02-03-2015, 11:34 PM
(02-03-2015, 08:48 PM)JMC47 Wrote: [ -> ]We can make per-game INI settings going forward to help with this I think.
I would love this so much.
(02-03-2015, 08:48 PM)JMC47 Wrote: [ -> ]We can make per-game INI settings going forward to help with this I think.
(02-03-2015, 08:48 PM)JMC47 Wrote: [ -> ]It's going to be game specific which behavior is wanted; which is why it's won't fix. We can make per-game INI settings going forward to help with this I think.
(02-09-2015, 07:53 AM)masterotaku Wrote: [ -> ]Remember how some time ago I complained about a big loss of performance with 3D Vision enabled in the graphics config? I tried increasing IR in some games and all of them behaved the way I'm going to tell you. Here's what happens in Zelda TP with 3D Vision enabled:
- Native: 25% GPU usage.
- 1.5xIR: 37% GPU usage.
- 2xIR: 53% GPU usage.
- 2.5xIR: 39% GPU usage.
- 3xIR: 95% GPU usage.
- 4xIR: 99% GPU usage and 20fps.
See the bolded. The same happened in all games I tried. Before the 3D merge in Dolphin, 2.5xIR always disabled 3D Vision (glasses still working, but 2D image displayed, along with less GPU requirements). I didn't stop at only the GPU usage, so I confirmed that 2.5xIR gives more fps than 2xIR.
Something is happening at IRs other than 2.5xIR (wich works fine, unlike 3D Vision alone at that resolution), like 3D is forced on top of the 3D that uses 3D Vision, making GPU requirements 4x higher than 2D compared to the classic 2x that usually happened with 3D Vision (and now at 2.5xIR with 3D enabled in Dolphin). It can be observed that at 2.5xIR the convergence and depth settings of 3D Vision are disabled and only the ones of Dolphin are applied, as they should.
(02-18-2015, 08:52 AM)trihy Wrote: [ -> ]Not sure if it was reported earlier, but games like mario party, when you are playing minigames, characters shadows looks like if they are eye switched, making difficut to watch. It happens on all mario party games.
(02-09-2015, 07:53 AM)masterotaku Wrote: [ -> ]Remember how some time ago I complained about a big loss of performance with 3D Vision enabled in the graphics config? I tried increasing IR in some games and all of them behaved the way I'm going to tell you. Here's what happens in Zelda TP with 3D Vision enabled:
- Native: 25% GPU usage.
- 1.5xIR: 37% GPU usage.
- 2xIR: 53% GPU usage.
- 2.5xIR: 39% GPU usage.
- 3xIR: 95% GPU usage.
- 4xIR: 99% GPU usage and 20fps.
See the bolded. The same happened in all games I tried. Before the 3D merge in Dolphin, 2.5xIR always disabled 3D Vision (glasses still working, but 2D image displayed, along with less GPU requirements). I didn't stop at only the GPU usage, so I confirmed that 2.5xIR gives more fps than 2xIR.
Something is happening at IRs other than 2.5xIR (wich works fine, unlike 3D Vision alone at that resolution), like 3D is forced on top of the 3D that uses 3D Vision, making GPU requirements 4x higher than 2D compared to the classic 2x that usually happened with 3D Vision (and now at 2.5xIR with 3D enabled in Dolphin). It can be observed that at 2.5xIR the convergence and depth settings of 3D Vision are disabled and only the ones of Dolphin are applied, as they should.
(01-27-2015, 08:50 PM)Lucario Wrote: [ -> ]To any 3D Vision users, can you reproduce this?
Enable or force 16:9, enable 3D Vision with any 3D depth/convergence, run a game
Did you noticed the camera moved to left once you pressed Ctrl+T or button on the 3D Vision emitter?
You can see it even when the depth and convergence are on 0%. If you switch 3D mode to OFF the camera will move back to normal, and will go back to left in any other 3D mode.
EDIT: NEVERMIND! 3D depth in Nvidia's stereoscopic 3D setting did it.
(02-03-2015, 01:25 PM)Monyet Wrote: [ -> ]At this point we all know that NV don't give a rats butt about fixing anything with 3DVision - they just slap a "compatibility mode" on stuff they can't get to work properly with geometry shaders. I suppose it's not entirely their fault since most developers don't care about 3d either - but they will once VR takes off. Anyway, rant aside, have you tried cycling the frustum? Ctrl-F11 is the hotkey.
(02-21-2015, 09:13 PM)Armada Wrote: [ -> ]Try testing this again with the latest drivers (347.52) Nvidia fixed a bunch of bugs with the Dolphin Emulator in the 3D Vision drivers.
![[Image: 7DBouw.jpg]](http://i.cubeupload.com/7DBouw.jpg)
![[Image: HVSR8O.jpg]](http://i.cubeupload.com/HVSR8O.jpg)
![[Image: eeViLp.jpg]](http://i.cubeupload.com/eeViLp.jpg)
(02-22-2015, 12:33 AM)masterotaku Wrote: [ -> ](02-21-2015, 09:13 PM)Armada Wrote: [ -> ]Try testing this again with the latest drivers (347.52) Nvidia fixed a bunch of bugs with the Dolphin Emulator in the 3D Vision drivers.
OK. After upgrading my drivers to the 347.52 version, and just in case using the latest development build (4.0-5569), the performance drop is still the same. Nvidia's depth setting still affects the camera for me at IRs other than 2.5xIR (the only one not affected by the performance drop or camera problems).
Still, there's a change when 3D Vision is disabled in the Dolphin settings. Now the HUD doesn't disappear when I increase convergence, but this strange bug happens at any depth and convergence setting:
Spoiler: (Show Spoiler)
Spoiler: (Show Spoiler)
Spoiler: (Show Spoiler)
It's like the ground geometry is wrong but only until a certain distance. It keeps switching between bugged and not bugged many times as I keep moving Link or the camera. Such a pity, because other than that 3D is working like in 4.0-4478 and previous builds.
This doesn't happen in all games. It happened in all Zelda games, Xenoblade, Mario Kart Wii and The Last Story, for example, but not in Luigi's Mansion and Tales of Symphonia (at least in the less than a minute that I tried).