has anyone tried this? How well does this work, and what are the pre configurations required to be able to view the 3D SBS image on the extended desktop properly? Does any particular resolution or aspect ratio have to set in order to view SBS 3D on Pimax 4K on desktop while in extended mode? and what about IPD? Does 3D SBS work in fullscreen and window mode on extended desktop? Also what is maximum internal resolution of headset in extended mode? Will using custom resolution in NVIDIA control apnel (down-sampling) improve picture quality in extended mode?
Tridef is not supported by any VR pipeline SteamVR or otherwise, so you can only use it in extended mode. run the game on your desktop and then move the SBS game window to your extended pimax display i guess. try both windowed and fullscreen. tell me how it goes.
managed to get Alien Isolation working in 3d in the headset once, but it was too much hassle and quite nauseating without headtracking. You can use opentrack to control the mouse movement, but again, a lot of hassle.
But theoreticaly as mentioned before you need vorpx desktop viewer and tridef, you can find many guides on how to get it working with oculus (old one, not sure about vive or released oculus) on youtube, for example they could launch star citizen in hmd with 3d from tridef and headtracking from vorpx.
p.s. new pimax version has better support for oculus, i guess there are more chances to get this shit working with new version, however it still requires pimax to work with steamvr and vorpx will recognize it as Vive.
With Vorpx in the last version; it has extended mode and there you can set the resolution (set it to 2K of course) and prior you had extended mode and Pimax as main display. Launch!!! Then you have all the options that Vorpx brings, except headtracking.
With tridef; first config the game with Tridef 3D ignition, once you check it that works, install and config the game with Reshade and Polynomial_Barrel_Distortion.fx included in Depth 3D shaders pack. With that shader you can config the HMD and Tridef do 3D stereo part.
I guess Vorpx Cinema desktop viewer is akin to Virtual Desktop and Bigscreen Beta? I have Tridef and Vorpx, and i will try this method later. But for now just knowing how to use Tridef in Pimax extended mode is priority, and what precedents are required to make it work and to view 3D SBS optimally. LIke i said in previous post when viewing games in 3D through a desktop capture app (Vorpx desktop viewer and Virtual Desktop), it takes a heavy toll on performance, especially with newer more demanding games.
These are some screenshot taken from PC side (above) and smartphone side (below), the PC side in reality is like the smartphone side without the lens correction, don't know why the screenshot taken is with 1 eye only:
Hi all, I've got a Gear VR coming in the mail, and I'm definitely going to try and get KSP running on it in 3d stereoscopic VR. I just wanted to touch base and see if the above setup (KSP->Tridef->Trinus VR, and perhaps some SideLoadVR to get around the automatic starting Oculus app) is still the best way to do it, or if there's anyone out there who's figured out a beter way to handle it?
Small update for who's interested. My gear VR arrived finally. Addendum to above post: to disable the oculus sw automatically booting when inserting the phone into a Gear VR, there's an app called CB Enabler (which costs about 77 euro cents or presumably one buck).
To get a flat image out to the phone, trinus works fine, however, I'm trying to get TrackIR working with KSP (there's some settings to enable it in the KSP setup menu I noticed), but there may a bug in trinus at this moment according to a forum message there so hrm. I'm going to give tridef a spin next (which is paid), and also look at Vireio (which is free and open source), see how that works out for stereoscopic.
Ok, bit of running commentary here. I'm not there yet, but I am making some headway. First of all, my HW is a Gear VR, Samsung Galaxy S7, and on the PC side an aging AMD Phenom X4 with ATI Radeon R9 200.
I've failed to get Vireio to work so far, but I'm guessing I'm missing something fundamental not mentioned in the guides (or at least, in the first few pages), probably to do with creating a profile of some sort(?), so I may have to go forum delving there. It sees the KSP launcher executable, and runs that in SBS 3d, but when that launches the game propper, it's back to 2d. There's apparently a new version beta out which focusses on FO4 to iron out the kinks. As luck would have it, I have that, so I may try and get it up and running with that first and work my way to KSP from there.
TriDef has apparently stopped supporting their product, but they are offering a 14 day trial version of what they got (which is $40 normally), and when using the Tom Clancy's H.A.W.X. 2 profile like @andredavanz suggested (thanks for that buddy, if you went through all of them in the list before figuring out this one works you did one heck of a job ), I can get the x64 version of KPS 1.1.3 to boot up with SBS 3d. load a save game, and I can have a look in the tracking station. Note, since I'm just trying to get seperate components working at this point, I haven't tried anything else in KSP; no comments on stability yet, but I can say it's not doing too much for my framerate at this point though. Still, it works so it has that going for it.
Trinus seems to be doing most of what I'd want from it (apart from the TrackIR which I need to look into further, as the problem could also be with KPS or something else). It's even going so far as to detecting KSP was running in SBS 3d and automatically switching from outputting the active application to both eyes to splitting up the image and serving one side to each eye. In this mode, I'm not seeing the barrel lens distortion, which may mess up the image once in the gear VR (I'm running with the phone in my lap at this point as I'm switching in and out of applications all the time), so I'll be looking into that as well.
However, I think I'm going to leave it at that for now, because what I've also discovered is that even if I'd have managed to get trackIR working, I probably wouldn't be able to play it like I'm doing now anyways, and the reason is UI.
So, for me personally, my conclusion is that the UI of KSP, which works just fine for a big PC screen, doesn't really work for me for this format, in it's current form. It could be fun if you just want to do a bit of flight simming (eyeballing most of it), but it makes the other components of the game I like (like designing craft, setting up manouvering, finnicking dV budgets, doing suicide burns etc.) really hard. If I really want to get my 3d (which is admittedly not the same as VR) on in KSP at this moment , I'd probably go looking for a cheap (passive) 3d monitor and just use Vireio, TriDef or VorpX.
Honestly, I didn't really try that out much. I rely an awful lot on KER AP/PE readouts, air intake, TWR indication, surface distance, dV, fuel status etc, and I'm not really seeing that happening in IVA, unless you can make those figures pop up on rasterpropmonitor (haven't used that in a while). Still,you could probably have a good time flying around a jet and just seat of your pants it, provided you worked out all the design kinks beforehand.
Just a thought: Occulus rift does some image distortion to make the images look proper through the lenses. So the image is stereo with some additional image distortion that may not look proper on a flat 3D display.
Note to devs: It sounds like your software already performs exactly the same functions as TriDef (and some others, including at least one open-source project), but as I guessed, makes a hardware-check for an HMD.
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Purpose: To investigate horizontal image disparity in three-dimensional (3-D) perception using 3-D animations in normal control patients and patients with intermittent exotropia, anisometropic amblyopia, and partially accommodative esotropia.
Materials and methods: A total of 133 subjects were included. Stereopsis was measured using the Titmus Stereo test (Stereo Optical Inc., Chicago, IL, USA) and a 3-D stereopsis test with a 15 inch 3-D display laptop, adjusting 3-D parameters of 0 mm horizontal disparity to 15 mm horizontal disparity.
Conclusion: This study demonstrated that a 3-D stereopsis test with animation is highly correlated with the Titmus Stereo test; nevertheless, 3-D stereopsis with animations generates more image disparities than the conventional Titmus Stereo test. The 3-D stereopsis test is highly predictive for estimating real stereopsis in a 3-D movie theater.
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