> ]Another dev had to correct rendering for the Oculus Rift using the stereoscopic rendering options, but it works great now! Still no MSAA, but that's to be expected.
It's on my To-Do list together with XFB and Quad Buffering support, I expect all these features to be supported before we officially release the stereoscopy features.
MSAA support was merged, XFB support is in the pipeline.
Wonderful! Didn't mean to rush anything. I'll let someone else merge it in, but that's great to hear!
XFB support has also been merged, but has a few lingering issues in D3D. OGL stereoscopy is now compatible with all features except for Real XFB (Virtual XFB works fine) and EFB2RAM. Note that having EFB RAM copies enabled does not mean EFB2RAM will actually be used, you will only lose stereoscopy on textures where a RAM copy is actually used.
Those last two features can't support stereoscopy as the console does not allocate enough RAM for it. I will now concentrate on fixing stereoscopy glitches and adding the Quad-Buffering stereoscopy mode (also known as HD3D on AMD cards). In any case we're very close to releasing this feature.
This feature has been released in version 4.0-4849, enjoy.
Hey Armada, I think I found an issue: Stereoscopic 3D doesn't support Real XFB right? However, if the last time I enabled XFB I had chosen Real and now I disable XFB, Real checkbox will still be marked but grayed out because XFB is disabled, but Stereoscopic 3D will still warn that it doesn't support it and will turn off, even with XFB already disabled. I can fix that by enabling Virtual XFB and then disabling it (that way Virtual checkbox will be marked but grayed out because XFB is disabled)...
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